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by Published on 2012-07-03 04:08 PM

Interested in LoL? Curse Gaming House v1.0 and Curse CEO AMA

Access to 5.0.1 PTR and Mists of Pandaria Beta
Patch 5.0.1 is right around the corner on test realms! It also means that the release of MoP isn't too far either.
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We will soon begin public testing of patch 5.0.1 of World of Warcraft, a patch that will precede the Mists of Pandaria release, and includes many features and functions that are new to the game.

We encourage all players who wish to test patch 5.0.1 with us to take careful note of the following:

  • It will not be possible to access the 5.0.1 PTR realms with a game account that accesses the Mists of Pandaria Beta.
  • If a game account has been flagged with a Mists of Pandaria Beta license, it can only be used to enter Beta realms.
  • This limitation is on each World of Warcraft license, and is not Battle.net account-based.
  • While testing 5.0.1, players will not be able to access zones or content that is a part of the Mists of Pandaria expansion.

Thank you for your continued support of our testing and tuning process. We look forward to seeing you in-game.
by Published on 2012-07-03 06:50 AM

Magic Find Set Swapping Developer Blog Tomorrow, 1.0.3 Demon Hunter Tips, Scheduled Maintenance, Blue Posts, Curse Weekly Roundup

Challenge Mode Overview
Tonight we have an overview of the new Challenge modes, with lots of interesting bits of information like how much more health and damage mobs gain in Challenge mode!



Cloud Serpent Colors
One of the recent beta builds added the final quests that will reward you with your Cloud Serpent mount after doing daily quests. The three color choices so far are Reins of the Jade Cloud Serpent, Reins of the Azure Cloud Serpent, and Reins of the Golden Cloud Serpent.

Level Name Objective Item Rewards Money Rewards
90Riding the SkiesJoin the Order of the Cloud Serpent. Choose One: × 15 70
90Riding the SkiesJoin the Order of the Cloud Serpent. Choose One: × 15 70
90Riding the SkiesJoin the Order of the Cloud Serpent. Choose One: × 15 70




MMO-Champion Forums Moderator Recruitment
Good news everyone! We're recruiting moderators for the forums again! The amount of users and posts keeps increasing and we reached the point where we need some help before the trolls take over and play Whack-a-Mod in the Darkmoon Faire. I know it sounds fun, but I'm going to assume we don't want that.

Please be sure to read the entire post before applying!



Beta Class Balance Analysis
Originally Posted by Blizzard (Blue Tracker / Official Forums)
[...]Our internal testers who run challenge modes exclaim that they use every single ability they have to survive and to shave off time. Challenge modes are a great opportunity to use some of those mechanics that don't normally get used in raid boss fights.

Ghost, this is another question I've been meaning to ask: Will you continue to work on the Pet/Minion AI? Despite improvements over the years, it really leaves much to be desired. I'll provide some examples from a Death Knight perspective, but I'd welcome any input from classes or specs that have had a similar experience.
AI is a really tricky thing to design, because what players really want (usually) is for the pet to read their mind and do the appropriate thing. Since science hasn't made computers with great decision-making ability in general yet, you're certainly not going to find it in a game. I hate to drag this out as an excuse, because it sort of shuts down the conversation, but I've been doing game design long enough to know that AI is never just as easy as "Well, it should just do this and this and then it will be perfect."

Instead, we try to err on the side of very simple behavior so at the very least it's predictable. Your pet or guardian may be stupid, but at least it will be consistently stupid instead of trying to say pick the right target and always picking the wrong target.

That said, if you can describe specific situations where you think a pet or guardian are doing the wrong thing, please let us know. (The bug thread would be a better location for that feedback than this one.)

As an aside, several of the situations you describe are encounters were the peculiarities of the fight make a pet less optimal than on others. We are totally fine with that -- it's along the same lines as not every single boss is going to be backstab-able. We don't want every spec to do identical DPS on every fight. We think that would be boring. If pet classes did sub-standard DPS on a whole lot of fights, then we think it would be a problem.

Is it worth us double checking pet scaling now (specifically FE & PFE as it appears that Primal Elementalist has some scaling issues as Elemental gears up)?
I would wait about two builds to be honest. We appreciate players going through the effort for stuff like this and don't want to waste your time.

Long story short, if you're hit/expertise capped as appropriate to your class, your pets will be too. If they didn't split it like that, then warlock melee pets would have twice as much hit as what they need, and no expertise.
Yeah, Strawberry has the right of it. If you cap, your pet should be capped. My apologies, as that seemed to cause some confusion. Another way to write it would be:

Pet Hit = 50% of Master Hit + 50% of Master Exp
Pet Exp = 50% of Master Hit + 50% of Master Exp

For Hit: Do they get 50% of our hit and 50% our Exp to calculate just hit? and then calculate it again for expertise? Or are our pets not going to be hit capped if we are hit capped. The wording confuses me.
They get 50% of your Hit added to their Hit, and 50% of your Exp added to their Hit. Same for Exp. That means that Hit and Exp are effectively combined into one communal pool for pets. That will make them hit capped if you’re hit capped. Don’t forget that Expertise grants spell hit now.

Do pets have any sort of base crit or crit from their own base intellect/agility, to which the inherited crit from their owner is added, or do they simply get the owner's crit chance directly, overwriting any base crit that may otherwise have been there?
No, these scaling values overwrite the base stats of the pet.

Is PvP intended to follow the same model of no mandatory glyphs?
That's a goal but it's definitely much harder to deliver on. When we say we don't want mandatory glyphs for PvE, what we're actually saying is we don't want a glyph that generally provides a DPS increase in most situations (if you are a DPS spec). In PvP, sustained DPS is only slightly valuable. On the other hand, a glyph that provides burst damage at the expense of sustained damage, or a glyph that provides extra CC or CC immunity looks awfully attractive for PvP. We'll still try and make sure there are no cookie-cutter talent or glyph builds though.

Just ignore the armchair moderators. If GC doesnt like the direction the thread has gone, he will tell us and get on back on the topic they want to discuss.
The topic hasn't changed. I don't have the bandwidth to make this a "defend every class design decision discussion," as much fun as that might be. The most useful questions are when you don't understand how something works (possibly because of a bug), which makes it hard to determine how rotations should work, which makes it hard for theorycrafting. I have been guilty of straying into design philosophy, because that's dear to my heart, but I recognize that can be frustrating when I respond to post A but not post B, as it always is, which is why I try not to do it very often.

Currently I believe, say, an orc dual wielding an axe and a different weapon will have 1% more expertise attributed to the swings of the axe but not to those of the other weapon, from the axe specialization racial. (If this is not how it works, please correct me.) Will pets inherit (50% of) this expertise at all? If so, is it decided by whether the owner is wielding an axe in the main hand, or in either hand, or what?

Also, what about the Draenei racial, Heroic Presence? I believe we've tested this and found it not to affect pets - can we assume this will be fixed?

The draenei racial should transfer to the pet. The expertise racials should use the higher value of MH or OH.

Death Knight (Forums)
Also, is the Unholy Ghoul supposed to receive attack speed benefits from Unholy Presence and Improved Unholy Presence?
Yes. Again, I would wait a build or two before attempting to verify though.

Death and Decay: There seems to be a bug regarding this spell. The in game scrolling combat text shows that it hits 1 target 11 times, however, the combat log shows only 8 hits. Is it intended to hit 8 times or 11? And are the devs ok with the ability being in the DK single target rotation, assuming it is?
Yes, it’s fine to be in a single target rotation, and the bug where it only ticks 8 times instead of 11 will be fixed.

One thing to note about dancing rune weapon is that it currently is not copying the effects of death siphon and soul reaper. We don't want it to take a while to update the new abilities into dancing rune weapon like cata did.
That sounds like a bug. We'll get it fixed.

In that case, let me rephrase a question we've already been asking amongst ourselves for some time now: How do YOU see us using Soul Reaper in a sub-35% situation?

For every theorycrafted result we've simmed/tested so far, we've estimated that its gain is so strong that sitting on a Death Rune just to match with the cooldown is more than worth it. Not using it off cooldown is a loss. Thus, it dominates our rotation completely and frankly makes for rather unenjoyable gameplay, given how antithetical holding back runes feels.

As such, we're also getting numbers higher than your stated 7% for Unholy and 4% for Frost- far higher.
This is one of the primary reasons why we're so slanted towards generating and maintaining Death Runes as constantly as possible, and thus why we say talents like Blood Tap and Plague Leech being mandatory. Is there something radically different we're doing than from what your internal numbers show you?

Give us some time to take another look at Soul Reaper. We certainly hear the concern, and I don't want to dismiss it, but without doing some research, I wouldn't be able to add anything new to the conversation.

Actually, sitting on runes for 6 sec to fuel Soul Reaper during an execute phase isn't a problem. It's an execute, and it should dominate the execute phase. A warrior would do the same thing with rage and Execute itself. I was more referring to the concern about whether Blood Tap and Plague Leech are mandatory because more Death Runes during execute are so important.

For the sake of clarification, does this mean you would examine the functionality of Blood Tap and Plague Leech? Or re-examine abilities which cost a Death Rune cost?
The last time we ran a test, choosing Blood Tap was within 1% DPS of Runic Empowerment and Runic Corruption (and was actually the lowest). Since your sims suggest otherwise, we'll have to figure out the source of the discrepancy. It could be the sims have bad numbers somewhere or it could be you are using a different (more optimized?) rotation than we are. Actual dungeon and raid parses will help, since most players care a lot more about those than theoreticals.

Is it really meaningful to compare Rage to Runes? Because they aren't the same...at all.
Classes are designed to be different from each other, true. The assertion was that it was bad to sit on resources to wait for a big attack. We don't think that is a problem.

This is the total opposite of how Death Knights have been played since Wrath.
I don't follow. You would use Icy Touch any moment a Frost Rune became available rather than wait for an Unholy Rune?

Hunter (Forums)
Anyways, the main theorycraft question I have is in regards to stampede mechanics and intent as it relates to the extra pet's abilities. Obviously there are two styles of abilities of note that I would love to see addressed, those are the party buffs and the target debuffs.
The pets will indeed use their special abilities, using whatever autocast settings they had last. The buffs/debuffs they apply will persist as long as they normally would.

Based on feedback, we are going to try an implementation of Stampede where the pets have more uptime (some combo of lower duration and shorter cooldown) but are weaker than they would be individually.

I am praying that the "lower" duration was a typo and what you meant was "longer" duration.
Yes, I meant longer duration on Stampede. Sorry.

Mage (Forums)
Is the health of Mirror Images being looked at? As I understand it they are considered Guardians not Pets. Currently they look to be 10% of the mages Hp's at level 90 (for me that is 26,628), and that is not enough to survive a single blow from a mob where we would be interested in using Mirror Images to buy us the time to kill said mob.
Each Image has 10% of the mage's health. Basic level 90 mobs (such as a Bluehide Mushan, for comparison) hit a level 90 green-geared mage for just over 10k damage, and the Mage has a bit under 300k health. The Mirror Images have 30k health, so can take 3 hits each, not 1. We just tried it, and the Mushan took 18sec to kill all 3 images. Obviously, harder hitting mobs are going to kill them faster.

Current: Raid/Dungeon: DPS cooldown, sometimes used in emergencies to prevent wipes since they can take 2-3 hits each (6-9 swings)

Maybe in a dungeon. In raids, Mirror Images take about 1 boss hit to die even in Cataclysm. The fact that you have 3 will buy you a little time, which should be about the same in Mists.

Paladin (Forums)
Is the Healing from Light's Hammer supposed to scale with Inquisition? The other 2 L90 Talents' damage scales with Inquisition but not the healing, is this intended?
Light's Hammer is built a little unusually. It probably wouldn't hurt if it benefits from Inquisition as long as that doesn't make it the go-to choice.

Also, some Hand spells are now 40 yards, while some are still 30. Is this intended as well, or an oversight?
IIRC, we made Salvation and Sacrifice longer so they would match heal ranges. The others are probably shorter for fear that they become too good in PvP, but my suspicion is they would all be fine at 40.

Glyph of Immediate Truth... where to begin...
It's intended to be a DPS loss in sustained combat (else what would be the point of the ramping?) It's intended for burst scenarios, perhaps in PvP or while solo when Censure won't always stack up.

What is the design goal for Hand of Salvation?
We removed it originally in Mists, but it does get situational use, such as say a fight like Alysrazor that has huge DPS buffs. It won't get a lot of use and we're fine with that.

What is the design goal for the Battle Healer glyph? The only spec that is in "Seal of Insight stance" is typically Holy.
It's intended for Holy paladins who like or are able to stand in melee or for Ret or Prot paladins who like to do a little off-healing, such as in PvP. It shouldn't be a very popular glyph for raid boss encounters.

Is there a reason Light of Dawn absolutely has to retain the beacon transfer?
No. It might be worth trying at the same 15% as Holy Radiance. We made it transfer through Beacon long ago when it was a cone-shaped spell that was tricky to use. Some paladins were not even choosing the talent, so we kept buffing it both in power and ease-of-use. It's a different spell in Mists.

One other change I'm concerned about and find frustrating is the cooldown on cleanse. This serves no PVE purpose that I can come up with, and seems to only serve to limit encounter design and raid composition. I've found a couple places (admittedly in 5 man instances) where mobs put dots on the group more frequently than the cleanse CD, which forces me to heal through the remainder until cleanse comes off CD. It's not difficult in these cases, so it's not a question of it being game breaking, but it's frustrating being forced to spend more mana to heal through something I could cleanse if it wasn't for a CD which serves no PVE purpose. It feels like I'm being forced to play suboptimally, especially coming from a situation on live where that isn't the case.
We think it’s more fun gameplay to use a dispel at the right time rather than be asked to spam it. Since healers can’t spam dispels any more, the encounters won’t be designed with that intent. That doesn’t always mean you’ll remove a debuff the second it is applied.

(I agree your life would be easier if you could dispel whenever you want to. Your life would also be easier if you didn’t have to dispel at all, but we want our encounters to have a variety of challenges.)

I definitely would love to use it in PvP as well as certain areas in PvE, but do you think there's some room for making it attractive to Holy paladins even in raid scenarios as well, akin to Atonement and Telluric Currents or even the Mistweaver melee healing style? Because of the way we've been designed, I know most people are more comfortable in the back healing, but there have been a niche of players who would be attracted to that playstyle of Paladin, myself included.
Ultimately, that's the niche we're trying to carve out, but it's tricky to make things like that optional. Telluric Currents started out optional but because of the way mana pools grew, it reached the point where it was considered a mandatory mana management mechanic (say that 5 times fast) for shaman. We think Telluric Currents will work as intended in Mists, but we don't want the Battle Healer glyph to become the new mandatory mechanic.

My other question is, are the weird cooldowns for our offensive CDs intended? After playing around with two minute cooldowns in Cata, it feels so odd working with a three minute cooldown with Avenging Wrath (as Ret/Prot at least, Holy iirc has it at 2 minutes) and two minute Holy Avenger (although Sanctified Wrath kinda justifies the AW CD). The Tier 14 4-piece bonus adds to that confusion, not to mention propels Sanctified Wrath to the forefront.
We don't really like having cooldowns all line up neatly. When they do, there is such a strong incentive to blow them all at once (often timed with Bloodlust) that it feels like they should just really all be one cooldown rather than requiring separate buttons (or more likely macro lines). When cooldowns have different timing, you have to think more about when to use them.

Priest (Forums)
Just a question about the healing Priest 4-piece PvP bonus, Diamond Soul: Is the resilience bonus supposed to apply only to the Priest when cast on oneself or is it supposed to extend to any eligible player target?
Any PW:S target.

In doing the raid testing over the past few weeks Disc priest feels like it is slacking behind the other healers. To me it is feeling rather weak in its healing to mana cost ratio. Also aoe healing for Disc seems to be quite lackluster. PoH throughput to mana cost just seems out of proportion. It was nice to get PW: Solace but at the same time to get the mana back you have to be not healing which seems rather counter intuitive as a healer in a raid. The other talents in the tree Mindbender and From Darkness, Comes Light just don't seem to restore the mana that Solace gives back as long as the downtime to cast it is there.

The question I am asking you is, do you feel that Disc is at a point where it is balanced compared to the single target and aoe healing that the other healing classes can throw out when considering throughput and mana cost as well as mana regen downtime?

Dungeon and raid tests are ongoing, but we haven't seen any real weaknesses in Disc compared to the other healers thus far. The level 45 tier is intended to provide different ways of getting back mana or being mana efficient. Solace may seem more desirable on fights where you have long periods of not healing, but those fights probably can't stress your mana that much anyway.

Shaman (Forums)
Can we get shaman elementals and fire totems to count as pets then?
Elementals do count as pets now. Totems are kind of a special unique snowflake. They’re not pets, but they do use their master’s stats directly for some things. It’s currently intentional that Searing Totem doesn’t cast faster with Haste, but we agree that that’s odd and inconsistent, so will likely keep that in mind if we find that shamans need more value from Haste (we think they are probably fine at the moment).

I read these two comments where one says that R Shaman have a niche (stacked up healing), and the other comment that no healers should have a niche. I'm bringing this up specifically regarding 10 man spread raid healing, 25 man spread healing for Shaman is not really an issue. There were plenty of fights outside of Dragonsoul that were absolutely painful to heal through as a Shaman, and nothing has been done to help us spread heal AoE raid damage that is coming out regularly. It seems to me that class balance is significantly lacking with regards to 10 man spread healing.Thanks again for the feedback you've been dishing out
My first comment was that we don't want healer specs to be "I'm the tank healer guy" vs. "I'm the AE healer guy." These days nobody freaks out if you ask the paladin to heal the raid or ask the shaman to heal the tank, which we think is good. My second comment was that it's fine for the different healers to have different strengths and weaknesses and mechanics. We think Resto shaman fall squarely into the second category.

Is there a reason why Healing tide doesn't scale with mastery and is there a reason why healing stream doesn't scale with haste or crit ?

It just seems strange that Healing tide works with haste and crit but not mastery and healing stream works with mastery but not haste and crit.

Those are both bugs.

Warlock (Forums)
When you say "Melee/Ranged/Spell individually", do you mean my (warlock) pets get my melee crit chance, of which I have very little? If so, is it really intended that my caster pets crit much more than my melee pets just because I'm a caster myself?
Correction: Your highest crit % (of melee, ranged, or spell), is given to your pet as all 3 kinds of crit. So a warlock with 5% melee crit and 30% spell crit will have a Felguard with 30% melee and spell crit.

Warrior (Forums)
Another thing I noticed was the first tier talent Double Time. Reading it, I was under the impression that I could charge someone, they immediately use an escape (blink/disengage etc), then I can immediately charge again, and after the second charge the cooldown is incurred. However, at this point in time I charge something, and it is not available for use for another 10-12 seconds as it 'recharges'. This goes against what the talent reads "You can use charge twice before incurring it's cooldown". Is this intended?
Charge with Double Time should work almost exactly like monk Roll. Imagine you have Charge A and Charge B. Each has a 20 sec cooldown and you can use Charge B exactly 1 sec after you use Charge A. If you use them back to back, then Charge A comes off cooldown in 20 sec and Charge B comes off cooldown in 21 sec.

(As far as your other question goes, I feel like we have addressed that: we like the shield requirements on Shield Wall and Spell Reflect. We added Die by the Sword and Mass Spell Reflect for warriors who just can't bear to use them.)

Blue Posts
Originally Posted by Blizzard Entertainment
Scenario Rewards are Not Impressive
Rewards for scenarios are not complete. You should see a grab bag with a chance for a random dungeon quality blue coming soon. (Blue Tracker / Official Forums)

Alliance Kites are faster than Horde Kites
You most likely saw another player with the new guild perk "Ride Like the Wind". It increases flight path speed by 25%.
(Blue Tracker / Official Forums)

Nat Pagle Reputation
If you go speak to him, he has a rep bar in his dialog box. The flavor text seems to indicate that you can increase it by bringing him rare fish, though I don't fish so I'm not sure how you would do that.
Sounds like you might be onto something! (MMOC Note:You can become friends with Ella, Farmer Fung, Chee Chee, Fish Fellreed, Gina Mudclaw, Haohan Mudclaw, Jogu the Drunk, Old Hillpaw, Sho, Tina Mudclaw, Nomi, and Nat Pagle.) (Blue Tracker / Official Forums)

New Scenario Available for testing!
We just enabled the Crypt of Forgotten Kings on the beta realms and we are anxious to get your feedback on it! A new sticky thread is here for your posts.

We also made individual sticky's for each of the three existing scenarios on the beta. Please post your comments to these specific threads, it really helps us sort though the feedback faster.

Brewmoon Festival
A Brewing Storm
Unga Ingoo

Thanks! (Blue Tracker / Official Forums)

Monk (Forums)
Spinning Crane Kick Chi
So why is it that 3 friendly targets being healed by SCK doesn't generate 1 Chi as well?
It will. (Blue Tracker / Official Forums)

Raid Testing Schedule - July 3 & July 5
Originally Posted by Blizzard (Blue Tracker / Official Forums)
On Tuesday, July 3, we'll be testing two encounters; on Thursday, July 5, we'll test two more.

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

Tuesday, July 3
Elegon (Mogu'shan Vaults) - 10 Player Normal
10:30 PDT (13:30 EDT, 19:30 CEST)

Blade Lord Ta'yak (Heart of Fear) - 10 Player Normal
16:00 PDT (19:00 EDT, 01:00 CEST)

Thursday, July 5

Protectors of the Endless (Terrace of Endless Spring) - 10 Player Normal
10:30 PDT (13:30 EDT, 19:30 CEST)

Tsulong (Terrace of Endless Spring) - 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.

Curse Weekly Roundup
Pico is back again with news from GW2, SWTOR, Conan's gaming involvement and more!

by Published on 2012-07-02 08:41 PM

Mists of Pandaria Collector's Edition Mount and Pet
Pictures of what is likely the Imperial Quilen and Lucky Quilen Cub were posted to the Warcraft Facebook page this afternoon, along with this note: "Tales of their existence will soon come to fruition in Mists of Pandaria."

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.



MMO-Report
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, Battle.net 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 and...it'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)

Battle.net Balance and WoW Subscription
Originally Posted by Blizzard Entertainment
Hey Blizzard, if I can earn 80 dollars, with that money in Battle.net can I buy your games? like SC2?
Purchasing through your Battle.net account should allow you to use your Battle.net 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 Battle.net 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.


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