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by Published on 2013-08-03 01:27 PM

Penny Arcade and Scott Kurtz Invade New Tristram, Activision Blizzard Earnings Call Q2, Blue Posts

Blue Post Recap - Arena & Card Clarifications

Patch 5.4 - Siege of Orgrimmar Stormwind Harbor
A damaged version of the Stormwind Harbor area exists in the Patch 5.4 PTR files. This is not located in the regular world, just in the Siege of Orgrimmar encounter.

During the Garrosh encounter in Siege of Orgrimmar, players are teleported to a modified section of Temple of Jade Serpent, Terrace of Endless Spring, and Temple of the Red Crane. Each area has a sha spell surrounding part, preventing you from leaving it. This version of the Stormwind Harbor has a similar spell, along with the Fire Unstable Iron Star and Bombardment spells. These point to the area being used at some point during the Garrosh encounter.

Keep in mind that this is just speculation and nothing is confirmed, a point which Zarhym stressed in the blue post below!




Originally Posted by Zarhym (Blue Tracker / Official Forums)
Hello, Alliance.

Howdy, Horde.

Understandably, there's a lot of rampant speculation about a version of Stormwind Harbor that has been found in the 5.4 PTR files with virtually no context behind what's going on in that environment, or where, how, and why it could be in the game. That should be relative to the time you spend drawing conclusions about what you know so far of this alternate Stormwind Harbor environment.

Food for thought! Happy Friday.

That sure was a lot of words that didn't mean anything. If you actually think that a contentless blue post is going to decrease the rampant speculation instead of increasing it, you're completely wrong.
My goal wasn't to stop people from speculating. I'm just saying that drawing a conclusion from what you know about this alternate version of Stormwind Harbor -- hidden somewhere in the 5.4 PTR files -- and using that to fuel the narrative that we don't care about the Alliance isn't very productive.

Patch 5.4 PTR Notes Update - August 2
Originally Posted by Blizzard (Blue Tracker / Official Forums)
General
New Area: Timeless Isle
  • Players seeking to explore the Timeless Isle should visit their faction's shrine in the Vale of Eternal Blossoms. check their mailboxes, where a Curious Ticking Parcel awaits. Unwrapping it will set you on the first step of your new adventure.

Classes
  • Vengeance has received several changes.
    • Vengeance now grants Attack Power equal to 1.5% of the damage taken, down from 1.8% (The tooltip said 2% but it was actually 1.8%).
    • Tanks no longer receive Vengeance from many persistent area damage effects (standing in the fire) or from missed attacks (dodging and parrying an attack will continue to work as it has before).
    • There are now diminishing returns on Vengeance gains while tanking multiple targets. Each additional target grants progressively less Vengeance.

Druid (Forums / Skills / Talent Calculator)
  • General
    • Wild Mushroom for Restoration Druids now summons a single mushroom at the friendly target’s location. If the mushroom is recast, the mushroom moves to the new location and retains its accumulated bonus healing. A single mushroom now heals for as much as what 3 mushrooms combined healed for previously.

Hunter (Forums / Skills / Talent Calculator)
  • General
    • The following Hunter pet abilities no longer cost Focus to use: Dash, Dive, and Charge.

Monk (Forums / Skills / Talent Calculator)
  • Mistweaver
    • Revival healing has been reduced by 30%.
  • Windwalker
    • Storm, Earth and Fire now deals 75% damage (up from 60%) with one Spirit summoned and 60% (up from 45%) with two Spirits summoned.
  • Glyphs
    • Major Glyphs
      • Glyph of Targeted Expulsion now causes Expel Harm to heal for 50% as much when used on other targets.

Paladin (Forums / Skills / Talent Calculator)

Priest (Forums / Skills / Talent Calculator)
  • General
    • Shadow Word: Death damage is now increased by 80% when used on enemies that have less than 20% health, but the cooldown is no longer reset if the target does not die.

Rogue (Forums / Skills / Talent Calculator)
  • General
    • Evasion now increases dodge chance by 100% (was 50%), cooldown has been reduced to 2 minutes (down from 3 minutes), and duration has been reduced to 10 seconds (down from 15 seconds).

Shaman (Forums / Skills / Talent Calculator)

Warlock (Forums / Skills / Talent Calculator)

Warrior (Forums / Skills / Talent Calculator)
  • General
    • Battle, Berserker and Defensive Stance [alternative: Warrior Stances] now have a 1.5-second cooldown (down from 3 seconds).
    • Intervene now also breaks roots and snares when used.

Raids, Dungeons, and Scenarios
Raids
  • All enemies in Throne of Thunder now have a debuff called Shado-Pan Onslaught, which reduces their health and damage by 20%.

Scenarios
  • Heroic Scenarios no longer have a minimum item level requirement to enter.

Items
  • Trinket, enchant, set bonus, and legendary meta-gem effects whose triggered effect benefits from haste no longer also have their chance to trigger the benefit from haste. Activation chances for those effects have been adjusted to compensate.

Patch 5.4 Change to RPPM Mechanics
Originally Posted by Blizzard (Blue Tracker / Official Forums)
There are some further changes to the RPPM system in development that we'd like to share with you. As you know, RPPM is something we've been doing a lot of iteration on, and we have another iteration that should be hitting the PTR soon:

As you may know, RPPM proc rates typically scale with haste. This was done because historically, attacking faster meant you had more chances to proc something, so got more procs, and we wanted to preserve that effect. However, most procs before RPPM were such that either their effect didn't also scale with haste, or their proc rate was predominantly limited by an ICD. Many of our RPPM effects thus far have had neither of these limitations, such that they effectively 'double-dipped' on haste, benefiting twice from it. In some extreme cases, the proc was designed such that they actually triple-dipped.

As RPPM effects have become more wide-spread and more impactful, this has caused a variety of problems. Primarily, it has skewed stat balances toward haste rather significantly. It's also a compounding problem where many of these procs stack multiplicatively with each other, causing insane burst when all of these procs go off together. That can be fun, but also raises the skill cap on your performance, and makes gearing choices more restricted to ones which stack together optimally.

For 5.4 we're going to change both new and existing RPPM procs to not double-dip on haste. Benefiting once from haste is fine and expected, but not twice. For example, suppose you have two hypothetical procs, Flamekissed and Villainy:
  • Flamekissed's proc rate scales with haste, and its effect says "Chance on hit: Deal 500 additional fire damage". This is fine, because only the proc rate scales with haste; the effect doesn't.
  • Villainy's proc rate also scales with haste, and its effect says "Chance on hit: +5000 Agility for 20sec." This is not fine, because both the proc rate and the proc effect scale with haste. The more haste you have, the more attacks you do in that 20sec period which benefit from the increased Agility.

If both the rate and effect of a proc scale with haste, we're going to remove the haste scaling from its proc rate. In these cases, we'll compensate for an expected amount of haste by increasing the base proc rate. For any procs whose effect does not scale with haste, their proc rate will continue to scale with haste as before. However, we're also revisiting the proc rate tuning on all existing procs that were made overbudget due to the addition of Unlucky Streak Prevention (which ends up increasing effective proc rate by 9%). These changes should bring RPPM procs back to being on-budget and tied with traditional ICD procs in value.

This will obviously have a noticeable effect on most players performance; don't panic. We're going to be adjusting damage/healing/tanking performance with these changes in mind.

These RPPM changes should make it to PTR soon, and you'll be able to find the exact changes to each such effect there. We now show RPPM proc rates in the tooltip of the effect, which should make it easy to find.

Lore is the change in post #256 happening concurrently with the change to essentially prevent procs on boss pulls? While I'm glad to see haste being so ridiculous, I still hate the idea that 2 minute CDs could have to be held for 90 seconds to match up with procs.
We're still planning on making that change as well, yes.

However, we recognize that not everyone likes the RPPM gameplay, and are going to greater lengths to provide alternative options in Siege of Orgrimmar. In addition to RPPM-based trinkets, there will be trinkets that use the older internal cooldown (ICD) method, as well as a few on-use trinkets if you'd prefer to have an even greater degree of control over when your trinkets are active. There's even a couple trinkets with completely passive effects.

RPPM Haste Change Table
"Budget" in the below table is defined as- accounting for the item budget difference between a standard ilvl and the ilvl of the item in question. The standard ilvl for Throne of Thunder trinkets is 528. The standard ilvl for the legendary cloak is 600. Note: This table has been updated with new values from the tooltips since the original post.

ItemOld PPMModsNew PPMMods
Breath of the Hydra0.53Haste1.1 
Bad Juju0.55Haste11 
Wushoolay's Final Choice0.59Haste0.61 
Renataki's Soul Charm0.62Haste0.7 
Fabled Feather of Ji-Kun0.62Haste0.7 
Cha-Ye's Essence of Brilliance0.81Haste+Crit0.85Crit
Gaze of the Twins0.83Haste+Crit0.72Crit
Primordius' Talisman of Rage3.3Haste3.5 
Talisman of Bloodlust3.3Haste3.5 
Spark of Zandalar5.5Haste5.5 
Rune of Re-Origination1Haste+Budget1.1Budget
Unerring Vision of Lei Shen0.53Haste+Budget0.58Budget
Horridon's Last Gasp1.05Haste0.96Haste
Inscribed Bag of Hydra-Spawn1.79Haste1.64Haste
Stolen Relic of Zuldazar3.15Haste2.89Haste
Lightning-Imbued Chalice6.3Haste5.78Haste
Haromm's Talisman0.5Haste0.92 
Kardris' Toxic Totem0.5Haste0.92 
Nazgrim's Burnished Insignia0.5Haste0.92 
Black Blood of Y'Shaarj0.61Haste0.92 
Skeer's Bloodsoaked Talisman0.61Haste0.92 
Ticking Ebon Detonator0.61Haste1.0 
Dysmorphic Samophlange of Discontinuity0.92Haste0.51Haste
DPS Warrior 2T151Haste1.1 
DPS Death Knight 2T151Haste1.15 
Hunter 2T151Haste1Haste
Hunter 4T153Haste3Haste
Enchant Weapon - Colossus6Haste5.5Haste
Enchant Weapon - Elemental Force10Haste9.17Haste
Enchant Weapon - Windsong2Haste2.2 
Enchant Weapon - Jade Spirit2Haste2.2 
Enchant Weapon - Spirit of Conquest2Haste2.2 
Enchant Weapon - Dancing Steel2.3Haste2.53 
Enchant Weapon - Bloody Dancing Steel2.3Haste2.53 
Enchant Weapon - River's Song4Haste3.67Haste
Capacitive Primal Diamond21Haste19.27Haste
Sinister Primal Diamond1.18Haste1.35 
Courageous Primal Diamond1.4Haste1.61 
Indomitable Primal Diamond1.4Haste2.57 
Xing-Ho, Breath of Yu'lon3Haste+Budget2.611Haste+Budget
Fen-Yu, Fury of Xuen & Gong-Lu, Strength of Xuen1.5Haste+Budget1.74Haste+Budget
Jina-Kang, Kindness of Chi-Ji1Budget.581Budget

Personal Loot in Dungeons
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We are looking to bring the personal loot system that's currently used in LFR to dungeons as well, which will of course solve that problem. Randomly matching players together just doesn't match well with coordination and universal agreements over loot distribution. No announcements yet on when that will be coming, but it won't make it for 5.4.

Also, low level gear does not matter too much because there is no ilvl requirement for dungeons until you reach Cata content.
It wouldn't just be for low level dungeons.

Please do not add an extra element of RNG to what is already there.
It'd actually be less RNG because you're not competing against an unknown element of rolls by the other players you're randomly matched with.

I dislike the LFR loot system because when I kill a boss, I like seeing loot drop regardless of whether it's for me or not. I am not a fan of "personal" rolls and it honestly feels like a huge nerf when you put it in low level dungeons.
I kind of agree with that, personally, I'd like for loot drops to still be shown for everyone but I know it's not necessarily as simple as that.

Clearly the OP of this thread, as well as thousands before it, are based on the fact that a random group of strangers being matched to take on content will tend not to come to universal agreements on how loot should be distributed. Those situations do not make most people happy. This would be a change for high level progression dungeons as well, the ones where your rolls on loot can determine how quickly you progress.

I'll stop here and say there aren't any specific details available to share, where it would apply, or when, but it is something we are looking at implementing and we'd appreciate any feedback on how this might impact how you want to play the game.

Blue Posts
Originally Posted by Blizzard Entertainment
Legendary Cloak Upgrades and Multiple Cloaks
I know this is slightly off-topic, but can we turn in our cape for a new one or have the ability to choose which cape we want to make Legendary?
I'm not completely sure how things are set up in the build that's going up today, but our intent is actually that you'll be able to acquire multiple Legendary cloaks, if you like. So, if you wanted, you could actually get one for both your Protection and Retribution spec.

As an update, there's been a very slight change of plans. Our current thinking is to either start the Legendary cloak off at 2/2 upgraded (regardless of whether you upgraded the Epic cloak or not), or just have it set to 608 item level and disable upgrades for it. If we do decide to make one of those changes, the cloak will not be upgradable further than item level 608.

Apologies for the misinformation earlier. (Blue Tracker / Official Forums)

Epicness of Epic Items
That little green tag which says "Heroic" is the new epic. Purple is just the new blue.
I kind of agree. I’m wondering… do you guys feel that if the green “heroic” or maybe even the thunderforged tag could be transformed into something else instead? Let’s say for example… something more like Hearthstone’s golden border around the cards. Would that make those items feel more appealing and rewarding to you? Personally I imagine it would, since that gear would be much more noticeable whenever you would inspect someone.

I suppose it should really work like this, the top 5-10% of iLevel gear of any single expansion should be Epic. This should be dynamic and change gear from Epic to Rare when the next tier comes out.
Same goal, but a different and very interesting approach. I wonder what most would prefer…

Let us hear about all your crazy ideas. Nothing is too crazy!
I’m all for brainstorming on the forums, sometimes really good ideas can come up from these discussions, and devs do pay quite a lot of attention to feedback and suggestions, so you never know…

You did see the items I linked, right? Same level Blue is much more powerful? When I mentioned them in the last thread about this I got shot down with people saying I was an idiot as they aren't the same as they drop in different areas.
I did and you have a good point, but I think that's the exception to the rule. You could say the same thing about comparing last expansion’s epic items to MoP’s greens and blues.

In general, dungeon/raid items from the same expansion have a linear association between ilvl and colour. The issue is that above a certain ilvl, everything will be purple, which ends up making purple more “common” than blues later into an expansion since it will be much harder to find someone wearing blues than purples at that stage.

*Keep in mind that there are currently no plans that I know of to change the way these tags are displayed, this is intended as merely a gathering of suggestions and feedback. (Blue Tracker / Official Forums)

Play With the Blues – Timeless Isle
You can see the new Timeless Isle quests added on the WoWDB PTR site.
Originally Posted by Blizzard (Blue Tracker / Official Forums)
This coming Tuesday, August 6, 2013, from 2 p.m. to 4 p.m. PDT, select members of the World of Warcraft Development and Community teams will be hosting a “Play With the Blues” event on the PTR! Anasterian and Broxigar will be the two realms you can choose from where you can play alongside Ghostcrawler, Bashiok, Zarhym, Nethaera, Daxxarri, Rygarius, Lore, and Crithto. The Blues will be divided among the realms, participating as both Alliance and Horde and we’re hoping you will join us as we explore the mysteries of the Timeless Isle.

One of our goals is to have a lot of fun! And at the same time, we’re also hoping to receive your feedback about the island. Hidden chests, spooky caves, ghostly ships, angry rare mobs, helpful power-ups, and birds that will pluck you from your boots and take to the sky; this will be a wild event where you’re sure to walk away with some cuts and bruises. And maybe even some epic lewtz!

To copy a character to the Public Test Realm, log into your Battle.net account, select World of Warcraft: Mists of Pandaria PTR listed in Your Game Accounts, and then click on the link that says, “PTR Character Copy”. You may also create a pre-made level 90 character of your choice. Either way, we truly hope you’ll join us and share your feedback about the new content.

Many of you have already experienced some of the adventures on the Timeless Isle and there are a few updates we’d like to share with you. Listed here are some adjustments that will be implemented in time for the Play With the Blues event:

  • Based on initial feedback, we’ve lowered the health and damage of many of the creatures on the Timeless Isle.
  • Several avoidable mob abilities have had their damage reduced, or have been given a more obvious visual warning.
  • Celestial abilities will no longer hit players outside of the Celestial Arena.
  • Using the Censer of Eternal Agony will no longer make you hostile to friendly NPCs.
  • Many new quests have been added to the Isle which are designed to tell more of its story.

Come Monday, we hope we can all have a great time testing these new adjustments and many of the other features on the Timeless Isle together. And of course, your feedback is important, so please feel free to post it in the PTR Discussion forum.

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

by Published on 2013-08-02 12:46 AM

Follow WoWDB on Twitter to see sneak peeks and interesting news!

Activision Blizzard Q2 Earnings Call
Blizzard had their normal earnings call today, after the announcement last week that WoW was down to 7.7 million subscribers.

  • Titan will not be a subscription based MMO. Blizzard is still working on a new direction and plan for the project.
  • The decline in subscribers in Q2 was more evenly split between Asia and the West.
  • Blizzard will continue to work on making the process of rejoining the game smoother.
  • The subscriber churn rate was very positively impacted by Patch 5.2 and 5.3.
  • Blizzard All-Stars is in wider internal testing and will be talked about more later this year.
  • Diablo 3 has sold over 12 million copies.



Patch 5.4 PTR - Build 17260
Build 17260 will be deployed to the PTR realms soon.



New Bind on Account Epic Weapons
The item level on these items is not final!

Level Type Spec Slot Name
561Off HandSpell DPSOff Hand Hellscream's Tome of Destruction
548Off HandSpell DPSOff Hand Hellscream's Tome of Destruction
574Off HandSpell DPSOff Hand Hellscream's Tome of Destruction
574ShieldTankOff Hand Hellscream's Shield Wall
548ShieldTankOff Hand Hellscream's Shield Wall
561ShieldTankOff Hand Hellscream's Shield Wall
561ShieldSpell SpiritOff Hand Hellscream's Barrier
548ShieldSpell SpiritOff Hand Hellscream's Barrier
574ShieldSpell SpiritOff Hand Hellscream's Barrier
574One-handed AxePhysical DPSOne Hand Hellscream's Cleaver
548One-handed AxePhysical DPSOne Hand Hellscream's Cleaver
561One-handed AxePhysical DPSOne Hand Hellscream's Cleaver
561Two-handed AxeMeleeTwo Hand Hellscream's Decapitator
548Two-handed AxeMeleeTwo Hand Hellscream's Decapitator
574Two-handed AxeMeleeTwo Hand Hellscream's Decapitator
574BowPhysical DPSRanged Hellscream's Warbow
561BowPhysical DPSRanged Hellscream's Warbow
548BowPhysical DPSRanged Hellscream's Warbow
548One-handed MaceSpell SpiritOne Hand Hellscream's Warmace
561One-handed MaceSpell SpiritOne Hand Hellscream's Warmace
574One-handed MaceSpell SpiritOne Hand Hellscream's Warmace
574PolearmPhysical DPSTwo Hand Hellscream's Pig Sticker
561PolearmPhysical DPSTwo Hand Hellscream's Pig Sticker
548PolearmPhysical DPSTwo Hand Hellscream's Pig Sticker
561One-handed SwordMeleeOne Hand Hellscream's Doomblade
548One-handed SwordMeleeOne Hand Hellscream's Doomblade
574One-handed SwordMeleeOne Hand Hellscream's Doomblade
574StaffSpell DPSTwo Hand Hellscream's War Staff
548StaffSpell DPSTwo Hand Hellscream's War Staff
561StaffSpell DPSTwo Hand Hellscream's War Staff
561DaggerPhysical DPSOne Hand Hellscream's Razor
548DaggerPhysical DPSOne Hand Hellscream's Razor
574DaggerPhysical DPSOne Hand Hellscream's Razor

New Icons


New Models



New Strings
Originally Posted by MMO-Champion
  • BATTLE_PET_COMBAT_LOG_ABILITY_GAINED - %s %s has gained the ability %s.
  • BLIZZARD_STORE_ERROR_MESSAGE_BATTLEPAY_DISABLED - An error was encountered. Please come back later.
  • BLIZZARD_STORE_ERROR_MESSAGE_PAYMENT - You don't have a valid payment method. Please visit Account Management.
  • BLIZZARD_STORE_ERROR_TITLE_BATTLEPAY_DISABLED - Store Error
  • BLIZZARD_STORE_ERROR_TITLE_PAYMENT - Payment Failed
  • BLIZZARD_STORE_NOT_AVAILABLE - Store Unavailable
  • BLIZZARD_STORE_NOT_AVAILABLE_SUBTEXT - The Store is temporarily unavailable. Please try again later.
  • CONVERSATION_INCOMPATIBLE_CLIENT - This friend is not using a client capable of conversations.
  • DUNGEON_FLOOR_TIMELESSISLE22 - Cavern of Lost Spirits
  • SPELL_FAILED_CUSTOM_ERROR_202 - You may not change specialization while a trial is in progress.
  • TRANSFER_ABORT_SOLO_PLAYER_SWITCH_DIFFICULTY - This instance is already in progress. You may only switch difficulties from inside the instance.



New Items
Siege of Orgrimmar loot has been added, making for 100s of new items in this build.

Level Type Slot Name
1Junk Twisted Treasures of the Vale
1Junk Coalesced Turmoil
90Other Kor'kron Shaman's Treasure
1Quest Epoch Stone
85Enchanting Sha Crystal Fragment


Achievement Changes
Originally Posted by MMO-Champion
Feats of Strength

Pandaria
Exploration

Reputation

Player vs. Player
  • Archiereus (New) Obtain 10000 Bloody Coins as an Emissary of Ordos or Ordon Fire-Watcher. 10 points.
  • Candlekeeper (New) Obtain 10 Bloody Coins as an Emissary of Ordos or Ordon Fire-Watcher. 10 points.
  • Emissary of Ordos (New) Use the Censer of Eternal Agony obtained from Speaker Gulan on the Timeless Isle. 10 points.
  • Fire-Watcher (New) Obtain 100 Bloody Coins as an Emissary of Ordos or Ordon Fire-Watcher. 10 points.
  • Kilnmaster (New) Obtain 1000 Bloody Coins as an Emissary of Ordos or Ordon Fire-Watcher. 10 points.
  • Oathguard (New) Obtain 500 Bloody Coins as an Emissary of Ordos or Ordon Fire-Watcher. 10 points.



Spell Changes
Originally Posted by MMO-Champion
Mounts
  • Kor'kron Juggernaut Summons and dismisses the Kor'kron Annihilator Juggernaut. Account wide. 1.5 sec cast.
  • Kor'kron War Wolf Summons and dismisses a rideable Vicious War Wolf. 1.5 sec cast. Kor'kron War Wolf. Account wide. 1.5 sec cast.
  • Spawn of Galakras Summons and dismisses a rideable Rusted Proto-Drake Spawn of Galakras. This is a flying mount. Account wide. 1.5 sec cast.

Item Set Bonuses
  • Item - Death Knight T16 Blood 4P Bonus Dancing Rune Weapon will convert reactivate all Frost and Unholy runes to Death Runes, and make your next Death Strike free. and convert them to Death runes.
  • Item - Druid T16 Restoration 4P Bonus Casting Ironbark grants you Spark of Life, causing all cast time spells within the next 15 sec to grant a Living Seed on the target for 80% of the amount healed. Targets of your Wild Growth spell are instantly healed for [ 25% of Spell Power ].
  • Item - Monk T16 Mistweaver 4P Bonus When your Renewing Mist heals a target, you have a 4% chance to cast a Chi Wave healing bolt that will not bounce Mist Wave healing bolt at a nearby low health friendly target.
  • Item - Paladin T16 Protection 2P Bonus While Guardian of Ancient Kings is active, 200% While Divine Protection is active, 75% of the damage taken is converted into a heal over time that activates when Guardian of Ancient Kings fades. Divine Protection fades.
  • Item - Warrior T16 Protection 4P Bonus For 10 sec after Shield Wall fades Demoralizing Shout falls off your targets, you gain Rage from taking damage.

Death Knight (Forums, Talent Calculator)
  • Unholy Presence now increases haste rather than attack speed and rune regeneration.

Talents

Unholy

Major Glyphs

Hunter (Forums, Talent Calculator)
Major Glyphs

Ferocity & Cunning
  • Dash no longer lists a Focus cost.

Tenacity
  • Charge no longer lists a Focus cost.

Mage (Forums, Talent Calculator)
Talents
  • Rune of Power now has a 5 yd buff range, up from standing on it.

Monk (Forums, Talent Calculator)
Talents
  • Invoke Xuen, the White Tiger damage now ticks every second, up from every 6 sec. Now lasts until cancelled / 45 sec. No longer lists a base damage.

Windwalker
  • Brewing: Tigereye Brew can now stack 20 times, down from 30. Now allows you to consume 10 stacks at a time, down from 15. Now grants 60% increased damage, down from 90%.
  • Tigereye Brew can now stack 20 times, down from 30. Now allows you to consume 10 stacks at a time, down from 15. Now grants 60% increased damage, down from 90%. Now has a 5 sec cooldown, up from 1 sec.

Major Glyphs

Paladin (Forums, Talent Calculator)

Talents

Holy
  • Beacon of Light now lists a 0 to 60 yd range on the target.
  • Holy Insight now increases the effectiveness of your Word of Glory, Eternal Flame and Light of Dawn by 50%, up from 35%.

Major Glyphs
  • Glyph of the Battle Healer now causes melee attacks from Seal of Insight to heal the most wounded member of your raid or party for 30% of the normal heal instead of you.

Priest (Forums, Talent Calculator)
  • Holy Nova no longer heals all targets, now heals 5. Healing reduced by 80%, but healing is no longer divided between all targets.

Shaman (Forums, Talent Calculator)
  • Healing Rain no longer has a higher threshold for diminishing returns in 25 man instances.

Enhancement
  • Stormstrike no longer grants extra crit to Elemental Blast.

Restoration
  • Purification now also increases the healing done by your Healing Rain by an additional 100%.

Major Glyphs

Warlock (Forums, Talent Calculator)

Major Glyphs

Warrior (Forums, Talent Calculator)

Professions
Herbalism

Raid & Dungeon Abilities
  • Annihilate Inflicts 2,500,000 Inflicts 3,500,000 Shadow damage to enemies within 0 yards in front of the caster. and 325,000 Shadow damage to all enemies in the Realm of Y'Shaarj. Unlimited range. 2.5 sec cast.
  • Bottomless Pit 500 yd range. Instant. Creates a Bottomless Pit at a random enemy's destination that inflicts 100,000 Shadow damage every 1 sec. 500 yd range. Instant.
  • Bubbling Amber An unstable shard of Bubbling Amber periodically expels Amber at Periodically expels a trail of Encapsulated Pheromones in the direction of nearby foes, inflicting 100,000 Fire damage every second to enemies standing in the Amber pool. Unlimited range. Instant. Encapsulated Pheromone pool. Unlimited range. Instant.
  • Chain Heal Infuses a wounded ally with healing energy that spreads to another nearby ally. The spell affects up to 3 9 targets. 40 yd range. 3 sec cast.
  • Corrosive Blast Inflicts 0 Shadow damage and increases Shadow damage taken by 100% 300% for 45 sec. Stacks. Unlimited range. 3 sec cast.
  • Corrosive Blast Inflicts 600,000 Shadow damage and increases Shadow damage taken by 100% 300% for 30 sec. Stacks. Unlimited range. Instant.
  • Corrosive Blood Inflicts 0 Nature damage initially, and then 0 Nature damage every 2 seconds. Limited to 4 targets 1 target. 300 yd range. 3 sec cast.
  • Demonic Volley Ushers the power of his inner demon Ushers great power of Shadow origin, inflicting 150,000 Shadow damage to all nearby players. Unlimited range. 1.9 sec cast. 3 sec cooldown.
  • Desecrated Inflicts 150,000 Shadow damage ever every 1 sec. Unlimited range. Instant.
  • Detonate! (New) Inflicts 0 Fire damage to nearby units, knocking them back and killing the caster. 3 sec cast.
  • Disheartening Laugh Inflicts Shdaow damage to all enemies over 6 sec 500 yd range. 2 sec cast.
  • Electrostatic Charge Inflicts 250,000 Nature damage to the current target. Increases damage taken from Electrostatic Charge by 100% and damage inflicted on targets with Reactive Armor by 200% for 1.7 min 60 sec. This ability stacks up to 10 times. 300 yd range. 2 sec cast.
  • Enrage Periodically enrages, increasing damage done dealt by 200% but decreasing movement speed by 75%. While enraged, attacks have a chance to shatter the armor of his target, decreasing their armor by 20% for 60 sec 2 min. This effect stacks. Instant. 5 sec cooldown.
  • Expelled Corruption Inflicts 100,000 Shadow damage to the target every second. 100 yd range. Instant. it remains in the Expelled Corruption's path. 100 yd range. Instant.
  • Faith (New) Reduces damage taken by 10%. Unlimited range. Instant.
  • Flame Vents Inflicts 0 Fire damage in a frontal cone, searing the target's flesh for for 0 damage every 1 second. 45 yd range. 3 sec cast.
  • Gusting Charge Charges a distant target, inflicting 200,000 Nautre damage to enemies within 5 yards of that target and leaves behind a trail of wind, inflicting 150,000 Nature damage every second for 30 sec. Unlimited range. Instant. 45 sec. Unlimited range. Instant.
  • Gusting Charge Charges a distant target, inflicting 200,000 Nautre damage to enemies within 5 yards of that target and leaves behind a trail of wind, inflicting 150,000 Nature damage every second for 30 sec. Unlimited range. Instant. 45 sec. Unlimited range. Instant.
  • Icy Blood Inflicts 120,000 Frost damage to random enemies. After 5 stacks, the target will be frozen in a tomb of ice. This ability respects line-of-sight checks. Limited to 4 3 targets. 45 yd range. Instant.
  • Ignite Armor Melts an enemy's armor, increasing Fire damage taken by 10% for 30 sec. This sears the target's flesh for for 0 damage every 1 second. 30 yd range. 3 sec cast.
  • Lingering Corruption Infects the victim with Lingering Corruption that will erupt violently for 300,000 400,000 Shadow damage after 10 sec. 100 yd range. Instant.
  • Mark of Arrogance Marks an enemy, causing them to suffer 70,000 Shadow damage every second for the remainder of the fight. This effect stacks. Removing this effect gives the dispeller 5 Pride This effect is only removed by single target dispels and gives the dispeller 5 Pride when removed. Limited to 2 targets. Instant.
  • Overload Inflicts 100,000 Inflicts 200,000 Nature damage to all enemies, and increases damage dealt by 10%. Stacks up to 20 times. 300 yd range. Instant.
  • Pheromone Cloud (New) Inflicts 30,000 Nature damage every second while alive. Unlimited range. Instant.
  • Reaction: Red Unlimited range. Instant. The catalyst reacts with the toxin in your veins, causing an explosion for 400,000 Fire damage to you and any friends within 10. Unlimited range. Instant.
  • Reaping Whirlwind Inflicts 30,000 Shadow damage every 1 sec. Instant. Couldn't parse description. Instant.
  • Reave The caster inflicts Physical damage to at all enemies. The damage received lessens the farther away the target is. 10 yd range. Instant.
  • Screeching Howl The pterrordax lets out an ear piercing scream dealing 0 Physical damage. 15 yd range. 3 sec cast. Unlimited range. 3 sec cast.
  • Self Doubt The caster reveals the deepest doubts of the victim, causing them to suffer 40% more damage from the Amalgam's next Unleahsed Unleashed Anger. 100 yd range. Instant.
  • Serrated Slash The sawblade slashes nearby targets, inflicting 250,000 50 Physical damage and knocking them back. Instant. 300 yd range. Instant.
  • Serrated Slash The sawblade slashes nearby targets, inflicting 250,000 50 Physical damage and knocking them back. Instant.
  • Shattered Armor Periodically enrages, increasing damage done dealt by 200% but decreasing movement speed by 75%. While enraged, attacks have a chance to shatter the armor of his target, decreasing their armor by 20% for 60 sec 2 min. This effect stacks. Unlimited range. Instant.
  • Shattering Roar Inflicts 250,000 damage to the raid. 500 100 yd range. Instant. 5 sec cooldown.
  • Shear Inflicts 0 Nature damage and inflicts an additional 0 Nature damage every second for 6 sec. Melee range. 3 sec cast. 5 sec cooldown. 2 sec cooldown.
  • Shredding Blast Fires a Shredder Missile at the enemy's destination that does 150,000 Fire damage on impact. 300 yd range. Instant. Enemies caught in the blast suffer 0 Physical damage every 5 sec. over until cancelled. 300 yd range. Instant.
  • Throw Explosives Tosses specialized mantid bombs at enemies bombs that immediately explode for 0 Physical damage to targets within 2 yards. Unlimited range. 3 sec cast.
  • Unleashed Anger Inflicts Inflicts 400,000 Pysical damage to the target. 100 yd range. Instant.
  • Whirling Spins the victim The sonic forces left by Ka'roz's passage inflict 100,000 Physical damage to the target and spins them around in place very rapidly. All players near the victim suffer 0 Physical damage each second. 200 yd range. Instant.
  • Windstorm Creates a torrent of wind that moves around in a spiral. Colliding with the torrent inflicts 250,000 Nature damage. The torrent lasts for 12 15 sec and increases in speed over time. Unlimited range. Instant.
by Published on 2013-08-01 09:10 AM

Jaetch's Archon Guide, New Affixes Among Future Content, Blue Posts, Gamescom 2013: Stage Activities

Fireside Chat Reminder, Leeroy Jenkins Strategy

Patch 5.4 - In-Game Store
The In-Game Store is live on the PTR with a free test currency, and the Enduring Elixir of Wisdom is finally obtainable.

The buff works from level 1 to 89, lasts one hour, persists through death, and only counts down while you are online. The potion is consumed on use.





Patch 5.4 - Mage Glyphs
Patch 5.4 adds three new minor glyphs for mages, all of which modify the Water Elemental.


Level Type Name
25Mage Glyph Glyph of Unbound Elemental
25Mage Glyph Glyph of Evaporation
25Mage Glyph Glyph of Condensation


US Thursday Maintenance
Originally Posted by Blizzard (Blue Tracker)
We will be performing scheduled maintenance beginning on Thursday, August 1, at 02:00 AM PDT and we expect the service to be available again at approximately 08:00 AM PDT. During this time the game will be unavailable for play.

Blue Posts
Originally Posted by Blizzard Entertainment
Epic Item Prestige
I don’t think this will change any time soon but I must say that I sympathize with what you’re saying, This isn’t a “special snowflake syndrome”. Sure, there might be a little bit of that involved, but it’s mostly a matter of perception, and perception is a very important factor in driving motivation.

If a colour is associated with rarity, that colour becomes important by itself, and that’s something that only the most old school players probably understand, still feel, or miss.

What I’m saying is, there was a time when having 1 single purple item was something absolutely amazing, they were not only the very best items but they were also incredibly rare.

That rarity was a consequence of a combination of many things:
  • Raids were hard to get into.
  • Only a very small minority was actually able to raid.
  • Players were much less skilled than they are nowadays, so killing raid bosses was done at a much slower pace. Content was also updated much less frequently.
  • Apart from the very first 40man raids (Molten Core, Ony), the chance of getting any epic items at all was incredibly small (world drop BoEs)

So the colour purple meant two things, extreme power and rarity. But the game soon evolved, more raids were introduced, and all these new items that came with it were epic.

Nowadays purple means power, rarity hmm… not so much, maybe at the very beginning of an expansion.

But you see, that’s exactly the same that happened in vanilla, the only difference was that raids were a lot less accessible and less diverse (so, less overall chance of getting raid drops), and the patch turnaround with new raid content was much slower, which means, less availability of epic items. There were also no catch up mechanics set in place, so players had to go through all the clearly defined gearing paths of green-blue-purple (quests, 5man, 10man, 40man), and also follow a progression path with raids ZG/MC, Ony, BwL, Naxx.

We don’t want to restrict raiding again to <1% of the player base, and that’s the only way to go back to purple being rare again. Reducing LFR gear to blue wouldn’t make a big difference, there’s plenty of other sources of high ilvl gear that would need to be changed to blue, and even if we did that and only normal + heroic would drop epics, we would never have the same level of rarity as in the old days, content is just so much more diverse, more regularly updated and players are way more skilled. (Blue Tracker / Official Forums)

Patch 5.4 Arena Changes
With this system, and how the wow community is nowadays, why would I even want to play with my friends I might lose with?
If you’re afraid to play rated games with your friends because you don't want to lose matches or rating, then I'm afraid that there is not a lot that can be done to help you with that. The possible losses caused by playing with lesser skilled friends is the same as now though, if you leave your current team to play with some friends and you end up losing, your MMR will drop, which is the key number that matters and influences the way your personal and team ratings change.

If you want to play with friends without a fear of losing rating in the process, then I would recommend playing wargames. We're also looking into bringing back skirmish arenas which will help in this regard, but sadly we have no date set for when they will return.

how do YOU think that community will act towards a person who got twice as much losses than wins in arena
It won't be much different to how it is now for finding partners. If you’re a 1500 player, then generally you're going to greatly struggle finding a 2400+ team that is likely to take you on. Same goes for in 5.4, with a personal rating of 1500 and low win rate you're going to be looking for people with similar ratings or stats. If you're aiming to get partners above your personal level, it won't be easy, finding partners that are around your level and improving yourself with them is the best way to get teammates.

[i] Just going to address this concern here; for those that queue with people who have a low ratings to fight weaker opponents, the players with higher ratings won't get much, if anything, out of those matches. This is because their own personal ratings are above their teams and opponents average.

Additionally, almost all rating exploits in the past have involved some sort of win trading or a loophole in the system itself. We've plugged up any of the loopholes that we've encountered, and due to the higher volume of players in the Arena pool that will be created from the region-wide matchmaking, there will be significantly less opportunity for win trading. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Lore
The fact that the Alliance gives the Horde Org back with no concessions or reparations suck
It's an important Jaina vs Vyrian moment. Who is to say the High King made the right call? (Source)

We ever going to find out why Taran Zhu has it in for the Alliance? The Horde we can see...but he is so wrong about so much.
His goal is to protect Pandaria. He can be a bit xenophobic since outsiders can empower the Sha. (Source)

Do you feel the LORE of Mists could have been stronger? Don't know why we did HoF and ToT, other than, "lets kill stuff!"
What was your motivation behind killing Illidan or Ragnaros? (Source)
Story in that expansion was very compelling. Arthas had a lot of backstory revealed. Scourge felt threatening.
Maybe, though I find it hard to separate what LK taught us vs. what many of us already knew about Arthas from the RTS games. (Source)

we had a reason to want to fight them. no reason to want to kill lei-shen except blizz saying we should.
Arthas, Illidan and Deathwing are easy because many remember them from the RTS days. Illidan was barely present in BC. (Source)
especially since some get outright ignored like Sabellian. i feel like you all forgot who he is.
That particular case is more that we have a cast of 1000s and can't bring them all out every expansion. (Source)

Will the vale turn back to its original state after the whole siege? Seeing all those big black blobs makes me a bit sad.
To be fair, it's supposed to make you sad. (Source)

I have a feeling that y'shaarj is the true baddie in this expansion amirite?
He is dead. (Source)

I'm so sad that Nazgrim gonna die
It's tough because it's always more emotional when you care about the characters involved. The alternate though is not to care. (Source)

what exclusive is there then? Ra-den isn't story relevant. we've never seen him or heard of him
That you initially don't know who he is or how he fits in is WHY he is story relevant. (Source)
Mogu. Titan. Old god. Sha. Mantid. All these things are connected. (Source)

Sometimes it's too obv how little you care about the story/lore of the game.
We care ENORMOUSLY about the story and lore. But we care about gameplay more. (Source)

Will the Alliance receive compensation lore wise (Doesnt have to be in game) after SoO?
They just conquered their enemy's capital. What compensation are you looking for? (Source)
Do Allies gain NOTHING from this war except tens of 1000s dead and their lands stolen? Not even in lore? Goblins keep Azshara
Garrosh is the real problem, not the trolls and goblins. (Source)
Lore-wise we could say that zones changed hands but wouldn't it be lame once you visited them and saw that was not the case? (Source)
It's always a challenge doing a lot of work just for lore reasons unless it comes with awesome gameplay too. (Source)
shouldn't multi-billionaire devs be relishing a challenge rather than cowering away from it??
Or one can argue WoW has been successful because the developers made the right choices about where to focus.... (Source)

Like making the Horde back out of Gilneas and Ashenvale?

I'm a gameplay designer. So what gameplay is there in losing leveling zones for Horde? (Source)
If Alliance players had some interesting way to spend time there, that would be different. (Source)

Future
1st Dwarfs are on the bubble of MOP release then models may make it during MOP. Now it's "they take months" among others.
We never said that. Players just inferred it and got too excited. It makes us have to be careful with what we say. (Source)

Hi, do you have any thoughts yet about 5.0 Challenge Modes for next x-pac?. Will they still be in-game or replaced with new?
Our thought at the moment is to keep the older ones relevant (they do scale) and add new ones. (Source)

Here's a teaser I understand if you don't answer; do you think avoidance on gear is going to make it to 6.0?
I don't expect it will work the day it does today. (Source)

any public word u can offer up on the future of sunsong farms in future expansions?
We don't want you to feel like you have to go visit it forever. It's a MoP feature. It will still be there for you though. (Source)

OpenRaid Event: Icy Veins vs Midwinter Tier 14 Race
Icy Veins will be leading a Horde team and Midwinter will be leading an Alliance team in a race through Tier 14 content on Saturday. Only a few players will be from the groups, as the rest will be filled with regular players. If you are interested in participating, sign up soon!



Dark Legacy Comics #400
DLC #400 has been released.

by Published on 2013-07-31 07:10 AM

The Comma is Coming, Interview with D1 and D2’s Lead Designer, Feedback Needed for a Ladder-Like System, Clarifications on the Console Version

Arena Deck Building Contest, Daily Blue Wrap-up - EU Beta Access, Turn Timer, Pyroblast Buff

Item Level Squish Feedback
Demonstrating why we warn you about taking translated interviews as fact, Ghostcrawler mentioned today that he did not confirm an upcoming item squish, along with answering a few common concerns. You can take part in the ongoing discussion here.
Originally Posted by Blizzard Entertainment
mmo-champion says item squish soon confirmed. Please do not regress my character. I worked hard to get him to where he is.
I didn't confirm it. Still we think there are a lot of good reasons to get numbers down to more parsable levels. (Source)
100m, 100k, and 100 are all equally 'parsable'. It's all about formatting.
We describe automobile speed in miles / kilometers per hour and not inches / cms, because big numbers are awkard. (Source)
Exactly. We use KILOmeters per hour. What's the problem with using KILOdamage per second?
That's the mega damage solution, and we're just worried it will look a little silly. You crit for 200 MEGADAMAGE! (Source)

I now have to find 24 other people to do BT/DS/BWL/ICC and follow mechanics just for pets and mog gear? no ty!
I have said several times that item squish would not affect the ability to solo old content. That's not the intent. (Source)

But can you nerf every player without in anyway effecting soloing low level content? Keep everything the same but the numbers?
"If player enters old instance, then buff all their stats." (Source)

Patch 5.4 - Kor'kron Dark Shaman Preview
The Kor'kron Dark Shaman is the 7th encounter in the Siege of Orgrimmar Raid.


Name Points Category
Heroic: Kor'kron Dark Shaman Defeat the Kor'kron Dark Shaman in Siege of Orgrimmar on Heroic difficulty.
10Pandaria Raid
Rescue Raiders Rescue a set of caged prisoners, a group of unwilling combat participants, and Ji Firepaw before defeating the Kor'kron Dark Shaman in Siege of Org...
10Pandaria Raid

Originally Posted by MMO-Champion
  • Spirit Link - Damage dealt is shared between Earthbreaker Haromm and Wavebinder Kardris.
  • Bloodlust - When the Dark Shaman reach 25% health remaining, they will go into a blood frenzy, increasing all damage dealt by 25% and haste by 25%.
  • Darkfang and Bloodclaw - The riding wolves of the Dark Shaman, Darkfang and Bloodclaw will viciously defend their masters.
    • Swipe - Inflicts 300,000 Physical damage to targets in a 8-yard cone in front of the caster.
    • Rend - Viciously rends a player, causing them to bleed for 16,000 Physical damage every 1 sec. for 15 sec. This effect stacks.
  • Totems - The Dark Shaman will drop Totems during the fight that grant them new abilities.
    • Poisonmist Totem - Poisonmist Totem grants Earthbreaker Haromm the Toxic Mist ability, and grants Wavebinder Kardris the Toxic Storm ability. The Dark Shaman drop Poisonmist Totems upon reaching 85% health.
    • Foulstream Totem - Foulstream Totem grants Earthbreaker Haromm the Foul Stream ability, and grants Wavebinder Kardris the Foul Geyser ability. The Dark Shaman drop Foulstream Totems upon reaching 65% health.
    • Ashflare Totem - Ashflare Totem grants Earthbreaker Haromm the Ashen Wall ability, and grants Wavebinder Kardris the Falling Ash ability. The Dark Shaman drop Ashflare Totems upon reaching 45% health.
    • Rusted Iron Totem - Rusted Iron Totem grants Earthbreaker Haromm the Iron Tomb ability, and grants Wavebinder Kardris the Iron Prison ability. The Dark Shaman drop Rusted Iron Totems upon reaching 95% health.
  • Earthbreaker Haromm
    • Froststorm Strike - Strikes a player with frost-lined weapons, inflicting 325,000 Frost damage and causing the player to take 25% additional damage from Froststorm Strike for 30 sec. This effect stacks.
    • Toxic Mist - Injects several players with a toxic mist, inflicting 50,000 Nature damage every 3 sec. for 30 sec and causing growing Toxicity. Due to the internal nature of the corruption, Toxic Mist pierces all immunities. This ability is granted by Poisonmist Totem.
      • Toxicity - Increases Nature damage taken by 10% per stack.
    • Foul Stream - A stream of foul liquid inflicts 220,000 Nature damage to all enemies on a line. This ability is granted by Foulstream Totem.
    • Ashen Wall - Summons a line of stationary Ash Elementals that will attack any nearby enemies. This ability is granted by Ashflare Totem.
    • Iron Tomb - Inflicts 500,000 Physical damage to players within 3 yards and creates an Iron Tomb. This ability is granted by Rusted Iron Totem.
  • Wavebinder Kardris
    • Froststorm Bolt - Fires a bolt of bitter frost, inflicting 450,000 Frost damage.
    • Toxic Storm - Summons a powerful toxic storm that inflicts 300,000 Nature damage to players within 9 yards every 2 sec. and periodically creates Toxic Tornadoes. The storm will move around and lasts for 60 sec. This ability is granted by Poisonmist Totem.
      • Toxic Tornado - Toxic winds inflict 300,000 Nature damage to players within 5 yards every 1 sec. and knock them up.
    • Foul Geyser - Conjure foul water that inflicts 450,000 Nature damage to players within 4 yards every 0.5 sec. for 8 sec. Each splash creates a Foul Slime. This ability is granted by Foulstream Totem.
      • Foul Slime - Foul Slimes are coated in Foulness.
        • Foulness - Inflicts 150,000 Nature damage to players within 3 yards every 1 sec.
    • Falling Ash - Summons a core of smouldering ash that will fall over 30 sec. Inflicts 999,999 Fire damage to players within 17 yards and 160,000 Fire damage to all players on impact. This ability is granted by Ashflare Totem.
    • Iron Prison - Encases the player in a prison of iron that slowly asphyxiates them, inflicting 100% of maximum health as Physical damage after 60 sec. This ability is granted by Rusted Iron Totem.



Raid Testing Schedule - July 31-Aug 1
Originally Posted by Blizzard (Blue Tracker / Official Forums)
On Wednesday and Thursday, July 31 and August 1, we will continue testing raid encounters in the Siege of Orgrimmar raid. We're moving on to 10-player Heroic testing at this time and finishing up 10-player Normal, and will then move on to Heroic and then 25-player mode as the PTR cycle progresses.

Each encounter should be available at approximately the listed times below for all Public Test Realms.

Wednesday, July 31
Galakras - 10 Player Normal - 10:30 PDT (13:30 EDT, 19:30 CEST)
Garrosh Hellscream - 10 Player Normal - 16:00 PDT (19:00 EDT, 01:00 CEST)

Thursday, August 1
Kor'kron Dark Shaman - 10 Player Heroic - 13:30 PDT (16:30 EDT, 22:30 CEST)
General Nazgrim - 10 Player Heroic - 16:00 PDT (19:00 EDT, 01:00 CEST)

Patch 5.4 - Change to RPPM Mechanics
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We think the cooldown lineup at the start of PvE encounters has gotten out of hand, and it’s having some rather negative effects on gameplay. Particularly with the number of RPPM procs most raiders have these days, the pull has just become way too important. It’s affecting gearing, it’s punishing classes that can’t capitalize on it as well as others, and it’s not how we’d like raiding to work.

To that end, we’re going to make another change to how RPPM mechanics work on the pull. Starting a raid encounter will set every RPPM proc’s “time since last proc” to 90 seconds. That means the more frequent procs will still be more or less guaranteed to go off, but the rarer (and more powerful) procs will just have a high chance. This should hopefully chill things out a little bit, without changing how you play too dramatically.

Can we clarify what 'rarer' RPPM procs are? We talking the meta-gem here?
We're not changing the actual RPPM proc rates at all, just how much time is "banked" before the pull. The underlying math that determines what the actual chances are isn't changing.

So, here's a couple hypothetical examples using very rough napkin math. I don't remember RPPMs for actual trinkets off the top of my head (and they're not particularly necessary for illustration purposes):

Trinket A has an RPPM that allows it to reach a 100% proc chance if it hasn't fired after 60 seconds. This trinket will have a guaranteed proc on the pull.

Trinket B has an RPPM that allows it to reach a 100% proc chance if it hasn't fired after 100 seconds. It will not be guaranteed to proc immediately, but will proc within the first 10 seconds.

Trinket C has an RPPM that allows it to reach a 100% proc chance after 2 minutes. It will not be guaranteed to proc immediately (regardless of how much time you've spent out of combat), but will proc within the first 30 seconds.

Make sense?

My 502 UVLS doesn't have a guaranteed proc chance 2 minutes in though. Lore's example needs a trinket D, which is only guaranteed in excess of 6 minutes of no procs.
This is true -- some trinkets will now be unlikely to proc immediately (which is the point of the change). However, it should be noted that it's extremely unlikely for any RPPM proc to take until it hits a 100% chance to activate anyway.

Guilds are still going to wait. This change is good, but it's not good enough.
Aside from the fact that most groups wouldn't be ready for another pull within 90 seconds anyway, waiting has no effect whatsoever. As soon as a raid encounter is pulled, the time since last proc for all RPPM mechanics in the raid will be set to exactly 90 seconds. Doesn't matter if it's been 10 seconds or 10 minutes since the last pull.

I do want to say, this is distinctly a nerf to fun. It WAS A LOT of fun to open up full force pot, cloak, enchant, 2xtrinkets, meta, stormlash, + elemental + lava burst. I was hitting 75,000 spellpower
I feel like the "nerf to fun" argument gets overstated quite a bit. We're not nerfing it because it was fun, we're nerfing it because it was breaking the game.

I'm sure a lot of players would find it fun to be able to take down Heroic Lei Shen with a single spell. That doesn't make it good gameplay.

I'm skeptical to the idea that not getting a proc in the initial burst will somehow make these trinkets not worth using. After that first proc on the pull, the time since last proc is 0 anyway. It'll tone back the initial burst, definitely, but I'm not convinced that the entire value of a trinket like Unerring Vision of Lei Shen depends on that first proc.

Blue Posts
Originally Posted by Blizzard Entertainment
Patch 5.4 Arena Changes
Yeah, i miss the teamnames but the patch is still going to be really good.
We understand that there are some players that will miss the customization and comradeship that came with arena teams. We're looking into ways in which we will be able to retain these particular feelings in arena after these changes occur, but at this time we don't have anything to share in this regard.

I wonder how the ladders will look now. Players with highest ratings etc? I hope they thought this through thoroughly.
The ladders will show individual players and their rankings will be based off of their personal rating. End of season rewards will still be awarded in the same manner as they are now, to the top "X"% of competitors, the percentage of course being different depending on the reward.

So it's all 100% individual? If I play with a team to 2600 and one of my teammates ends on 2560 and cutoff is 2570 he wont get a reward?
Well, while you may play with a few specific players and you consider yourselves a team, you're not actually in a set team. But this is also the case as if he also got the title just for playing with you, because there are no teams in 5.4 you could also feed the title to anyone that you wanted who was just under the cutoff.

Don't encourage wintrading...
I feel that I need to clarify on my last post as there was some misunderstanding of what I meant. I was not promoting win trading, nor was I saying that you will be able to feed your end of season rewards to others. I wanted to point out that if the system worked as Easydragon questioned, then you could feed your rewards to others if they were just under the cut-off because there are no set teams. Don't worry as you won't be able to feed the title to others by playing with them, the rewards are based off of your own personal ratings alone.

I apologize for any confusion my post may have caused, I have now rephrased it to clarify the above points. (Blue Tracker / Official Forums)

Utility and Hunters
So, this isn't solely specific to Hunters, but since it's an issue I see you guys bring up a lot, I want to talk briefly about "utility."

From a top-down perspective, our design philosophy regarding utility goes something like this: everyone brings some sort of benefit to the group, but no one gets an invite based solely on that benefit. We feel that current class mechanics satisfy the first part of that. We're mostly there with the second half, with some exceptions.

Sometimes we just make something too strong to the point that it feels mandatory. That's absolutely true. A current example would be Demonic Gateway, particularly in PvE. It gives a very large benefit in many encounters, and since more Gateways are nearly always a good thing, many raid teams will seek to bring as many Warlocks as they can (though obviously, Warlock DPS has been a factor as well). In that particular case, we're making some changes in 5.4 and, if necessary, may continue to make changes.

The reason I bring that up is that it has the tendency to cast a harsher light than is probably fair on other classes. We feel that, ignoring the extreme outliers like Demonic Gateway, Hunters bring an acceptable amount of utility. Every Hunter has Trueshot Aura and access to an array of buffs and debuffs through their pets (even if not specced Beast Mastery), and abilities like Misdirection and Ice Trap which can be valuable on some encounters. If that's not enough utility to guarantee you a raid invite... then good. We'd rather you get your invite by being a solid raider with good performance.

I'm also slightly confused as to the logic behind some arguments, specifically those along the lines of "our DPS is low, so we need more utility to justify our raid slot." If that's the case, wouldn't you prefer we fix your damage output and/or tone down the overperformers?

I know this doesn't address every concern that's been brought up, and I apologize for that. If and when we have more to share, we will. But I did want to at least shed some light on our thoughts on the "utility" issue overall, for the sake of discussion.

Oh, one thing I can share: we like the idea of removing the focus cost from Dash, so we're going to. That includes Dive and Charge as well.

As has been mentioned in other "utility" threads, part of the problem here is that nobody agrees on what "utility" is. Is the dev definition of the word something you can shed a little light on? (I realize that may raise the "it's a trap!" alarm, so feel free to ignore if you think that would do more harm than good.)

My own working definition for a few years now has been: anything that is beneficial to the group, while in combat, that doesn't pertain directly to my personal performance in my role. Which basically, for a DPS class, would mean anything that doesn't cause me and only me to deal additional damage, and isn't an out-of-combat thing like summoning.

This is probably pretty close to our definition. As you mention, it's the sort of thing that I'd be hesitant to try to define precisely (it's something of a fluid term even internally).

Do you think it's fair that certain abilities (namely Ancient Hysteria and battle rez) are locked to Beast Mastery only? If it's a 25 man situation, probably, but in 10 man you do run the issue of not having either of these. Sometimes that could lead to Hunter's feeling as though they must have Beast Mastery as a spec.
It's something I can bring up again, but we do like these as Beast Mastery perks. Note that, at least in the case of Ancient Hysteria, 5.4 is adding Drums of Rage (a consumable form of Bloodlust/Heroism made by Leatherworkers) that, while not quite as effective as the Beast Mastery buff, should make things at least a little more flexible for 10-mans. (Blue Tracker / Official Forums)

Death Knight (Forums / Skills / Talent Calculator)
RPPM scaling with Runespeed Mechanics
As an update to this, since we've seen some confusion, Improved Unholy Presence is getting the same treatment as Unholy Presence, meaning it will now grant additional haste, not just additional attack speed and rune regen. (Blue Tracker / Official Forums)

PTR Testing and You
Originally Posted by Blizzard (Blue Tracker / Official Forums)
From Zul’Gurub and Ahn’Qiraj onward, we have made extensive use of our Public Test Realms in order to help find bugs and improve the tuning of our raid content. We have an extensive team of Quality Assurance testers and an internal raid group, but it’s impossible to replicate the sheer breadth of information we get from having hundreds of real raid groups attempting diverse strategies as they experience encounters for the first time. We learn a tremendous amount from that testing, both in the form of written feedback on these forums, which is carefully read by every encounter designer, and from spectating raids and observing how they fare.

Now, that’s what we get out of the PTR. Speaking pragmatically, we understand that not everyone's motivation in logging on to the PTR is to give us feedback. They want to check out the new content firsthand, see what’s coming to the live servers in a few weeks or months, and, in the case of raiding, get some competitive edge that will help them clear the content faster on the live servers when the patch is released. That’s fine. We thoroughly appreciate everyone who takes the time to give measured feedback, or goes out of their way to methodically test new features and report bugs they find. But at the end of the day, we’d rather have a packed PTR with a small percentage giving direct feedback, than a nearly-empty PTR where everyone gives it. Bugs that require very specific conditions are much more likely to occur with thousands of testers than with hundreds, and it’s clearly beneficial to everyone for us to find and fix those issues before they affect millions in a live environment.

When it comes to raid testing in particular, there’s a symbiotic relationship: The bleeding-edge guild that intentionally wipes to a boss at 5% so they can set up their boss addons, try out unusual strategies, and practice execution is there for competitive reasons. But we gain information even just from silently observing that will help us make our encounters better, and fundamentally, that is the purpose of raid testing on PTR. Our raid testing times are scheduled to coincide with our core work hours, so that designers can observe as much of the testing as possible, with the exception of LFR and Flexible tests which require more open-ended scheduling given their nature and target audience (and even then, if you were doing a PTR Flexible raid this past weekend, odds are decent that I or another developer was spying on your group – creepy, I know). When it comes to Heroic testing, we try to keep the testing windows as brief as possible, in order to minimize the impact of PTR testing on the progression “race.”

But that symbiotic relationship requires that we be around in some capacity to observe. Players who find a way to access bosses (especially Heroic bosses) that aren’t currently being tested should let us know, so we can correct the problem. We discovered that over the weekend a progression raid group accessed the Siege of Orgrimmar raid and spent hours on a Heroic boss in the middle of the night, after copying fresh characters with generic names, presumably with the hope of going unnoticed. Those actions go against the intent of the PTR, the spirit of fair play, and were clearly intended to go against our wishes for specific boss testing periods. PTR testing is a privilege, and we reserve the right to revoke PTR access from those who have shown an intent to abuse it.

If you come across an oversight in our testing protocols, or a serious, abusable bug or exploit in the course of your testing of a boss encounter on PTR, and you want to let us know without alerting everyone, please note that we can read edited or deleted forum posts. (On the live servers, please use the in-game bug reporting interface.) Otherwise, carry on with the fantastic feedback that we’ve been receiving about all facets of 5.4 content thus far, and we look forward to seeing you on the Public Test Realm!

Blizzard Art Update
Blizzard added five pieces to the World of Warcraft: Mists of Pandaria Art gallery.


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