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by Published on 2013-10-06 08:58 PM

New Diablo III Console Avatar Outfits, The Orchestral Compositions of Aural Axiom, Wizard 3D Fan Art

Heroic Garrosh Hellscream Videos
Method and Stars have released their videos for Garrosh Hellscream.





Heroic Garrosh 10 (West) Defeated
Paragon managed to defeat Garrosh this weekend as well, with an item level of 565.



Patch 5.4 - Darkmoon Faire Updates
The Darkmoon Faire is back today and with it comes Moonfang, a new boss. Moonfang has a low respawn time, and can be tagged by anyone, and will give you an extra 10 tickets on your first kill. Be sure to enable the WoWDB addon to help us get drop rates faster!


Level Type Slot Name
20Companion Pets Moon Moon
90Quest Moonfang's Pelt
1Consumable Moonfang's Paw
1Consumable Moonfang Shroud
20Consumable Shimmering Moonstone


Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
So you seem really set on balancing tank damage but ignore the huge healing output differences in 25m heroic content.
Source? Meters are a terrible way to assess healer potency. They work reasonably well for assessing tank DPS. (Source)

k what's with the warlock hate after patch release? nerfing 1 class to keep others in check is lame. buff mage huntard instead
We'd have to buff a lot of classes and then likely buff the encounters as well to compensate for all the higher damage. (Source)

There's so much focus on getting singletarget dps within 1%, but AoE/cleave feels like there are 50% differences..
I don't think ST at 1% differences and AE at 50% differences are true and they're certainly not goals. (Source)
Keep in mind AE varies enormously depending upon duration, number of targets and proximity of targets. (Source)
ST is more a function of ramp up time and duration (whether sustained or burst matters more on that fight). (Source)

Hundreds of constant minor tweaks erode class diversity. Ppl would complain less frequently if you changed less.
Do you think that's true or do you think they would just feel ignored since long-standing problems would go untreated? (Source)

I would like to see healing go back to making smart choices and acting upon them. I don't want the game to heal for me.
We agree in general, but how do you solve something like e.g. Atonement or Binding Heal glyph? (Source)
By making them poor. Any spell for which the game chooses the targets for you should lose to smart player decisions
Yeah, we think that is a good direction. We'd just need to make sure each healer had a "dumb (but smart!)" alternative. (Source)
I'm not sure casting PW:S on the whole raid or spamming Holy Light/Rejuv were "smart player decisions".
It's hard to imagine AE heals that aren't smart heals unless they are like HRain (area based) or PoH (goofy party based). (Source)

"...why play a non dot?" why make a dot spec if multidotting is always going to hold back it's single target dmg?
Class diversity? Why make a non dot spec if your ST damage is always going to hold back your AE? (Source)
At least players no longer say "I don't care about AE because that's just for trash." (Source)

If a tooltip is starting to get complex, I think it means that ability has too many jobs to do & needs rethinking.
We agree. That is just one of the risk of having too many spells of the design "X replaces Y but with Z extra effect." (Source)

sorry meant that most players just want to feel their dps is competitive but not the hardcore min/max definition
I used to think that, but I think today a lot of players look at highest possible DPS even though it barely affects them. (Source)
(And when I say "a lot" it still probably isn't that many total, but more than it used to be.) (Source)

The overall problem is you're not even trying to achieve class balance. When you do, then we can have a meaningful discussion.
We aren't trying to have all classes tie in all situations, no. (Source)

Monk (Forums / Skills / Talent Calculator)
BrM nerf = fine, the way you doing it = terrible. You are nerfing our already "bad" 2p as well. Any compensation to our 2p?
The alternative is to nerf monks and then buff WW damage, but that carries a lot more bug risk. (Source)
I think it's hard to justify Brewmaster damage being so much higher than other tanks though. (Source)

exactly what aspect of revival prior to the 30% nerf broke the game?
The cast time. (Source)

Priest (Forums / Skills / Talent Calculator)
What happened to "take dmg done into calculation for healer balance"? And agree about all smartheals, they need to be limited.
Do you meant Atonement damage done? It's really fine and Atonement healing is fine too. (Source)
The deal IMO is that Disc can shift so effortlessly into that role whenever you don't need a lot of healing. (Source)

Warlock (Forums / Skills / Talent Calculator)
- In all fairness and honesty, PvE Warlocks probably wouldn't be hurt too terribly with another nerf or two. - A PvE Warlock
We worry the Affliction nerf isn't large enough, but we'll see how it goes. We try and err on the side of not over-nerfing. (Source)

So are you gonna talk about the agony 15% stealth nerf? or is that going to be what must not be named?
It's not intended as a stealth nerf. The hotfix notes just haven't caught up yet. Affliction DPS was still too high. (Source)
Call it w.e you want. In most players eyes, it's a blatant nerf. Did you honestly think players wouldn't notice?
If they didn't, they would when the hotfix notes went out for the day. Stealth nerfs serve no purpose; players will figure it out. (Source)

yet that becomes a basis for damage too high, I think youre over nerfing here.
What current fight would you consider warlocks to be weak on? (Source)

Warrior (Forums / Skills / Talent Calculator)
So warriors socket straight crit as arms or fury, yet you took away their static crit buff...why?
The intent of group buffs is that individuals can make the group stronger, not that individuals can be very self sufficient. (Source)

What about rage from damage taken? what was the reasoning for removing that?
For tanks, it made offtanking rough. For PvP, it made not getting attacked rough. For PvE DPS it meant standing in fires. (Source)
We tried to capture some of the feel with Berserker Stance, which isn't quite there yet, but is pretty close. (Source)

Professions
Do you —master of all UIs— think that the profession panel could display the breakdown of ingredients? #craftingnoodlecarts
Could the profession UI suck less? Absolutely. What do you mean by breakdown specifically? (Source)

Wondered if you've ever considered account-wide professions? With alts so prevalent is the 2 per char limit still useful?
Would love to see more discussion on this topic from players. Alts are cool, but alts just to get around the prof limit bug me. (Source)

Poll: Alts for Professions
One of this week's Blue Tweets talked about creating alts just to have access to more professions. Have you created alts that are mostly just to have access to more professions?



Poll #2: Alts for Professions
Ghostcrawler posed a followup question about how much fun having the profession alts is. Useful feedback is always welcome in the comments!

by Published on 2013-10-05 08:03 AM

New Diablo III Console Avatar Outfits, The Orchestral Compositions of Aural Axiom, Wizard 3D Fan Art

Blue Posts, HS Highlights: Harrison Jones, Weekend NA & EU Tournament

Heroic Paragons of the Klaxxi Videos
Method and Blood Legion have released their videos for Paragons of the Klaxxi.





Patch 5.4 Hotfixes: October 4
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Classes

Raids, Dungeons, and Scenarios
  • Siege of Orgrimmar
    • Malkorok
      • Resolved an issue where Malkorok may sometimes fail to respawn after a soft reset of the raid instance on Heroic difficulty.
    • Thok the Bloodthirsty
      • Creatures leading up to the encounter with Thok the Bloodthirsty are now skinnable.

Debugging Raid Lag in 25s
Originally Posted by Blizzard (Blue Tracker / Official Forums)
This is an issue that I personally care about tremendously, and it’s no exaggeration to say it’s discussed nearly daily in some capacity, among members of the design team and with our gameplay and server engineers. We made a number of changes to spells in patch 5.4, tweaking periodic and area-of-effect heals like Healing Rain to massively reduce the number of discrete healing events yielded by each spellcast while keeping overall throughput largely similar. Since 5.4 has released, we’ve continued to make performance improvements to effects like Soul Link (batching up multiple damage events into a single heal to you and your pet rather than triggering a dozen tiny heals when you AoE a group of creatures), and our investigation continues. We know that it doesn’t matter how well-designed or fun a boss encounter is in the abstract if you have to struggle with basic control elements while facing it.

Continued feedback and data from players who experience the specific type of input delays described in the excellent original post of this thread would be helpful and appreciated. But while I am no technical expert, it is important to note that “lag” can be a potentially misleading catch-all term that is used to describe a variety of different types of problems. The hallmark of the input delay issue described at the outset of this thread is that it occurs despite having consistently high FPS and low ping to the server. Some of the more recent reports of sharp FPS dips almost certainly have other causes. For example, for players reporting massive framerate drops when entering Norushen’s trials, the most likely cause lies with a UI mod that needs to be updated or replaced (likely a unitframe mod in particular). Other cases of poor framerate in the outdoor areas of the raid are more likely a video card or graphics settings issue. Those are valid concerns for feedback and discussion, but would better be directed to the Technical Support forums for discussion there.

If you’d like to discuss the specific type of performance issue outlined at the start of this thread, including updated examples of Siege of Orgrimmar fights where the problem is most apparent, or whether there has been noticeable improvement since 5.4, that would be very welcome.

Virtual Realms and High Population Realms
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Sorry to burst the bubble, but Connected Realms are only targeted for low populated servers, and Kazzak is high/full server... so it won't be connected. At least not in the near future.
The primary purpose of the connected realms feature is indeed to improve the situation on low population realms, to reinvigorate said realms. Currently that means that some of the highest population realms will not be connected with other realms, but it is a possibility that this may change in the future.

We are very much aware that we have some high population realms that have a less than optimal faction balance, but the situation on those particular realms is a harder one to resolve exactly because the population is already at(or close to) capacity there. The Connected Realms technology implemented with the latest patch will allow us to do some great things to improve the population on many realms, but there are still technical limitations on how high a population the system can manage, and this means that it is very hard to improve things like faction balance on realms that have a very high population. Perhaps we will be able to expand or evolve the connected realms technology in the future so that it can help improve faction balance on all realms, but although this is something we can look into for sure, it is not certain that this will be possible.

Saying this doesn't mean that we are just going to ignore the situation on those high population realms, it just means that it may be a while longer before we have a proper solution that can resolve that particular issue... it is not an option to make players change faction or transfer to another realm against their will, and that means a proper solution will have to be one that doesn't involve forcing people.

Once realms have been connected and the populations on currently low and medium realms are healthy again, then perhaps things like FCMs from current very high population realms to the connected realms will become more attractive.

Blue Posts
Originally Posted by Blizzard Entertainment
Cross Realm Heirlooms
We've talked a bit more about our plans in recent interviews. We're working on some ideas to get things like tabards and heirlooms out of inventory slots, as well as "toy-like" items, in a way that's similar to pets and mounts. Soooooo, yup! (Blue Tracker / Official Forums)

Raid Finder
I remember when people were begging blizzard to change the loot system and implement a working LFR. Why are the same people who are using flex Crying about LFR when You can separate yourself from the horrors of the pug?
One cause is a cognitive bias called projection bias. Essentially living inside your own head your entire life makes it exceedingly difficult to understand how others do not also live your same life, think your same thoughts, and hold your same beliefs. In many cases it's quite frustrating to try to empathize and understand why you yourself may not be the center of the universe, which generally results in one 'acting out' in various ways. We're all guilty of this behavior. There are also brain-chemical reasons that exist to help us form tighter bonds with those like us (safety in numbers), but be antagonistic against those not like us (self preservation). We all do this to some degree every day.

So, in short: the internet. (Blue Tracker / Official Forums)

Fan Art
Today we are looking at some nice fan art by Bayard Wu.

by Published on 2013-10-04 01:21 AM

Beta Patch 3890 Information Center

New Hippogryph Mount Reward
Blizzard showed off an upcoming hippogryph mount reward that is coming soon!



Battle.Net Launcher Update
It looks like testing is going well, as the Battle.Net launcher is now being advertised on the site, and a new page has been added on Battle.Net with information about it. Unfortunately, chat is still not enabled in the client yet.



Patch 5.4 Hotfixes: October 3
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Timeless Isle
  • Resolved an issue that could cause some weekly treasure chests on the Timeless Isle to be uninteractible.

Classes

Quests
  • The Celestial Tournament: Players can now get credit for winning the tournament while in a raid group.

Creatures
  • Players should no longer be incorrectly flagged as having defeated Ordos for the week if the player tapped him and went offline or entered an instance.
  • Yu'lon now launches 5 Jadefire Bolts (down from 10).
  • Gulp Frogs are now immune to mind control abilities.
  • Magnataurs can no longer be pickpocketed.
  • Dame Evniki Kapsalis is now offering her wares to players that meet the proper criteria once again.

Raids, Dungeons, and Scenarios
  • Siege of Orgrimmar
    • Sha of Pride
      • Resolved an issue that could cause Corrupted Prisons to stop functioning.
      • Resolved an issue that could cause Unstable Corruption rifts to stop forming on 25-player Heroic difficulty.
    • Kor'kron Dark Shaman
      • Wavebinder Kardris should no longer target non-players with Toxic Storm.
      • Darkfang and Bloodclaw should now move around significantly less while being tanked alongside their masters.
      • Resolved an issue that could cause Blind Blademasters in the Drag to enter combat with players during the Dark Shaman encounter.
    • Spoils of Pandaria
      • Modified Anima Golem's Matter Scramble should now always spawn on the floor.
      • Resolved an issue that would sometimes cause a Burial Urn's Spark of Life to path to the wrong area.
      • Resolved a situation that could cause the encounter to not reset correctly if the player starting the encounter dies immediately.
    • Siegecrafter Blackfuse
      • Demonic Circles are now cleared when the encounter starts.
    • Paragons of the Klaxxi
      • Resolved certain situations that could cause players to retain the Paragons' abilities after resetting the encounter.
      • Resolved an issue where the last surviving raid member using a threat drop may cause the encounter to not reset correctly.
    • Garrosh Hellscream
      • Garrosh Hellscream now drops two Kor'kron Juggernaut on 25-player Heroic difficulty. (Requires realm restarts to take effect.)
  • Dungeons
    • Shado-Pan Monastery: Defeating Gu Cloudstrike immediately after Azure Serpent has been killed should no longer prevent players from continuing through the Shado-Pan Monastery.

Battlegrounds and Arenas
  • Grievous Gladiator weapons have a level requirement of 90 once more.
  • PvP on-use trinket effects should no longer incorrectly scale down while in a Battleground, Rated Battleground, or Arena.

Items
  • Trinkets with cleave and multistrike effects no longer require players to be facing the target to successfully deal damage.

Blue Posts
Originally Posted by Blizzard Entertainment
Elite PvP Gear
.Is it permanently or temporary because of the conquest cap bug at the start of this season.
The elite set only providing armor is permanent, although there is nothing to say this won't change in future seasons. The Elite Grievous gear is only giving armor because it's designed as a transmog set, rather than gear you would need to spend gold to enchant and gem again. It's also not intended to provide better stats than the normal set, it's meant to make your gear different and more identifiable to signify the prestige of your accomplishment. (Blue Tracker / Official Forums)

Burden of Eternity Rarity
We like the extra rarity that comes from requiring multiple Burdens to get perfectly-itemized 535 gear. The gear is very good, so we don't want it to be too easy to get a hold of the best possible pieces. (Blue Tracker / Official Forums)

Cross-Realm Looking For Group
Why can't you guys at blizzard just implement a dedicated LFG crossrealm browsing/listing system?
That is definitely a good idea but like always, it’s mostly a matter of time and resources vs current needs.

Many of the ideas from some of the top addons have in the past been integrated into the default game UI.
I agree that this would be a great tool to have but I also believe that this is nothing new to the devs. I’m pretty sure they are quite aware about the current needs for such a tool, especially now that we have such flexibility with all the cross-realm functionalities.

The raid browser, for example, was an early attempt at tackling this. It worked out somewhat ok initially but subsequent iterations weren’t as successful. I suspect the reasons for this were the introduction of LFR and not having a dedicated button on the main interface (a lot of players still don’t know about its existence). (Blue Tracker / Official Forums)

Legendary Quest Items
It's only 1 attempt per boss per week across all difficulties.

If you already completed Siege of Orgrimmar wings 1 and 2 for Secrets of the Empire they won't drop a Titan Runestone. If you haven't completed Throne of Thunder wings 3 and 4 though, you can run that with Lei Shen being a 100% guaranteed drop..

As a side note, only the first 8 bosses in SoO have a chance (Sha of Pride is 100% guaranteed just like Lei Shen) to drop items for Wrathion's legendary quest line. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Flex Raiding
How is personal loot and loot being distributed between 10/25 players even close to being the same thing?
The point is that neither system is intended to have no waste, which is what seemingly was being requested. (Source)

Now I'm confused. I thought flex was targeted at a different demography from LFR, normal and heroic? Running both = burnout.
My point was it gives you something to graduate to. Normal guilds graduating to heroic has been a thing since we launched heroic. (Source)

Reputation / Questing
Really think questing/endgame/rep need to go backward a bit. Wrath is by far the fav WoW Expac in all polls. Maybe look why?
We find it's hard to extricate the story and world from the gameplay even in people's minds. (Source)
For example, I love Northrend as a place and all of the various story arcs. I've always been a nerubian fan. (Source)
But would the LK rep grind or dungeon grind transposed to Pandaria turn it into another Wrath of the LK? Not convinced of that. (Source)

Heroic Garrosh 25 (Asia) Defeated
Blood Legion wasn't the only guild to kill Heroic Garrosh 25 recently. Stars is still around in Asia and killing bosses, this time with a 576 item level group. You can see the final moments of the kill below.

by Published on 2013-10-03 05:44 AM

Blizzard Not Worried About Duping on Consoles, Josh Mosqueira Gathering Trading Feedback, The Art of István Dányi

Hearthstone Beta Patch 3890 - New Dailies, Card Changes, Friends List, and More!

Patch 5.4 Hotfixes: October 2
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Timeless Isle

Classes

Quests
  • Trial At The Temple of the White Tiger: Players should no longer be able to acquire this quest before completing A Witness to History.
  • Work Order: Golden Lotus I: The quest should now be obtainable once more for players that have met the necessary prerequisites.

Creatures
  • Scary Sprite now deals 40% less damage and should spawn slightly more frequently.

Pet Battles
  • Bonkers can now be sold to a vendor for 25 gold.
  • Jadefire Spirit's Fade ability now has an 8-round cooldown.
  • Pierre is no longer bind-on-pickup and players can have up to 3 of them.
  • Rascal-Bot is no longer bind-on-pickup and players can have up to 3 them. The Phaser ability now has a duration of 1-round.

Raids, Dungeons, and Scenarios
  • Siege of Orgrimmar
    • The Fallen Protectors
      • Sun Tenderheart's Shadow Word: Bane no longer has a slight delay before applying its damage.
    • Norushen
      • Fixed an issue where Amalgam of Corruption's Unleashed Anger was not always hitting the tank.
      • Fixed an issue where Amalgam of Corruption's Blind Hatred may hit players who were not in the beam.
    • Galakras
      • Galakras should no longer be able to be damaged or debuffed before landing in Phase 2.
    • Kor'kron Dark Shaman
      • Changes on Raid Finder difficulty:
        • Wavebinger Kardris' Falling Ash now deals 200,000 Fire damage (down from 999,999).
        • Foul Slimes' Foulness aura now deals 30,000 Nature damage (down from 50,000).
      • Fixed an issue where placement of Earthbreaker Haromm's Ashen Wall was not always perpendicular to the direction he's facing.
    • General Nazgrim
      • Changes on Raid Finder difficulty:
        • General Nazgrim's health has been reduced by 10%.
        • General Nazgrim's Ravager now hits for 200,000 damage.
        • General Nazgrim now gains 1 Rage when struck in Defensive Stance (down from 2 Rage).
        • General Nazgrim now gains 2 Rage for each target struck by Heroic Shockwave's Aftershocks (down from 3 Rage).
        • General Nazgrim now gains 2 Rage from Kor'kron Banner (down from 3 Rage).
        • Kor'kron Warshaman's Earth Shield now heals for 2% of maximum health (down from 5%).
        • Kor'kron Warshaman's Empowered Chain Heal now heals for 4% of maximum health (down from 10%).
    • Siegecrafter Blackfuse
      • Players are now immune to Superheated while being pulled off the conveyer belt.
      • Shockwave Missile no longer hits players that are exiting a transport pipe.
    • Paragons of the Klaxxi
      • Ka'roz the Locust should now always jump back down from the platform after using Hurl Amber.
      • Kaz'tik the Manipulator's Hungry Kunchongs should no longer be able to gain Thick Shell while using Devour on a Mesmerized player.
      • Hisek the Swarmkeeper should no longer Fire a beam at the target if he gets encased in Amber while casting Aim.
    • Garrosh Hellscream
      • Garrosh Hellscream should no longer be using Desecrate against players that are on a balcony.
      • Farseer Wolf Riders should no longer continuously attempt to cast Ancestral Chain Heal if they're hit by an Iron Star before entering combat.
      • Kor'kron Iron Stars now properly deal damage to Kor’kron Warbringers and Farseer Wolf Riders on 25-player Heroic difficulty, and can no longer unintentionally kill players that were not struck directly.

Battlegrounds and Arenas
  • Players that leave a Rated Battleground prematurely will be unable to queue for a new one until the previous Rated Battleground match has completed. Please see this forum thread for more information on the change.

Professions
  • Cooking
    • Buffs and debuffs should now be properly applied or removed while players are in a noodle cart.

Items

Blue Posts
Originally Posted by Blizzard Entertainment
Human Racials in PvP
Previously, what made EMfH and WotF such strong racial abilities is that in many cases you could simply replace the Medallion with a PvE trinket and you would have more damage as well as getting to retain some form of crowd control removal. With the change in 5.4 resulting in changes to PvP trinkets and item level caps, these racial bonuses are not as strong as they were in the past.

  • PvE gear in instanced PvP has an item level cap, PvP gear has no item level cap.
  • You get additional resilience from equipping a Medallion with another PvP trinket.

To take a quick theory-crafting quote from this blog created by Eldacar:

Eldacar:For those of you contemplating using a PVE trinket or two here are some facts to help you make your decision. The 2600 Resilience offered by the PVP trinket set bonus provides roughly 2.31% additional damage reduction from baseline, which is about 8.25% effective damage reduction after factoring in the value scaling. Furthermore the set bonus will always increase your effective health by 32.11% relative to displayed health, so if you are currently at baseline you would go from 357% EH to 389% EH.
In what situations do you feel that it's more beneficial to be using an additional damage trinket over the Medallion paired with another PvP trinket to benefit from the Human and Undead racials?

How can you possibly be trying to deny the superiority of PvE trinkets in the light of the past?
I'm not denying their strength in the past when you were trying to push for maximum damage. Going for a PvE trinket by sacrificing the Medallion and having WotF or EMfH was by far a good choice and it's the reason we made the changes in patch 5.4. Now when you trade the Medallion for a damage trinket you are losing out on 8.25% effective damage reduction which equates to approximately 32.11% increase in effective health.

Also what exactly are you talking about PvE gear cap in PvP? The way i understand it is that the cap will eventually rise to the same iLvL PvP gear is by default. so they are equal in terms of ILvL at that time.
We have mentioned in the past that the item level ceiling for PvE gear will actually cap out at 512. PvP gear has an item level of 522 and is unaffected by the cap, this means that PvE gear actually misses out on 10 item levels compared to PvP gear.

You think that the survivability boost given by the trinket duo will suddenly make people who try to max damage in any ways possible to not try to max damage in any way possible?
It's a trade-off now and more of a choice. In the past, while not necessary, it was better to have the second damage trinket; now it's a choice between damage and survivability rather than how it was in the past where you got damage and sacrificed very little.

I’m not saying that EMfH isn’t a strong racial, and the same goes for many of the racials that are available, but the changes which occurred in patch 5.4 have helped to deal with the popularity of choosing to remove the Medallion in favor of an extra damage trinket. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Character / Items
Might be a short term fix, but do you think making vanity items account bound might help a little with bag space concerns?
Would it be weird to get a lot of duplicate items from say quests the second or third time around? (Source)

And invalidate 8 years of work and effort to improve your toon. Wasted. Why keep playing if all the work will be for nothing?
If you had not put in so much effort on your character then it might have taken (and still will) 9 sec instead of 6 sec. (Source)
But if you just love seeing six digit numbers fly off your character, then yes, we would be nerfing that. (Source)
having a new expansion overwrite your top teir raid gear with greens feels more like a waste than the number squish
Currently, the raiders just get to wait longer before having to swap out to new gear. (Source)
The counter to that is it also sucks to go for a long time with no possible upgrades. Not sure what the compromise is for that. (Source)
I don't see a problem. If you raided last exp, new one's lowest zones should feel easy.
Agreed. It gets to be a problem when a raider ignores all rewards up until the next raid. That starts to get old. (Source)

Raid Finder
one more thing. One of the reasons LFR is toxic is bc its is easy. If it was hard, people would be forced to make it work.
That is a nice sentiment, but we found the reality is players just bail rather than trying to make random matchmaking work. (Source)
With groups of friends or even organized pugs, we find that to be much less likely. (Source)

PvE
Norushen enrage timer is a bit strict isn't it? For the third boss, i can understand later bosses but the third boss?
Usually when we see this on Norushen, it's folks not doing well on the solo component, not just failing to DPS the boss enough. (Source)

Hearthstone Beta - Build 3890
A new Hearthstone Beta build went live tonight, with increased gold rewards, class balance changes, and lots more!



Fan Art
Today we are looking at some nice fan art by d1eSELxxxx.


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