MMO-Champion - World of Warcraft News and Raiding Strategies

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by Published on 2013-03-27 06:37 AM

Rollback Policy Updated, Legendary Revamp Might Bring New Items, Diablo 3 on Xbox?, Itemization Could Bring Changes to MP

Method Heroic Lei Shen 25 Man World First
Congratulations to Method for being the first guild to down Heroic Lei Shen 25!



Patch 5.2 - Shaman Hotfixes
Ghostcrawler shared some Shaman hotfixes that recently went live.



Patch 5.3 Pet Models
The BadRobot model doesn't actually have a pet yet, but the others are part of the new pets added in Patch 5.3.





Stable Size Increased
Patch 5.3 adds another 30 stable slots for hunter pets, giving you room to collect all the dinosaurs.



Blue Posts
Originally Posted by Blizzard Entertainment
Patch 5.3 PvP Changes
One minor concern would be World PvP. If the item level of PvP gear is only 496, PvE gear might be very dominant here. To be fair with you though, I'm not that bothered with World PvP in the first place, so don't mind this at all. We are well aware that this is a concern that has arisen from players regarding the recently announced changes. While we understand that this is an unfortunate sacrifice for the overall betterment of PvP, we feel that this change will improve the state of both competitive and entry level PvP. This means that more players will be able to enter into PvP and as such increase to competition and the attractiveness of this fun and exciting area of the game.

This doesn't mean that world PvP and duels will be ignored. We definitely understand that players are wanting more huge, epic and glorious PvP such as those that come from world PvP, we just don't feel that it's the right place with the faction imbalance that is present in such battles. We are also looking into trying to find some solutions that will help with PvE gear in duels as we have seen this is a concern as well.

Let me elaborate: A tank has no use at all what so ever of PvP power, nada zip null. So he gets his shiny PvE gear with superduper tank stats on it, an insane amount of sockets. He then sockets and enchants all out resilience on everything becoming virtually immune to melee damage (hi dodge, parry and block!) and still extremely viable against casters.

Basically no high rated RBG team will take a PvP geared tank, because they will benefit so much more from PvE geared tanks with the appropriate gems and enchants.

That is something that we are also aware of, we don't want fully PvE geared tanks being the best choice for flag carriers either. Solutions to this are already being looked into.

) Balance classes (huge issue)
This is something we are constantly working to address, don't think that because we're making these changes that class balance has taken a backseat.

2) Delete the 70 zillion CC possibilities on all characters
We know that the current number of CC present in the game right now is a concern of players. We’re looking at ways to help with the number of CC in PvP combat right now, but it would be a large type of gameplay overhaul and can be risky to implement in the middle of an expansion cycle if the change is too drastic.

3) Fix the amount of "I can global you on 1 macro" playstyle
We are monitoring damage constantly and when we see a need to, we make tweaks and adjustments as they are needed. You can see this from the fact that several of these bursting macros are not as effective as they were previously.

Since this has been designated the "single feedback thread" by Nakatoir, I'll post my input regarding tanks here, rather than finding a more specific thread or making my own.
Not really the designated topic to discuss everything related to the patch 5.3 changes, but this particular thread is discussing the changes coming to PvP gear and it is always best to keep discussions about the same topic in one thread. That is why the other thread was locked and redirected here, because both threads were about the same thing

I know GC hates the word "scaling", but I'm afraid now its extremely relevant. HOW will the 65% damage reduction change in future patches? 65% would've been ridiculous in 5.0. Now its fine. Next patch, its too little. What to think of this?
Who says that this number cannot be tweaked depending on the patch and the numbers being seen? This change gives us another knob that we can turn in order to balance out damage, just like Battle Fatigue does for healing.

I thought it was obvious that what I meant was single feedback thread regarding the PvP gear changes. In the case of my post specifically regarding tanks, something that hadn't really been a focus so far in this particular thread and might have seen a bit out of context.
Not at all, it is related to the topic and I addressed a similar comment in my last post. We want to make sure that PvE geared tanks are not the best option for flag carriers and are looking into ways to make sure that they will use PvP gear as their best in slot choices.

I also would like to say how important world PvP is for many people, the sole reason I do arena, RBG's and get PvP gear is to be competitive in world PvP and be able to fight back in the world while doing dailies etc.

Now the PvP'rs who focus soley or mostly on PvP are actually going to be worse off when fighting other players in the world. While players who do not PvP at all and only raid are going to have an advantage. It's not fun when the PvP gear you've worked so hard to get is only useful when you zone in to an arena or a battleground. And is otherwise useless.

We completely agree. We don't want people who have worked so hard to get their PvP gear to be left out in the cold for world PvP either, but we feel that the overall benefits that this will provide are greater than the issues it creates for World PvP.

While we do want World PvP to be an enjoyable experience for everyone, we are primarily concerned with instanced PvP. The reason for this is because world PvP generally comes down to ganking and the number of players on either side. This is not to say that we don't want World PvP and massive, out of control battles to flourish though, we are just not sure that something that suffers from major drawbacks such as faction imbalance is an optimal location for this.

I do not understand why you have to remove the ilvl 512 from elite gear if it scales down anyways. If we keep the ilvl 512 we will have more of a fighting chance in world PVP whilst keeping the balance in Battlegrounds and Arenas
Because then the conversion across to Season 14 would have been even worse than the transition from S12 to S13. We are aware that the armor not being an upgrade any more is not something many players are happy with, but it is becoming a prestige upgrade with 5.3 again where it will require a certain rating to obtain.

1. what about pve set bonuses? how will you balance them?
Which set bonuses are you most concerned about? We do not want the set bonuses to trump the other big benefits that are given by PvP gear, so tell us which ones you are most worried about, and why.

3. what about legendary items? sha sockets and so on, are you sure it will be balanced enough?
I assume you mean the thunderforged items, they all get lowered down to Ilvl 496 as well. The Sha sockets shouldn't be able to trump the value of PvP power, however we will keep an eye on this and make changes if we feel they are needed. (Blue Tracker / Official Forums)

Patch 5.3 PvP Changes
mm any idea about tank gears? i mean dodge,parry etc from pve gears?
We don't want to see flag carriers running around in full PvE gear either and this is something that we are looking into sorting out. When we have more information on this, we'll let you know.

Oh and healers dont need pvp power, they might go fully pve then.
That is wrong actually, our intention is for PvP power to be much more useful in PvP than PvE gear.

Understand that we don't want PvE gear to be the best in PvP either and are these changes should ensure that this remains so. The feedback that everyone is providing regarding these changes to gear is great and it's offering us a lot of useful information. Please continue providing all of this great feedback and positive discussion, but do so in a single thread.(Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Reputation / Questing
Players interacted with Shado Pan & AC long before meeting the GL. It was a poor choice for a gate.
Perhaps but GL was right there in the vale and had more quests. Not sure we'd make the same choices if we had a do-over. (Source)

gotta admit I've yet to get the enchant recipes bc I just can't stomach doing GL on yet another toon to revered.
Much faster with Commendations and in 5.2 you can slowly progress via dungeons and scenarios. (Source)

Yeah, because that would imply people grouping up and being social and we sure in the hell can't have that!
The Jade Forest raid wouldn't be social. It would be an obligation we'd all feel like we had to do to splash experience. (Source)

in fairness, and your(justified) dismissal of claims of a majority aside, the mop leveling experience has gotten mixed reviews
That is the case for most things we do. We like the MoP leveling experience, though there are always way to improve. (Source)

my problem with dailies and rep is not the quests or the rep, it is the VP required to make purchases, double gate
We double gate stuff all the time. It's a pretty time honored RPG convention. (Source)

Any plans to allow players to complete dailies and other quests while in a raid group? Current design is annoying.
We would like too, yes. We just don't want to splash credit to the whole raid. (Source)

WoWDB on Twitter
In addition to the MMO-Champion Twitter and Facebook, you can now find WoWDB on Twitter.

You will be able to keep up with database updates, see smaller news items, and maybe even catch a few things before they end up in a news post, such as the new path from the graveyard to Oondasta or [Griftah's Authentic Troll Shoes]!

To help us with Patch 5.3 data collection, just click here if you already have Curse Client installed, or check the box in the client options.



Dark Legacy Comics #382
DLC #382 has been released!

by Published on 2013-03-26 01:18 AM

Patch 5.3 PTR - Build 16758 - Tri Spec!

WoWDB is now on Twitter!

Patch Highlights

Faerie Dragon Mount





PvP Gear in Patch 5.3
Originally Posted by Blizzard (Blue Tracker / Official Forums)
There are more really big changes coming to the way that PVP gear works coming in patch 5.3. As you know if you read our previous blog on the subject, we approached patch 5.2 with the goal in mind of narrowing the PvP gear gap, as well as working to make PvP more accessible to all players, to broaden interest and provide a robust pool of competitors that enriches the PvP experience for everyone.

PvE vs. PvP
We face some significant challenges, so we’re prepared to take some unprecedented steps to meet them. Historically, we have always had a hard time balancing PvP gear against PvE gear, as these two areas of the game have very different gear design goals. In PvP, we want gear to matter, but we don’t want gear to become the overwhelming reason someone wins a match. For PvE, the difference in power between tiers has to be significant enough that players really feel rewarded and more powerful when they upgrade. This problem has been compounded as we now have Raid Finder, normal and heroic raid tiers, as well as item level gating to enter the Raid Finder.

Transitions: From Season 12 to Season 13
Patch 5.2’s gear changes represented our first attempt to balance PvP gear with PvE gear, and offer better ways to narrow the gear gap. We introduced the Elite tier of gear that would be available to all players after earning 27,000 Conquest Points throughout the season. This allowed us to balance Honor gear against Raid Finder gear, Conquest gear against normal mode raiding gear and Elite gear against Heroic mode raid gear. But, keeping pace with PvE gear also means that there is significant difference between this season’s Honor gear and the Elite gear. Not to mention that there is a tremendous difference between a fresh 90 and a veteran, Elite geared player. While it’s important to have that difference, the competitive nature of PvP means that highly geared players can serve as a deterrent to players who are looking into trying PvP for the first time. Trying to keep pace with the escalating ilevel of PvE gear has proven quite difficult for PvP.

Furthermore, as Season 13 has illustrated, having more than two levels of PvP gear can generate some significant issues during season transitions. Players expect that each season will start on a fairly level playing field. The presence of upgrades in 5.1 meant that some players now have a gear advantage over players with this season’s Honor gear. The presence of higher ilevel Elite gear has the potential to create an even bigger issue in Season 14.

Still, we think we’ve taken some great steps forward with PvP gear in Mists of Pandaria. PvP Power has given us an extremely useful ‘knob’ to turn so we can adjust PvP gear to make sure that it’s better than its PvE equivalent. Meanwhile Resilience, while well-intentioned, has actually made the gear gap worse over time. We think that most players would be okay with going into PvP with lower damage if they were a bit more durable. We believe that a broader population of PvPers will offer a better experience for everyone, and also provide a better pool of players as we introduce refinements to how Battleground queuing works in the future. One of the best ways for us to increase the number of players that participate in PvP is to reduce the barrier to entry for those who play World of Warcraft regularly but don’t participate in PvP. Specifically, we’re referring to PvE players that spend a lot of time gearing up in PvE but feel that PvE gear is a severe liability in PvP (because, well, it is ).

Incoming 5.3 Gear Changes
With all of this in mind, we’re making some pretty dramatic changes to PvP gear and the PvP environment in 5.3:

  • Base Resilience will be set to 65% for all characters level 85 and higher
  • Resilience will be removed from nearly all PvP gear
  • Players will still be able to use Resilience gems and enchants
  • PvP power will remain exclusively on PvP gear
  • PvP set bonuses that currently provide Resilience will now provide PvP Power
  • Healers and hybrid-casters will benefit to a greater degree from PvP Power, and Battle Fatigue will increase to make PvP gear superior for healers.
  • Conquest gear will be increased to item level 496 (up from 493).
  • Elite gear will be decreased to item level 496. This gear will essentially become a prestige upgrade.
  • The Big Change: We will be adding an item level ceiling to gear in unrated Battlegrounds, Rated Battlegrounds and Arenas
    • All gear will have its item level scaled down to 496 (Conquest gear item level). This includes even Conquest items that exceed the ilevel ceiling, such as weapons.

In addition, some of the changes that we’ve discussed previously will also be implemented:

  • In patches that don’t include a new season (including patch 5.3), the seasonal currency requirement of 7,250 Conquest Points earned will be lifted from weapons. The seasonal currency requirement must always be met to purchase Elite items, though.
  • Once the 27,000 Conquest Point seasonal currency requirement is reached, players will be able to purchase Tyrannical Gladiator’s gear with Honor Points.
  • The Conquest Point catch up cap will be introduced. You can read our PvP Gear in 5.2 and Beyond blog for more information on these changes.

We’re taking these steps because we want to improve PvP for those players who love to PvP by providing a richer pool of potential competitors (which can result in faster queues, and open doors to queuing refinements later on), and make an incredibly fun element of World of Warcraft more accessible to a larger audience.

What to Expect
We expect these changes to have a few important effects. First, we feel that they will still preserve our most important design goal: the best gear for competitive PvP will come from PvP. Since all other gear will be scaled down to the Conquest’s item level of 496 as a maximum, the Conquest gear will always be better by a significant margin because it will have PvP Power on it (which doesn’t count toward the item’s item level budget). Even Honor gear, with its considerable amount of PvP Power, will provide more damage in PvP than normal and heroic raid gear. For example, a Heroic Thunderforged weapon and a Conquest weapon will be the same item level in PvP, with the same amount of primary stats, secondary stats and stamina. While the PvE weapon will do very good damage, it will still do less damage than the Conquest weapon due to the presence of PvP power on the PvP weapon.

We also believe that the changes will make it easier for those who aren’t PvPing now to give it a try or possibly motivate those that play only rarely to play more often. While they will do less damage than a player with PvP gear, they will have the same survivability, stamina and resilience. The damage differences shouldn’t be so great that they will be ‘insta-gibbed’ by the average opponent in PvP gear either. We expect the improvements will make PvP more fun for both hardcore players that want a more even playing field, as well as competitors that just want to dive in and have some fun without assembling a specialized gear set.

We Want Your Feedback!
This is a pretty massive change for World of Warcraft and while it would probably be more appropriate at the start of a new season, or even an expansion, we strongly feel that the current gear situation should be resolved quickly. We think this solution will help us meet our design goals and help create a more active, competitive, and fun PvP environment.

We know that concerns and questions are inevitable, and we look forward to hearing your thoughts on the subject. We invite you to try these changes on the PTR for yourself, and we’ll be watching for your feedback on the PTR Discussion forum and elsewhere.

Patch 5.3 PTR - Build 16767
Build 16767 is coming to the PTR realms soon.

Map Changes



New Icons




New Items

Level Type Slot Name
1Other Gastropod Shell Gastropod Shell
522BackBack Ox Cloak Ox Cloak
522BackBack Tiger Cloak Tiger Cloak
522BackBack Tiger Cloak Tiger Cloak
522BackBack Crane Cloak Crane Cloak
522BackBack Dragon Cloak Dragon Cloak
502ClothFeet Modest Sandals Modest Sandals
502ClothFeet Unassuming Slippers Unassuming Slippers
502LeatherFeet Treads of Respect Treads of Respect
502LeatherFeet Self-Effacing Boots Self-Effacing Boots
502MailFeet Treads of Reticence Treads of Reticence
502MailFeet Unpretentious Boots Unpretentious Boots
502PlateFeet Sabatons of the Humble Sabatons of the Humble
502PlateFeet Subservient Greatboots Subservient Greatboots
502PlateFeet Boots of Boundless Patience Boots of Boundless Patience


Achievement Changes
Originally Posted by MMO-Champion
Lich King Dungeon
Dungeons & Raids
  • Split Personality Defeat Grand Magus Telestra in The Nexus on Heroic Difficulty after having killed her images within 5 seconds of each other during both splits. 10 points. the first one dying during each split. 10 points.

Scenarios



Spell Changes
Originally Posted by MMO-Champion
Druid (Forums)
Talents
  • Force of Nature Summons 3 Treants Summons a Treant to assist in the Druid's current combat role for 15 sec. Useable in all shapeshift forms. Balance Each Treant will cast Casts Wrath for [ 1,642 + 30% of Spell Power ] Nature damage every 2 sec and will cast Entangling Roots. Feral Each Treant deals [ 3,504 Melees for [ 2 + 10.7% of AP ] Physical damage every 2 sec and will use Bash. Guardian Each Treant deals [ 702 Melees for [ 1 + 2.1% of AP ] Physical damage every 2 sec and will use Taunt. Restoration Each Treant will heal Heals a nearby injured ally for [ 3,490 + 32.3% of Spell Power ] every 3 sec. and will use Swiftmend. Druid - LvL 60 Talent. 40 yd range. Instant. 60 sec cooldown.

Major Glyphs
  • Glyph of Solar Beam Increases the radius of your Solar Beam by 100%. Major Glyph. While you are not in an Eclipse, the following abilities now grant 10 Solar or Lunar Energy: Entangling Roots, Cyclone, Faerie Fire, Solar Beam, Faerie Swarm, Mass Entanglement, Typhoon, Disorienting Roar, Ursol's Vortex, and Mighty Bash. Major Glyph.

Raid & Dungeon Abilities
  • Amplifier Increases damage dealt by 50% and attack speed by 50%. Instant. 10% and attack speed by 10%. Instant.
  • Anger Inflicts Shadow damage to all enemies within 5 yds. Instant. 7 yds. Instant.
  • Dark Blood Inflicts Shadow damage to ALL nearby creatures and players. Instant. minions of Y'Shaarj within 0 yards of the dying creature. Instant.



Strings Changes
Originally Posted by MMO-Champion
  • WEB_ERROR - Error #%d|nA problem was encountered. Please try again.
  • WEB_PROXY_FAILED - There was a problem configuring the internal web browser. Please restart the application and try again.
by Published on 2013-03-25 05:16 PM

Patch 5.3 PTR - Build 16758
Build 16758 will be deployed to the PTR realms soon.

Third Talent Spec
You can see Ghostcrawler's reply here. Keep in mind this old tweet though!


New Models
This is a very rough preview to hold you over while we make a nicer one!



Achievement Changes
Originally Posted by MMO-Champion
Battle
Pet Battles

Collect
Pet Battles

Feats of Strength

General
  • Mount Parade (New) Obtain 200 mounts. Reward: Armored Dragonhawk. 10 points. Account Wide.
  • Mount Parade (New) Obtain 200 mounts. Reward: Armored Dragonhawk. 10 points. Account Wide.

Rated Battleground
Player vs. Player
  • Hero of the Alliance End a PvP season in the top 0.5% of the rated battleground ladder. requires 50 games played in the current season). Title Reward: Hero of the Alliance. 10 points.
  • Hero of the Horde End a PvP season in the top 0.5% of the rated battleground ladder. requires 50 games played in the current season). Title Reward: Hero of the Horde. 10 points.

Scenarios



New Loading Screens



New / Changed Maps




New Items
There are a lot of new items, so head over to WoWDB to see all of the new items. Only non armor items are listed below to keep the front page length more reasonable.

Level Type Slot Name
1Junk Unclaimed Black Market Container Unclaimed Black Market Container
1Junk Saurok Collection Saurok Collection
1Junk Saurok Collection Saurok Collection
90Junk Brawler's Guild Reward Brawler's Guild Reward
90Junk Stack of Letters Stack of Letters
90Junk Trophy Necklace Trophy Necklace
90Junk Indecipherable Plans Indecipherable Plans
90Junk Delivery Invoice Delivery Invoice
1Companion Pets Quivering Blob Quivering Blob
1Companion Pets Dark Quivering Blob Dark Quivering Blob
1Companion Pets Half-Empty Food Container Half-Empty Food Container
85Companion Pets Gahz'rooki's Summoning Stone Gahz'rooki's Summoning Stone
1Companion Pets Spiky Collar Spiky Collar
1Companion Pets Instant Arcane Sanctum Security Kit Instant Arcane Sanctum Security Kit
1Companion Pets Netherspace Portal-Stone Netherspace Portal-Stone
1Companion Pets Satyr Charm Satyr Charm
1Companion Pets Shell of Tide-Calling Shell of Tide-Calling
1Companion Pets Tainted Core Tainted Core
1Companion Pets Dripping Strider Egg Dripping Strider Egg
1Companion Pets Tiny Fel Engine Key Tiny Fel Engine Key
1Companion Pets Crystal of the Void Crystal of the Void
1Companion Pets Brilliant Phoenix Hawk Feather Brilliant Phoenix Hawk Feather
1Companion Pets Tito's Basket Tito's Basket
20Mount Faerie Dragon Faerie Dragon
70Mount Armored Dragonhawk Armored Dragonhawk
90None Latent Kor'kron Chestpiece Latent Kor'kron Chestpiece
90None Latent Kor'kron Boots Latent Kor'kron Boots
90None Latent Kor'kron Gloves Latent Kor'kron Gloves
90None Latent Kor'kron Helm Latent Kor'kron Helm
90None Latent Kor'kron Leggings Latent Kor'kron Leggings
90None Latent Kor'kron Spaulders Latent Kor'kron Spaulders
90None Latent Kor'kron Belt Latent Kor'kron Belt
476MailHead Tallgrass Guerilla's Cap Tallgrass Guerilla's Cap
476MailChest Tallgrass Guerilla's Tunic Tallgrass Guerilla's Tunic
476MailFeet Tallgrass Guerilla's Boots Tallgrass Guerilla's Boots
476MailHands Tallgrass Guerilla's Gloves Tallgrass Guerilla's Gloves
1One-handed SwordOne Hand Scissors Scissors
90BagBag Kor'kron Supply Satchel Kor'kron Supply Satchel
1Consumable Seesaw Seesaw
20Consumable Brawler's Pet Supplies Brawler's Pet Supplies
1Consumable Lesser Pet Treat Lesser Pet Treat
5Consumable Moneybrau Moneybrau
1Consumable Pet Treat Pet Treat
90Potion Bottomless Potion of Brawler's Deftness Bottomless Potion of Brawler's Deftness
90Potion Bottomless Potion of Brawler's Cunning Bottomless Potion of Brawler's Cunning
90Potion Bottomless Potion of Brawler's Might Bottomless Potion of Brawler's Might
90Food & Drink K.R.E. K.R.E.
90Food & Drink Freeze-Dried Hyena Jerky Freeze-Dried Hyena Jerky
90Food & Drink Scorpion Crunchies Scorpion Crunchies


New Strings
Originally Posted by MMO-Champion
  • BATTLEGROUND_SCORE_GOLD - Gold: %d/%d
  • BATTLEGROUND_SCORE_VICTORY_POINTS - Victory Points: %d/%d
  • BROWSER_CLEAR_CACHE - Clear Cache
  • BROWSER_COPY_LINK - Copy Link
  • BROWSER_DELETE_COOKIES - Delete Cookies
  • BROWSER_EXTERNAL_LINK_DIALOG - You are being redirected to:\n|cffffd200%s|r\nClick "Okay" to open this link in your web browser.
  • CURRENCY_GAINED_MULTIPLE_BONUS - You receive currency: %s x%d. (Bonus Objective)
  • ERR_LFG_MEMBERS_REQUIRED - You need a group of %d players.
  • ERR_QUEST_PET_BATTLE_VICTORIES_PVP_II - Players defeated in pet battle: %d/%d
  • HEROIC_SCENARIO - Heroic Scenario
  • HEROIC_SCENARIO_BONUS_VALOR - Completing bonus objectives awards additional valor.
  • HEROIC_SCENARIO_BONUS_VALOR_SPECIFIC - Completing bonus objectives awards %d additional valor.
  • LFG_TYPE_RANDOM_HEROIC_SCENARIO - Random Heroic Scenario
  • MAINMENU - Menu
  • MINUTES_SECONDS - %.2d:%.2d
  • OPTION_TOOLTIP_SHOW_TARGET_CASTBAR_IN_V_KEY_ONLY_ON_TARGET - Only show the enemy cast bar on your current target's nameplate.
  • OPTION_TOOLTIP_SHOW_TARGET_CASTBAR_IN_V_KEY_SPELL_NAME - Show the name of the spell on the cast bar on nameplates.
  • PAID_FACTION_CHANGE_ENABLE - Click to enable paid faction change for the selected character.
  • PLAYERS_ON_SERVER - Players on Server
  • QUEST_PLAYERS_DEFEATED_PET_BATTLE - Players defeated in pet battle: %d/%d
  • QUEST_PLAYERS_DEFEATED_PET_BATTLE_NOPROGRESS - Players defeated in pet battle x %d
  • RANDOM_HEROIC_SCENARIO - Random Heroic Scenario
  • SCENARIO_BONUS_CURRENCY_FORMAT - %d %s
  • SCENARIO_BONUS_FAILURE - Failure
  • SCENARIO_BONUS_LABEL - Bonus
  • SCENARIO_BONUS_OBJECTIVES - Bonus Objectives
  • SCENARIO_BONUS_OBJECTIVES_DESCRIPTION - Complete all of the bonus objectives for extra rewards.
  • SCENARIO_BONUS_REWARD - Reward:
  • SCENARIO_BONUS_SUCCESS - Success
  • SCENARIO_RANDOM_HEROIC_EXPLANATION - Using the Random Heroic Scenario queue will earn you extra rewards. You need to have a full group.
  • SELECT_LOOT_SPECIALIZATION - Loot Specialization
  • SELECT_LOOT_SPECIALIZATION_TOOLTIP - Your class specialization that is used when giving you specialized loot. "Default" is your current specialization.
  • SET_FACTION_LFG_BONUS_REP - Bonus Reputation
  • SET_FACTION_LFG_BONUS_REP_TOOLTIP - You can select this faction to earn bonus reputation for various activities.
  • SHOW_TARGET_CASTBAR_IN_V_KEY_ONLY_ON_TARGET - Only Current Target
  • SHOW_TARGET_CASTBAR_IN_V_KEY_SPELL_NAME - Show Spell Name
  • SPELL_FAILED_CUSTOM_ERROR_192 - Requires The Thunder Forge.
  • SPELL_FAILED_CUSTOM_ERROR_193 - You cannot use the dice again yet.
  • SPELL_FAILED_CUSTOM_ERROR_194 - You are already a member of the Brawler's Guild.
  • SPELL_FAILED_LEGENDARY_SPEC_SWAP - You may not change talent specializations during a celestial challenge.
  • SPELL_FAILED_LEGENDARY_WRONG_SPEC - Your talent specialization does not match the selected challenge.



Spell Changes
Keep in mind that many of the Patch 5.2 hotfixes will likely show up here.
Originally Posted by MMO-Champion
Mounts
  • Faerie Dragon (New) Summons and dismisses a Faerie Dragon. This mount changes depending on your Riding skill and location. Account wide. 1.5 sec cast.

Companions

Death Knight (Forums, Talent Calculator)
Frost

Druid (Forums, Talent Calculator)
  • Cat Form movement speed bonus is now cumulative with most other movement speed increases.
  • Mark of the Wild now costs 5% of base mana, down from 10%.

Mage (Forums, Talent Calculator)

Talents

Frost
  • Frostbolt damage and SP scaling increased by 15%.

Monk (Forums, Talent Calculator)

Talents

Windwalker

Major Glyphs

Paladin (Forums, Talent Calculator)

Priest (Forums, Talent Calculator)

Rogue (Forums, Talent Calculator)
Assassination

Shaman (Forums, Talent Calculator)

Talents

Restoration

Warlock (Forums, Talent Calculator)

Talents
  • Grimoire of Sacrifice now has a separate tooltip for Demonology and Affliction, with the bonus for Demonology increasing the power of many of your single target spells by 25%, down from 30%.

Affliction
  • Drain Soul target must yield experience or honor.
  • Soulburn: Soul Swap (New) Grants the Soulburn empowerment to your Soul Swap. Soul Swap will instantly apply your Corruption, Unstable Affiction, and Agony to your current target without requiring them to be removed from a previous target. Warlock - Affliction Spec.

Demonology

Warrior (Forums, Talent Calculator)

Talents

Professions
Blacksmithing

Engineering

Raid & Dungeon Abilities
  • Air Vent A powerful A chilling gust of wind knocks you back. 100 yd range. Instant.
  • Alpha Strike Inflicts 15,000 Inflicts 10,000 Physical damage. 60 yd range. Instant.
  • Azure Blast The Azureborne Warlord channels its energy into an Azure Blast, inflicting 30,000 20,000 Arcane damage to enemies within 8 yards. Unlimited range. 4.5 sec cast.
  • Beguile Stuns the target for 3 15 sec. 30 yd range. 1.5 sec cast.
  • Binding Shadows The Bindings Shadows drains 5,000 4,000 life every 1 sec and root players within 8 yards of the target for 6 sec. 60 yd range. Instant.
  • Blaze The Blaze inflicts 10,000 6,000 Shadow damage to enemies within 5 yards. Unlimited range. Instant.
  • Blazing Heat Inflicts 25,000 Inflicts 10,000 Fire damage. Melee range. Instant.
  • Blazing Twilight Shield Applies a Blazing Twilight Shield to a nearby friendly target. Attacks against the target can cause a Blaze. Periodically heals the target for 20,000 10,000 every 1 sec for 6 sec. 40 yd range. 2 sec cast.
  • Bleeding Wound A vicious attack that deals weapon damage and an additional 6,000 3,000 damage every 2 seconds for 10 sec or until healed to 90% of max health. Requires Melee Weapon. Melee range. Instant.
  • Blitz The rushing Blitz inflicts 30,000 20,000 Physical damage knocking the enemy in the air. 60 yd range. Instant.
  • Branded Tongue Deals 8,000 Deals 6,000 Fire damage to the target, searing their mouths shut. 40 yd range. Instant.
  • Burning Shadowbolt Inflicts 9,000 Inflicts 6,000 Shadowflame damage. 200 Mana. Unlimited range. 1.5 sec cast.
  • Cave In Inflicts 5,000 Physical damage. Instant. Inflicts 4,000 Physical damage. Instant.
  • Chain Lightning Inflicts 80,000 Nature damage and jumps to another target within 5 yards. Affects 3 total targets, increasing damage by 50% per jump. 50 8-40 yd range. 2 sec cast. 5 sec cooldown.
  • Claw Puncture Inflicts 500 Inflicts 250 Physical damage every 3 sec for 6 sec. Stacks. Melee range. Instant.
  • Cloud Burst Deals 18,000 Deals 10,000 Nature damage to enemies within 5 yards, knocking them back. Instant.
  • Confounding Flames The Confounding Flames inflict 6,000 4,000 Fire damage every 1 sec and Stuns the target for 5 sec. 20 yd range. 5 sec cast (Channeled).
  • Corrosive Spray Deals 7,000 Deals 5,000 Nature damage. Melee range. Instant.
  • Corrupted Flame The Corrupted Blaze inflicts 4,000 2,000 Fire damage every 1 sec and causes Burning Corruption. 30 yd range. 5 sec cast (Channeled).
  • Crane Rush Inflicts 5,000,000 Inflicts 1,600,000 damage to enemies with which it comes into contact. 150 yd range. Instant.
  • Crimson Shockwave Inflicts 14,500 Inflicts 10,000 Fire damage to enemies within 5 yards, knocking them down. 20 yd range. Instant.
  • Deceitful Blast The blast Inflicts 5,000 4,000 Shadow damage and an additional 1,000 Shadow damage every 1 sec for 3 sec. Stacks. 30 yd range. 1 sec cast.
  • Disease Breath The caster emits a plagued breath, dealing 15,000 Nature damage and 6,000 10,000 Nature damage and 3,000 Nature damage every 2 sec. for 10 sec. 20 yd range. Instant.
  • Dragon's Breath Targets in a cone in front of the caster take 15,000 8,000 Fire damage and are disoriented for 3 sec. Instant. 3 sec cooldown.
  • Earth Shattering The caster shatters the very earth itself, causing periodic eruptions that deal 25,000 damage and knock dazing and knocking enemies back. Unlimited range. Instant.
  • Earth Shock Instantly shocks the target with concussive force, causing 5,000 Nature damage. 4% of Base Mana 4,000 Nature damage. 20 yd range. Instant. 6 sec cooldown.
  • Earth Spike Inflicts 15,000 Inflicts 10,000 Nature damage to enemies within 3 yards. 40 yd range. Instant.
  • Earthquake Inflicts 15,000 Nature damage. Instant. Inflicts 8,000 Nature damage. Instant.
  • Electric Blast Inflicts 2,000 Inflicts 1,500 Nature damage, each stack of Overcharge increases the damage of Electric Blast. Melee range. Instant.
  • Erupting Fire The Erupting Flames form beneath the target, inflicting 11,000 7,000 Fire damage and knocking them up. 40 yd range. 1.5 sec cast.
  • Fan of Flames Slices rapidly at her target with a burning fan, inflicting weapon damage as Fire and increasing the amount of Fire damage taken by 25%. 10 yd range. Instant. 50 yd range. Instant.
  • Fan of Knives Deals 20,000 damage. Instant. Deals 10,000 damage. Instant.
  • Feeble Body Increases damage taken by 100% 50% for 3 sec Unlimited range. Instant.
  • Fire Blast Inflicts 7,000 Inflicts 5,000 Fire damage. Melee range. Instant.
  • Fissure Inflicts 6,500 Inflicts 4,500 Nature damage. Unlimited range. Instant.
  • Flame Conduit The Flame Conduit inflicts 8,500 6,500 Fire damage to players within 6 yards. Unlimited range. Instant.
  • Flames of Passion Leaps at an enemy, inflicting 150,000 50,000 Fire damage and knocking all nearby enemies away. Unlimited range. Instant.
  • Flaming Arrow The Flaming Arrow inflicts 10,000 5,000 Fire damage. Unlimited range. Instant.
  • Flurry of Blows A strike from the Flurry that inflicts 6,000 3,000 Physical damage instantly in a 5 yard cone in front of the caster. Melee range. Instant.
  • Focused Geyser Inflicts 1,500 Inflicts 1,000 Frost damage. Unlimited range. Instant.
  • Forked Fire-Shot Fires several missiles, hitting 3 targets for 100 % weapon damage and then 8,000 6,000 damage every 2 seconds. 15 yd range. 1.5 sec cast.
  • Gathered Storms Deals 2,000 Deals 1,000 Nature damage to enemies. Instant.
  • Ground Siege The massive ground tremor Inflicts 35,000 15,000 damage and stuns them for 4 sec. 20 yd range. 2.5 sec cast.
  • Guardian Strike Inflicts 250% Inflicts 0% of weapon damage to all enemies in front of around the caster and knocks them back. Requires Melee Weapon. 2 sec cast. 8 yd range. 2 sec cast.
  • Ice Blast Inflicts 5,500 Inflicts 4,500 Frost Damage, slowing their move speed by 25% for 5 sec. Melee range. Instant.
  • Ice Comet Inflicts 300,000 Inflicts 250,000 Frost damage to all enemies within 6 yards. 300 yd range. Instant.
  • Impale Impales target with a spear, dealing 150% 120% weapon damage and an additional 8,000 6,000 damage every second for 5 sec. 60 yd range. Instant.
  • Impaling Slam Charges an enemy, impaling it and inflicting 8,000 6,000 Physical damage every 1 sec for 5 sec. 60 yd range. Instant.
  • Invocation of Flame Inflicts 6,500 Inflicts 4,499 Fire damage. Unlimited range. Instant.
  • Lightning Nova Emits a pulse of energy that deals 11,500 7,500 Nature damage to enemies within 10 yards. Instant.
  • Long-Range Ritual Lightning Inflicts 275,000 Fire damage to enemies outside 200 30 yds. 1.5 sec cast. 3 sec cooldown.
  • Mantid Munition Explosion Inflicts 47,500 Inflicts 38,000 Fire Damage to the target. 10 yd range. Instant.
  • Meat Grinder Inflicts 5,000 Inflicts 4,000 Physical damage. 15 yd range. Instant.
  • Meteor Deals 30,000 Deals 20,000 Fire damage, split between all enemies within 8 yards of the impact crater. 20 yd range. Instant.
  • Modgud's Malady The unleashed Curse of Modgud 12,000 6,000 Shadow damage every 5 sec to enemies within 8 yards and decreases move speed by 50% for 10 sec. Unlimited range. Instant.
  • Molten Blast Inflicts 12,000 Inflicts 10,000 Fire damage. 40 yd range. 2 sec cast.
  • Mortal Strike A vicious strike that deals weapon damage plus 550 250 and wounds the target, reducing the effectiveness of any healing by 20% for 6 sec. Requires Melee Weapon. Melee range. Instant. 5 sec cooldown.
  • Overcharge Blasts an enemy with lightning, inflicting Nature damage. Inflicts 2,000 1,500 Nature damage every 3 sec and causes attacks to inflict an Electric Blast. Electric Blast inflicts more damage based on Overcharge stacks. 40 yd range. 2 sec cast.
  • Overload Kazra'jin becomes electrified, stunning himself for 20 sec. and reflecting 50% 40% of all damage taken as Nature damage. Instant.
  • Paralytic Blow Dart Shoots a paralytic blow dart at the enemy, dealing 8,500 damage and then 4,300 5,499 damage and then 2,000 damage every 2 seconds. Also reduces haste by 40%. 40 yd range. Instant.
  • Paralytic Venom Coats the enemy with a debilitating toxin, inflicting 9,000 7,000 damage and slowing actions by 30%. Unlimited range. Instant.
  • Petrified Skin The stone fists of the Ascended Rockbreaker have petrified the targets skin, inflicting 110% 100% weapon damage and absorbing 20,000 healing for 8 sec. Next melee. Melee range. Instant.
  • Projectile Goods Throws nearby goods at an enemy, dealing 4,500 3,000 damage. 35 yd range. Instant.
  • Projectile Goods Throws nearby goods at an enemy, dealing 4,500 3,000 damage. 35 yd range. Instant.
  • Projectile Goods Throws nearby goods at an enemy, dealing 4,500 3,000 damage. 35 yd range. Instant.
  • Projectile Goods Throws nearby goods at an enemy, dealing 4,500 3,000 damage. 35 yd range. Instant.
  • Quills Inflicts 88,000 Inflicts 65,000 Physical damage to all enemies within 500 yards. 500 yd range. Instant.
  • Ritual of Bloodletting Causes the target to bleed profusely, dealing 8,000 6,000 damage every 1 second. 35 yd range. 6 sec cast (Channeled).
  • Rock Smash Inflicts 15,500 Inflicts 10,000 Nature damage and opens a fissure at the location. Unlimited range. Instant.
  • Sabotage The bomb explodes, inflicting 30,000 25,000 Fire Damage to all players within 5 yards. Instant.
  • Sabotage Inflicts 36,000 Inflicts 34,125 Fire Damage to the victim and all players within 2 yards, then creates four directional explosions that travel in the cardinal directions. Unlimited range. Instant.
  • Scent of Blood Deals 1,500 Deals 1,000 bleeding damage every 2 seconds. Nearby hungry crocolisks can smell your blood! You are a prime target for attack. Instant.
  • Seeping Twilight The Seeping Twilight inflicts 6,500 5,000 Shadow damage and reduces move speed by 50%. Unlimited range. Instant.
  • Serum of Torment Deals 6,500 Deals 4,500 Nature damage to the target every 1 seconds, causing them to flee in wracking pain. 35 yd range. Instant.
  • Shadow Bolt Inflicts 12,500 Inflicts 10,000 Shadow damage. 35 yd range. 2 sec cast.
  • Shadowed Soul All damage taken increased by 2%. Instant. 5%. Instant.
  • Shatter Shattering inflicts 150,000 96,000 Frost damage to all enemies. 150 yd range. Instant.
  • Shatter Shattering inflicts 150,000 96,000 Frost damage to all enemies. 150 yd range. Instant.
  • Siphon Essence Drains 9,000 Drains 6,000 health every 1 sec for 4 sec, heals for three times the amount of damage done. 20 yd range. 4 sec cast (Channeled).
  • Static Shock Deals 15,000 Deals 5,000 damage to players within 7 yards. 100 yd range. Instant.
  • Static Shock Deals 15,000 Deals 5,000 damage to players within 7 yards. 100 yd range. Instant.
  • Static Wound Jin'rokh the Breaker statically constricts the target, inflicting 20,000 Nature damage per stack when taking melee attacks. Additionally inflicts a third of that damage to other players. This effect stacks, but decreases in potency over time. Unlimited range. Instant. 3 sec cooldown.
  • Storm Bolt Inflicts 10,000 Inflicts 7,000 Nature damage to an enemy. 70 yd range. Instant.
  • Storm Cloud Deals 200,000 Deals 100,000 Nature damage, and will stun the target at 3 stacks for 20 sec. Unlimited range. Instant.
  • Strength of Stone Damage increased by 100%. Instant. 50%. Instant.
  • Supernova The Invoked Flaming Spirit goes supernova and inflicts 50,000 30,000 Fire damage and 2,500 Fire damage every 1 sec to enemies within a 10 yard radius for 8 sec. Unlimited range. Instant.
  • Swamp Smash A brutal overhead power attack that increases melee damage by 150,000. 20 yd range. 3 sec cast. 2 sec cast.
  • Tempest Storm Deals 9,000 Deals 6,000 Nature damage to enemies within 6 yards. Melee range. Instant.
  • Throw Spear The Zandalari Spear-Shaper throws his spear at a distant enemy, periodically inflicting 50,000 Physical damage to nearby players. Unlimited range. Instant.
  • Thunder Crash The unit releases a mighty burst of charged electrical energy, dealing 25,000 15,000 Nature damage to an enemy target. 40 yd range. 3 sec cast.
  • Tidal Force Inflicts 5,000,000 Inflicts 1,600,000 damage to enemies with which it comes into contact. Instant.
  • Toxic Blow Dart Shoots a toxic blow dart at the enemy, dealing 8,500 damage and then 8,000 5,499 damage and then 4,000 damage every 2 seconds. 40 yd range. Instant.
  • Twilight Blast The Twilight Blast inflicts 10,000 5,000 damage. 40 yd range. Instant.
  • Twilight Bolt Inflicts 15,000 Inflicts 10,000 Shadow damage. 40 yd range. 3 sec cast.
  • Twilight Breath Inflicts 20,000 Inflicts 10,000 Shadow damage in a 25 yard cone infront of the caster. Unlimited range. Instant.
  • Twilight Flames The Twilight Flames inflict 6,500 5,000 Shadow damage to enemies within 3 yards. Unlimited range. Instant.
  • Twisted Arcane The Twisted Arcane increases cast speed and Magic damage dealt by 50%. 10 yd range. Instant. 30%. 10 yd range. Instant.
  • Umbral Mending Heals the target for 20% 10% of their total health. 100 yd range. 2.5 sec cast.
  • Valiona's Flame Valiona's Flame Breath inflicts 25,000 15,000 Shadow damage, knocking the target down from the impact. Unlimited range. 2 sec cast (Channeled).
  • Ventral Sacs Sacs located around the frill will periodically erupt, inflicting 20,000 17,000 Nature damage to all enemies every 1 sec. Instant.
  • Vicious Bite Inflicts 50% of weapon damage to an enemy and causes it to bleed for 1,000 500 damage per application every 2 sec. for 15 sec. Melee range. Instant.
  • Viletongue Balm (New) Heals the caster. 3 sec cast.
  • Viletongue Rush (New) Charges forward, inflicting Physical damage to all enemies in the caster's path, knocking them back. 40 yd range. Instant.
  • Viletongue Strike (New) A brutal overhead power attack that inflicts 300% melee damage. 10 yd range. 2 sec cast. 8 sec cooldown.
  • Viletongue Torch Toss (New) Throws a torch, inflicting Fire damage to enemies within the flames every 2 sec. for 16 sec. 30 yd range. 1 sec cast.
  • Viletongue Venom (New) Inflicts 0 Nature damage to enemies within the cloud every 2 sec. and reduces healing effects by 90% for the 14 sec. 40 yd range. 1 sec cast.
  • Viscous Poison Inflicts 10,000 Inflicts 5,000 Nature damage to an enemy target and their allies within 5 0 yards, slowing their movement speed by 30% and dealing 4,500 2,500 Nature damage every 2 seconds. 45 yd range. Instant.
  • Wail of Darkness Inflicts 5,000 Inflicts 3,000 Shadow damage to an enemy. 100 yd range. Instant.
  • Wailing Winds Knocks the enemy into the air, dealing 3,000 damage. Instant. 2,000 damage. Instant.
  • Warped Twilight Inflicts Shadow damage equal to 30% 15% of the target's max health. 40 yd range. 4 sec cast.
  • Water Explosion Inflicts 50,000 Inflicts 20,000 Frost damage to enemies within 8 yards. 40 yd range. Instant.
  • Water Spout The Water Spout beneath the target, inflicts 20,000 10,000 Frost damage and slowing cast and attack speed by 50% for 6 sec. 40 yd range. Instant. 8 sec cooldown.
by Published on 2013-03-24 08:59 PM

Console Version of Diablo 3: Offline Play, No RMAH, Not Exclusive to Sony, Hands On Console Gameplay

DREAM Paragon Heroic Lei Shen 10 Man World First
Congratulations to DREAM Paragon for being the first guild to down Heroic Lei Shen 10!


Oondasta Health Reduction
Keep in mind that Oondasta mechanics will change once again in Patch 5.3.
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Lead Encounter Designer Ion "Watcher" Hazzikostas noticed this thread last night and has these thoughts to share:

Yes, Oondasta's maximum health has been reduced by 50%. The design intent behind this boss was for the primary audience to be guilds rather than pickup groups. That is why we placed Oondasta on a relatively remote island, surrounded by powerful elite dinosaurs that make solo travel in the area a dicey proposition. It's why he has mechanics that will outright kill you without the coordinated use of cooldowns, and careful positioning. It's a very different philosophy than our approach to designing bosses like Sha of Anger or Nalak. Of course, things didn't exactly play out as we envisioned -- as we all know, it was possible to overwhelm Oondasta with sheer numbers. While not intended, that was not entirely negative. There have been some pretty epic experiences on the Isle of Giants in the last couple of weeks. There's something to be said for the sight of a hundred spells and missiles flying through the air at a huge dinosaur.

We could have made a number of changes that would have made this approach entirely impossible: Consider a version of Oondasta with a Spiritfire Beam that could hop to 99 targets instead of 20, and a Doomwalker-style debuff that prevented players who had died during the encounter from re-engaging. Definitely not zergable. But that doesn't mean that people would stop trying, and the result would likely be a boss that no one could kill, and a frustrating experience for most participants. So we didn't do that.

Ultimately, while our server hardware is much, much more powerful than what we had in place during the days of events like the Opening of Ahn'Qiraj years ago, it still has limits. And what we have increasingly been observing was players massing around Oondasta in such great numbers that it brought servers to their knees. As word spreads that Oondasta has spawned, more and more people flock to the Isle of Giants for a piece of the action. Many people have been in Oondasta fights where spells took multiple seconds to cast, and the dinosaur perhaps stopped using its abilities entirely. Players with anything but the very best computers saw nothing but a slideshow. And in extreme cases, the entire continent of Pandaria crashed. That simply isn't an acceptable experience for our players, and so we reduced Oondasta's health, so that smaller groups are more likely to be successful, and he'll likely die before so many players arrive that it degrades the experience for everyone present. If server capacity were limitless, we wouldn't have made any of these changes, but alas that is not the case.

Oondasta clearly did not deliver on our original expectations. We'll apply the lessons learned from this experience to any future world bosses we add.

Blue Tweets
Originally Posted by Blizzard Entertainment
PvP
In terms of PvP this is one of the worst patches i've ever witnessed in 4 years of playing. Healers are virtually invincible.
Whenever we tone down burst, this is a risk (and why we often nerf burst so gently). (Source)

Dang does this mean it'll be like vanilla again where PVE geared folks can do just as good in PVP with their PVE gear? Hope so
Two pieces with the same ilevel means PvP Power wins. (Source)

how about world pvp? How about duels. I practice my skills in duels for arena. Soon raid gear will be king. Bad change.
When is the last time you engaged in world PvP with a fair setup on both sides? (Source)
with the change on 65% resil on players. not having pvp power should look abysmally bad for pvers tryin to join bg
Not necessarily. They will blow up less but won't be able to put out as much damage. Better design hopefully. (Source)

Is 5.3 coming before arena season ends?
Yes. New seasons coincide with new raid tiers, and there is not one in 5.3. (Source)

From a former SWTOR player, easy way to fix AFKing in bg - reward honor for personal performance (medals), not for win/loss.
Guarding a flag can be a huge benefit to the team but doesn't score well (and is easy to fake). (Source)

Now that PvP items don't give resi, how do you ensure heroic raid loot doesn't make its way to arenas? #shadowmourne
That answer is in the patch notes, but we are preparing a blog next week that will explain our intentions with all of this. (Source)

If this situation goes, PvP users must raid to win PvP fight. We don't want this situation. plz think about Asia PvP users.
We have a plan. It should also help with the fact that you can ugprade 5.3 PvE gear but not PvP gear. (Source)

when are you guys gonna talk about balancing random bg's to have an amount of dps healers and tanks instead of wildcard? unfun
Soon (tm). (Source)

Hearthstone Gameplay
You can see the shoutcasted match in the PAX East presentation recording, starting at 33:30. Check out our new Hearthstone forum!



Hearthstone Blue Posts
Originally Posted by Blizzard Entertainment
Purchasing Cards Required?
I just read the FAQ and I extract from it that you have to pay real money for your cards. Kind of like, each time you buy a booster, you do it with real money. And that defeats the purpose for me, because one of the reasons I don't play CCG's is because they're moneysinks.
We really focus the game on being fun first and foremost. You can get in and have fun with it, playing and building decks, for as long as you like. You can buy and open packs to gain cards, but you can also win the same packs just by playing other people. (Blue Tracker / Official Forums)

Game Duration
So I am wondering, will games be shorter or longer on average, can players squeeze a game or two on launch / cofee break or you need to dedicate bit more time to play a game?
Yeah it's about 10-15 minutes. Depending on the classes and card pulls the game lengths can vary quite a bit. It's a good amount of time, even when I lose I'm not as angry because it's not that double-whammy of "I lost AND spent an hour doing it." Plus I feel like the mechanics of the game and the matchmaking make it feel satisfying. Pretty rare I feel like I was just utterly decimated, and even then the game is just fun to look at and listen to... (Blue Tracker / Official Forums)

Trading Cards
Will players be able to trade cards with each other or not?
Right, we're really focusing on players building up their own collections and playing the game. If you have duplicates there's a crafting system, which allows you to break down (disenchant) what we call Expert cards and then use the subsequent Arcane Dust to craft new cards.

Expert cards are those you get from opening packs (packs are either won or purchased), or the ones you choose and get to keep if you win a game in The Forge. Basic cards are ones you earn just by playing a class, win or lose. Expert cards are denoted by a rarity jewel in the center of them. You can see both types in the screenshot here. (Blue Tracker / Official Forums)

Game Formats
One thing I enjoy in all TCG is the limited format - that is to create a deck from cards you get from boosters and only those cards you open, rather than constructed decks. Will this format be in Hearthstone?
Yup, you're looking for The Forge! You "buy into" a game with packs of cards, which you could have earned by just playing others (or purchased, if you so choose), you and your opponent draft a deck with randomly presented cards, and if you win your Forge match you get to keep all the cards you chose to play with as well as some additional unopened packs. The specifics of that may change throughout testing of course, but that's the premise. (Blue Tracker / Official Forums)

Mana Progression
I think one of the main drawbacks of the MTG series is countering unlucky starts with the proper ratio of mana (which is why you have mulligan rules generally when you play) but I really like how HeartStone seems to be taking a proactive role in pushing forward mana progression.
A 10 mana game is a long game in my experience, most of mine end around turn 7 or 8. It's going to depend on the players and the hero and deck comps, of course. (Blue Tracker / Official Forums)

Android Availability
We’re looking into the possibility of supporting additional platforms in the future, but it's not something we have any info to share on just yet. (Blue Tracker / Official Forums)

Future Game Modes
Similar to the WoW: TCG, is there any plan on implementing in the future possible Dungeon and/or RAID formats? Either something that pits a group of players online against a single player (with special deck/enhancements/boss) or an AI?
We're focusing on the 1v1 dueling format right now, but certainly we'll be looking into many different ways to build upon and evolve the game after release. We want to get the game into your hands as soon as possible! (Blue Tracker / Official Forums)

Explanations in the UI
Not to keep using this example, but something similar to Duels of the Planeswalker. During a game, you can check out cards in play/in your hand/in graveyards and get a detailed description of them. You can check out each card's abilities and see what each ability does. Like, I know what Taunt does, but can we highlight something like Taunt, and it explain what it does?
If not then we probably missed something! Everything should either be self explanatory or explained within the game. You're not going to have to come to the forums and ask "rules experts" or judges how cards or mechanics work. (Blue Tracker / Official Forums)

Battle.Net Integration
Does Hearthstone work with Battle.net?
It does use Battle.net, and will use your existing (BattleTag and RealID) friends lists for chatting with and challenging your friends. (Blue Tracker / Official Forums)

Number of Cards
They're 30 card decks (minimum and maximum), and two maximum of any one card. There are over 300 cards to collect, meaning over 600 to build out a 'complete' collection if you want two of each.

Edit: Actually, you can only have one of each Legendary so slightly less than 600 total to collect, but if you include Golden cards then you're up near 1200 I suppose. Anyway... a lot of cards. (Blue Tracker / Official Forums)

Chatting With Opponents
Will we be able to communicate with our opponents either during or post game?
You can chat with people on your friends list (RealID and BattleTag), and you can challenge them to friendly duels.

You can't chat with opponents not on your friends list met in normal matches (those found through the Play matchmaker), but we have emotes built in that allow you to use a series of predetermined taunts and remarks. (Blue Tracker / Official Forums)

Hearthstone Tweets
Originally Posted by Blizzard Entertainment
Will Hearthstone have player to player trading ? Does Hearthstone have any synergy with cryptozoic TCG? loot cards for WoW?
We're looking into a few possibilities as far as Hearthstone interacting with World of Warcraft, but nothing to announce right now. (Source)

I've been playing wowtcg since Azeroth. I'm excited about hearthstone, will there be additional class heroes after beta?
We're focusing on the original 9 for now, but certainly we'll be looking to grow the game in the future. (Source)

Where are the packs going to be sold at? In game, Blizzard store?
They're purchasable within the game itself. (Source)
Any word on using our Blizzard balance?
Yup, on PC and Mac you'll be able to use Battle.Net Balance to purchase card packs.

Hey, uhm, do you have a special like, level of requirements that you need to be in the beta? With the computer specs?
We don't know yet what the minimum specs are, but rest assured the game runs on a very wide variety of hardware. (Source)

At the Forge, you have to win your duel to win the cards you would normally earn?
You keep playing until you get 20 wins or 3 losses, and each additional win rewards you with more unopened packs. (Source)

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

by Published on 2013-03-23 01:11 AM

Hearthstone - WoW CCG Game Announced

Patch 5.3 PTR Notes Preview
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Patch 5.3 will soon be available for testing on the Public Test Realms! By participating, you can help us test new content before it's available. This patch includes a brand new Battleground, a new arena, new scenarios, assorted bug fixes, and more.

Please keep in mind that the below notes are not final, and a great deal could change before the final patch 5.3 release.

General
  • Please note: During the 5.3 PTR, not all the content listed may not be available for testing or may only be available during a limited testing window. Keep an eye on our PTR Discussion forum for details.
  • New Battleground: Gold Rush
    • In the new Battleground situated in the Valley of the Four Winds, the Alliance and Horde continue their war for Pandaria’s precious resources. While the two factions battle for control over mines, they must also protect their own resources from being stolen and turned against them!

  • New Arena: Shado-Pan
    • Gladiator hopefuls have a new location to test their mettle amidst the Kun-Lai mountain tops, in the training grounds of the powerful Shado-Pan. Players must make use of the looming tiger statues and fenced platforms to gain an advantage that will bring victory and glory!

  • New Scenario: Battle on the High Seas
    • Help your faction fend off enemy forces in the midst of a battle for naval supremacy on the High Seas.

  • New Scenario: Blood in the Snow
    • An agent of Zandalar has infiltrated Dun Morogh and rallied the Frostmane trolls. At Varian’s request, Moira will lead her personal guard against them once the king’s champions have stopped the magical storm protecting Shimmer Ridge.

  • New Scenario: Dark Heart of Pandaria
    • Goblin engineers have been excavating in the Vale of Eternal Blossoms to find a mysterious artifact, but all they've found is trouble; you have been personally called upon by the Warchief to aid them in their hour of need.

  • New Scenario: The Secrets of Emberdeep
    • Infiltrate the Emberdeep Caverns and assist the Gob Squad in investigating a recent disappearance in Durotar.

  • Heroic Scenarios
    • A heroic difficulty for Scenarios have been added and are designed to provide challenging content for small groups of well-seasoned adventurers. Completing a Heroic Scenario awards Valor points, and a chance to obtain Raid Finder quality items.

Classes

Quests
  • More information coming soon.

Creatures
  • Oondasta
    • Shiny Pile of Refuse now has a chance to contain a Primal Egg, and a number of Dinosaur Bones.
    • Spitfire Beam no longer increases in damage with each jump, deals a flat 200,000 damage(up from 150,000 damage), and jumps to 99 targets (up from 20 targets).

Pet Battles
  • Dueling for Pet Battles are now available in all dungeons and raids. Enjoy!
  • Seasonal pets will follow the pre-existing seasons starting in patch 5.3. Note that the existing fish are available for spring/summer and fall/winter. The pets are available only in the Summer and Winter seasons so the dates are not the exact same. (Source)

Raids, Dungeons, and Scenarios
Loot Specialization
  • Players can now choose to receive loot for a specialization that's different from their current class role. This feature could be accessed by right-clicking on the character portrait and selecting the option from the drop-down list. Loot specialization is available for bonus rolls, Raid Finder, and Pandarian quest rewards.

Raids
  • Bonus Roll
    • Protection for bad luck streaks have been added to bonus rolls. Each bonus roll that does not provide loot has a progressively better chance to award loot to the player.
  • Serpentshrine Cavern
    • For the Fathom-Lord Karathress encounter, Cataclysmic Bolt now deals 10% of the target's maximum health plus 500 damage, down from 50% of target's maximum health, the stun effect is now a Stun mechanic, and can target any player instead of only characters with mana.
    • Lady Vashj
      • Coilfang Strider's Panic ability now activates every 4 seconds, up from every 2 seconds.
      • Shock Blast's stun effect is now a Stun mechanic.
      • Tainted Elementals now despawn after 20 seconds, up from 15 seconds.
  • Tempest Keep
    • For the High Astromancer Solarian encounter, Nether Scryer's Domination spell now has a 2 second cast time, up from instant cast, and can be silenced.
    • For the Void Reaver encounter, the radius for Arcane Orb has been reduced to 15 yards, down from 20 yards.
  • Throne of Thunder
    • Amani’shi Beast Shaman no longer casts Chain Lightning while mounted on Amani Warbears.

PvP
  • A blog with additional information and explanation for the reasoning behind PvP changes will be available very soon.
  • All characters now have a base Resilience of 65%.
  • Resilience has been removed from most PvP gear.
  • Season 13 Tyrannical gear had their item levels increased to ilevel 496, up from ilevel 493.
  • Season 13 Tyrannical Elite gear had their item levels decreased to ilevel 496, down from ilevel 512.
  • Battlegrounds, Rated Battlegrounds, and Arenas now have an ilevel cap. All gear will be scaled down to ilevel 496.

Battlegrounds
  • More information coming soon.

Professions
  • Herbalists of low skill can now pick herbs in Pandaria for a small amount of usable material. The yield an herbalist will be able to harvest from each node is determined by skill level.
  • Miners of low skill can now mine mineral deposits in Pandaria for a small amount of usable material. The yield a miner will be able to harvest from each node is determined by skill level.

Items
  • The Voidbinders are back in capital cities and shrines.
    • PvE Item Upgrades
      • Items upgradable by Valor now require 250 Valor to upgrade per 4 item levels, for a total of 500 Valor for 8 item levels per item. This is retroactive to all items that use Valor.
      • Items upgradable by Justice now require 750 Justice to upgrade per 8 item levels, for a total of 750 Justice for 8 item levels per item. This is retroactive to all items that use Justice.
    • PvP Item Upgrades
      • Malevolent Gladiator’s Conquest (Season 12) items that have upgrades available are still upgradable at their original costs.
      • Dreadful Gladiator’s Honor (Season 12) items that have upgrades available are still upgradable at their original costs.
      • No other PvP items are upgradable.
  • Unclaimed Black Market Containers are now available on the Black Market Auction House. What's inside? It's a mystery! When opened, the container has a chance to contain any item that can be available on the BMAH.
  • Courageous Primal Diamond had its clearcasting effect renamed to “Lucidity” to differentiate it from other spells with that name.

UI
  • More information coming soon.

Bug Fixes
  • More information coming soon.
by Published on 2013-03-22 04:12 PM

Hearthstone - WoW CCG Game Announced

Item Upgrades in Patch 5.3
Originally Posted by Blizzard (Blue Tracker / Official Forums)
As you’re probably aware we introduced a new system in 5.1 which allowed you to upgrade some gear a few items levels at a time by paying with the PvE (Valor/Justice) and PvP (Conquest/Honor) currencies. In 5.2 the Voidbinders (NPCs who perform item upgrades) took a break to let people focus on just acquiring new items with their points. It also gave us time to evaluate the system, and decide how we want to continue supporting it.

PvE Item Upgrades in 5.3:
  • Voidbinders will return to their places in capital cities and shrines.
  • Items upgradable by Valor now require 250 Valor to upgrade per 4 item levels, for a total of 500 Valor for 8 item levels per item.
    • This is retroactive to all items that use Valor.
  • 5.2 Justice items now require 750 Justice to upgrade per 8 item levels, for a total of 750 Justice for 8 item levels per item.
    • This is retroactive to all items that use Justice.
    • This is higher than Valor to account for the increased acquisition rate of Justice since patch 5.2.

We still like the upgrade system for PvE as a way to make steady progression against bosses you can’t quite kill yet. You very predictably earn Valor every day, and use that Valor toward increasing your character’s power and overcoming an obstacle. It’s also good that Valor always has a use; it’s a currency we always want to be valuable regardless of where you are in progression.

The thing we didn’t like about item upgrades previously was that it created these rather brutal decisions where you were essentially betting against yourself, or having to offload large sums of Valor to keep from capping. If you just got a belt, but next week you’re going up against a Heroic boss that drops a best-in-slot belt for you, you might bet that you’ll get that belt and so you’d wait to upgrade it. But that’s complicated by the issue of being Valor capped and needing to spend some. So you dump Valor on upgrading a different slot and just hope you don’t replace that one instead.

In 5.3 the costs are dramatically cut to the point that these decisions are far less brutal, and you can pretty easily upgrade every slot instead of hedging bets against specific slots being replaced or not. In the example above you could go ahead and fully upgrade that new belt for only 500 Valor, as opposed to the 1500 it would have cost you before.

PvP Item Upgrades in 5.3:
  • Malevolent Gladiator’s Conquest (Season 12) items that have upgrades available are still upgradable at their original costs.
  • Dreadful Gladiator’s Honor (Season 12) items that have upgrades available are still upgradable at their original costs.
  • No other PvP items are upgradable, and no new PvP items for the foreseeable future will use the upgrade system.

It shouldn’t be too surprising, given that we’ve already come out and said it some weeks ago, that item upgrades are essentially not coming back for PvP. It’s something a lot of PvPers asked that we remove, it’s something we didn’t feel worked out too well, and so unsurprisingly the result is that it isn’t coming back. We’re still probably going to allow the Season 12 items that had previous upgradability to remain upgradable, as noted in the bullets above, but it’s not something we’re absolutely certain about at this moment. We’ll let you know if that changes.

Because gearing in PvP is based almost entirely on currency purchases, Conquest and Honor already always have a use, and we ask players to amass a lot of them to continue gearing. Honestly it was fairly unanimous that balancing the means of gear acquisition against upgrades just didn’t make good sense, at least with the current systems.

Let us know what you think in the comments, or on Twitter @Warcraft.

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