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by Published on 2012-07-01 04:40 PM

Mists of Pandaria Beta Key Giveaway
If you aren't in the Mists of Pandaria Beta yet, or didn't win a key last time, now is your chance! If you entered the last contest, please log in and check your PMs, there are still many beta keys unclaimed.

  • The giveaway is for 100 x Mists of Pandaria Beta Keys.
  • To enter the giveaway, just reply to this post!
  • Entering more than once is useless and will get you disqualified. There will be no 2nd chance for people posting more than one comment in this thread, you have been warned. (We will also of course check for double accounts, etc)
  • The giveaway will be closed on Tuesday, July 3rd at 11:59 PM EDT (5:59 AM CEST) and winners will be chosen randomly.
  • If you want to talk about the rest of the news post, head over to this topic on the forums!

Grand Expedition Yak Price Increase
The Reins of the Grand Expedition Yak has been hit with a price increase to 120,000. Most players will be able to purchase it at the discounted price of 108,000, which comes from the Bartering guild perk.

The Lorewalker Stories
In Mists of Pandaria there are several extra lore related achievements to go with the regular zone exploration achievements.

Once you have found all of the objects for an achievement, Lorewalker Cho will send you mail that asks you to meet him at the Seat of Knowledge. Once there he will narrate a small story that gives you some more information about Pandaria lore.

In the video below, the Heart of the Mantid Swarm story is told to you.

Beta Class Balance Analysis
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We knocked out a lot of bugs on pet scaling. You probably have some of these now and will get more updates over time.

All pets get:
  • Crit: 100% of your Crit (Melee/Ranged/Spell individually)
  • Hit: 50% of your Hit and 50% of your Exp
  • Exp: 50% of your Hit and 50% of your Exp
  • Resil: 100% of your Resil
  • PvP Power: 100% of your PvP Power
  • Haste: 100% of your Haste (Melee/Ranged/Spell/Regen individually)
  • Dodge: 100% of your Dodge
  • Parry: 100% of your Parry
  • Armor: Various %s of your Armor, based on pet
  • HP: Various %s of your HP, based on pet

Some pets get, as appropriate to the pet:
  • SP: Some % of your SP, AP, or RAP, based on pet
  • AP: Some % of your SP, AP, or RAP, based on pet
  • RAP: Some % of your RAP, based on pet
  • Mastery: Warlock and Mage pets get 100% of your Mastery
  • Mana: Mage pets get 100% of your Mana
  • Mana Regen: Mage pets get 100% of your Mana Regen

This might work in an average raiding guild. But I'll tell you right now I can already spot a few encounters where a particular class is going to outshine another class due to the mechanics of the encounter and abilities of a class.
Please provide that feedback (perhaps in the dungeon and raid forum) as you see it. We don't believe it's an unsolvable problem though. Healer representation was pretty good throughout Cataclysm, even when various classes had the fight or two that was awesome for them.

I liked the old model of Wrath far more than Cata and Mists current model. When you try to make each healer a jack of all trades you essentially take away a very key aspect of why players chose to play the class to begin with. I love tank healing, and it's actually why I rolled a Paladin to begin with. But, we've been such strong AoE healers all expansion that over the course of time tank healing duty has shifted from paladins to other classes that cannot put out the output that paladins do.
The problem with that design is that you are then saying every raid needs a paladin for tank healing, or else we say e.g. Disc priest is the other tank healer and you need one of them. The group that has a Disc priest and a paladin is just screwed. All of those single-target heals and mechanics for shaman and Holy priests become pointless because those players will say "We're the raid healers. We only AE." Now that we have 6 healing specs, it would be very challenging to make them all desirable if they had narrow niches. You can make a similar argument for tank specialization. Does a guild need to keep a Prot paladin in the wings for the fight where a Prot paladin shines? Do all the tanks just do daily quests waiting for the one fight where they get to come tank? We just think it works better if most designated specs can handle any tanking or healing situation, with enough unique mechanics that things don't get too stale.

Death Knight (Forums)
HS does around 20% of your DPS. Switching to Blood Boil, then, will be a considerable drop. DS does 15% of your DPS.
I mentioned Blood Boil above. We also agree that the difference in damage between Death Strike and Heart Strike was too much, so we increased Death Strike and decreased Heart Strike.

Is the Gargoyle intended to gain any benefit from Unholy Presence or Improved Unholy Presence, given the latter's classification as increased attack speed and rune regen?
Nope. Those don’t give any Spell Haste, which is what the Gargoyle cares about.

Hunter (Forums)
1) Currently having 1 pet and the glyph to duplicate said pet (assuming Ferocity) does significantly less (about ~40-45%) of having 5 Ferocity pets on-call when using Stampede. Can you clarify if there is a bug currently with the glyph?
The gylph required new code support, which may not be in yet. Regardless, it should cause no difference in damage, from just having 5 Ferocity pets naturally.

2) Assuming the glyph is being used and 4 duplicates of your current pet are called, are the 4 duplicates called with the baseline stats, or are the buffs from the original pet copied to them; i.e. is the design of Stampede intended for it to be used after AP procs and Rabid/Bestial Wrath to maximize the damage of the other pets? It seems to fit the niche of the Doomguard for Demo currently where lining up buffs causes the Doomguard to scale in damage and would add a measure of complexity to the CD.
It doesn’t copy buffs from the current pet, but all of the pets do benefit from pet scaling (more on scaling in a bit).

Paladin (Forums)
Do the developers intend/want Holy pallys to use Selfless Healer, Glypth of Ascetic Crusader, and those types of rotations (Crusader Stirke for melee range, Judgement for extended range) to manage mana/heals?
There should be no mandatory talents or glyphs. We left Selfless Healer as an option for Holy paladins who like using Judgment. We don't have a problem with using Crusader Strike sometimes -- there are going to be plenty of situations where you won't want to stand in melee.

It sounds like part of the problem is that Holy is using Light of Dawn in every situation, even tank healing because of the Beacon transfer. In our effort to get paladins to use the spell again (instead of just spamming Holy Radiance and ignoring Holy Power), we may made it too good relative to Word of Glory. As I said recently, if we buff Holy Radiance too much and nerf Light of Dawn too much, then we're back to ignoring Holy Power. If Holy Radiance is too weak and Light of Dawn is too strong, then paladins can only AE heal once every X seconds.

We're not seeing paladins struggle with mana (including paladins who stay at range and aren't using Selfless Healer) compared to shaman, druids and priests in our raid tests. The more Flash of Lights and to a lesser extent Divine Lights you throw out, the worse your longevity will be, but of course sometimes you need to use those spells.

Is the expectation that Holy pallys will be an ultra specialized raid class? I'm curious on this, as currently the mutliple situtaional rotations are complex at best.
No, we don't do that anymore. Different healers do have different mechanics, which will enable them to shine in different situations, e.g. grouping up favors Resto shaman a lot. But the goal is that if your 10-player raid has 2 of any class of healer (and possibly even two of the same spec, though that may be tougher), you're in good shape and don't generally swap one healer for another on certain fights.

While I agree with your stance and understand that this is the ideal direction and that it is going to be hard to reach it, you have to at least acknowledge that SH is going to be better in mostly any scenario for PvE. If this continues to be the case I assure you that it will not be an option, it will become a mandatory talent.
I think that's just tuning. Do you think Selfless Healer would be so attractive without the Ascetic Crusader glyph? We don't think that glyph is super compelling for Prot and Ret these days (meaning beta) and it wasn't intended to have such strong synergy with Selfless Healer.

I agree that the issue is LoD being ridiculous right now. But there's more to it. Perhaps a solution to look at is adding Holy Power generation back to Holy Light. Maybe not every cast, but perhaps every 2 Holy Lights you cast you generate one Holy Power. Right now HR is barely worth casting, and as such very few are going to take advantage of it. Holy Power generation feels weak because of it. Mana feels weak because of Holy Power generation.
We may be being too cautious with Holy Radiance, but it is very easy to turn it into something like the new Light of Dawn, where every cast is better spent on Holy Radiance than single target heals. 25-player raids (which we aren't publicly testing yet) always allow healers to specialize a little more, and players haven't yet seen every raid fight, so they don't have a good grasp of how many group up vs. spread out (too over-simplify matters) there are.

We wanted to see what giving back a little haste and crit to everyone would do. If that isn't sufficient to bump up Holy Power generation a little, we're also considering reinstating Divine Favor.

There may be some way to return Holy Power to Holy Light, but we don't want a return to the style of spamming Holy Light on the Beacon target and nothing else. All of these mechanics are intended to give paladins options rather than there being the one true rotation that works for most rotations. Sometimes you should want to heal a wounded target and rely on Beacon to help the tank. Sometimes you should want to heal the tank directly (and benefit from Tower of Radiance to provide Holy Power). Sometimes you should want to Holy Radiance because several folks are wounded and sometimes the mana should be better spent on a Divine Light or Flash of Light. Sometimes Holy Power should be for Light of Dawn and sometimes for Word of Glory (or Eternal Flame).

Shaman (Forums)
What are the Echo of the Elements proc chances for Enhancement and Elemental?
Echo of the Element’s proc chance is 6% for Elemental and Restoration, and 30% for Enhancement.

Warlock (Forums)
Touch of Chaos is used to refresh Corruption, then is manually canceled prior to dropping from Metamorphosis to prevent any in-flight bolts refreshing Corruption without the buff Metamorphosis confers?
We think this was a little confusing, so we renamed the auto attack override to simply "Melee", and Demonic Slash to "Touch of Chaos." The new Touch of Chaos (aka, Demonic Slash), extends Corruption (instead of refreshing, which would recalculate damage). The Melee auto attack no longer affects Corruption. This means no more problems with in-flight bolts.

How is the interaction with Malefic Grasp/Drain Soul speeding Dot ticks and KJ's cunning supposed to work? Does the slowing of cast time have some interaction with the dot ticks or does it only affect the channeled spell's tick time (and therefore dmg)?
The period of channeled spells is slowed with Kil’jaeden’s Cunning, but the DoT hastening effect of Malefic Grasp and Drain Soul is not. Just the MG will deal reduced DPS -- the DoTs will stay full DPS.

Also, what is the intended interaction between burning rush and KJ's cunning?
I assume you’re referring to them both affecting movement speed? They stack, multiplicatively: normally 100%, but while casting and moving 80%, while burning 150%, and while casting and moving and burning 120%.

Warrior (Forums)
How does Flurry interact with auto-attack swing times? If you gain the Flurry buff on an auto-attack, does the next auto attack from that hand gain the haste benefit? When dual-wielding, does the Flurry buff that gets removed / added "mid-swing" affect the remaining auto-attack swing time(s)? Finally, at what point is the Flurry stack decremented?
The exact specifics of what happens to swings that are partially cooled down when the buff expires or is gained are a little hazy, but it should basically work like this: while the buff is up, both auto-attacks’ swing timers are shortened. If the buff falls off when one swing is 50% cooled down, it continues from being 50% cooled down at the slower swing time. If you gain the Flurry buff on one auto attack, the next auto attack from that hand does gain the haste benefit. The Flurry stack is decremented when the 3rd auto attack lands after the attack that triggered Flurry.

Mists of Pandaria Beta Key Giveaway for Addon Authors
If you are an addon author who still doesn't have beta access, we might be able to help you out! As long as you have a 1,000 user install base for at least one of your addons, you are eligible to grab a beta key. There is no charge, so head over to the Curseforge store to order.

MMO-Champion Shirt Giveaway
Curse is giving ten lucky fans an awesome J!NX MMO-Champion T-shirt. Enter the sweepstakes and get the chance to win your T-Shirt now! You must be 13 or older and live in Canada or the United States.

If you don't want to wait, you can always order one from J!NX.

The MMO Report is here with SWTOR, PlanetSide 2, and EVE!

by Published on 2012-06-30 07:07 AM

Diablo III Damage Calculator, Hotfixes for June 29th, Item Budgets, Colossal Golgor Double Hit, Balance, Blue Posts

Mists of Pandaria Faction Quartermasters
Tonight's update added quartermasters for the four factions that reward Valor Points from their daily quests. All prices listed are before any discounts.

The weekly Valor Point cap is 1000, which can be reached by doing daily quests (~150+ VP per day), Random Dungeons (60 VP per day), Scenarios (30 VP per day), Challenge Modes (40-60 VP), and raiding.

The Shado-pan
Rushi the Fox can be found in Townlong Steppes, in the Shado-pan Garrison.

Level Type Spec Slot Name Required Rep Cost
90MountReins of the Green Shado-Pan Riding TigerExalted3000
90MountReins of the Red Shado-Pan Riding TigerExalted3000
90MountReins of the Blue Shado-Pan Riding TigerExalted3000
489ArmorTankBackYi's Cloak of CourageRevered1250 x
489ArmorMeleeBackCloak of the Dark DiscipleRevered1250 x
489ArmorSpell SpiritBackSagewhisper's WrapRevered1250 x
489ArmorPhysical DPSBackBlackguard CapeRevered1250 x
489ArmorSpell DPSBackCloak of Snow BlossomsRevered1250 x
489ArmorTrinketLao-Chin's Liquid CourageRevered1750 x
489ArmorMeleeTrinketIron Belly WokRevered1750 x
489ArmorPhysical DPSTrinketHawkmaster's TalonRevered1750 x
489ArmorSpell DPSTrinketScroll of Revered AncestorsRevered1750 x
489ArmorSpell DPSTrinketBlossom of Pure SnowRevered1750 x
489ClothSpell DPSWristsMinh's Beaten BracersRevered???? x
489LeatherPhysical DPSHeadRed Smoke BandanaRevered2250 x
489MailSpell SpiritHeadNightwatcher's HelmRevered2250 x
489MailPhysical DPSHeadHawkmaster's HeadguardRevered2250 x
489PlateTankHeadYi's Least Favorite HelmetRevered2250 x
489PlateMeleeHeadVoice Amplyifying GreathelmRevered2250 x
489PlateSpell SpiritHeadYalia's CowlRevered2250 x

The Klaxxi
Ambersmith Zikk can be found in Dread Wastes, near the center of Klaxxi'vess.

Level Type Spec Slot Name Required Rep Cost
489ArmorTankNeckParagon's Pale PendantRevered1250 x
489ArmorMeleeNeckBloodseeker's SolitaireRevered1250 x
489ArmorSpell SpiritNeckLinks of the LucidRevered1250 x
489ArmorPhysical DPSNeckChoker of the Klaxxi'vaRevered1250 x
489ArmorSpell DPSNeckWire of the WakenerRevered1250 x
489ClothSpell SpiritWaistKlaxxi Lash of the SeekerRevered1750 x
489ClothSpell SpiritLegsPoisoncrafter's KiltRevered2250 x
489ClothSpell DPSWaistKlaxxi Lash of the OratorRevered1750 x
489ClothSpell DPSLegsLeggings of the Poisoned SoulRevered2250 x
489LeatherSpell SpiritWaistKlaxxi Lash of the HarbingerRevered1750 x
489LeatherSpell SpiritLegsWind-Reaver GreavesRevered2250 x
489LeatherPhysical DPSWaistKlaxxi Lash of the BorrowerRevered1750 x
489LeatherPhysical DPSLegsDreadsworn Slayer LegsRevered2250 x
489MailSpell SpiritWaistKlaxxi Lash of the PrecursorRevered1750 x
489MailSpell SpiritLegsSwarmkeeper's LeggingsRevered2250 x
489MailPhysical DPSWaistKlaxxi Lash of the WinnowerRevered1750 x
489MailPhysical DPSLegsLocust Swarm LegguardsRevered2250 x
489PlateTankWaistKlaxxi Lash of the ConsumerRevered1750 x
489PlateTankLegsKovok's Riven LegguardsRevered2250 x
489PlateMeleeWaistKlaxxi Lash of the RescinderRevered1750 x
489PlateMeleeLegsLegguards of the UnscathedRevered2250 x
489PlateSpell SpiritWaistKlaxxi Lash of the DoubterRevered1750 x
489PlateSpell SpiritLegsAmbersmith LegplatesRevered2250 x
85OtherRestorative AmberHonored10

The August Celestials
Sage Lotusbloom can be found outside of your faction's capital in Vale of the Eternal Blossoms, in the lower outdoor tier.

Level Type Spec Slot Name Required Rep Cost
70MountReins of the Thundering August Cloud SerpentExalted3000
489ClothSpell SpiritFeetStorm-Sing SandalsRevered1750 x
489ClothSpell SpiritWristsBracers of Inlaid JadeRevered1250 x
489ClothSpell SpiritHandsGloves of Red FeathersRevered1750 x
489ClothSpell DPSFeetVoid Flame SlippersRevered1750 x
489ClothSpell DPSHandsSunspeaker's Flared GlovesRevered1750 x
489LeatherMeleeHandsFingers of the Loneliest MonkRevered1750 x
489LeatherPhysical DPSFeetTukka-Tuk's Hairy BootsRevered1750 x
489LeatherPhysical DPSWristsQuillpaw Family BracersRevered1250 x
489LeatherSpell DPSFeetBoots of the High AdeptRevered1750 x
489LeatherSpell DPSWristsClever Ashyo's ArmbandsRevered1250 x
489LeatherSpell DPSHandsOgo's Elder GlovesRevered1750 x
489MailSpell SpiritFeetSandals of the Elder SageRevered1750 x
489MailPhysical DPSFeetSteps of the War SerpentRevered1750 x
489MailPhysical DPSWristsTiger-Striped WristguardsRevered1250 x
489MailPhysical DPSHandsSentinel Commander's GauntletsRevered1750 x
489MailSpell DPSWristsBrewmaster Chani's BracersRevered1250 x
489MailSpell DPSHandsRavenmane's GlovesRevered1750 x
489PlateTankFeetYu'lon Guardian BootsRevered1750 x
489PlateTankWristsBattle Shadow BracersRevered1250 x
489PlateTankHandsGloves of the Overwhelming SwarmRevered1750 x
489PlateMeleeFeetTankiss WarstompersRevered1750 x
489PlateMeleeWristsBraided Black and White BracerRevered1250 x
489PlateMeleeHandsStreetfighter's Iron KnucklesRevered1750 x
489PlateSpell SpiritFeetBramblestaff BootsRevered1750 x
489PlateSpell SpiritHandsGauntlets of Jade SutrasRevered1750 x
489PlateSpell DPSWristsFallen Sentinel BracersRevered1250 x

Golden Lotus
Jaluu the Generous can be found outside of Mogu'shan Palace.

Level Type Spec Slot Name Required Rep Cost
90MountReins of the Azure Riding CraneExalted3000
90MountReins of the Golden Riding CraneExalted3000
90MountReins of the Regal Riding CraneExalted3000
489ArmorTankFingerAlani's Inflexible RingRevered1250 x
489ArmorMeleeFingerRing of the Golden StairRevered1250 x
489ArmorSpell SpiritFingerLeven's Circle of HopeRevered1250 x
489ArmorPhysical DPSFingerAnji's KeepsakeRevered1250 x
489ArmorSpell DPSFingerSimple Harmonius RingRevered1250 x
489ClothSpell SpiritShouldersTenderheart ShouldersRevered1750 x
489ClothSpell DPSShouldersMantle of the Golden SunRevered1750 x
489LeatherPhysical DPSShouldersImperion SpauldersRevered1750 x
489MailSpell DPSShouldersMindbender ShouldersRevered1750 x
489PlateTankShouldersShoulders of AutumnlightRevered1750 x
489PlateMeleeShouldersStonetoe SpauldersRevered1750 x
489PlateSpell DPSShouldersPaleblade ShoulderguardsRevered1750 x
85OtherMogu Rune of ParalysisHonored100

Character Creation Screen Update
The Alliance finally have a new character creation screen! The Pandaren got a small update to make their character creation screen a little less sparse as well.

Beta Class Balance Analysis
Originally Posted by Blizzard (Blue Tracker / Official Forums)
What is the final word on DoT specs? There is no doubt that "Split DPS" can influence a guild to take a DoT class over burst but encounters like Spine of DW can also encourage guilds to take burst dps over a DoT class
Multi-dotting is a perk. On some encounters, dot classes will do well. If they are doing 150% of the damage of non-dot specs, then that's not cool. We're not trying to stamp it out though.

However, I have done raid testing on two healing classes (shaman/paladin), and in both cases, regen feels too weak, and definitely feels weaker than it did starting T11 raids in blue gear. It feels like you need to spam your low throughput/slow/efficient heal more than ever. This is surprising given the fact that we are scaled to first tier epic gear levels for raid testing. It feels like either regen cooldowns or Spirit scaling needs to be bumped up across the board.
That's useful feedback. We just need to make sure that the problem is really healer mana regen and not the fact that players may not fully understand the encounters yet (so are taking more damage than intended from stuff that is supposed to be interrupted or avoided), or that certain encounter abilities are overtuned.

Death Knight (Forums)
Another issue is our aoe threat. Currently blood boil and DnD hit like wet noodles and that creates a lot of issues with aoe threat. The first few seconds are also an issue. Having to apply diseases to get the weakened blows debuff on the mobs can be a pain compared to the other tanks. With the few seconds time of getting diseases up can cause even more aoe threat problems.
We'll look at Death and Decay. It was fine the last time we looked at it, and I believe Unholy still uses it as part of a single-target rotation, so that implies the numbers can't be too far off for Blood.

There was at least one bug with Blood Boil (the disease bonus only affected the base points, not the AP scaling) and we buffed it even beyond that. It should hit much, much harder now.

Incidentally, the biggest problem with Army of the Dead was pet scaling, which was apparently broken for almost every class. Our apologies. We have that fixed up now so you should be able to evaluate the results soon.

Monk (Forums)
That bears the question: Is everyone else too low, or are they too high?
Mistweavers are too high. Other healers are about right.

While we are trying to hold things relatively stable for a bit so that you can really dig into rotations, monks are new, so they are less stable than other specs. There are still bugs and unimplemented tech that we need to make them work correctly. We still appreciate monk feedback -- we are emphatically not saying don't bother -- but take monk numbers with an even larger grain of salt than other classes.

Rogue (Forums)
The current way Sanguinary Vein works is like how Bandit's Guile works on live which you said was to punishing. Is there anything going to be done to make this mechanic less punishing to match what was done for the other 2 rogue specs?
We want Sub to use Rupture (and recently buffed it). We don't want Sub to get the full benefit of Sanguinary Vein without having Rupture going. The old Bandit's Guile was a stacking mechanic, which feels redundant with poison stacking mechanics and combo point stacking mechanics. Having to have ability X up before you can do max damage doesn't cross the same line for us.

Blue Posts
Originally Posted by Blizzard Entertainment
Scarlet Halls (Challenge Mode)
In this beta build, we will be unlocking the Challenge mode for the Scarlet Halls instance.

A few relevant testing notes:
  • You must have completed the Heroic version of the dungeon once in order to attempt the challenge mode.
  • Item level will be normalized to 463.
  • There is no queue system for challenge modes; groups must be formed manually and you must zone in from the outside world.
  • The current Gold/Silver/Bronze times are not final.
  • While the challenge is active, the group leader may Reset the dungeon at any time via a drop-down accessible by right-clicking your unit frame.
  • You may want to dig up those dusty keybindings for things like crowd control and interrupts.

Please use this thread to share feedback regarding the dungeon, including information on group composition and completion times. (Blue Tracker / Official Forums)

Mists of Pandaria's point?
Well I do love exploration and adventure.
There will be lore. Oh yes, there will be.

After questing through every zone I could count on 1 hand, maybe I'd need a couple fingers from the other, the quests that had direct ally vs horde story to it. The rest is what wow has always been, new factions, that send you out collecting and killing monsters.

If there is a war going on between ally and horde in Pandaria, there must be some island still shrouded in mist and they're all fighting over there.I should add, or it hasn't been implemented yet.

Actually, let me address this a bit for you: First off, we didn't want to force anyone to PvP that doesn't want to PvP. So, our focus is on creating opportunities for those on PvP realms just by the guard changes we hope to implement as well as having solid hubs of activity.

Second off, I don't want to give away too much, but the release of Mists of Pandaria and what you see in beta is just the beginning. Like any expansion we've done before, you can expect a patch (or two etc.) that continue to move things forward. The launch is about learning about Pandaria, what the intrusion of the Horde and Alliance (and their conflict) means for the land and the denizens within it. That would be the "explore" and "adventure" portion I mentioned. It would also seem a bit odd if that was all we focused on in Pandaria given that we don't need to go to a new land for there to be conflict between the two factions, right? (Blue Tracker / Official Forums)

PvP Power Not Active Outside of Battlegrounds and Arenas?
Is this testing or speculation? Because PvP Power and PvP Resilience should work anywhere with regard to DPS, but of course only when you are attacking or being attacked by other players.

The only thing that doesn't work is PvP Power-fueled healing. At the moment, you only gain the healing benefit when in BGs and Arenas. The reason is because that we don't want PvP gear to be super effective for PvE content (useful is fine, but super effective is not).

That design goal is easily met for damage dealers, because they won't benefit from PvP Power when damaging creatures. Unfortunately, there isn't a simple check for us to determine if a healer is healing damage done by PvP or PvE. In an Arena or BG you can make that assumption, but in the outdoor world you may be engaging in world PvP, or you may just be questing.

We are considering just letting PvP Power affect healing everywhere but dungeons and raids. That would solve world PvP and only risk unbalancing group questing and world bosses. Even the world bosses probably don't represent a huge game balance risk, given that the option always exists to get tons of players together to zerg them. (Blue Tracker / Official Forums)

Mists of Pandaria PvP
A nice video Braindeadly, you make some nice points and do understand that we are listening to the community and we actively pass feedback on to the developers in the US. As you can see in the recent blog on "The Future of PvP in Mists of Pandaria" we are focused on and want to have more PvP content than ever before. Hopefully there will be even more information coming that we can communicate about future of PvP.

The thing is, while we all totally agree with you, right now it feels like close to nothing is done with our feedback (just look at Rasen's thread, only reply we get is 'hey, looks good, keep discussing').
Generally any post from us can easily derail a thread, we did not want to cause this as there was some great feedback and wanted it to continue. As stated above we are actively passing on feedback to the developers.

Please do continue to add your feedback and thoughts as well as the discussion of them to this thread

A lot of these questions I sadly do not have the answers to at this time and let's also not turn this into a Q&A thread. I meant by my last post that we try to give answers to more specific questions as they occur through normal discussion. I will answer what I can from the questions raised:

Is there a spectator mod in progress? That's something alot of people want to both kill time and to improve their game in general.
There is a custom UI that was created by fans specifically for spectating to commentate arena tournaments, however that requires the people to queue for 5v5 matches and the two spectators per team to die There are currently no plans for an official spectator mode to be released at this time.

Is blacklisting going to apply to Arenas to? As you might read these forums you can't really ignore all the RoV & Dalaran map threads.
At this time blacklisting is not a part of the arena queuing system, but maybe this will change in the future.

2) What are your plans to encourage world PvP in Pandaria for especially high-end PvP'ers. Is it possible there could be PvP objectives that gave higher Conquest caps or other epic, important rewards?
No flying mounts until level 90 and an item that can dismount players, world bosses which factions will be competing against each other to kill, areas that players will want to gain control of such as the black market auction house and also us just wanting to have people back out in the world. Generally the most enjoyable world PvP is something that occurs spontaneously because you encounter others randomly, not because of stuff that the designers put in to create conflict. (Blue Tracker / Official Forums)

Pet Battle Availability
I really want to level up my pet...
Soon! We are very close to getting it on beta. Give us a little bit more time to crush the big bugs and then you guys can have at it. =) (Blue Tracker / Official Forums)

Why does Blizzard Nerf Dungeons?
Let's please agree to avoid making this into a "hardcore vs. casual" debate.

The long and short of it is simply we want to make sure that we provide opportunities for as many people as possible to see the content. As I mentioned previously, most people who are "cutting edge" are through the content before it ever gets any adjustments. From there, it's about getting more people through the content (as appropriate). It really doesn't do us a lot of good to create content that only a very small portion of the community will ever get to see.

Yes, Raid Finder is there to help people who want to see that content, but many like to also move on from there into Normal and Heroic as a part of their gear progression as well. Giving them the opportunity isn't necessarily a bad thing.

We have a variety of discussions going on here and what I'm seeing boils down to this:

  • People feel their own accomplishments are diminished if others are given the opportunity at a "lesser" difficulty to do the same thing.
  • People feel that players who are given a "leg up" will be less capable of doing the more difficult content because they were given the leg up to begin with.
  • People are concerned about not getting the challenge they seek.

Accomplishments often can be seen by the type of gear you've managed to get, or the Achievements you've earned. Those can't be taken away from you and if someone else happens to earn those, then great. While the game has a competitive nature at points, not everyone is going to be "first", but hopefully most everyone will get a shot at being able to take part in the experience anyway. Challenge modes will be available for those that want to show off their ability as solid players. The bonuses though, will be purely cosmetic. It's all about the bragging rights and transmog gear. (We'll be able to put out more information on all of this before long to remind everyone of it.)

On the second issue, if we don't get people the chance to try to begin with, then they will never have the opportunity to improve. It becomes a self-fulfilling prophecy of a sort for many players who automatically believe that someone isn't trying just because they may have rusty skills (from taking time away) or may not know their class well enough because they haven't had the time to truly learn it or a variety of other issues. What it comes down to though, is that if you don't give them the shot, they will never learn at all. They may not even want to learn if their experience in attempting to do so has been a poor one. You've got to let someone up now and then instead of keeping them knocked down if you want them to rise to the occasion. What you may think is a "bad" player may just be inexperienced. You won't know until they are given the chance. Are there people who may not catch on as quickly or who may not necessarily try? Sure. But that is not the majority. It's just select "bad" experiences or your own mindset setting you up for bad that makes this so.

Last, the challenge will be there if you take it for yourself. If you can't be first, you can at least be one of the first. And beyond that, there will be challenge modes or Achievements worth getting.

So yes, we will make adjustments to the difficulty to give more people the opportunity to progress whether they are casual, hardcore, experienced, new, veteran, returning players, what have you. We want people to be able to play the game that so many have invested so much time and effort into developing. (Blue Tracker / Official Forums) Balance and WoW Subscription
Originally Posted by Blizzard Entertainment
Hey Blizzard, if I can earn 80 dollars, with that money in can I buy your games? like SC2?
Purchasing through your account should allow you to use your balance. It's not an option on the Blizzard Store, though, which is separate from digital purchases directly on your account.

What can I purchase with my Balance?

I'm just curious as to why I cannot pay for my WoW subscription with it. Seems really silly.
We're working on it!

Guild Wars 2 Release Date Annoucned
ArenaNet has finally announced that Guild Wars 2 will be released on 8/28/12, with Headstart access on 8/25/12. If you want more frequent updates, check out GW2Guru or find some other players to play with in our Guild Wars 2 forum.

by Published on 2012-06-29 01:39 PM

World Premiere of Mists of Pandaria Opening Cinematic at gamescom 2012
Originally Posted by Blizzard (Blue Tracker / Official Forums)
The largest games convention on Earth is happening in Cologne, Germany from August 15 to 19 this year. Blizzard Entertainment is excited to announce our presence at gamescom 2012, where visitors will have the chance to witness the world premiere of the World of Warcraft®: Mists of Pandaria™ opening cinematic. The latest creation from Blizzard’s cinematics team will be shown on giant screens at our booth on Thursday, August 16, the first fully public day of the event.

We’re also pleased to announce that this year we’ll be showcasing World of Warcraft: Mists of Pandaria, Diablo® III, and StarCraft® II: Heart of the Swarm™! Don’t miss your chance to experience the games first-hand and to meet members of the development teams. In addition, be sure to get creative and join in our famous dance and costume competitions.

Visit the Blizzard Entertainment booth in Halle 6.1 (B21) at the Koelnmesse in Cologne and prepare to be epically entertained. For more information on gamescom, check out the official site.
by Published on 2012-06-28 11:24 PM

Mists of Pandaria Beta - Build 15799
A new beta build will be deployed on beta realms soon. Tonight added a lot of heroic and normal raid gear, be sure to take a look!

Tier 14 Sets
Tier 14 gear is here, and you can find it all on WoWDB! Here is a recap of the set bonuses, as a few have changed since April!

Originally Posted by MMO-Champion
Death Knight (Forums)

Druid (Forums)

Hunter (Forums)
  • You can find all of the set pieces on WoWDB
  • Item - Hunter T14 2P Bonus - Your Kill Command deals $1% additional damage, your Chimera Shot deals 15% additional damage, and your Explosive Shot deals 5% additional damage.
  • Item - Hunter T14 4P Bonus - Increases the duration of your Bestial Wrath ability by 6 sec, increases the chance for Black Arrow to trigger Lock and Load by 20%, and increases the ranged attack speed granted by Steady Focus by an additional 10%.

Mage (Forums)
  • You can find all of the set pieces on WoWDB
  • Item - Mage T14 2P Bonus - Increases the damage done by your Arcane Barrage spell by 15%, increases the damage done by your Pyroblast spell by 5%, and increases the damage done by your Ice Lance spell by 5%.
  • Item - Mage T14 4P Bonus - Increases the damage bonus of Arcane Power by an additional 15%, reduces the cooldown of Icy Veins by 45%, and reduces the cooldown of Combustion by 20%.

Monk (Forums)

Paladin (Forums)

Priest (Forums)

Rogue (Forums)
  • You can find all of the set pieces on WoWDB
  • Item - Rogue T14 2P Bonus - Increases the damage done by your Venomous Wounds ability by 20%, increases the damage done by your Sinister Strike ability by 15%, and increases the damage done by your Backstab ability by 10%.
  • Item - Rogue T14 4P Bonus - Reduces the cooldown of your Shadow Blades ability by 90 sec.

Shaman (Forums)

Warlock (Forums)
  • You can find all of the set pieces on WoWDB
  • Item - Warlock T14 2P Bonus - Increases the damage done by your Corruption spell by 10%, increases the damage done by your Incinerate spell by 5%, and increases the damage done by your Shadow Bolt spell and Demonic Slash abilities by 6%.
  • Item - Warlock T14 4P Bonus - Reduces the cooldown of your Dark Soul abilities by 40 sec.

Warrior (Forums)

New Models

New Loading Screens

Achievement Changes
Originally Posted by MMO-Champion
Pet Battles

Dungeon Challenges
Dungeons & Raids


Feats of Strength
  • Theramore's Fall (New) Assisted in the covert assault of Theramore Isle and the rescue of Thalen Songweaver.
  • Theramore's Fall (New) Protected Jaina as she recovered the Focusing Iris from the Horde-ravaged ruins of Theramore.

  • Scenario Roundup was reworked: Complete every scenario while in a guild group. Reward: Guild Shirts
  • Scenario Roundup was reworked: Complete every scenario while in a guild group. Reward: Guild Shirts (Missing from this one, but likely will be fixed in a future build)

Pet Battles
  • Newbie now also rewards the ability to trap pets.

Pandaria Dungeon
Dungeons & Raids



Spell Changes
Originally Posted by MMO-Champion



Death Knight (Forums)
Tier Bonuses


  • Frost Strike now causes 110% weapon damage as Frost damage, down from 115%.
  • Howling Blast base damage was reduced by 68%.
  • Obliterate now does 240% weapon damage, down from 250% weapon damage plus 2,250.

Druid (Forums)
  • Faerie Swarm now has 37.8% AP scaling, up from 10.8%.
  • Lifebloom base healing was increased by 50% and duration of the heal was increased 50% for no net healing change.
  • Primal Fury is no longer Feral and Guardian only.
  • Track Humanoids had the tracking one thing at a time restriction removed.
  • Wild Mushroom: Bloom now heals all allies within 8 yards, down from 12. Now allows 5 mushrooms, up from 3.
  • Wild Mushroom: Detonate now heals all allies within 8 yards, up from 6. Now allows 5 mushrooms, up from 3.


  • Fae Empowerment (New) When you cast Faerie Fire, you gain Lunar Empowerment and Solar Empowerment. Lunar Empowerment Increases the damage of your next 3 Starfires within 18 sec by 20%. Solar Empowerment Increases the damage of your next 3 Wraths within 18 sec by 25%. Druid - Balance Spec.
  • Shooting Stars now has a 50% proc rate, up from 30%.
  • Starsurge damage was increased by 30%.
  • Wild Mushroom: Detonate now damages all enemies within 8 yards, up from 6.

Balance & Restoration

  • Lifebloom base healing was increased by 50% and duration of the heal was increased 50% for no net healing change.
  • Mastery: Harmony now grants an additional 10% bonus to periodic healing for 20 sec, up from 10 sec.
  • Wild Mushroom: Bloom now heals all allies within 8 yards, down from 12.

Major Glyphs
  • Glyph of Blooming has been reworked: Increases the bloom heal of your Lifebloom when it expires by 50%, but its duration is reduced by 5 sec and your Healing Touch, Nourish, and Regrowth abilities no longer refresh the duration.

Hunter (Forums)
  • Barrage now does 320% (was 400%) weapon damage to the main target and 80% (was 100%) weapon damage to other enemy targets in front of you.
  • Binding Shot now has a 60 sec cooldown, down from 90.

  • Bombardment now also grants 30% additional damage for 5 sec when Multi-Shot crits.

  • Improved Serpent Sting no longer increases the periodic critical strike chance of your Serpent Sting by 10%. Now is a Survival specialization ability.


Mage (Forums)


Monk (Forums)

  • Chi Wave now does 1,806 healing, down from 1,806 + 127.5% of SP.
  • Zen Sphere now heals the target for 1,171 and does 460 damage to the nearest enemy, AP scaling removed from individual damage amounts. All damage and healing for this spell now scales with 71.85% of AP.



Paladin (Forums)
  • Censure is now instant, down from a 3 sec cast.


  • Holy Shock now has an additional 25% chance to be a critical strike, rather than a 25% chance to be a critical strike.

  • Sanctuary now also increases your chance to dodge by 2%.

  • Inquisition now also increases critical strike chance by 10%.

Priest (Forums)
  • Mind Sear base damage was increased by 127%, and SP scaling by 50%.
  • Shadow Word: Death now has a spec specific tooltip for Shadow to show the Shadow Orb related portion of the spell.
  • Shadow Word: Insanity now costs 7% of base mana, down from 15%. Spell reworked: Blasts the target for (682 + 65.0% of SP) Shadow damage, and removes your shadow damage-over-time spells on the target. For each spell removed this way, Shadow Word: Insanity's damage is increased by up to 100%, based on how long the spell had been applied.

  • Archangel is now a Discipline Spec ability. Dark Archangel portion of the spell removed.

  • Chakra: Sanctuary no longer increases healing of Renew.
  • Chakra: Serenity now increases healing done by your single-target healing spells by 15%, rather than increasing critical effect chance.
  • Divine Hymn had SP scaling doubled.

Major Glyphs

Rogue (Forums)


  • Blindside now enables a single use of Dispatch with no energy cost.

Major Glyphs
  • Glyph of Sinister Strike has been renamed Glyph of Adrenaline Rush: Your Adrenaline Rush ability also reduces the global cooldown of your Sinister Strike, Revealing Strike, Eviscerate, Rupture, and Slice and Dice abilities by 0.2 sec.

Shaman (Forums)
  • Unleashed Fury No longer increases the enemy target's damage taken from your Lava Burst ability.

  • Searing Flames has been reworked: When your Searing Totem deals damage or your Fire Elemental lands a melee attack, the damage dealt by your Flametongue Weapon is increased by 8% for 15 sec. Stacks up to 5 times. Your Lava Lash ability will consume this effect, dealing 20% increased damage for each application present.

Warlock (Forums)
  • Ritual of Souls has been renamed Create Soulwell. No longer requires additional players to complete.


Affliction & Destruction
  • Rain of Fire now costs 8% of Base Mana plus 4% per sec, up from 4% of Base Mana plus 4% per sec. Now a Affliction and Destruction Spec ability.

  • Drain Soul: If the target is at or below 20% health, Drain Soul causes double the normal damage and your periodic damage spells tick 100% faster, up from 50%.
  • Malefic Grasp had base damage reduced by 10% and SP scaling reduced by 40%. Duration increased by 50%. In addition, your periodic damage spells tick 100% (was 50%) faster while afflicted by Malefic Grasp.



  • Firebolt had base damage increased by 43% and SP scaling removed.

Major Glyphs

Minor Glyphs

Warrior (Forums)

  • Bladestorm now does 120% weapon damage, up from 75%.

  • Taste for Blood now causes procs to increase the damage of your next Heroic Strike or Cleave within 9 sec by 50%.


Major Glyphs
  • Glyph of Cleaving was renamed Glyph of Hindering Strikes: Heroic Strike and Cleave now additionally snare the target by 50% for 8 sec.

Blood Elf
  • Arcane Torrent now restores Energy instead of Chi.
  • Arcane Torrent (New) Silence all enemies within 8 yards for 2 sec and restore 1 Chi. Non-player victim spellcasting is also interrupted for 3 sec. Instant. 2 min cooldown. Blood Elf Racial.


Misc Spells

New Items
Check out all of the new items over on WoWDB! There are far too many to list here.

Level Type Slot Name
1ArmorShirtTailored Initiate's Shirt
1ArmorShirtArtisian Initiate's Shirt
1ArmorShirtTailored Member's Shirt
1ArmorShirtArtisan Member's Shirt
1ArmorShirtTailored Officer's Shirt
1ArmorShirtArtisan Officer's Shirt
1ArmorTabardTheramore Tabard
1JunkMini Mana Bomb
496JunkLeggings of the Shadowy Conqueror
496JunkLeggings of the Shadowy Protector
496JunkLeggings of the Shadowy Vanquisher
1PetChain Pet Leash
90MountReins of the Crimson Pandaren Phoenix
90MountReins of the Green Shado-Pan Riding Tiger
70MountReins of the Thundering August Cloud Serpent
90MountReins of the Red Shado-Pan Riding Tiger
90MountReins of the Blue Shado-Pan Riding Tiger
476WandSpell DPSRangedTorch of the Celestial Spark
489WandSpell DPSRangedTorch of the Celestial Spark
1ConsumableCelestial Offering
20ConsumableSack of Pet Supplies
85OtherCloud Ring
85OtherRacing Flag
85OtherFloating Racing Flag
85OtherFinish Line
85OtherFloating Finish Line
85OtherRestorative Amber
85OtherMogu Rune of Paralysis
85OtherStack of Wooden Boards
85OtherStack of Bamboo
85OtherStack of Stone Blocks

New Icons

Strings Changes
Originally Posted by MMO-Champion
  • ACHIEVEMENT_COMPLETED_BY - Completed by: |cffffffff%s|r
  • ACHIEVEMENT_FILTER_COMPLETE_EXPLANATION - Show achievements completed on your account
  • ACHIEVEMENT_FILTER_INCOMPLETE_EXPLANATION - Show achievements this character can complete
  • ACHIEVEMENT_FILTER_TITLE - Achievement Filter
  • ACHIEVEMENT_NOT_COMPLETED_BY - |cffff2020Not completed by:|r |cffffffff%s|r
  • BATTLE_PET_COMBAT_LOG_CAPTURED - You have captured %s %s!
  • BATTLE_PET_COMBAT_LOG_LEVEL_UP - %s %s has reached Level %d!
  • BATTLE_PET_SLOTS - Battle Pet Slots
  • BATTLE_PETS_ACHIEVEMENT - Battle Pet Achievements
  • BATTLE_PETS_ACHIEVEMENT_TOOLTIP - Your total pet achievements score. Some pet achievements unlock additional functionality.
  • BATTLE_PETS_FIND_BATTLE_TOOLTIP - Matches you against a player of similar skill in a pet battle.
  • BATTLE_PETS_SUMMON_TOOLTIP - Summons or dismisses your selected pet.
  • BATTLE_PETS_TOTAL_PETS_TOOLTIP - Total number of pets owned. You can have up to 500 total pets and three of the same pet.
  • DUNGEON_FLOOR_TIRISFAL12 - Night Web's Hollow
  • ENTER_PET_BATTLE - Enter Battle
  • ERR_CHALLENGE_MODE_FULL - A maximum of five unique players may enter a Challenge mode instance. Resetting the instance also resets this counter.
  • ERR_PETBATTLE_QUEUE_ALREADY_QUEUED - You are already queued for a pet battle.
  • ERR_PETBATTLE_QUEUE_JOIN_FAILED - Unable to join pet battle queue.
  • ERR_PETBATTLE_QUEUE_JOURNAL_LOCK - Pet Journal unavailable for battle.
  • ERR_PETBATTLE_QUEUE_OPPONENT_DECLINED - Opponent declined pet battle invitation. You have been returned to the queue.
  • ERR_PETBATTLE_QUEUE_PROPOSAL_DECLINED - You declined the pet battle invitation.
  • ERR_PETBATTLE_QUEUE_PROPOSAL_TIMEOUT - You did not respond to the pet battle invitation.
  • ERR_PETBATTLE_QUEUE_QUEUED - You are now queued for a pet battle.
  • ERR_PETBATTLE_QUEUE_REMOVED - You are no longer in the pet battle queue.
  • ERR_PETBATTLE_QUEUE_REQUEUED_INTERNAL - Internal pet battle error. You have been re-queued for battle.
  • ERR_PETBATTLE_QUEUE_REQUEUED_REMOVED - Pet battle opponent unavailable. You have been re-queued for battle.
  • ERR_PETBATTLE_QUEUE_SLOT_CANT_BATTLE - Pet in slot %d can't battle.
  • ERR_PETBATTLE_QUEUE_SLOT_DEAD - Pet in slot %d is dead.
  • ERR_PETBATTLE_QUEUE_SLOT_EMPTY - Pet battle slot %d is empty.
  • ERR_PETBATTLE_QUEUE_SLOT_LOCKED - Pet battle slot %d is locked.
  • ERR_PETBATTLE_QUEUE_SLOT_NO_TRACKER - Pet battle slot %d is invalid.
  • ERR_PETBATTLE_QUEUE_SLOT_REVOKED - Pet in slot %d is unavailable for battle.
  • LOOT_ROLL_LOST_ROLL - |HlootHistory:%d|h[Loot]|h: You have rolled %s - %d for: %s
  • PET_BATTLE_ANOTHER_PET_JOINED - Another pet has joined the battle!
  • PET_BATTLE_HEAL_SPELL_UNKNOWN - This spell can be learned from a Battle Pet Trainer
  • PET_BATTLE_TOOLTIP_SPEED_ADVANTAGE - You have a higher speed stat and will go first in battle.
  • PET_BATTLE_TRAP_UPGRADE - A new trap has been unlocked!
  • PET_BATTLE_TWO_PETS_JOINED - Two more pets have joined the battle!
  • PETBATTLE_QUEUE_SLOT_NO_SPECIES - Pet battle slot %d is invalid.
  • PLAYER_CLASS - |c%s%s %s|r
  • PLAYER_CLASS_NO_SPEC - |c%s%s|r
  • PVP_POWER_BASE_TOOLTIP - \nPower %s (+%.2f%% Power)
  • QUICKBUTTON_NAME_MY_ACTIONS_TOOLTIP - Show messages of actions done by you.
  • ROLL - Roll
  • SLASH_RAIDFINDER1 - /raidfinder
  • SLASH_RAIDFINDER2 - /raidfinder
  • SPELL_FAILED_CUSTOM_ERROR_167 - Target must be directly in front of you.
  • SPELL_RECAST_TIME_CHARGES_DAYS - %.3g day recharge
  • SPELL_RECAST_TIME_CHARGES_HOURS - %.3g hour recharge
  • SPELL_RECAST_TIME_CHARGES_MIN - %.3g min recharge
  • SPELL_RECAST_TIME_CHARGES_SEC - %.3g sec recharge
  • SPELL_RECHARGE_TIME - Recharging: %s
  • SPELL_RECHARGE_TIME_DAYS - Recharging: %d |4day:days
  • SPELL_RECHARGE_TIME_HOURS - Recharging: %d |4hour:hours
  • SPELL_RECHARGE_TIME_MIN - Recharging: %d min
  • SPELL_RECHARGE_TIME_SEC - Recharging: %d sec
  • SPELL_UNKNOWN - This spell is unknown.
  • STAT_RESILIENCE_BASE_TOOLTIP - \nResilience %s (+%.2f%% Resilience)
by Published on 2012-06-28 06:42 AM

1.0.3b Delayed, Inferno Drop Rate Hotfix Coming Tomorrow, 200k Gold Inferno Act 2 Challenge, Natalya's Wrath to Remain Untouched

The Spirit Kings Raid Encounter Preview
The Spirit Kings is the fourth boss of the Mogu'shan Vaults encounter.

Originally Posted by MMO-Champion
Mogu'shan Vaults
The mogu, proud of their supremacy, kept lengthy records of their accomplishments within a great complex of vaults. Guarded by ferocious magical beings, these sacred chambers have remained silent since the mogu's departure.


The Spirit Kings
  • Meng Sharpfang - When the players defeat the Mad King, he remains in battle in a weakened state and only uses his Maddening Shout ability.
    • Maddening Shout - The Maddening Shout of Meng Sharpfang causes all enemies to go mad, inflicting 10,000 Shadow damage every 3 sec. and causing all enemies to hate each other. Players regain their sanity after taking 10,000 damage from another player.

      The Mad King retains Maddening Shout after being defeated.
    • Crazed - The Mad King becomes more insane every 0.5 sec. Crazed increases the Mad King's Physical damage dealt by a percentage equal to twice his current Insanity. When the Mad King reaches 100 Insanity, he switches personalities to Cowardice.
    • Cowardice - The Mad King becomes more insane every 0.5 sec. Cowardice causes the Mad King to reflect damage equal to 50% of his current Insanity. When the Mad King reaches 100 Insanity, he switches personalities to Crazed.
    • Crazy Thought - A Crazy Thought crosses the Mad King's warped mind, increasing his Insanity by 10.
    • Delirious - The Mad King enrages, doubling the rate he gains insanity.
  • Qiang Steelskin - When the players defeat the Warlord King, he remains in battle in a weakened state and only uses his Flanking Orders ability.
    • Flanking Orders - The Warlord King orders a flank, calling in a wave of Mogu attackers. These Flanking Mogu cast Overhand Strike, inflicting 100,000 Physical damage to enemies in front of them within 0 yards. The Warlord King retains Flanking Orders after being defeated.
    • Massive Attacks - No single man or woman can stand against the brutal attacks of the Warlord King. His Massive Attacks inflict 900,000 Physical damage, split among all enemies hit.
    • Annihilate - Qiang focuses on Annihilating his enemies in front of him, inflicting 300,000 damage to enemies within 0 yards.
    • Impervious Shield - The Warlord King uses his Impervious Shield, gaining immunity to all attacks and spells and increasing his attack speed by 200% for 10 sec.
  • Sebotai Swiftfoot - When the players defeat the Bandit King, he remains in battle in a weakened state and only uses his Pillage ability.
    • Pillage - The Bandit King charges a random player and Pillages them, stealing all of the target's posessions. The Pillaged effect reduces the player's damage and healing done by 50% and reduces their armor by 50%. The Bandit King retains Pillage after being defeated.
    • Volley - Sebotai launches three Volleys in quick succession. The first inflicts 50,000 Physical damage to enemies in a large cone in front of the caster, then 75,000 Physical damage in a medium cone, and finally 100,000 Physical damage in a small cone.
    • Rain of Arrows - The Bandit King fires a Rain of Arrows at the location of a random player, inflicting Pinned Down on all targets within the 8 yard area. Pinned Down inflicts 10,000 Physical damage every 1 sec. until another player removes the arrow from the victim.
      • Pinning Arrow - The Pinning Arrow causes Pinned Down, inflicting 10,000 Physical damage every 1 sec. until a player destroys the Pinning Arrow.
    • Sleight of Hand - Damaging attacks against the Bandit King cause the attacker to suffer being Robbed Blind. The effect reduces damage and healing done by 50% and reduces armor by 50%. The Bandit King becomes vulnerable to Stun effects while using Sleight of Hand.
      • Robbed Blind - Robbed Blind reduces the target's damage and healing done by 50% and reduces their armor by 50%.
  • Zian of the Endless Shadow - When the players defeat the Sorcerer King, he remains in battle in a weakened state and only uses his Undying Shadows ability.
    • Undying Shadows - The Sorcerer King creates an Undying Shadow at the location of a random player. The Undying Shadow inflicts 15,000 Shadow damage every 1 sec to players within 10 yards until destroyed. The Sorcerer King retains Undying Shadows after being defeated.
      • Undying Shadow - The Undying Shadow inflicts 15,000 Shadow damage every 1 sec to players within 10 yards until destroyed. An Undying Shadow fixates on the closest nearby player when the Sorcerer King summons it. After the Undying Shadow dies it starts to reform itself, creating Coalescing Shadows. After 30 seconds the Undying Shadow fully coalesces and reforms.
        • Coalescing Shadows - The Coalescing Shadows inflicts 15,000 Shadow damage every 5 sec. to players within 10 yards. After 30 seconds the Undying Shadow fully coalesces and reforms.
    • Shadow Blast - The Sorcerer King launches a Shadow Blast at the location of a random player. The Shadow Blast inflicts 70,000 Shadow damage upon impact to players within 8 yards of the targeted location.
    • Charged Shadows - The Sorcerer King blasts a random player with Charged Shadows, inflicting 85,000 Shadow damage to the target then chaining to further targets within 8 yards of each other.
    • Shield of Darkness - The Sorceror King protects himself with a Shield of Darkness. The Shield inflicts 200,000 Shadow damage to all enemies whenever a damaging ability lands on the Sorceror King.
      • Darkness - Inflicts 200,000 Shadow damage to all enemies.

The Lorewalker Stories
In Mists of Pandaria there are several extra lore related achievements to go with the regular zone exploration achievements.

Once you have found all of the objects for an achievement, Lorewalker Cho will send you mail that asks you to meet him at the Seat of Knowledge. Once there he will narrate a small story that gives you some more information about Pandaria lore.

In the video below, the Song of the Yaungol and Hozen in the Mist stories are told to you.

UI Addons Enabled in the Next Beta Build
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Starting with the next Mists of Pandaria beta build, we plan to enable the use of UI addons. So whether you’re a savvy addon author or the most discriminating player, there’s no time like the present to start planning out your perfect UI.

Addon authors should also make sure to check out prominent addon sites such as WoWInterface and Curse for a chance to apply for a Mist of Pandaria beta key. These sites have recently been given a lot of beta keys to distribute specifically to active addon authors. We likewise strongly encourage authors who have access to the beta to start testing out and fine-tuning their addon updates in the beta as soon as possible.

If you use an addon and start seeing errors, try downloading the most recent version of it. If you are still having errors, you may need to turn off the addon until it has been updated.

Raid Testing Schedule - June 28
Check back tomorrow afternoon for streams of the raid testing!
Originally Posted by Blizzard (Blue Tracker / Official Forums)
On Thursday, June 28, we'll be testing two encounters.

Each encounter should be available at approximately the listed times below for all Beta Test Realms, regardless of suggested geographical region.

Garalon - 10 Player Normal
10:30 PDT (13:30 EDT, 19:30 CEST)

Amber-Shaper Un'sok - 10 Player Normal
16:00 PDT (19:00 EDT, 01:00 CEST)

As always, this testing schedule is very fluid and subject to the realities of a beta environment. We might have to change the time of a testing session or cancel it entirely, due to bugs, builds, server hardware issues, etc. Keep an eye on this forum for the latest information, and thank you in advance for testing and providing feedback.

Blue Posts
Originally Posted by Blizzard Entertainment
Lack of New Content
Where has all of the updates gone. I can't remember the last time anything was added to this game. I know blizard is busy and blah blah, but nothing?? really? where does that 15 bucks a month go. I know most of you will say "Just quit" and I probably will, but I miss enjoying the game. The raids are easy and the content is old.
We're working on the next expansion. We understand that people want new content and are hungry for it, but we have to also be able to recognize when we need to put our efforts into the next expansion rather than trying to divide up our focus too much.

I'm sure many of those that are in the beta will say that it's come a long long way. We're making great progress and are looking forward to getting the expansion out to everyone as soon as we possibly can.

There is still a lot to do in the game that perhaps you've never taken the time to do in the past. I acknowledge that doesn't make-up to many people the lack of new shiny things to do, but we're hoping we'll make the wait worthwhile for you.

We've been running summer challenges as well that we hope inspire people to go back to see older content again or perhaps even for the first time.

There's a lot to do in World of Warcraft. The limitations often are self-imposed, such as if you don't like PvP or don't like Raiding or Achievements. Many people are spending their time with Transmogrification right now as well.

I'm sure there are many others who could give you some great ideas of things you could try.

Is there an ETA?
None that I can share yet. (Blue Tracker / Official Forums)

Why is WoW Never Balanced?
Balance! You mean you guys actually balance this game, that's the first I heard of this. Right now we will hear how you are trying to balance the new expansion. I will bet my life on it that the monks and the new cuddly utterly hateable pandas will be either so weak or way over powered. Your developers never seem to get it right when it comes to balance.
Let's get one thing straight here. World of Warcraft (and all MMOs) are in a constant state of being balanced and tweaked. As more content or more game changes are added, so too must additional balancing be done. There is no such thing as a "finished" MMO. That is the nature of them. Balance, is an ongoing work. Also, what you may think is "right" may not be either. It's pretty easy to sit on the other side of the fence and say, "Get it right!" But there are so many variables at play that it's never that simple.

Also, it seems there are several discussions going on here. My comments have been directed at Heroic Dungeons and dungeons in general. I wasn't commenting on Dragon Soul.

In regard to Dragon Soul: I work on a global community report each week in which every week I see a mix of people that are upset about the buff, and those that are thankful for the buff so that they can progress. It's not a black and white issue. We did something similar in Wrath of the Lich King and we changed it again for Dragon Soul. Who knows what we'll do in future raids.

Yes, people can experience the Raid with the Raid Finder, but that doesn't mean their guild isn't interested in accomplishing the Raid together either. I think there is also an assumption that "everyone has seen it/done it" and that's not exactly true either.

As to whether or not we will "nerf" Challenge Modes, I couldn't say. I can say we will balance the dungeons that they occur in. But they are intended to be very challenging for organized groups. There is no Challenge Mode Finder by which you can make a new group and go in with strangers.

I see a lot of people upset about how this hurts their own experiences. How by making it too easy, you're getting people who may not fully understand the mechanics of some of the encounters or may not play at the top of their game. On the flip side, if only a small portion of people can get through that content, it gives you a very very limited pool of folks to be able to play with.

Again, we're not in a black and white situation here.

That all said, /broken record on-

We are always open to constructive feedback on how you think the system could work better. No one on our side has packed up a suitcase and walked out of the studio because their work is "done". We have a large team of folks who have been working their tails off to get the next expansion ready and out to you. They have been reading over the forums, listening to the community team, reading outside the forums, and still putting in their time to work on a variety of thoughts and ideas whether they came from without or within.

Will things potentially be "out of balance" with the release of Mists of Pandaria? It's possible. Beta can only tell us so much. Even with such a large pool of people taking part, there is always a difference when it comes to the live environment. The developers do the best they can to make sure the choices they make are for the betterment of the game.

Back to the topic at hand, we're back to the simplicity of the original statement I made-- Challenging is different for everyone.

I would also caution people to avoid these statements, "If only Blizzard had had their eyes open and brains engaged." This is not thoughtful or helpful in any way shape or form, nor is it constructive. If the developers don't agree with your ideas, that does not mean they don't have their "eyes or brains engaged".

A little experience that i had on my paladin....
I'm glad you had a great experience. I do think people are mistaking balancing for "casuals" with just providing balance in general. When we balance, we're not going, "hey this guy can't get through the dungeon, we need to nerf that". We're looking at, "hey a lot of people are getting stuck right here. Why is that?" Sometimes, there's just a rough spot that we need to smooth out. That's simply it. Challenging does not mean we want people banging their heads on their desks. It means, we want them to feel that there is a challenge that they can rise to and have a chance of overcoming if they work at it. Again, it's back to the difference between frustrating (I give up) and challenging (let's go at it again). (Blue Tracker / Official Forums)

Diablo 3: A Different Angle
Malu05 shows us some Diablo 3 art from another perspective!

by Published on 2012-06-27 06:48 AM

Digital Purchase Restrictions Have Been Updated, Repair Costs, Diablo III Feedback, Blue Posts, Diablo 3 - From a New Angle

Beta Giveaway: We sent out the beta keys to winners today by PM. Make sure to log in and check, as you may not have email notification on receiving a PM turned on!

Gara'jal the Spiritbinder - Raid Encounter Preview
Gara'jal the Spiritbinder is the third boss of the Mogu'shan Vaults encounter. During testing only one group was able to defeat the boss.

Originally Posted by MMO-Champion
Mogu'shan Vaults
The mogu, proud of their supremacy, kept lengthy records of their accomplishments within a great complex of vaults. Guarded by ferocious magical beings, these sacred chambers have remained silent since the mogu's departure.


Gara'jal the Spiritbinder
  • Spirit Totem - Gara'jal the Spiritbinder periodically summons a Spirit Totem at a random location.
    • Cross Over - Spirit Totems cause the nearest 3 players within 7 yards to cross over to the spirit world when they are destroyed. The process of Crossing Over leaves the victim with 30% of their current health.
    • Cross Over - Players use Spirit Totems to cross over into the spirit world. Players exist in the spirit world for 30 sec before returning to the real world.
    • The Spirit World - Players crossing over to the Spirit World must return to the real world within 30 sec or die.
      • Frail Soul - Returning to the real world from the Spirit World inflicts players with a Frail Soul for 60 sec. Attempting to cross into the Spirit World with a Frail Soul kills the player.
    • Spiritual Innervation - Healing a player in the Spirit World energizes their soul with Spiritual Innervation. The effect of Spiritual Innervation varies depending on the class and specialization of the healed player, and the effect grows with larger heals.
  • Shadowy Minion - Shadowy Minions only exist in the Spirit World, but damage players in the real world with Spiritual Grasp.
    • Spiritual Grasp - A Shadowy Minion reaches into the real world with a Spritual Grasp, inflicting 20,000 Shadow damage on a random player in the real world.
    • Shadow Bolt - A Shadowy Minion fires a bolt at a random player in the Spirit World, inflicting 26,000 Shadow damage.
  • Voodoo Dolls - Gara'jal the Spiritbinder fixates on his current target and then that player and 2 other players to turn into Voodoo Dolls. A Voodoo Doll copies 100% of their damage received to all other Voodoo Dolls in the raid. The Voodoo Doll effect persists until either the victim perishes or Gara'jal the Spiritbinder banishes his fixated target to the Spirit World. Players turned into Voodoo Dolls cannot enter the spirit world. In 25 player raids, Gara'jal chooses 3 other players from the raid to turn into Voodoo Dolls.
  • Banishment - Gara'jal the Spiritbinder banishes his current target to the Spirit World. While in the Spirit World, a Severer of Souls assaults the victim. In Heroic Difficulty, three Severers of Souls attack.
    • Severer of Souls - Severers of Souls attempt to tear apart the soul of Banished victims.
      • Soul Sever - If players do not defeat every Severer of Souls within 30 sec., the Banished victim dies.
      • Soul Explosion - The Severer of Souls immense spirtual energy explodes outward at a random player in the real world. The Soul Explosion inflicts 45,000 Shadow Damage to the target and all players within 5 yards of them.
  • Frenzy - Gara'jal the Spiritbinder Frenzies when he reaches 20% remaining health, gaining 100% melee haste and inflicting 50% additional damage. Gara'jal the Spiritbinder also stops summoning Spirit Totems.
  • Right Cross - Gara'jal the Spiritbinder attacks with a crushing right handed punch, inflcting 100% weapon damage as Shadow damage to his target.
  • Left Hook - Gara'jal the Spiritbinder attacks with a mighty swing of his left fist, inflcting 100% weapon damage as Shadow damage to his target.
  • Hammer Fist - Gara'jal the Spiritbinder slams his opponent with both fists, inflcting 100% weapon damage as Shadow damage to his target.
  • Sweeping Kick - Gara'jal the Spiritbinder attacks with a sweeping kick, inflcting 100% weapon damage as Shadow damage to his target.

Beta Class Balance Analysis
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Why do Unholy Aura/Windfury Totem (and other attack speed buffs) not increase rune regeneration speed? Same question with goblin racial. Heroism and Unholy Frenzy however do. In contrast a caster's Cast time, DOTs and HOTs are affected by group buffs as well as things like Heroism and Power Infusion. Is this a bug? If not, could you please outline exactly what it is that will affect a Death Knight's rune speed regeneration?
Sure. “Haste” is somewhat of an overloaded word, in WoW’s vocabulary. There are, mechanically, several different kinds of haste:

Melee: Affects melee attack speed
Ranged: Affects ranged attack speed
Spell: Affects spell casting speed
Regen: Affects rune/energy/focus regen speed

Various sources of haste provide some or all of those. Haste rating, for example, provides all of them. There’s a raid buff that just applies 5% spell haste. And another that just applies 10% melee and ranged Haste. Typically, we refer to the combination melee+ranged as "attack speed," to indicate that it’s only affecting your attack speed, not your regen.

However, we’re not entirely consistent about this. On the character screen, the line that says “Haste” is really showing attack speed. We try to be specific about which one we’re giving you in specific spells or abilities. For example, the goblin racial and Unholy Aura specifically state that they increase attack speed, so they don’t give regen haste. Occasionally we mess up and refer to something as the wrong type of haste, but I don’t know of any more of those offhand.

Hunter (Forums)
What? It's already not worth using either single target or in an AoE situation. Also, hunter shots are currently partially blockable as are pet attacks. Pet attacks are also suffering from glancing blows. Is this intended?
All of the hunter level 90 talents are getting an across the board damage buff (they’re intended to be worth using single-target, and currently they’re not). I just meant that Barrage’s damage will be lowered a bit relative than Powershot. Hunter ranged attacks should not be blockable, and they currently are (known issue, will be fixed). Pet attacks should be blockable and able to glance.

Mage (Forums)
In regards to the mage level 90 talent Incanter's Ward, I have a bad feeling the fact that Priest shield spells are absorbed on higher priority than IW is going to foster a hateful relationship between a mage with the talent and the disc priest who is spell-blocking him. It would be a nice improvement to have Incanter's Ward at least have a higher absorb priority than other raiders' absorb spells if not also higher than Ice Barrier.
That’s a bug (or rather, we’re waiting on some code changes to support it that haven’t been implemented yet). Incanter’s Ward should always be used first to absorb damage.

Is Mage mana regen intended to increase only with Haste Rating, or with total haste? At present, it appears that neither the Frost Armor 5% haste buff nor the 5% haste aura increase regen.
Bug. Mage mana regen is currently scaling with melee haste instead of spell haste like it should be. That will be fixed in a future build.

We're also really wondering about the various "ignite-like" mechanics in the game....

Specific questions: Do these mechanics have the same basic implementation internally? In other words, can we trust that there is a single set of assumptions we can make about how the damage calculation and propagation works that will allow us to simulate all these mechanics correctly? And are there any details you can give us that would reduce the number of assumptions we need to make?

Ahhh, Ignite mechanics. What a storied history they have.

While there have been several versions of Ignite and similar effects, historically, the general goal for quite a while now has been for this sort of effect to be simply a way to move part of the damage from an attack into a DoT, to reduce burst, and add flavor. And since these attacks were likely to happen again before the DoT finished, each one needed to "roll" the damage left over from the previous DoT into the new one. However, that damage rolling processing has always been somewhat delayed. That leads to the “munching” problem (two hits could land at nearly the same time, and the first one wouldn’t have been processed yet when the second one lands, leading to the first one’s DoT getting overwritten by the second one’s).

However, we got some code changes done in 5.0 that handles rolling periodics better. If Blackout Kick does 20% of its damage as a DoT, then at the end of the fight, Blackout Kick’s DoT should have done exactly 20% of the damage of Blackout Kick (barring any rounding errors or overkill of course). The actual logic involved is rather simple: When reapplying this DoT, take the damage left in the previous DoT and distribute it evenly across the new DoT’s ticks. Do remember that refreshing a DoT refreshes it to the full duration, plus the next tick (so that you can clip DoTs by 1 tick and have no loss).

For example, suppose Blackout Kick does 20% additional damage as a DoT that ticks every 2 sec, for 4sec.

0sec: Blackout Kick lands for 100 damage. DoT applied, with 4sec remaining, doing 10 damage per tick.
2sec: Blackout Kick DoT ticks for 10 damage. 2sec remaining, still 10 damage per tick.
3sec: Another Blackout Kick lands, and this time it crits, for 200 damage. The DoT is refreshed and extended to 4sec past the next tick; 5sec remaining, or 3 ticks. It needs to do a total of 10 damage still from the previous DoT, and 40 more for this one, for a total of 50 damage over 3 ticks, so ticks for ~17 damage, 3 more times.
4sec: Blackout Kick DoT ticks for 17 damage. 4sec remaining, still 17 damage per tick.
6sec: Blackout Kick DoT ticks for 17 damage. 2sec remaining, still 17 damage per tick.
8sec: Blackout Kick DoT ticks for 17 damage, and expires.

Hope that helps.

Spells that use this mechanic include: Ignite, Blackout Kick, Echo of Light, Devouring Plague, Touch of Karma, Hand of Gul’dan, Bloodbath, Temporal Shield, Piercing Shots, Explosive Shot, and several set bonuses.

One additional addendum on the Ignite things: Explosive Shot does not do this in your current build, but will in the next. The others should all work that way in your current build.

Priest (Forums)
How does Psyfiend pick which target and in what order to fear if there are more then one enemy attacking the priest? Is it based on location, order of who attacked when, or is it totally random?
Without trying it out, I believe it prefers the last target that attempted an attack on the priest.

What counts as the three direct attacks for Spectral Guise? Any attack that isn't a DoT, or is there more specific list of attacks?
Any damage event, including DoT ticks.
What exactly is considered a range attack for Phantasm? Is it any attack that can be cast beyond melee range, or are there spells that are exception to this?
The mechanics for this are identical to Smoke Bomb or Camouflage, so try those out to compare.

Shaman (Forums)
Our shaman guy is working on implementing Stormlash, but he's lacking details on how the damage scales, in particular whether or not it scales with the cast time of the proccing spell, and if so what the formula is. I haven't looked into it myself so I don't have any more specific questions, but any other details you could share on Stormlash would be helpful as well.
We’re currently in the process of tuning Stormlash, so you can expect its numbers to change somewhat. It does vary the damage by the cast time of the spell or attack that proc’d it, but that formula is likely to change (and/or likely to include other variables). I’ll try to get that formula for you after we tune it.

Warlock (Forums)
I'm assuming you're referring to the dot it triggers, Shadowflame, but that functions as a dot with a stacking mechanic: For one, it can crit, which seems counter to the whole premise of rolling forward a fixed amount of damage. It also just doesn't roll damage in that way at all - I can cast two HoGs back-to-back or I can wait and do the second one just before Shadowflame wears off, and after the second HoG I get a 2-stack dot ticking 7 times for the same amount in both cases.
By Hand of Gul’dan, I did indeed mean Shadowflame. However, as you point out, this rolling periodic mechanic interacts rather oddly with debuffs that stack. So, we’re just going to take it off of Shadowflame. Shadowflame will be a simple DoT that can stack, not using this rolling periodic mechanic.

Warrior (Forums)
Pre-MoP Deep Wounds used this mechanic - does the MoP version continue to use it, or something else?
Mists’ Deep Wounds is no longer that kind of DoT; it’s now much more similar to Rend.

Raid Testing Schedule - June 27
Check back tomorrow afternoon for streams of the raid testing!
Originally Posted by Blizzard (Blue Tracker / Official Forums)
On Wednesday, June 27, we'll be testing two encounters.

The encounter should be available at approximately the listed times below for all Beta Test Realms, regardless of suggested geographical region.

Will of the Emperor - 10 Player Normal
10:30 PDT (13:30 EDT, 19:30 CEST)

Imperial Vizier Zor'lok - 10 Player Normal
16:00 PDT (19:00 EDT, 01:00 CEST)

As always, this testing schedule is very fluid and subject to the realities of a beta environment. We might have to change the time of a testing session or cancel it entirely, due to bugs, builds, server hardware issues, etc. Keep an eye on this forum for the latest information, and thank you in advance for testing and providing feedback.

Blue Posts
Originally Posted by Blizzard Entertainment
Add Facebook Friends Option in WoW
Can Blizzard find a way to hook FB accounts and wow accounts together so when im on wow i can find all my FB friends that play wow and send them a real ID friend request?
It's a possibility for the future. We have this for Starcraft II as someone already mentioned, I just couldn't promise it or give any sort of potential date by which such a thing would happen (if we do it.) (Blue Tracker / Official Forums)

Dungeon Difficulty
My question is why does Blizzard nerf heroic dungeons, i mean at first they are hard but what people don't realize about them is that you gear up. Hard is good and i'm sure most people don't want an easy game but a hard game that takes skill.
It's always about balance as always. We have a variety of people who play the game and we have to keep in mind what constitutes challenging and what constitutes frustrating and find a way to move frustrating back in line with challenging. Then from there, we run into different ideas of what challenging is.

So, we have to take a look at where the trouble spots are, investigate who is making it through and who is having difficulty. Beyond that, it then gets down to the nitty gritty. Is it simply a class issue? Is it a mechanic issue? Is the dungeon overall just too difficult for a variety of class combinations to get through? At what point do people "give up" or just flat out leave or not even attempt the dungeon to begin with?

Once we determine what is the "core" contributing factor, the designers decide on a course of action. Sometimes that course of action is to alter the dungeon itself and make it more accessible. We want the game to be fun. We want people to feel like they can accomplish the task at hand without it being a painful endeavor. We also ultimately want people to get a chance to see the content to begin with. The idea of creating a "piece of art" is to share it with others. The same is true for the various aspects of the game. While there may be aspects of the game that are less accessible for one reason another to a wide array of people, something that's considered a key aspect of the available gameplay is not something we want to heavily restrict or hold people back from.

They were good for 5 man groups. They were not good for 5 random people playing together.
This is a very good statement. I have often said that World of Warcraft has a lot of working parts and part of making development changes and balance is in being able to discern which parts need a little extra greasing to work better. There is also a distinct difference between a random group vs. a guild group or group of friends working together. While skill plays a part, so does understanding the people you're playing with and making what they do/how they play work for the group. If you aren't able to adapt to that, or the mechanics of the dungeon make adjusting too difficult, then it's another flag that perhaps something isn't working as well as it should be to allow that progress.

Again, people do want challenge, but challenge is different for everyone. Understanding where the limits of human patience are is important. For example, I'm more apt to stubbornly keep going up against something until I get it right no matter how long it takes, (give it a break maybe now and then) but go back to it so I can "beat" it. Others may give something a try once or twice then give up. In this case, our tolerance levels for "failure" or anticipation of gaining success at some point are a bit different.

I'm a bit confused with these parts in comparison to that of mechanics. For myself and doing the random groups and succeeding in the majority of them, I found what was usually the key point was players willing to work together and help each other and that those who are unwilling to adapt typically resulted in failure. With that said, are you saying that in the case of players not willing to be team players, the developers will make changes even if its not the fault of the mechanics?
Generally speaking, if a majority of randoms are not succeeding, then there is some potential evidence that it's a mechanics issue either in the classes being used (and their abilities) or the dungeon mechanics being difficult or hard to understand. If we're seeing a margin of error but overall progress is "acceptable" for a large portion of players given time, we may just hang back and watch. The key is in allowing for that reasonable amount of time to go by in order to gather appropriate data to know for sure what it is that's occurring.

So let me turn this around. Does Blizzard think that it's acceptable for a dungeon to be punishing?
Sure, to a degree. We're introducing Challenge Modes in Mists of Pandaria and those will be challenging though I hesitate to use "punishing". Again, we want it to be fun, so if you feel "punished" for trying to do it versus enjoy the challenge, it can be potentially problematic getting more people interested in it. After all, we expect that those who take part are going to be doing it with friends or guildmates which should keep it at "challenging" vs. /beatheadondesk .

The thing is why make harder content for the ones you call hardcore players just to nerf it later for others to get in?
Usually the changes are done after a period of time has gone by in which most of those "hardcore" players have done the content. That's cool and all, but again, getting others the opportunity experience the content isn't a bad thing either. (Blue Tracker / Official Forums)

Human Female Model Update
Blizzard keeps talking about updating the models, but nothing has happened. How about in the next expansion? Please at least give the girls legs!
We did indeed say we'd like to update the models and it's definitely on our to-do list. (Blue Tracker / Official Forums)

Undead Model UIpdate
More customization options would be fun, for sure. We're always having to weigh up which areas to work on in the game next though. Right now the team is focusing on Mists, then we'll be creating new content beyond that to keep everyone progressing. I'd personally love to be able to change my character's build, cheekbones, leg length etc. but if I had to choose between that and waiting longer for new content, I'd probably go with the new content.

It's all very well having a great-looking character, but I need content to make me want to log on in the first place. What priority would you give things, just out of interest? (Blue Tracker / Official Forums)

Server Faction Balance
We continue to look into possible changes, we're not ignoring the issue. The cross-realm zones will make areas feel less secluded on low-population realms, you'll feel less vulnerable to passing raiding parties from the opposing faction. But aside from that, we don't have any news for you on this subject yet. I'll reiterate; we are aware of your situation, and believe me, we want you all happy and enjoying the game, and as soon as we come up with anything else that may help those of you who are unhappy on these affected realms, we'll let you know.

For now though, please continue adding your thoughts to the existing threads (Blue Tracker / Official Forums)

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

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