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by Published on 2012-11-10 08:00 AM

Salvaging the Hellfire Rings, Lylirra on Various Things, Stash Icons, Bonus Blizzard Comic Contest Entry

Patch 5.1 - Dominance Offensive
Today we take a look at the start of the Horde quest line in Patch 5.1. This line involves the new Dominance Offensive faction.



Heart of Fear Heroic Progression Update
In the 25 Man rankings, Method, Blood Legion, and Vodka have managed to kill another boss in the last day, putting them at 5/6 bosses down. DREAM Paragon is also at 5/6 bosses now, with second place going to У беляша at 3/6, and several other guilds at 2/6.



Developer Meeting Notes
Blizzard has shared some notes from the weekly developer meetings with several EU fansites. Thanks to WoWSource for sharing!
Originally Posted by Blizzard Entertainment
Classes
Q: The way the Monk Pilgrimage spell works is pretty cool. What do I have to do to get two-way portal functionality for a Death Knight’s Death Gate? (It could even be part of the Death Gate glyph!)
A: It’s something we can consider. Keep in mind, though, the primary reason we gave Zen Pilgrimage two-way functionality was to try and prevent low-level Monks from getting stuck on Pandaria. This isn’t an issue for Death Knights travelling to Ebon Hold.

Q: Many love Zen Pilgrimage for Monks, but it can be confusing if you port to the Monk area using this spell and then leave via a BG/dungeon queue or hearthstone. Example: One day a player uses Zen Pilgrimage from Elwynn to pick up the daily quest, did dungeons all day, then hearthed to Stormwind to logout. The player flew all the way up to Hillsbrad the following day to farm herbs. When it was time to do the daily, the player uses Zen Pilgrimage and was taken back Elwynn, then had to use it again to get to the Monk area. Would it be weird to reset Zen Pilgrimage if you port out of the Monk area using any method except Zen Pilgrimage?
A: This can certainly be confusing and we will explore ways to make it easier to understand, or better communicate with the player how it’s working.

Q: Hunters are really excited about the new pets being introduced in 5.1. Requests have been coming in from both forums & social media asking if we can expand the number of stable slots so they can collect them, rather than agonize over which pet they want to release to free up a slot. Suggestions include adding more stable slots, or adding a hunter pet tab similar to the way mounts/battle pets are listed. Are there any plans for updating Hunter pet storage?
A: Not at this time. We understand the concern and are exploring options to better optimize the system, but the hunter essence wasn’t designed to be “catch them all.”

Q: DPS Shaman and Rogues still aren’t happy in PvP. Why do you thrive on their unhappiness?
A: In 5.1 we’re focused on stabilizing the PvP environment by addressing major outliers in balance. After we’ve accomplished that, we’ll be able to take a look at where things stand and make the appropriate adjustments from there, rather than sweeping changes all at once.

Q: Hunters are upset that Scattershot can be dodged, while Blind is on a 1-minute cooldown but can’t be dodged. What’s to be made of the disparity?
A: Hunters and Rogues have completely different toolsets that complement each other differently. Making side-by-side comparisons between class abilities is a good way to become needlessly frustrated. Scattershot behaves the way it does by design; it is a ranged attack and intentionally subject to being dodged.

Challenge Modes
Q: Is there any plans to remove the “You have entered too many instances recently” restriction from Challenge Mode dungeons, or is this part of the challenge as well?
A: The limit for instances created will remain the same, but with Challenge Mode dungeons, players need only utilize the drop-down menu to reset while inside. This will port players back to the beginning and reset the instance without having to zone out and back in, thus avoiding the instance creation cap.

Q: Players report that Challenge mode mounts aren’t account-wide. Was this working as intended and if so, what is the reasoning behind the restriction? For reference, we’ve informed players that mounts are account-wide except for restrictions based on profession, faction, class, or PvP rewards.
A: Our philosophy on these mounts is similar to that on PvP mounts. You have to work very hard and be skilled at playing your specific class to earn and ride these mounts.

Q: Assuming you have no intention of resetting the Challenge Mode Leaderboards this expansion, are there any circumstances you anticipate that could necessitate a reset at some point?
A: We plan to remain hands-off with the Leaderboards as much as possible, in order to preserve its meaning and prestige. Integrity in the data is key, but should a bug or exploit come into play and damage the listings, we may step in. We need to be very cautious about this and only consider manually altering the Leaderboards if their integrity is largely compromised by an extreme bug exploit or hack.

PvP
Q: Players are not too happy about the location of the PvP vendors on the wall. They realise of course that we want people out in the world again, but they feel these vendors are just in the middle of nowhere and there is no PvP going on. Also, lore-minded players claim that from a story point of view, to put your army supply line setup shop at the edge of the battlefield makes no sense, as this is one of the first places to be overrun during an all-out invasion of the enemy. Players request anything from making portals to the vendors from the cities, to moving the vendors back in the cities, to placing mailboxes and other such conveniences near the vendors. Are these concerns that we acknowledge as an actual issue, or are we happy with the location of these vendors?
A: We are happy with where they are located, but have added in new map icons and an in-game mail that goes out to players who reach level 90 that tells them where to find the NPCs. There isn’t a big lore explanation for the design, but we think it makes sense to keep your weapons accessible at the wall from where you’re launching an offensive and no further changes are planned.

Q: Why did you make the random Battleground and dungeon bonus rewards obtainable once daily again, from seven weekly? There have been moderate frustration from players who can’t login every day to “do their chores,” which is, in part, why you said you originally moved to the weekly formula.
A: The reward structure is different now, in that players receive a bonus amount of Conquest and Valor points for their first runs, and continue to earn Conquest and Valor points for every run after.

Q: Regarding the PvP blog, you do not mention Discipline Priests in the blog or your plans to increase their viability in Arenas. What plans do you have in the works for Discipline Priests?
A: Focused Will is returning to help provide some mitigation. Part of the issue is that healers are having a bit of trouble countering some DPS burst. Several of the 5.1 changes listed in the blog are being made to help in this regard.

Q: The change to Gag Order has received *many* positive responses in Europe. Do we plan to do away with more blanket silences that require no effort to land? This has been quite a large request of PvPers for a long time, as they do not like the “lack of skill” required to land these.
A: We disagree and feel that blanket silences have great strategic value to pre-emptively shut someone down from using instant-cast spells. As with all crowd-control abilities, there are diminishing returns and we try to maintain healthy cooldowns to mellow them out. If there are specific examples of skill-less silences, please share those with us.

Q: While reactions are *very* positive for the Gag order change (Players are happy to see blanket silences being removed), players feel this is too much and would be more than happy to just see the interrupt component stay while the blanket silence is removed. Would you consider this type of change?
A: Warriors have access to Storm Bolt at level 90 which is a very viable option. Generally speaking, Warriors sacrifice some ranged power for their high mobility.

Q: In the PvP blog you mention that you’re satisfied with the state of CC. However the amount of CC in the game at the moment is something the PvP community is highly frustrated with. Many players feel they are stuck in CC for half of their Arena matches (exaggerated). With large amounts of CC being instant cast (fears, Ring of Frost and stuns) they feel that landing a successful CC chain is no longer skillful, but a simple matter of spamming CC on a given target. What kinds of changes do you plan in this regard?
A: We’re happy with how crowd-control abilities are working, especially considering the trade-offs involved in using them (high cost, cooldown timers, etc.). There aren’t any plans to make changes at this time, though we do feel diminishing returns are not communicated and explained well enough.

Q: You mention that you want players to have more things to spend their Conquest and Honor points on, and that you would like to have this role filled by upgrading gear with these currencies. Players have mentioned on several different occasions that they would love to see more cosmetic rewards from PvP to display their skill, status, ranking, and rating. Have you considered adding in more cosmetic rewards such as cool armor sets similar to those from Challenge Modes?
A: We agree that players who prefer PvP should have cooler things to purchase, including more options like vanity items, and are discussing ways to better deliver on this. The current itemization model somewhat follows the original formula that implied PvPers were mostly just interested in getting direct performance enhancers. We don’t agree with that implication anymore and, with the new currency system, it makes sense to provide more flavor items to spend CP/HP on.

Q: You mention in the “Smoother Battleground Brackets” section of the PvP blog that you plan to allow gear and mechanic scaling in low-level PvP. Have you considered doing this for Arena or level cap BGs? This was also something requested by players for ranked PvP so that skill would be the deciding factor in victory. This would also allow for mechanic and stat adjustment to allow for better balance in rated PvP.
A: At this time, we are not planning to implement any scaling in endgame PvP. World of Warcraft is designed, and gameplay is centred on, players making an effort to improve their gear and their skills. If we scaled player gear, we’d thus remove virtually all meaning from endgame progression.

Q: Burst damage and cooldown stacking is a large concern in PvP right now. Players feel that there are large windows of 3-5 minutes where nothing is happening and then cooldowns are back up and there is 15 seconds of burst. What are your plans to start preventing players from stacking cooldowns, causing these small windows of burst and large sections of downtime? Are you planning on increasing the sustained damage from players and lowering burst?
A: Are there any specific examples that you can share?

Our focus has been to keep burst abilities manageable and consider it good strategy to juggle the options. If a player chooses to pop all their cooldowns in order to gain a greater level of burst, they risk being crowd controlled and then have to wait to use the abilities again. That said, we’re still closely monitoring the relationship between healing and burst damage.

Q: With the recent limitations on how many Conquest points a player can earn for each category, this has upset several players who don’t want to do Rated BGs/Arenas, or are having trouble acquiring the additional points from their Arena/RBG rating. Will you ever consider just lifting these requirements entirely and allowing players to fully cap however they want?
A: Conquest points are considered much more valuable than Valor and are the reward for high-level PvP accomplishments. The way Conquest points are earned and the rewards they yield make a direct comparison to Valor problematic. We are, however, looking for flavorful ways of giving bonus points, like maybe, “Oh, this treasure chest I found has some Conquest in it! Woot!”

Raids, Dungeons and Scenarios
Q: While grouped in leveling dungeons we’ll commonly see the buff icon change as different classes come and go. Unfortunately the vast majority of the time it shows 1 of X, and as far as we can tell that’s all that’s available for buffs. Is it showing potential buffs at 90? Is it showing potential buffs based on various class procs? Pretty much every dungeon it shows that we’re missing buffs that we can never actually have.
A: Each class and spec are flagged to show how many buffs they can give, and this ignores what level the character is. It’s a technical limitation and we agree it’s confusing. We’ll consider our options for making the buff system more clear for players leveling.

Q: LFR Loot drop rates suck. Getting dupes sucks. Getting items not for my spec sucks. We hear this a lot. What do you make of it all?
A: Randomness in loot drops is very much intended. Part of that includes getting the occasional duplicate item. If you’re an enchanter, you can make the most of them; otherwise, they’re a little extra gold in your pocket. Not every item is flagged correctly, so there might be a few items still being awarded to certain specs incorrectly. If that happens please report the item and your spec.

Q: We’ve received feedback from some tank players that it feels very hard for them to clear all bosses in LFR. What happens is basically this:

  • 1st LFR run in a week, player gets into a group that already killed the first boss. They clear the rest of the raid with them.
  • 2nd LFR in this week, player again gets into a group that already killed the first boss.
  • 3rd LFR in this week, see above.

This is especially frustrating for tank players that face relatively high queuing times. The situation might even be aggravated by tanks that already killed bosses two and three this week, leaving after they finally got the first boss down, which means another tank will be assigned to that slot.

Is this something on your radar, and if yes, are there any plans to alleviate the situation for tanks?
A: If a player has killed the last boss in an in-progress dungeon, the next time that player queues, the system will actively try to put him/her into a fresh run. However, we understand how frustrating it can be to end up placed into an in-progress dungeon group, and we are working on ways to improve the system. This includes backfilling methods for individuals who leave mid-dungeon, and we are keeping a close eye on behavior and completion stats at this time.

Q: With LFD valor rewards going back to 1/day from 7/week, doesn’t this give those players who might only be able to play on the weekend a disadvantage? you stated that more players were doing them at 1/day but were the stats really that drastic? Is there any other reason you’ve switched it back to 1/day besides what you stated?
A: This is no longer how our system works. Back in WotLK and Cataclysm, the only way to get the highest-level points (now Valor) was to do a run once a day, which was then changed to seven a week. Now, however, players get a bonus of Valor points on their first run, and continue to earn Valor with each addition run as well as through certain daily quests. It is very feasible that a player can now cap Valor in one day by chain-running Heroics. Since there’s a Valor bonus for every random run, we don’t feel it’s necessary to make the slightly higher bonus for the first run of the day apply to the first seven runs you do in a week. It’s a small bonus for doing at least one Heroic every day, but unlike before, players who can’t login every day aren’t prevented from being rewarded Valor more than once a day via Heroics.

Q: Do you plan to allow players to search for a third party member for Scenarios? At the moment when one leaves it is impossible so you either quit the Scenario or do it with only 2 party members.
A: The same functions that are in Raid Finder and Dungeon Finder groups will be implemented for Scenarios in Patch 5.1, so your group will be put back in the queue if you lose a member.

Questing
Q: There is a lot of mixed feedback regarding daily quests. There are players who love the fact that they have a new endgame progression system that allows them to eventually obtain better gear through reputation and Valor Points, yet there are others who feel forced to do dailies in order to keep up in PvE progression which essentially feels like an enforced ‘grind’ to them. What are your thoughts on PvE progression now after more and more players reach endgame?

More specific: Are you considering additional changes to the reputation system besides the increased reputation gain for alts? Do you feel players who complain about the need to do daily quests have a point, or are there other and equally quick means of progression they haven’t discovered yet (such as running Heroics -> running LFR)?
A: The vast arrays of daily quests are there to provide players with plenty of things to do once they hit level 90. These are not intended to be completed in weeks, but enjoyed over several months. The items and goodies players can earn through these factions are all things unnecessary to remain competitive in-game, and each person has the choice of whether or not to work to earn them. Even with top-end recipes, the benefit is very minuscule by comparison to what is more readily available, and especially after players have begun wearing item level 500+ gear.

Q: When questing in groups, some players got a little bit confused about how the progress of each group member is tracked. This led them to the conclusion that MoP doesn’t really encourage questing in groups, which they feel is contradictory to the idea of an MMO. They provided a few observations and examples which I listed below.

How do you feel questing in groups works for players? How can we explain to players why the experience feels inconsistent across different kinds of quests? Is this something you’d like to address and make more streamlined in the future?

Here are the observations and a few examples players provided:
General observations:

  • In killquests, kills are generally awarded to the entire group
  • In gathering quests, each player needs to collect the required items individually. However, if the item drops from a mob, it can be often picked up by everyone. If it needs to be looted from an object, each group member needs to find the required amount of objects.
  • In quests that require players to perform individual actions, these actions sometimes count for the entire group and sometimes they don’t.

Examples for situations in which the group experience feels off:
Gathering quests:

  • Watering woes (Valley of the Four Winds, QID 30267): Each group member can loot Spindly Bloodfeathers from the same corpses; Glad Glimmers need to be picked up individually though.
  • The Great Water Hunt (Valley of the Four Winds, QID 30051): Group members can’t see each other’s Mudmug, everyone needs to collect Gladewater individually)
    Quests requiring individual actions:
  • Evacuation Orders (Valley of the Four Winds, QID 29982): Each group member needs to talk individually to the NPCs to complete the quests.
  • Crouching Carrot, Hidden Turnip (Valley of the Four Winds, QID 29947): Regardless of which player tricks Virmen with the orange-painted turnip (lol btw, loved that quest), it counts for all group members.

A: We agree that these types of inconsistencies are not optimal and things we are certainly looking into improving. Currently, there are discussions ongoing to review group questing, implement small changes and fixes as we can, and then shoot for much greater changes designing future content. Of note, with patch 5.2, we plan to implement new tech that will help provide all grouped players with flip-the-switch-type quest objectives, which will count for everyone in the group. We currently don’t have the tech to award everyone in a group credit for quests where you have to gather loot from doodads on the ground, so we’re trying to be a little more gentle with those.

Q: Players who are really focused on doing dailies for reputation and Valor are finding that it’s actually kind of difficult to naturally acquire Justice points. This feels a little counterintuitive since it’s the lower currency. Similar to how JP drops from bosses in Heroics, how about allowing bosses to drop them in Scenarios?
A: That’s an interesting point. It does seem a little weird that one can only obtain Valor by doing Scenarios, a low-tier endgame feature, and not any Justice, the low-tier item currency. We’ll look into this and see what can be done, as Scenario bosses currently have no loot tables.

Q: Many players who frequently do dailies are complaining about having an excess amount of Lesser Charms of Good Fortune taking up bag space, and that there’s nothing to use them on if you accumulate well over 90 a week. One suggestion players had, which is similar to what we’ve offered in the past, is to allow them to be spent on tokens that would grant rep for the faction from which they’re bought. Would you consider this, or other, changes to these lesser charms?
A: We can confirm that Lesser Charms of Good Fortune will be moved to the Currency tab in Patch 5.1. The token system, however, is a dangerous one given the current setup. This will encourage players to spend all their charms on reputation to get to exalted as quickly as possible; but they’ll be really sad when they realize how much they want Elder Charms of Good Fortune, and now have to keep running dailies past exalted to acquire them. If people are getting more than 90 a week, that’s completely fine and expected. They’ll want to have a steady supply of Elder Charms after they’re done with daily quests, and inventory space won’t be an issue in 5.1.

Pet Battles
Q: Currently Pet Battle are only between the same faction. Is it possible we’ll allow cross-faction pet duels? Will we have a Spectator Mode for pet battles?
A: There are currently no plans to make Pet Battles cross-faction. There isn’t really a need to build in that functionality either, provided enough players are participating that the queue times aren’t long.

Q: Do we consider adding further music tracks to the pet battles? The current music playing during the battles gets a bit old after a while.
A: There is an option to turn off pet battle music specifically if you get sick of it. We don’t have any plans at the moment to expand upon the existing pet battle music. We did shuffle 10 tracks into different playlists and added some logic to the way they play back though. Specifically, PvP battles have the more driving pieces, and the trainer/boss battles have longer tracks that are less likely to repeat during a fight. PvE (wild) has overlap with both of these, but is weighted more with the less intense music. It’s minor, be we feel this improves the experience by tying each music piece more consistently to different types of battles.

Q: There are rumours about several UI improvements and other features being added in patch 5.1 for pet battles. Anything you can share on this?
A: Just as an example of something awesome we plan to do with the pets that drop from old raid bosses you can share, if you collect all of them you get an achievement that unlocks Mr. Bigglesworth from Naxxramas. To distinguish him from the standard Siamese cat model, we gave him some sweet frozen whiskers and a frost path behind his footsteps. He’s Undead.

Cross-Realm Zones
Q: CRZ – Server side lag, some players continue to say that cross-realm zones feel unresponsive, possibly due to overcrowding. Player observation: “It acts like I’m lagging whenever I enter and play in a cross-realm zone. Crossing from a normal zone into a cross-realm one causes a huge delay and the zone itself acts like I’m lagging even though my latency remains the same (I’ve seen other people describe it as “rubber-banding” which seems like an accurate description for how it feels). Mobs and nodes phase in and out. Some mobs can’t be looted.” Are similar reports being investigated to ensure a more seamless experience?
A: This is one of the more complicated issues currently being investigated and worked on. Considering the high amount of variables involved, this may take longer to address as greater amounts of data are collected. We want to ensure as seamless an experience as possible.

Q: CRZ – Some of the optimization tech is causing players and NPCs to spontaneously despawn/reappear when players are standing in front of them. This could be at least part of the reason that players have been making threads mistakenly claiming that CRZ has been enabled for Pandaria zones. Is this something we can better address?
A: This is a common misconception and actually has nothing to do with CRZ. Just before the launch of Mists, new optimization coding tech was implemented to help throttle the amount of data that gets sent to the player’s client. When quickly moving around, this can cause certain objects and NPCs to appear to be phasing in and out as if CRZ was having an impact, when in fact, it’s just data sorting out when/how it reaches the player.

We know it can be weird to see things appear/disappear, but before this code was added most players (not on top-of-the-line hardware) would experience a temporary lock of their client as it tried to instantly process so many character models, gear being worn, environment details, talents/glyphs and other “Inspect Character” data for nearby players, etc. Now we throttle how that information loads so that the player should experience much less of a framerate drop when entering crowded areas. Note also that the throttling radius is increased as the amount of data needed to load is increased, meaning characters, NPCs, creatures, objects, etc. will take a little longer to appear, again, in the interest of not overwhelming the player’s system with data.

Q: CRZ – Some players report their client’s framerate hitching when crossing into a CRZ zone – frequently leading to the next issue: Players say they’re still getting dismounted when crossing borders. Other border anomalies include seeing resource nodes/NPCs/players disappear. Players comment that the world feels much more fragmented. How are you working to smooth these types of issues out?
A: There are still some tech related quirks that are being hashed out, and as data is collected, we’ll be continuing to work on making CRZ smoother for players. As for dismounting, single-player mounts should not being doing this so please forward details if it’s happening. With two-player mounts, however, there are limitations with the technology involved in CRZ and it is intended that the passenger is ejected upon crossing zones. We don’t like that it happens, but it might be a difficult issue to solve for only about 3 passenger-enabled mounts.

Q: CRZ – The community has been discussing griefing by groups of high-level PVPers locking down a low-level quest hub. When high-level characters show up to defend the hub, the griefers flee into a neighbouring zone where they could be coalesced into a different CRZ, effectively hiding them. Once the high-level characters leave, they go right back to terrorizing the quest hub/slaughtering low-level characters. Is this a symptom we can address?
A: While we understand that world PvP can be frustrating, and CRZ can exacerbate that, we’re still assessing how much of a factor this actually plays in disrupting the play experience for a significant portion of people.

Miscellaneous
Q: Are there any plans to increase the old 50k gold cap limit when transferring characters at level 85 to a higher value for level 90?
A: No, an extremely tiny fraction of the playerbase has over 50,000 gold and we feel it’s good for in-game economies to have these players utilize the market to offset their total gold amounts.

Q: Some players are speculating about the Keepers of Time Tabard worn by Loremaster Cho’s ancestor during the “Family Tree” quest and they are wondering if he was an agent of Nozdormu. Are those speculations right or is the tabard just a filler? (source: Reddit )
A: only time will tell ;-)

Q: There is some confusion about Blood Spirit (Item ID: 80433) in the community. Some believe it can only be obtained from disenchanting raid tier weapons, others believe all raid items above LFR quality and others again assume it can be disenchanted from all raid quality items, regardless of the difficulty they were obtained in. Can you clarify this for our players?
A: Yes, communication was confusing. To clarify, all epic-quality items in a raid dungeon that can be disenchanted will produce Blood Spirits.

Q: Players wonder if old models for public transport will be replaced by the new models of Gryphon and Wyvern, and/or if their existing mounts will be replaced. Can you please clarify this?
A: The current taxi models are staying as they are for the time being, but we are considering updating them at a later date. The new models that are coming in 5.1, however, are completely new mounts that players can earn through the new factions that are being introduced. Players will have the chance to earn the new mounts without armor through a quest chain. Once exalted with the new factions, then the armored versions will be available for purchase. When asked by a player if these were new taxi mount designs, here’s what Cory Stockton tweeted in response: “These are new mounts that will be rewarded from the Alliance/Horde factions in patch 5.1.0.”

Q: The graveyard nearest the Cloud Serpent dailies is at the top of a mountain in the middle of the ocean, with no way to regain your body at the daily area, forcing a spirit res. As in previous meetings we don’t want flying, but this particular graveyard just seems misplaced.
A: That sounds like a bug. We’re still hesitant to just give people ghost flight, but we can look at problems with specific graveyards like this and determine if we should flag them to auto-res people who release there.

Q: Guild perk Quick and the Dead was hotfixed “now increases the movement speed of dead players by 10%, down from 100%.” Some players understand the change was needed to prevent zerging world bosses. However, many more players feel it was nerfed too hard. Are there any plans to explore changes to possibly make the guild perk more meaningful again?
A: The change actually had nothing to do with boss zerging, but was because we didn’t intend for it to stack with movement speed boosts while dead. It was never intended to be a 100% bonus, which we felt was too fast, and we feel this change better falls into line with other guild perks which are meant to be small bonuses.

Q: Have you thought about adding portals to Pandaria in the other major racial cities? There are portals in Shrine of Seven Stars/Two Moons that go to all the major cities but only two cities that can return you to Pandaria.
A: There aren’t any plans to introduce new portals at this time, but we can certainly discuss the topic and weigh the options. Stormwind and Orgrimmar were made the primary cities in Cataclysm, in part because there was no new neutral capital (as in previous expansions), we wanted players to feel connected to their Horde/Alliance capitals again, and we made a lot of graphical updates/improvements to them. Our goal since Cataclysm launch, however, has been to really free players up to go where they want and not to be clustered in one place with everyone else on their realm, which is a major reason we started by adding the cooking/fishing dailies to other cities.

Most players set their Hearth to the Vale and, therefore, can use the portals from the Vale to the capital of their choice, and then Hearthing to Pandaria. That said, we understand, even with a 15-minute cooldown, that Hearthstones can sometimes leave you feeling trapped somewhere if you need to hop back and forth, and Stormwind and Orgrimmar are currently the only cities that don’t cause that problem due to their two-way portals. It might be worth revisiting. For example, many of us feel a little sad when going into Ironforge and seeing it so empty, when it was once a bustling city for the Alliance.

Q: For the mounts that have faction requirements in MoP, why are they not account-wide like most of the older faction/reputation mounts?
A: Pandaria faction-based mounts should all be account-wide. Are there any specific mounts that are not working across all characters? Keep in mind, while the mounts are intended to be account-wide, the ability to ride i.e. a Cloud Serpent will have to be earned by each character individually.

Q: Is it possible to allow bandages (and other similar items) to stack at more than 20? Certainly a stack of 20 Engineer Anvils isn’t the same as 20 bandages?
A: This is another example of the growing need to continue our internal discussions about how best to improve the inventory system as a whole. We’re still busy looking at ways to make things better all-around and the continued feedback has been helpful.

Q: What ever happened to the option to disable loading screen tips? Some players have been asking where this option went.
A: We’ll need to check in with the UI team to see what happened. Typically, though, we try to keep the options lists streamlined and, at times, will remove extraneous options if we notice they’re not used much. There’s possibly too much bloat in the UI options these days.

Guild Wars 2 Trial Coming
If you want to give GW2 a try without purchasing it, find a friend to invite you before next weekend!



TCG Art Update
Blizzard has updated the Trading Card Game art gallery to feature ten new pieces.

by Published on 2012-11-09 07:11 AM

Ban Wave For Hackers, Treasure Goblin Hit Points, Community Commentary, Does Anyone Still Farm Whimshire?, Blue Posts

Let’s Talk About Brawler’s Guild, Heart of Fear Progression, Heroic Zor'lok Hotfixes

Heart of Fear Heroic Progression Update
Method has picked up several 25 Man World First kills, the latest being Wind Lord Mel'jarak. Blood Legion is in second place with 4/6 bosses down.

DREAM Paragon is currently leading the 10 man guilds with 4/6 bosses down as well. They are the only 10 man guild to have killed Imperial Vizier Zor'lok. Seven other guilds have killed Blade Lord Ta'yak in 10 Man difficulty.

Even with the hotfixes live now, only 4 guilds have killed Imperial Vizier Zor'lok, while 11 have killed the second boss, Blade Lord Ta'yak.



Heroic Imperial Vizier Zor'lok Hotfixes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
I thought I'd hop back in to this thread to share a few additional changes that we'll be hotfixing to this encounter today much as we did yesterday:

  • Zor'lok will now only summon one Echo for the entirety of the final phase of the fight on Heroic.
  • When Zor'lok uses a major ability in the final phase on Heroic, the Echo will now pause longer before using its major ability, and vice-versa.
  • Converted players will no longer take damage from Attenuation or Force & Verve while mind controlled.

As with any changes, we're continuing to keep an eye on how these will play out as well as ongoing constructive feedback. While we do take into account feedback during the beta, it may not always result in having a truly complete picture of any potential issues or challenges that may come up with a particular encounter when it goes live. We try to err on the side of caution for any mid-week/progression changes, but sometimes, the need may outweigh the caution.

I Hope a Blue poster will see this and let us know when the hotfix will happen so people don't keep banging their head to instant wipes at 25%.
Apologies for the delay on an answer, but went live as of yesterday afternoon shortly after the original post I made.

What happened to not nerfing any fights during progression because it will downplay the attempts made by guilds? While the first round of quality of life fixes were indeed that - fixes, the second round are just plain nerfs to bring the fight down to an easier level considering the next two are apparently easy as well.

Why is it so bad to leave heroic bosses unkilled for a week? Do you want your content to be wiped out in a week so all these hardcore top end guilds can just whine about lack of it?

This was already explained before. We don't necessarily like doing these changes like this, but sometimes we see a need for it based on what we think an acceptable rate of progression for an encounter should be. We still have the Terrace of Endless Spring on the way and these Raids aren't the end of what we have planned for Raiding during the expansion. We'll work to get you all a better update on developer design philosophy on how they feel progression should play out at some point in the near future.

I wasn't joking when I said I acknowledged the feedback that I've seen. It's understandable that for some, the changes are welcome, for others they are a source of some frustration. There's only so much we can do to minimize this. Ultimately, the question will always come back to, "Is the encounter more fun than frustrating or more frustrating than fun?"

Activision Blizzard Q3 2012 Earnings Call
We didn't get any new subscribers numbers this time around, as the report has the same number as the Mists of Pandaria sales announcement "over 10 million".

Notes
  • Blizzard All-Stars (DotA) is under development still. Currently it is undergoing internal testing.
  • Blizzard is pleased with the reception of Mists of Pandaria in China. There was an increase in engagement with 1 million players peak concurrency. This is in line with the previous 1 million peak during The Burning Crusade.
  • Blizzard is keeping engagement up with WoW by providing more frequent updates.
  • StarCraft II: Wings of Liberty has sold over 6 million copies to date
  • Diablo III was the top selling game year to date with Digital and Retail combined, including the Annual Pass, selling over 10 million copies.
  • There is a plan for Diablo expansions, but no timeline for an announcement yet.
  • Call of Duty Elite was made free to increase player engagement.


Originally Posted by Blizzard Entertainment
At September 30, 2012, the worldwide subscriber* base for World of Warcraft was more than 10 million, compared to a subscriber base of 9.1 million at June 30, 2012, and 10.3 million at September 30, 2011.

The sequential increase in subscribers for the three month period ended September 30, 2012 was attributable to the launch of the latest expansion pack, World of Warcraft: Mists of Pandaria , on September 25, 2012, which resulted in increases in both the East and the West (where the “East” includes China, Taiwan, and Korea, and the “West” includes North America, Europe and Latin America). Looking forward, Blizzard Entertainment expects to continue to deliver new game content in all regions that is intended to further appeal to the gaming community.

Blue Posts
Originally Posted by Blizzard Entertainment
Excess Valor Point Conversion
We have some good news! Turns out that one of the proposed solutions on this thread was already planned and is currently being worked on by our dev team, they intend to implement a functionality that will convert excessive Valor Points into Justice Points in the near future.

Unfortunately this change won’t make it in time for the 5.1 patch but will be added with a future patch. (Blue Tracker / Official Forums)

Cinder Kitten Fundraiser
I don't know why they don't just release it right away, the sooner its out the sooner people can get the help they need from this
Keep in mind we have to patch the game to get the pet added, which is what we're doing with Patch 5.1. Unfortunately, it's not at all a trivial process to build a "fast patch" to get the Cinder Kitten in the game before 5.1 is released.

That said, we were extremely anxious to get the announcement put up asap, as we recognize the time-sensitive nature of this charitable cause and wanted to make sure you all were at least made aware to expect it.

He's so adorable! Thank you all very much for your enthusiasm around adopting the little fella in the name of supporting the Red Cross, a truly remarkable organization helping to repair lives in the wake of Sandy. (Blue Tracker / Official Forums)

Brawler’s Guild Feedback
Please make them more than 1 per person. BrG'll be monopolized, and I think that might be the solution to it.
While that's something we're going to be keeping an eye on, it will be quite difficult to monopolize the invitations. The current plan is to furnish 10 new Bind on Pickup invites on the Black Market Auction House each day, so anyone trying to control all the invitations on a realm would have to have quite a fortune, and be willing to spend it all on nothing more than simply delaying, not stopping, other players from joining the Guild. Also, after players earn an invitation of their own to give out (these earned invites aren't bound, they're consumables that can be freely handed out, sold on the Auction House, etc.), they can do with that earned invite as they please.

What will the required rank be for inviting a player? Revered, Exalted, or will the guild work differently than a faction reputation?
Right now, a member can invite someone else to the Brawler's Guild after earning Rank 7. We expect achieving that rank to be reasonably challenging for most players.

Finally, I'd appreciate if you expanded on what you mean by this, when you say that the Brawler's Guild: "A means of solo progression", yet simultaneously also say that it is: "A unique way to earn some solo PvE bragging rights"? Isn't there a bit of a contradiction here?
Sure! When we talk about progression, we're usually talking about increasing levels of player power. If you spend a decent amount of time raiding, doing organized PvP, etc. then you'll likely either earn items or some means of purchasing items that increase your character's ability to face tougher challenges over time.

Bragging rights are just that. While they can be very satisfying, they don't increase your character's effectiveness. So, the Brawler's Guild isn't a means of progression in the same way that dungeons, Raids, battlegrounds, arenas, scenarios etc., are.

But aside from some warlock-only stuff, a new Wrathion quest, and some more lore quests, this IS the patch.
Respectfully, I disagree. The Pandaren Campaign is much more than 'some lore quests', and, in combination with a slew of changes and improvements to everything from classes to Pet Battles, is quite possibly the biggest thing coming in Patch 5.1.

As I stated in the original post, the Brawler's Guild was never intended to be the big patch feature of 5.1, despite the excitement surrounding it. It really is a small feature that we've decided to try out. Since the announcement, it's become something much larger in players' minds since then, which is part of what I'm trying to address now.

Are you really that surprised? People have been asking for more solo-content for YEARS. Like for as long as I can remember. So here you are, finally delivering what purports to be challenging solo-content, and you've decided to limit access to wealth. And you're wondering why people are both excited for this feature and at the same time frustrated with the design choices you've made?
No, we're not surprised, but World of Warcraft hasn't traditionally been about solo content, either. Really, it still isn't - while you fight alone at the Brawler's Guild, you're surrounded by your peers. It's, at least in spirit, still social.

The whole thing is very much an experiment. I think it's also worth mentioning that the feedback we're receiving on this isn't being ignored, and that we're still considering alternate methods of distributing the invitations. (Blue Tracker / Official Forums)

Crowd Control Feedback
trinket used: instant fear 7sec, poly 7sec, poly 4 sec, poly 2 sec, cyclone 7sec, cyclone 4sec, cyclone 2sec, 12sec breath, repeat until trinket is back up
That's some good communication from whichever team you are fighting, pulling off a successful crowd control chain where you effectively shut a single player down for 33 seconds is pretty impressive. Their whole team is wasting a lot of time and effort to keep you in CC like this, your team should try and take advantage of that by putting pressure onto them so that they cannot continue the chain so effectively. Your team could also try interrupting the CC chain through use of stuns, interrupts or even CC of your own.

If a team is so focused on keeping you in such an effective CC chain for so long, then their attention is focused on that and you should take full advantage of this fact. Right now however we are content with how crowd control abilities are working, especially when you consider the trade-offs that are involved in their use such as high costs, cooldowns, cast times as well as the focus and communication that is required to maintain a successful CC chain. A key point to make is that we do not feel diminishing returns have been communicated and explained well enough and this is something that we would like to work on.

"cast times"? Are we playing the same game?
Even if you consider the spells that are instant, you can still interrupt CC chains through the use of your own CC, as well as blanket silences.

When the rest of us are talking about overpowered unstoppable CC we're talking about something like this baby:

Fist of Justice
Mighty Bash whoever is close to pala and Repetance
Blinding Light
Instant cyclone
NS cyclone

You can counter this chain with CC of your own on either the Druid or Paladin. Using your own tactics to counter your opponent is something that you should be doing, be it through retaliating with pressure when their focus is elsewhere or performing counter-CC.

Sure there is a fair amount of crowd control and yes dispels now have an 8 second cooldown, this does not mean that all is lost and you will spend every game just sitting in CC. You have to take a step back and understand that the meta game has changed, bring new strategies to the table and evolve the style of play. You do not have to be set in your ways and never change, I am hoping to see even more new styles of play and strategies appearing in the future and am excited to start seeing players using those more. Pretty sure we will get to see a lot of this in the Battle.Net World Championship.

Those really needs to be removed, they do not promote skillful play. Why should you be rewarded with a blanket silence when you missed using your interrupt?
These are alternate uses of blanket silences, you mess up your interrupt and go "Oh damn, cannot let them cast that — blanket silence". This is fine, it just means that you wasted your interrupt and made a decision to use the blanket silence as well.

Don't forget though, blanket silences can be also be used tactfully. You can use blanket silences to strategically and pre-emptively shut another player down from using their instant cast spells. As with all crowd control, blanket silences have diminishing returns and we also try to give them healthy cooldowns to mellow them out. If you have some examples of skill-less play with silences, we would be glad to hear more about it.

I remember a time when only a few classes could CC, and u had to actually work for it, not just spam it since it has no cd or downside.
Some crowd controls have cooldowns and on top of that diminishing returns give them a downside which makes it impossible to recklessly spam because you will just burn out the DR's and your opponent will then be immune for a while.

Edit: And as Mirion already pointed out, your crappy new dispel system doesn't work because of the halfassed implementation.
Okay, I get understand that some of you are not that pleased with the Mists of Pandaria dispel system, that is fine. From what I read in Mírion's post, he does not mind the "think before you dispel" concept. So if you want to dispute that the 8 second cooldown system is not the best for gameplay, list ways in which you would like to see it work instead.

Blanket silences are skill-less, because you missed your interrupt but its no problem because you lockdown the player anyways. They're not fine.
And once again, that is a decision that you choose to make. If you mess up an interrupt and make a choice to not let a cast get off then that is your choice, you have simply burnt two cooldowns instead of just one. I already mentioned a couple of ways they can be used with planning and skill, stating that using them after missing an interrupt is skill-less is not entirely true as that is simply an on the spot decision made by a player, these decisions are regularly what decides the skill level of a play.

Nakatoir, just warning you in advance, but your posts WILL be quoted on Arena Junkies and completely taken the piss out of.
I am well aware of where my post is going to be quoted, that people may not agree with what I say as well as how much it will be broken down and analysed piece by piece. This does not stop me from posting as I am here to join in on the discussion, spur additional conversation and if my posts bring more intriguing, useful and beneficial feedback in places other than just here on the forums on top of what is already out there, then that's just dandy.

Your statement that it takes any skill whatsoever and that they're only focusing on CCing and thus does no damage shows a lack of understanding of the core issues that this game has. You have probably never played high rated arena to be able to see it clearly, but there's a very good reason why consensus among gladiator level players is that CC is completely out of control.
I never said that they were purely focused on their CC and no longer doing damage and/or healing. Their focus has been split especially if they are trying to weave a CC chain, even if it is only by a little, you can use that time to take advantage of the situation. This means that you may be able to counter-CC their team or take other actions to try and put yourself ahead. Understand though, I never said that we are not open to changes to CC, feel free to post your opinions of why you feel there is too much crowd control in the game and how it affects your gameplay. We are always more than happy to hear your opinion on these matters and that is why we read the forums and also discuss it with you. (Blue Tracker / Official Forums)

Garalon Raid Finder Difficulty
Blizzard plz go to your internal data and look at Garalon failure rates and how it is causing people to not down a single boss due to the constant 2/3 queue times. We're all stuck here and I'd like to know if it is going to take a few weeks to fix or a few days.
A hotfix went in recently that re-tunes Garalon to be more appropriate for Raid Finder groups - he now has less health and Furious Swipe does less damage.

When did you last face him? The hotfix would have been applied yesterday evening (and will be noted in the next hotfix update blog). (Blue Tracker / Official Forums)

Warrior (Forums / Skills / Talent Calculator) / Warlock (Forums / Skills / Talent Calculator)
Warrior Feedback
I cannot say this enough, I am not defending TFB nor have we said at any point that this much damage coming from a single skill in PvP is fine. I actually posted that three times so far in this thread. I come here to add to the discussion that is already happening and hope to spur further conversation on the subject. As we always do, the feedback in this thread has been noted so please continue to discuss the topic.

Even though it is off-topic, Chaos Bolt damage is something that has been mentioned here a few times. Understand that mistakes in arena should be something that creates consequences for you. Allowing a three second cast like Chaos Bolt to finish is a mistake and as such the consequence is lots of incoming damage. The only time there is an exception to the three second cast is when Backdraft affects Chaos Bolt, which you can see coming from the Warlock having three Burning Embers. Awareness and good reactions helps preventing damage from this though. You can also force the Warlock into using their Burning Embers defensively on Ember Tap or other skills so they cannot cast as many Chaos Bolt. I recommend that you open up a separate thread to discuss Warlocks and Chaos Bolt, this topic is about Warrior damage and Taste for Blood.

Back on topic; we are going to be trying out a change on the PTR where Taste for Blood will only be able to stack to a maximum of three. As has been said earlier in the thread and by Ghostcrawler on Twitter, the chance of getting five stacks is so incredibly low that this will have very little balance implications. We do admit though, the lack of it continuing to occur after this will be a nice quality of life and balance change.

Please continue to give your feedback on TFB and Warrior burst, as well as constructive thoughts on how you think it could be changed, for example: http://eu.battle.net/wow/en/forum/to...473?page=8#141 (Blue Tracker / Official Forums)

SWTOR Free to Play November 15
We finally have a date for SWTOR's new free to play option! The developers also released more details about the perks for subscribers and how Cartel Coins will work. Darthhater has all of the details.

The developers also mentioned two rules they put in to place when developing the free to play option:
  • Players can reach level 50 without paying a cent, if so desired.
  • Subscribers should not experience any degradation of their gameplay experience. In no way will subscribers feel the need to make purchases from the Cartel Market in order to be competitive in the game. (Subscribers will get a small amount of free Cartel Coins as a bonus!)

by Published on 2012-11-08 07:20 PM

Update: Guildox has recorded a World First 10 Man Heroic Garalon kill for Arctìca!

Cinder Kitten Charity Drive, Patch 5.0.5 Hotfixes, Patch 5.1 PTR - Build 16281

Let’s Talk About Brawler’s Guild
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Yes, we’re breaking the first rule of Brawler’s Guild.

For those of you that haven’t been following along, the Brawler’s Guild is a new feature being introduced to World of Warcraft: Mists of Pandaria in patch 5.1. This new part of the World of Warcraft has generated a lot of excitement--not to mention a few questions--so we’re going to try to provide a clearer picture of what we’re hoping to accomplish with the Brawler’s Guild in this thread.

First, a little bit about what it is, and what it isn’t:

What Brawler’s Guild Is
  • A fun, but small diversion that could grow in time
  • A venue for a realm’s community to come together
  • A unique way to earn some solo PvE bragging rights
  • A cool place to hang out

What Brawler’s Guild Isn’t
  • A means of solo progression
  • A major patch feature accessible to everyone (at first)
  • A way to earn lots of in-game rewards
  • Proving Grounds where you can develop class skills (that’s a different feature arriving later on)

So, to sum up, we’re trying to give the Brawler’s Guild a tight knit, underground kind of feel, and we expect the Guild on each realm to slowly grow to encompass more and more of the population over time. Because invites will be so limited, it’s likely that a lot of the players that join the Brawler’s Guild will have had some kind of interaction with one or more existing members before they ever step into the ring. Finally, a smaller population will help keep the queues low for quite a while – since a big part of the Brawler’s Guild is watching other players fight their own battles, right now instancing arenas or using phasing isn’t an attractive option.

About Those Invites
Invites to the Guild will (at least initially) only be available for purchase on the Black Market Auction House. We’ve taken this approach both to control queue times, and also because the Brawler’s Guild is meant to be kind of a small, underground thing, and a way for players on a realm to come together. At first, that will happen because invites will go out from one player to another based on who buys those initial Black Market invites. After reaching a certain rank in the Brawler’s Guild, each of the new members can eventually earn one new invitation of their own to pass out to someone else on the same realm, so the Brawler’s Guilds on each realm should get progressively larger and larger over time. We may also investigate alternate methods of acquiring invitations or making them more plentiful.

World First?
We’ve also decided that attaching a realm first style achievement to the Brawler’s Guild isn’t necessarily the right move. Rest assured that there will be other achievements to earn in the ring though.

We know you’ve got questions, so ask away, and we’ll try to clarify where things are hazy.

Heart of Fear Heroic Progression Update
Manaflask has been keeping track of progression in Heart of Fear, or lack thereof, on Imperial Vizier Zor'lok. Arctìca (EU-Chromaggus) decided to skip that boss and killed Blade Lord Ta'yak for World First 10 Man. Congratulations to them!



Heroic Imperial Vizier Zor'lok Hotfixes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
The Heroic Zor'lok encounter is currently more difficult than intended. While we prefer to avoid changes to encounters in the midst of progression, we would like to fix a few quality of life issues and make some targeted balance changes that do not invalidate the efforts that guilds have put into learning the encounter so far. Later today a hotfix will make the following adjustments:

  • Zor'lok's Echoes will pause briefly before beginning to cast Song of the Empress.
  • Zor'lok's berserk timer has been increased slightly.
  • Zor'lok will no longer summon Echoes of Force and Verve during the final phase of the encounter.
by Published on 2012-11-08 02:23 AM

Cinder Kitten Charity Drive for Superstorm Sandy Coming Soon
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Support the Red Cross’s Superstorm Sandy Response relief efforts and adopt a Cinder Kitten when this fiery feline arrives in the Blizzard Store later this year. Your support will enable the Red Cross to provide shelter, food, emotional support, and other assistance to survivors of disasters like Superstorm Sandy with 100% of the $10 USD adoption fee during this charity drive going toward this worthy cause.


Details about when and how you can purchase the pet will be announced in the coming weeks, so stay tuned! To learn more about the Pet Store, please visit the Pet Store FAQ.

Patch 5.0.5 Hotfixes - Nov 6
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Classes
Monk (Forums / Skills / Talent Calculator)
  • The base healing of Chi Torpedo has been increased, but it now scales less efficiently with attack power.
  • Keg Smash now deals progressively less damage when it strikes more than 5 targets.

Priest (Forums / Skills / Talent Calculator)
  • Rapture now returns mana equal to 200% of the Priest's total Spirit (was 150%).
  • The shield generated by Divine Aegis now absorbs 50% of the amount healed (was 30%).

Creatures

Items

Dungeons & Raids
Heart of Fear
  • The Raid Finder version of Garalon is now tuned more appropriately for Raid Finder groups. His health has been significantly reduced, and Furious Swipe now deals significantly less damage.
  • Wind Lord Mel'jarak's health has been reduced slightly in the 10 player normal mode version of this encounter.
  • The Sha of Fear's Ominous Cackle will no longer sometimes send players to the same platform twice in a row.
  • Grand Empress Shek'zeer will no longer become confused about what phase of the battle she's in.
  • Imperial Vizier Zor'lok
    • Visions of Demise now inflicts damage immediately once cast.
    • The Imperial Vizier can no longer be attacked until all the foes in the Oratorium are slain.
    • Zealous Bug will no longer spawn in the Raid Finder version of this encounter.
  • Amber-Shaper Un'sok
    • Volatile Amber pools will now properly eject more bolts of Volatile Amber in the 25 player versions of this encounter.
    • The health of Amber-Shaper Un'sok, Living Amber, and Amber Monstrosities has been increased in Heroic mode.
    • The Amber Explosion cast by transformed players now does the correct amount of damage when striking more than 10 targets.
Mogu'shan Vaults
  • Elegon's Total Annihilation will no longer penetrate immunity effects in the normal mode version of this encounter.

Bug Fixes
  • Wiping on Imperial Vizier Zor'lok or defeating the enemies preceding him in the Oratorium will no longer sometimes cause players to become raid locked to the Heart of Fear.
  • Tooltips for Crystallized Dread, Crystallized Horror, and Crystallized Terror have been updated.
  • The speed increase provided by the Druid ability Stampeding Roar no longer stacks with the speed increases provided by Cat Form or Travel Form.
  • Battleground speed power ups will no longer sometimes incorrectly stack with player movement speed increases.
  • Mana Tea channeling will no longer sometimes be interrupted when friendly players consume the Monk's Healing Spheres.

Patch 5.1 PTR - Build 16281
A new PTR build will be deployed soon.

New Items

Level Type Slot Name
90Junk Stolen Present
90Consumable Honorable Commendation of the Dominance Offensive
90Consumable Honorable Commendation of Operation: Shieldwall
90Item Enhancement Eye of the Black Prince

New Loading Screen


New Icons



Strings Changes
Originally Posted by MMO-Champion
  • ERR_INSTANCE_GROUP_JOINED_WITH_PARTY - You are in both a party and an instance group. You may communicate with your party with "/p" and with your instance group with "/i".
  • ERR_INSTANCE_GROUP_JOINED_WITH_RAID - You are in both a raid and an instance group. You may communicate with your raid with "/ra" and with your instance group with "/i".
  • MAX_DAMAGE - Max Damage
  • MEMBER_COUNT_IN_RAID_LIST - %d |4Member:Members; in Raid
  • MEMBERS_IN_PARTY_LIST - Members in Party: %s
  • MIN_DAMAGE - Min Damage
  • PLAYER_IN_MULTI_GROUP_PARTY_MESSAGE - You are in both a party (/p) and an instance group (/i).
  • PLAYER_IN_MULTI_GROUP_RAID_MESSAGE - You are in both a raid (/ra) and an instance group (/i).
  • TOOLTIP_ITEM_COMPARE_FORMAT - |c%1$s%2$c%3$s|r %4$s
  • TOOLTIP_ITEM_STAT_FORMAT - %1$c%2$s %3$s



Achievement Changes
Originally Posted by MMO-Champion
Brawler's Guild
World Events

Scenarios



Spell Changes
Originally Posted by MMO-Champion
Guild Perks
  • The Quick and the Dead now increases movement speed while dead by 10%, down from 100%. This is a tooltip fix, as this change is already live.

Hunter (Forums, Talent Calculator)
Talents

Marksmanship

Mage (Forums, Talent Calculator)
Arcane
  • Arcane Charge now increases damage by 24% per charge, up from 22%.

Monk (Forums, Talent Calculator)

Talents

Paladin (Forums / Skills / Talent Calculator)

Priest (Forums, Talent Calculator)
  • Mind Sear damage increased by 22%. Now scales with 30.0% of SP, up from 24.5% of SP.

Talents
  • Cascade can no longer be cast in Spirit of Redemption form.
  • Divine Star can no longer be cast in Spirit of Redemption form.
  • Power Infusion no longer has a defined range.

Discipline
  • Rapture - when your Power Word: Shield is completely absorbed or dispelled you are instantly energized with mana equal to 200% of your Spirit, up from 150%.

Rogue (Forums, Talent Calculator)
  • Kick now costs 10 energy, down from 15.

Shaman (Forums, Talent Calculator)
Talents

Misc

Raid & Dungeon Abilities
  • Arcane Blast Each time you cast Arcane Blast, the damage of all Arcane spells is increased by 22% 24% and mana cost of Arcane Blast is increased by 125%.
  • Expelled Corruption A mass of corruption inflicts 175,000 192,500 Shadow damage to all players within 30 yards every 1.5 sec.
  • Lightning Bolt Hurls a bolt of lightning at an enemy, inflicting 125,000 Nature damage. 137,500 Nature damage.
  • Lightning Prison Stuns a target in a field of lightning, causing them to inflict 50,000 55,000 Nature damage to all nearby players.
  • Lightning Storm A Lightning Storm forms around the caster, inflicting 350,000 385,000 Nature damage to all players caught in the lightning strikes.
  • Lightning Storm A Lightning Storm forms around the caster, inflicting 350,000 385,000 Nature damage to all players caught in the lightning strikes.
  • Lightning Storm A Lightning Storm forms around the caster, inflicting 350,000 385,000 Nature damage to all players caught in the lightning strikes.
  • Lightning Storm A Lightning Storm forms around the caster, inflicting 350,000 385,000 Nature damage to all players caught in the lightning strikes.
  • Lightning Storm A Lightning Storm forms around the caster, inflicting 350,000 385,000 Nature damage to all players caught in the lightning strikes.
  • Overwhelming Corruption The Sha's corruption overwhelms the Protector, inflicting 20,000 22,000 Shadow damage to all players every 3 sec.
  • Touch of Sha Fills an enemy with the Sha's corruption, inflicting 25,000 38,500 Shadow damage every 3 seconds.
  • Water Bolt Hurls a bolt of water at an enemy, inflicting 95,000 105,000 Nature damage to them and all enemies within 3 yards.
by Published on 2012-11-07 07:54 AM

Wizard With 3.3 Million DPS, Does Blizzard Care About Feedback?, Poll: What Monster Power Level Do You Prefer?, Rolling Restarts - 11/07/2012

Patch 5.1 - Operation: Shieldwall
Today we take a look at the start of the Alliance quest line in Patch 5.1. This line involves the new Operation: Shieldwall faction.



Patch 5.1 Proc Changes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
In 5.1, we’re migrating four additional procs over to the Real PPM system. Dancing Steel and Jade Spirit are 2 Real PPM, River's Song is 4 Real PPM, and Colossus is 6 Real PPM.

Patch 5.1 - Wrathion Audio
One of the recent PTR builds added audio for the lines we previously posted about for the new Wrathion quest line.



Blue Posts
Originally Posted by Blizzard Entertainment
Mote of Harmony
Yeah trading them for items is good I guess but for me I don't need money and mainly like the idea of using them for pretty purple items haha. It would be good to have the choice that's all.
When selecting two gathering professions, there is going to be some understanding that you won't be making gold from crafting, at least not on that character. Making them BoP is a good way of showing others that, you as a crafter, have made an awesome item for yourself. If you plan on selling the crafted item, it allows you to raise the value and demand even more of a profit.

As others have mentioned though, there is always a chance they'll become BoA or BoE in the future but no promises. (Blue Tracker / Official Forums)

Conquest Point Cap Increase
UPDATE: We're aware not all players received the updated Conquest caps with today's maintenance, and we're working to resolve the issue as soon as possible. (Blue Tracker / Official Forums)

Low Difficulty Level of Dungeons
The ability to get in quickly and easily by being automatically matched with other players has a ton of great benefits, including just being able to get in and do dungeons without needing to spend time coordinating a group or spamming chat channels. Plus it has the whole Set It and Forget It benefit of being able to go do stuff while you're in queue. But the ease of entry has a downside in that tolerance goes down, and the fact of a random group is a lack of consistency from run to run. Random players being matched together injects a ton of inconsistency, but if it goes bad you can just jump back into queue and are probably not much worse for the wear.

Cataclysm dungeons tended to require things like CC, and in general a fairly in-sync and coordinated group to be consistently successful (at least until enough people outgeared them). The problem comes when matching random players together that there is no consistency. While you may go in with a group and all learn something, that a specific mob needs to be CC'd, or a certain boss behavior to avoid a wipe, those lessons are more than likely out the window with the next group you're matched with. While you may have some knowledge, maybe no one else does, and most people don't want to spend every run waiting for everyone else to learn all those same lessons. That can just be a frustrating experience. So instead of trying to force a group of strangers to be so heavily coordinated (maybe even having to jump into voice chat) just to complete the first steps of progression, we reduce the complexity to a point where the random groups that are being put together can most of the time be successful without needing to be hyper-organized or educated on each pull. Instead, that organization is far more important for the organized content where random people aren't matched together: normal and Heroic raids.

Of course there are players that want every piece of content to be very challenging, even going so far as wanting hard questing and daily quests, but the breadth of types of people playing World of Warcraft mean that we need to have a wide variety of content, and a wide variety of difficulty, to try to appeal to a variety of tastes. Obviously it's not an exact science, as you'll see from expansion to expansion, or even patch to patch, we may change difficulty to suit what we believe will achieve the best results for the people attempting that content. (Blue Tracker / Official Forums)

Warrior Damage in PvP
So this video has been getting around a lot lately, showing up in many different threads so let us just make this the main one for its discussion

Yeah, because clearly you should be expecting a 200k+ HC strike. I'm sorry, but there's no way you can anticipate this kind of damage as it's completely RNG and you're dead before you can react.
Actually, in a way you can. If you monitor the Warriors buffs, you will be able to see the number of Taste for Blood (TFB) stacks that are building up and this is can indicate when the cooldowns are going to be popped and the big damage is incoming. So this allows you to be prepared for when they jump onto you and you can use your defensive cooldowns. Please understand that we are in no way saying that this damage is fine, but it does take a lot of work for a Warrior to do this and can be predicted.

I know that the theory is not the same as in practice and keeping constant tabs on the Warriors TFB stacks is not always possible. The main point that needs to be mentioned though is that the cooldowns you can see being blown in this video on their own, while a major damage increase, is not substantial enough to global a player unless used in conjunction with several stacks of TFB to create a HUGE Heroic Strike critical.

For a Warrior to build up enough stacks to global a player like seen in this video, they need a incredible amounts of up time to make sure the stacks of TFB do not fall off before getting a new one. To make it clearer, in 15 seconds they need to get a new stack of TFB and then repeat that, hoping their stacks do not fall off before the buff expires. Four or five TFB stacks are generally needed to pull off the Heroic Strike damage you see in the video on a well geared player and because of the changes in 5.1 these stacks while still possible to build, will not be as easy to get as they are now.

The main change that does this is the one to Avatar, which removes movement impairing effects rather than making you immune to them, this is because your up-time will not be nearly as high. This means that while you may very rarely still see a large Heroic Strike like this because someone is good enough or the Warrior is facing someone who is struggling to keep their distance, they will be less common. If a Warrior is good enough to build those stacks though, you can anticipate the incoming damage by watching their TFB stacks.

So this change to Avatar lowers two key issues with Warriors, mobility and burst and the Gag Order change helps with their control. Do not think that these change makes Warriors too controllable or weak in Arena, they will simply no longer be able to stick to a target constantly and build up TFB stacks, then afterwards global a player.

''Warriors – We don’t think Warrior burst is out of control'' - Ghostcrawler. What do you mean? Ghostcrawler told us that Warrior burst is fine! How dare you go against his divine will!
I never said that Warrior burst was not fine. I just said that the 230K crit you see here is a lot of damage and that we are not implying that this much damage from one skill is fine.

If you pop all defenses possible as healer on yourself the thing that a warrior does is switching target and hitting the other person full in the face.
The Warrior only has one chance with their TFB. What I meant was that if you see those TFB stacks and the Warrior pops his cooldowns, if your reactions are good you can make him waste the TFB stacks. If they use up those TFB stacks on someone with their defensive cooldowns, the switch they make after is not all that scary.

Not taking your words out of context here, but a warrior takes a lot of work to get TFB stacks to 5? That's like doing the lottery and winning, saying it's "a lot of work".

It's RNG, simple as that, and to win games off of the back of RNG and RNG alone, is not something that should have even made it live, seeing as it's an intended mechanic and not a bug that was overshadowed on the Beta.

As we're keeping this to one thread, to prove my point at just how quick a warrior can get 5 stacks of TFB and end a match instantly, watch the following: http://de.twitch.tv/dakkrothwow/b/338084424?t=4h2m35s

That fight lasts about 30seconds, maye a little more? So difficult to prevent! So easy to anticipate! Just stop the warrior...

I never denied the fact that it was RNG and yes, there can be times where this happens. While you are strongly suggesting that it makes it easy to get, I would argue with. If luck is in your favor you can indeed get the stacks on your first try five times in a row, but the chance of that happening is 0.243% so I would consider the clip you linked a freak occurrence. In general though, it is something that requires you to be stuck to your target and trying many times to get to several stacks of TFB. And again, while not always possible but can help, monitoring the warriors buffs can let you know when this damage is incoming and the changes in patch 5.1 will make it harder for a Warrior to stick to a target and get those TFB stacks. (Blue Tracker / Official Forums)

LFR Feedback
What an enormous spit in the face of every guild that tries their best but just isn't world first material. To hear this from a Blizzard employee...You heard it people, Blizzard doesn't consider you competitive unless you're Paragon or Method.

What about competition on a realm? Competition between guilds of similar amount of raiding days/raid philosophy? Between people in a guild? Competition between players of the same class on a realm? Competition on WoL? Are they less important because it's not about world firsts?

There are varying levels of competitiveness. The folks playing at a local club are competitive. But on a different level (of skill, most often) than professional players. This is kind of the same, there are competitive guilds out there that just can't perform at the level of world first guilds. Are they less important? No.

But coming here and saying that you need to do all this because you are competitive and complaining about it's just weird. That's why it's called competition. You need to edge your opposition one way or the other. There are many ways to gear up these days, and you don't need to use them all, but of course, if you do, you'll gear up quicker.

Asking, in consequence, to shut down those things you don't want to do (and therefore reduce the quality of this game) just because you don't want to use those venues cannot be seen as a benefit (especially by the players that do use those).

Of course, in a world where you compete against other guilds, folks using those venues will most likely progress faster than you in the same timeframe, that's competition. And that's part of choosing which playstyle you want to pursue. (Blue Tracker / Official Forums)

Gearing up an Offspec
Is there still quests to get at 90 that give gear, or is it only dailies from now on? Should I just run through dungeons and hope that no one needs the gear for their main spec?
First of all, there's a gear vendor at Townlong Steppes that may come in handy: Supplier Xin (at Longying outpost) sells green 408 items for gold, so if you have DPS gear that's still below that, you can go and pick upgrades there.

Following that, you can queue on scenarios. These can reward a 463 item usable by your class. And of course, if you meet the item level requirements, both heroic dungeons and LFR are great sources to get more gear for it. (Blue Tracker / Official Forums)

Activision Blizzard Q3 2012 Earnings Call on November 7
The Q3 2012 Earnings call will take place on November 7, at 1:30 PM PST, which brings us an update on subscriber numbers for the third quarter of 2012. The Mists of Pandaria Launch Press release from a few days after Q3 ended stated that they were back over 10 million subscribers again, a gain of 900,000 since Q2.



Warcraft Elections
Blizzard is held their own elections today for new faction leaders!

by Published on 2012-11-06 07:48 AM

Using Banners As Town Portals, Diablo II Ladder Reset, Blue Posts, Diablo Collectibles

Patch 5.1 - Brawler's Guild Invites
The new Brawler's Guild being added Patch 5.1 will require you to purchase an invite from the Black Market Auction House. If you aren't able to purchase an invite, someone else who is already in the Brawler's Guild can invite you. On the PTR there are currently 10 invites with a starting bid of a few thousand gold.
Originally Posted by Ghostcrawler (Blue Tracker)
Why put Brawler's Guild pass on the BMAH? Now I'll just never see it because I hate the BMAH.
The experience won't be good if 1000 players hit the brawls when the patch drops. We need to ramp up slowly, but we'll ramp up.

From what I have seen its not instanced. You literally have to wait in line for your turn.Hope I'm wrong
It is not instanced. We have plenty of instanced content. We want these to have spectators.

Seems like a design failure. Shouldn't have to bow and scrape to the 1% in game to see content. Not a good feels.
I expect everyone who wants to brawl will be able to. Just not the day the patch goes live. Slow down, as the Pandaren say.



Reminder: Heroic and Raid Finder Difficulty Heart of Fear Opens This Week
Don't forget that Heroic and Raid Finder (part 1) difficulty Heart of Fear is opening this week! The second half of Raid Finder difficulty and Normal difficulty Terrace of Endless Spring will open next week.

So far 555 guilds, or 2.08% of the guilds tracked by WoWProgress have completed normal difficulty.






Conquest Point Cap Increase
Originally Posted by Blizzard (Blue Tracker / Official Forums)
To help everyone keep up with the upcoming system in 5.1 that will allow you to upgrade your Conquest gear with Conquest Points, a hotfix is being implemented very soon that will raise the Conquest Point caps:

At 1500 rating, the Arena Conquest Cap will now be 1800 (up from 1350), while the Rated Battleground Conquest cap will be 2200 (up from 1650). As always, when your rating increases, so will your cap.

Plan accordingly! (Blue Tracker / Official Forums)

Blue Posts
Originally Posted by Blizzard Entertainment
The BMAH is boring
The Black Market Auction House features a wide variety of items. One week it might have something like an Enchanted Broom, the next week Ashes of Al'ar. It's completely random, and varies per realm. Certainly there have been items up on a few realms that people hit the bid cap on.

Just keep watching, it's bound to have something you want sooner or later. Only trick is, it'll probably be desirable to other people too. Good luck! (Blue Tracker / Official Forums)

Daily Quests and the Grind
Is the only way to get the Elder Charm Coins is by doing dailys by getting 90 of the good coins and turning them into 3 elder...? that sort of forces u into dailys if so.. because u know people want that extra chance in Raid to get the gear so your know there going do dailys to get a silly coin that doesnt even help one bit gg..
"Gear drops in raids like it always has."
"I like gear like I always have."
"But I want bonus chances at that gear."
"I have to do something to earn bonus chances at that gear?!"
"I don't want to do something to earn bonus chances at that gear!"
"That thing I don't want to do that would earn me bonus chances at that gear, doesn't earn me bonus chances at that gear!"

Let me know if that's an accurate summary, as well as what you're talking about. o.O

Lol ok the point is everyone dont wanna do dailys all day every dam day : ) kk thanks. i dont mind grinding rep dont get me wrong gives me something to do... but having to do dailys to gain the rep is load of crap. tabard ftw.. gg.
Sounds good. I suggest not doing dailies all day everyday if you don't want to, then. I don't want to either. If I want to have additional pulls of the slot machine when I'm in a raid though, I'll decide if the cost is worth it, or if I'll just take my standard one shot at a boss's loot table per week.

Do I want a tabard that allows me to get credit for doing one type of content, while actually doing another (which, by itself, earns me gold and chances at loot)? It'd save me time, sure. There are so many things about endgame progression that could be changed to save me time, enough so that I wouldn't have to worry about enjoying actually playing the game to improve my character and earn things.

"Sounds good. I suggest not doing dailies all day everyday if you don't want to, then. I don't want to either."

Zarhym admits he/she doesn't want to do dailies. What can we infer out of this? Devs admit they aren't fun. Which they aren't. Maybe once. Maybe twice. Heck, I'll even go three times. But past that? Pfffffft.

I don't like it when my words are twisted. I put sentences together to convey a cohesive thought, so I'd prefer if you read them in context.

I said I don't want to do dailies all day everyday either. I do dailies. I enjoy being able to earn my reputation. I appreciate that the system is designed to allow me to do a little bit of whatever I want to do each week without feeling overwhelmed. As soon as I capped Valor this week, I stopped running dailies and focused on other things. I'll wait until the weekly reset to pick up where I left off to get the full reward of completing each daily. Those factions aren't going anywhere. I log into the game everyday, and I never log out feeling like I made no progress. I can't say the same about my time in Cataclysm.

"I appreciate that the system is designed to allow me to do a little bit of whatever I want to do each week without feeling overwhelmed"

Except it is overwhelming. Every day I don't finish all of my dailies, I feel like I've missed out. That I'm now behind where I could be. And how do I catch up? I don't. I'll never catch up, I'll always be behind. This puts an overwhelming burden on completing every daily every day. And each day I don't meet these goals set by the game, it's demotivating. Why keep trying since I'll never catch up?

My valor is capped for the week, my charms are capped for the next several weeks, and every post I make or read I'm feeling more and more behind schedule. But I've fallen so far behind now, that I don't want to try and catch up.

Just like with all other games I play, I don't choose to measure how my time is spent in the game -- or whether or not I'm enjoying it -- against the players in STARS, Vodka, Blood Legion, or any of the other hardcore guilds out there, or the people who can devote hours upon hours more time to this game than me.

I don't think you should either. Sure, I know people have commitments to friends and guilds. There are social expectations and demands put on players to be at a certain progression point, or completing X/Y/Z every week in order to be included in raids.

If the goal is to be entertained by playing a game and you're not meeting that goal, it's totally fair to reassess things -- whether that means looking at what kind of stresses you impose on yourself, who you're playing with, what you're doing with your time in the game, and maybe even your time spent with the game itself.

But, from your post, it sounds like the pressure you feel comes from within. And I honestly have to wonder why. I don't mean to be a downer, but you'll likely never be on the cutting edge of clearing content as soon as it's possible to do so. And by the way, these endgame progression systems weren't modeled around that being the assumed standard way the general population plays the game. Spoiler: It's not how the general population plays the game.

Leading up to Mists, we talked a lot about having as many options as possible for players to play how they want to. That means you have a lot of choices, and some of them will provide you with extra advantages in other pieces of content (bonus rolls, VP loot from factions, etc.). Regardless of your opinion on our delivery, I think it's fair to say we really did give people a lot of choices. But if the standard mentality is, "I must do ALL THE THINGS if I can," rather than, "I must do all the things I find fun that will progress my character, time permitting" you'll surely feel overwhelmed.

The whole "coin" thing is fine but I know have 274 lesser charm of good fortune and 9 elder charm of good fortune! WTH am I gonna do with all these lesser ones? Can't trade them in, not yet geared enough for raids(spending way too much time doing dailies with no time left for heroics!)!!!! So what good are they other then taking up space(2slots) in my bag?!?!?!
Lesser Charms are being moved out of your bags and turned into a currency in 5.1. Think a little further down the road when you're not doing dailies as often and you're raiding more. A stockpile of Lesser Charms is absolutely what you'll want. (Blue Tracker / Official Forums)

LFR Feedback
So then, please answer this for me. Lets say everyone else in my raidteam makes the choice to do LFR, because better gear obviously helps progression. I choose not to do LFR, simply because i do not want to do it. Now can you honestly with a straight face tell me that i am not holding my teams progress back? Thats right, you cant.
I can. Your kill will be slowed by a fraction of time (seconds). But by no stretch of the imagination your team will be meeting enrage timers unless you're just undergeared. Once you're at the point to which the content is tuned for, the only thing preventing your raid from killing the boss is perfecting the execution. The very tight dps races are on Heroic (Gara'jal Heroic comes to mind as an example) and in that setting unless you're at the very top of progression, LFR gear will do you no good (it's very likely you'll need a fair amount of normal gear to take him down).

You don't need to use LFR to clear normal (this is evident). However to say that LFR wasn't required to clear heroic (all of the top guilds ran LFR as a group for in-guild drops) is a bit ridiculous. It might not be needed when everyone is decked in 489 gear, but when the gear inflation between heroic blues (463) and the first tier (489) is so large because of LFR (476) there is an obvious problem. This wasn't a problem that existed in Cataclysm.
And it's a problem that won't happen past Mogu'shan Vaults Raid Finder. Heroic Gear from this tier will be higher item level than gear from the Raid Finder of the next tier, therefore heroic raiders won't feel obligated to enter it for gearing purposes.

We aren't supposed to, Yet the majority of players do. It's badly designed imo, and I was hoping to see it rectified in early MoP. Are players supposed to be able to clear normal in a week before LFR is released?
Players have certainly cleared MV before LFR was opened. Of course, that takes a level of skill and coordination that not necessarily all raid groups have.

So there's why doing LFR - or dailies - isn't a choice. We've got the option of better gear, then we'll do it. We need it. I was in big need for a weapon until yesterday, so I'd run every opportunity to get one (Gate of the Setting Sun and LFR). I needed the upgrades certain factions offered on hitting exalted, so I did the dailies. The only choice involved here is my choice for raiding, and this includes pressure to not waste the time of my fellow raiders by not pulling the maximum of my char. We raid because we want to progress, not because we like to wipe to enrage timers and gear dependent mechanics. Of course competition is part of raiding, even on server level, but this isn't the sole reason why a raid wants to advance quickly. So yes - almost anything that improves performance will be felt mandatory not only by hardcore, but also semi hardcore raider folks.
And that's part of what implies picking that particular play style. If you aim to be hardcore/semi hardcore, of course, you'll need (and want) every possible gear upgrade you can get. Because that's what you've chosen to do. You want to be at the top of your game. So it makes sense you'll go out of your way to pick every possible upgrade lying ahead in hopes of edging your competition.

That's precisely what competition is about. Getting the upper hand over everyone else. And for that, I'd argue it's just logical you'll go and do everything that's available. For Heroic raiders, though, LFR will slowly fade away as you replace your gear with Heroic gear. Because come the next tier, you won't have a reason to go there. On this tier you'll experience the same already with Heart of Fear and Terrace of Endless Spring LFRs. For those slots you've got gear from normal Mogu'shan Vaults, there'll be no reason to go and visit HoF and TES LFRs (when those are open), since it'll still be higher item level than that of LFR.

I find it rather mind-boggling that the idea of competitiveness coming from blue posts can't get beyond getting realm/world firsts. For one thing, there are lots of things people would probably consider as 'realm firsts' that aren't recognised as such. For example, the vast majority of world/realm first kills are going to come from hardcore guilds running 16-20+ hours per week. Guilds running 2 or 3 3-4 hour raids per week may well consider themselves in a separate bracket with others with similar time limits.
By this definition, I should be able to walk up to Lionel Messi, Kobe Bryant, Sebastian Vettel, Roger Federer... (you get the idea, I guess) and tell them I'm being super competitive in their respective sports because I'm competing in a local league putting a fraction of the time they are. The thing is, when looking at the grand scheme, I'm not. Not even close. There's a reason why the world first quality guilds usually get world firsts, and it's not just skill, there's also commitment, coordination and a myriad of factors.

Of course, if we start removing factors that we can't or don't want to meet, even playing rock-paper-scissors with your friend on the middle of Times Square is competitive, but the moment the discussion goes down that path, it's very unlikely we'll reach any kind of agreement on what's being discussed.

However, for people with less ability to perform DPS/other roles, it makes no doubt to me that they are indeed having trouble on enrage timers and such, or at the very least be close enough that they'll absolutely want any possible upgrade.

When we raided during the first week with raids full of 463~ ilvl geared characters enrage timers felt quite tight, and we're a world-class guild. I can safely assume that a raid of players that perform sub-par, despite their much higher ilvl, will not be dishing out much more DPS/healing than our raids back in 463 gear, and will probably encounter a lot of trouble with enrage timers or other numbers-related issues rather than mechanics issues.

Isn't this another reason why it'd do good to those players that feel they need the gear to instead improve their dps rotations, talents, gearing choices, etc, so that they can make the most benefit of their class rather than relying on getting higher gear? (I'm talking about those encounters that aren't dps checks, of course, at some point the developers expect the raid to be at a certain treshold of gear, and if that's not the case it's very likely you just won't be able to move forward until you get more upgrades)

Of course, not everyone can play at the 100% of their spec, but the jump those players may see from wearing all 463 to 476 compared to the jump from perfecting their rotations (working on them, or whichever area they might be failing in) would probably yield a greater result, and one that will outlast gear replacements in the long run; you're not likely to lose skill once you've acquired it after all. (Blue Tracker / Official Forums)

TCG Art Update
Blizzard has updated the Trading Card Game art gallery to feature ten new pieces.


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