MMO-Champion - World of Warcraft News and Raiding Strategies

World of Warcraft News and Raiding Strategies RSS Feed

by Published on 2015-03-21 07:31 AM

Season 2 Ending and Season 3 Starting in April

Blackrock: Known but Unknown Cards, Deck Spotlight: Budget Flurry Face Rogue

25% XP Boost, Upcoming Skins Preview: Sylvanas, Murky, Tassadar, New Mounts

Armory Stats - Ashran
Today we are taking a look at some Ashran achievement stats. The total sample used was 3.1 million players in the US and EU. As always, keep in mind that this isn't every single player, so the numbers aren't perfect.

Feel free to leave suggestions and requests for stats you want to see in the comments.

Don't see a chart? Enable javascript!

Name Percentage
Just for Me Activate a Class Specific Book Epic Item found within Ashran.
28.77%
Grand Theft, 1st Degree Loot 100 Artifact Fragments from enemy players.
29.87%
Grand Theft, 2nd Degree Loot 500 Artifact Fragments from enemy players.
13.44%
Grand Theft, 3rd Degree Loot 1000 Artifact Fragments from enemy players.
6.53%
Ashran Victory Kill the opposing faction Commander while controlling all points on the Road of Glory.
10.27%
Tour of Duty Complete each PvP Event at the following areas listed below.
10.24%
High-value Targets Defeat all of the creatures within Ashran listed below.
4.33%
Divide and Conquer Kill 5000 enemy players anywhere outside the Road of Glory within Ashran.
0.08%

Blue Tweets
Originally Posted by Blizzard Entertainment
PvP Feedback
I see my "why do you play Heroes but not WoW PvP" tweet appeared on MMO-C. I'd like to clear up a few things. (holinka)
We very much value highly committed PvP players and their feedback about game balance is invaluable. Thank you for all your help. (holinka)
My original question was specifically directed at people who I would have thought don't PvP in WoW because they don't like PvP games. (holinka)
A side conversation happened and I probably didn't communicate with that person properly about how we do think balance is very important. (holinka)
Anyway, we are always striving to make a great game for you to play and we do very much appreciate your support. Thanks. (holinka)
I'd also like to add I received lots of great insight from my original question, so thank you. (holinka)

Game Design
It's been said before - an idea is only as good as your ability to execute on it, or get other people passionate about it. (craig_amai)
In my experience, real talent often comes in recognizing the great ideas that will fit cleanly with the rest of your game. (craig_amai)
And good designers know how to let ideas go quickly and keep looking, rather than getting attached to something with too much baggage. (craig_amai)
This year, I'm going to challenge myself to get a lot of ideas out, to learn to sell them in a small space (gg twitter), and to let them go. (craig_amai)
They won't all be great and I don't care if you don't like them. Hopefully some inspire something. (craig_amai)

It's all or nothing. One guided goal sets an expectation for structure vs. fully free-form.
Yeah, that's usually the case. You can tutorialize without specific goals though. (craig_amai)
And I personally think there are ways to set long term goals without explicitly spelling out the game along the way. (craig_amai)
I know you can't talk WoW but this is the exact issue why I don't like the Apexis hubs. No framing device (text). No fun.
Yeah, WoW has set an expectation for information that makes open POIs and puzzles prone to feel uncomfortable. Hard problem. (craig_amai)
I think THAT comes down to pace. When you have a cinematic flow driven by story, sudden halts in game play are jarring.
That's fair. Taking control of the camera from the players is easy to make painful if done in the wrong place or too often. (craig_amai)

Adding explicit hand-held goals to an open world game fundamentally changes the way players experience it. (craig_amai)
It changes the pace, the potential emotional investment, the expectations. It's a legitimate approach, but it's a dramatic design choice. (craig_amai)
I'm very interested in seeing more devs hold back in the hand-holding. On-board players gently, but let them unfold the game on their own. (craig_amai)
I wish the dev teams for CoD and BF would understand that. they don't even let you open your own doors.
Hah! Yeah. It's somewhat core identity for them though. Extremely approachable and very cinematic. (craig_amai)
Yeah, I'm probably not the target audience for those games. I prefer long SP campaigns because I don't do MP apart from WoW/HS.
Yeah, I can identify with that. I like CoD campaigns, but I LOVE a nice long campaign of Fallout: New Vegas. (craig_amai)

Heroes of the Storm - New Skins and XP Boost
Heroes is getting some new skins and mounts, along with a week of a 25% XP boost. Check out the full preview on HeroesNexus.



Blizzard Art Update
Blizzard has added more pieces to our World of Warcraft: Warlords of Draenor Art gallery.

by Published on 2015-03-20 05:48 AM

Tavern Talk Doubts Clarified, Roland's Set Tweaks, DH Solo Gearing Guide

New Blackrock Class Cards: Flamewaker, Core Rager, Imp Gang Boss

Patch & Sylvanas Next Week, Heroes of the Dorm Registration Ending Soon

Addon - Premade Filter
Today we are taking a look at the Premade Filter addon. This addon allows you to filter group finder results to just list the groups you are interested in. The author is responsive to feedback in the comments on the addon page and also has a topic on the forums.

The addon description page has lots of details and the in game UI has some additional help, but here are some of the more helpful features:

  • Set your criteria and search for new groups in the background, with chat notifications.
  • Tooltips show the number of each class and their role in the group.
  • Require or exclude specific words in the title or description.
  • Filter by the number of each role already in the group.
  • Filter by item level requirement and voice chat.
  • Filter by specific bosses being dead or alive.
  • Filter out realms from specific regions.



Patch 6.1 Hotfixes - March 19
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Classes
Raids and Dungeons
  • Blackrock Foundry
    • Iron Maidens
      • Admiral Gar'an now has a 3-second cooldown on all her abilities after using Deploy Turret on all difficulty modes.
      • Reduced The Iron Maidens' health by 25% on Raid Finder difficulty.
      • Reduced the health of Admiral Gar'an's Dominator Turret by 60% on Raid Finder difficulty.

PvP
  • Ashran
    • Events in Ashran are no longer on individual timers. Events are now selected at random at regular intervals.
    • Fixed an issue where announcements for some of the upcoming events in Ashran were not being broadcast correctly.

Classes
  • Death Knight (Forums / Skills / Talent Calculator)
    • Unholy
      • Fixed an issue where both Shadow Infusion and Dark Transformation could be active at the same time.
  • Hunter (Forums / Skills / Talent Calculator)
    • General
      • Fixed an issue where having an exotic pet in the first stable slot prevented duplicates of non-exotic pets from spawning during Stampede for non-Beast Mastery Hunters.

Bug Fix
  • Fixed an issue where Mark of Warsong could decrement incorrectly when two applications have been applied to the same character.

Blue Tweets
Originally Posted by Blizzard Entertainment
PvP
People can play RBG's at 2700+ without skype so I think 5v5 objective PvP would work solo/duo Queue if done right
If I ever do an interview, ask me my views on solo queue rated and I'll share them with you. (holinka)

Heroes and WoW PvP
Masochist tweet of the night: Do you play WoW and Heroes of the Storm but you don't PvP in WoW? I'd love to hear why. (holinka)

because you can't balance WoW PvP worth anything, man. its no fun mongo training healers
As much as people want to blame balance (and me) many don't get to the point where they could form a proper opinion about it. (holinka)
He just did, but you just ignored it because you're more worried about answering soft-balls, like gear differences.
The people I'm talking about are the average WoW player, not someone who has poured hours into arena. (holinka)
It takes a long time playing a game to develop familiarity enough to say "I don't like the balance here." (holinka)
I've played World of Warcraft since 2009, Holinka. I've been a competitive PVPer for 3 years. I think I understand.
Right, you have a lot of experience. He's asking the people who *aren't* experienced why they don't. (Celestalon)
If you've been a competitive PvPer for 3 years, my original question was not directed at you. (holinka)
Yes, and perhaps the SAME ISSUES that we hate are the reason? It isn't FUN.
We get a lot of feedback from PvPers about PvP. That's awesome, and we continuously work to improve on those issues. (Celestalon)
But we don't get as much feedback from people who *don't* PvP at all about why not. It's an interesting topic. (Celestalon)
Should probably try acting on the feedback of the people who do PvP first. That would be progress already
We already have a process for that. It just doesn't involve twitter. (holinka)

I like in Heroes that I can change my character every game, in WoW if I want to PvP as another class I have to level/gear up fully
good feedback thanks (holinka)

heroes is more balanced than wow pvp
I know hardcore people will jump on this but I don't think it's the reason for the average player. (holinka)

respectively and imho it has to do with gear disparity. If you don't get in early, it's frustrating dying so quickly.
it's good feedback thanks (holinka)

for me this season felt like a chore to gear up, the obligation to play if you wanna compete can be a drag!
So make it so you can compete without playing the game. Got it! (Just kidding I know what you mean) (holinka)

cont...3) I can play multiple characters and not have to level them. 4) No PvE changes that affect PvP. 5) combat is faster
Good feedback thanks (holinka)

in pvp, you expect to die. Pvers have a hard time dealing with the paradigm shift.
Understand that...but in this case, the PvP mindset is obviously not the problem, because they play Heroes. (holinka)

New World of Warcraft Short Story: Code of Rule
Originally Posted by Blizzard (Blue Tracker / Official Forums)
In the days before the Iron Horde invaded Azeroth and tightened its grip on all Draenor, Warchief Grommash Hellscream sought every advantage in his quest to conquer the orcish world completely.

The ogres of Highmaul once ruled Nagrand—and they still exert control over land and sea from their capital. They are massive obstacles to orcish dominance; obstacles that Hellscream himself has a highly personal stake in removing.

Faced with the prospect of extinction before a growing Iron Horde, the Sorcerer King of the ogres, Imperator Mar’gok, plots to ensure Highmaul’s survival at any price. But what can Mar’gok offer those who so eagerly seek his people’s demise?


Download and read “Code of Rule,” written by Ryan Quinn, to learn more about the Highmaul ogres and their tenuous pact with the Iron Horde.

FinalBoss #74 - Brewmaster Monk
FinalBoss covered Brewmaster Monks this week.

by Published on 2015-03-19 02:10 AM

New Cosmetic Wings, Ancient Weapons Talk, Quinsane vs GR 52

New Blackrock Cards: Dragon Egg & Dragonkin Sorcerer

A Look Into the Next Patch - Abathur, Murky, Stitches, Lost Vikings, and Healing

Patch 6.1.2 PTR - Build 19783
There was a small PTR build tonight that changed the client to a Release build.



PvP Damage Reduction Hotfix Reverted
The hotfix to give a 10% damage reduction in PvP has been reverted.


Originally Posted by Blizzard (Blue Tracker / Official Forums)
Recently, we applied a hotfix that reduced the damage players took in PvP by 10%. Our goal was to reduce damage across the board in order to slow matches down a bit.

However, we received overwhelming feedback from players saying that this change did not result in a positive effect on gameplay, and that they preferred the faster-paced matches they were experiencing prior to the hotfix. After some discussion, we’ve decided to reverse the change and remove the 10% damage reduction in PvP.

We will continue to look for opportunities to improve PvP combat in World of Warcraft. Thanks for your continued feedback!

Item Level Boost Live
The previously announced item level boost is live, and came with the surprise of the final stage legendary rings getting a boost as well. AskMrRobot and WoWDB should be up to date with the latest changes.



Patch 6.1 Hotfixes - March 18
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Items
  • To ensure that defeating new bosses feels appropriately rewarding, we are increasing the item levels of Blackrock Foundry raid drops by 5 item levels across all difficulties. Additionally, Stage-4 Draenor crafted and Tier-4 Apexis vendor gear have also been increased by 5 item levels to keep their power unchanged relative to Blackrock Foundry raid itemization. The above changes are retroactive. For more information on the reasoning for this change, please visit the forum thread titled: Blackrock Foundry Item Level Change.

PvP
  • In response to player feedback, we've reverted a hotfix from March 11 where players dealt 10% less damage against other players while in PvP combat.

Classes
  • Death Knight (Forums / Skills / Talent Calculator)
    • General
      • [Requires a realm restart] Reverted a hotfix from March 11 that fixed a situation where Blood Tap (Talent) and Death Strike would interact incorrectly and allowed Death Runes to become permanent.
  • Mage (Forums / Skills / Talent Calculator)
    • Frost
      • Fixed an issue where Enhanced Frostbolt's effect could be incorrectly consumed if the Mage was casting Frostbolt when it triggers.

Quests
  • The Day Deathwing Came: What Really Happened: Upon reaching the end of the canyon, Martek should now correctly remember that his motorcycle could fly, and allow players to complete the quest.

Environment and World Events
  • Frostfire Ridge
    • Removed an inaccessible treasure marker on the mini-map for characters that have learned Frostfire Treasure Map.

Raids and Dungeons
  • Blackrock Foundry
    • The Blast Furnace
      • Blackhand should no longer be speaking to players during the encounter if he has already been defeated.
  • Legacy
    • Naxxramas: Fixed an issue that could cause players to become stuck if Gothik the Harvester was defeated too quickly.

Blue Posts
Originally Posted by Blizzard Entertainment
CM and Developer Community Interaction
Every day there are constructive posts that essentially ask the same unanswered question. "Why doesn't Blizzard really care anymore?"
1. You and I must disagree on what "constructive" means.
2. It shouldn't be a shocking revelation that we don't jump to answer questions formed through false pretenses, or derived from fallacious arguments.

There are thousands of Blizzard employees who have dedicated their lives to not only making great video games, but all-around epic entertainment experiences. So many people here are so passionate and dedicated to their careers that your question is, at the very least, perplexing.

We understand people can get frustrated about things here and there. That's okay. WoW has a lot of moving pieces. Players are passionate too and we love that. But to channel that frustration into an accusation that we just don't care isn't constructive at all. To re-frame that accusation into a question is to really not be asking anything.

It feels like there's a barrier between the players and the devs, to the point that we often have no clue what's going on with the game changes or why. As an example I can relate to: Echo of the Elements, a Shaman talent, was totally redesigned for 6.1.
Why? We don't know. Nobody was complaining about it (at least not in noticeable amounts), and it was actually one of our better-designed talents. It wasn't used ALL the time or NONE of the time - it fit some situations better than others, as a talent should, and thus we'd change in/out of it on a fight-to-fight basis.

It didn't get better or worse necessarily - it's just a completely different design now.

I understand that some people will always want more information on our design philosophy. But do keep in mind that a developer's primary job is to develop. That's their expertise, but we'll do what we can as an organization to make sure players have some perspective on why the developers are designing things the way they are.

To use your example about patch 6.1 and Echo of the Elements, let's take a look at the section labeled "Talent Balance" in the 6.1 patch notes:

Developer Commentary: A primary focus for class changes in Patch 6.1 is improving overall talent balance. Not every talent needs to be useful in every situation; and in fact it’s often better if they have strengths and weaknesses. But we do try to have each talent be useful in some situations, and make them close enough in value that if you really enjoy the gameplay of a talent you don’t feel like you’re dragging your group down by using it.

For these changes we focused primarily on tuning (tweaking numbers), and nearly all changes are buffs to underperforming talents. The goal is to reach more variety of viable builds, without bringing down the existing popular choices.


Could one of those thousands of Blizzard employees not come to the forums look at some class post and say I see some real good Ideas and will take them to the devs.That would show one that Blizzard cares about what the players think and there are some really good Ideas on the forums.
It's not always beneficial for us or the community to acknowledge that we're doing such things, but that doesn't mean we aren't already doing that.

We're constantly reviewing and considering feedback, whether we're sifting through posts at work or logged into the game on our own time and checking out what people are saying/doing.

But to acknowledge every piece of feedback we're taking into consideration can lead to confusion or frustration if we don't end up acting on said feedback.

Acknowledgements so quickly get misconstrued as agreements, or even promises. Collecting feedback just isn't a public-facing communications exercise in and of itself. (Blue Tracker / Official Forums)

Item Level Boost Hotfix
I'd really love to know why changing a couple integers for items' level requires testing. I'm not being a jerk here or calling you guys incompetent. I'm legitimately curious how and why this could cause problems that need testing.
All hotfixes that affects the live game requires testing. Even seemingly simple things (it's not that simple) like changing a couple of integers requires testing to ensure that all the tier items are indeed being increased by 5 item levels and not something wacky like 50 item levels, the set bonuses still work, and so on. (Blue Tracker / Official Forums)

Crowd Control & Diminishing Returns List Updated
Lore posted an updated version of the CC and DR category list today.



Blizzard Stream Award Winners
The Blizzard Steam Award winners were announced today!

by Published on 2015-03-18 06:47 AM

Update (6:10 PM EDT): The 10% PvP damage reduction has been removed.
Update (3:40 PM EDT): The hotfix is live for all items other than a few crafted pieces (Alchemy trinkets), including the last stage of the legendary quest rings.

New Cosmetic Wings, Ancient Weapons Talk, Quinsane vs GR 52

New Blackrock Cards: Dragon Egg & Dragonkin Sorcerer

Weekly Sale - Seraphim Tyrael & Spectre Illidan Skin Previews

Item Level Boost Wednesday
Bashiok let us know that the item level boost is expected to go out Wednesday. Keep in mind that isn't a guarantee.


Originally Posted by Blizzard Entertainment
Blizzard's logic for deploying this on a Wednesday instead of a Tuesday shows how out of touch with the game you guys are.
The logic is its not done yet, and providing lots of heads up let's people make the right choices. (Bashiok)
Make sure something is done and ready to go THEN announce it, instead of the other way around.. you can lawyer talk -- cont.
Giving people advanced warning isn't anything but positive. You know it's coming, so you can make the right choices. (Bashiok)
Thanks for the headsup. That said, really poor communication about the intended timeframe for this.
We said next week, and we intended for it to be sometime this week. Doesn't matter when it's applied. (Bashiok)
Except to the people who raid on Tuesday, I suppose.
Why? (Bashiok)
Kinda does matter to people raiding tonight...
Shouldn't really. (Bashiok)
Oh you're being serious, so you actually are crying over 5 iLevels. Gotcha.
Think his point is it's more the principal of the thing than ilvls. (Bashiok)
Ideally it could have been out this morning. It wasn't. (Bashiok)
For one week, on a few item levels. I think it's probably fine. (Bashiok)
Awful communication as well as releasing for European reset day & screwing over the United States in the process.
We're releasing when it's done. It's a somewhat complex change. (Bashiok)
any eta on the time this will be live tomorrow?
No. When it's ready. I would personally suspect afternoon. (Bashiok)

Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
I don't think some passives should be baked into active abilities. It hides how a spec works and newbies constanly overlook it
This is definitely a point of confusion for some players that we will be taking a hard look at changing. (WarcraftDevs)

Druid (Forums / Skills / Talent Calculator)
Moonkin Wild Charge (Disengage) not usable out of combat. Design or oversight?
Original design. It was an oversight not to change this when we changed Disengage. (WarcraftDevs)

Art
Hey lots of helms that cover the face are now broken on human females because of the 6.1 changes. Any plans to fix it?
Art is constantly looking to improve helm fitting. Bug reports with specific examples/screenshots if possible always welcome. (WarcraftDevs)

PvP
Regardless, may we assume that you've seen the mountains of criticism regarding the Ashran changes? You discussing more changes?
I made a forum post elaborating on the reasons for the change and our thoughts on the matter have not changed. (holinka)

Some feedback about bag space (some pvp related) http://t.co/axl10JB1DQ
Yea we tried to reduce the amount of items you get from ashran. (holinka)

Constructive feedback on how to get more people into pvp. Really a great thread.
I certainly agree personally with the premise that nurturing "bad" players is important for a game overall (holinka)

Why is Arcane Power is dispellable and paladin's wings are not? I remember them being dispellable.
Avenging Wrath used to be dispellable, but dispelling it was too punishing. No promises, but we can discuss the same for AP. (WarcraftDevs)

Misc
Is there a reason stopped answering questions and just used as an announcer of hotfixes/changes now?
We haven't stopped and we're gathering a bunch right now. (WarcraftDevs)

Okay can you tell us who Gul'dan's voice actor is? Because that dude is amazing.
Troy Baker! He's great isn't he? Great to work with, too! (DaveKosak)

Thanks for the feedback and for presenting it reasonably. (holinka)
While his initial tweet could use some work, I don't think your sarcasm is going to work for you in the long run.
it wasn't sarcasm. It was genuine thanks. His tweet was good feedback. (holinka)
Your answers are either terrible and sarcastic or twitter sucks as a way to communicate with you.
Twitter isn't a great for communicating tone. I'm surprised people think this tweet is bad. (holinka)
Also to be fair the person I responded to was never unreasonable. Third parties decided it was sarcasm. (holinka)
Ever think that it might be time to give up twitter completely? Not saying you should, nor would I feel compelled to. Just asking.
No because 99% of people on here are great (holinka)
True story. We don't let the few bad eggs get us down. (Celestalon)

Apparently this is a mean spirited sarcastic tweet on my part. If this is the worst I ever do I'm succeeding. http://t.co/hUEE1u6YxK (holinka)
if you think a tweet is the worst you do, try Ashran ;-)
oh zing (holinka)

Guild Wars 2 - Camera Changes
Guild Wars 2 is getting some camera improvements in this week's patch. Among the changes are first person mode and a new collision detection system. You can see an example of how the changes affect your view here. Running past trees or other small things no longer zooms your camera in all the way.



The Elder Scrolls Online - Tamriel Unlimited
The previously announced change to drop subscriptions went live this week, along with the Tamriel Unlimited update.



Blizzard Art Update
Blizzard has added more pieces to the World of Warcraft: Warlords of Draenor Art gallery.

by Published on 2015-03-17 08:33 AM

Update (11:30 PM EDT): Item level increase should be here tomorrow!

Other Class Sets, Jinx's New Diablo Products, Monk T1-6 Progression Series

Deck Spotlight: Spark's Demonic Void, Card Design Competition Week #8

Hero Rotation for March 17, 2015, Blizzard Stream Awards Last Call

Blackrock Foundry Item Level Increase Effects
Our friends at AskMrRobot have updated their site with the item level changes and done the math to figure out how much the item level increase will help you. You can load your character and see your new item level.

If you uploaded combat logs or want to guess your percentile ranking, you can use the boss level DPS benchmarks to see how much DPS on each boss you can expect to gain from your new item level. You can also use the Wipe Rate graphs to see how much an item level increase should help your raid.







Armory Stats - Patch 6.1 Class Representation
Now is a good time to take a look at class representation once again. Our last look was at the end of Mists of Pandaria.

This sample includes 6.1 million characters for all item levels, 3.9 million for 630+, 2.2 million for 645+, 1.2 million for 655+, 663k for 665+, 321k for 675+, and 32k for 685+. Keep in mind that the higher the item level, the smaller the sample size, which means a less than perfect reflection of the actual class balance at that item level range.

Don't see a chart? Enable javascript!
Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
I see you fixed Arcane Power resetting with raid encounters..can we get the same for Ascendance ( and maybe even spirit wolves
Feral Spirits only has a 2 min c/d so intentionally doesn’t reset. Ascendance does for Ele/Resto but not for Enh; fix incoming! (WarcraftDevs)
What about Shadowfiend?
Shadowfiend already resets cooldown on encounter end. (Celestalon)
Never noticed. Since when?
The cutoff was >3min prior to 6.1. In 6.1, we changed it to >=3min. So, 6.1. (Celestalon)

Priest (Forums / Skills / Talent Calculator)
whatever happened to the visual indicator for Halo that I heard about for 6.1?
It's for Holy and Discipline only since they have a cast time. (WarcraftDevs)

Warlock (Forums / Skills / Talent Calculator)
Any chance of adding further clarity to Destruction Warlock tooltips to distinguish between partial/full Burning Ember usage?
We recognize how confusing Burning Ember measurements can be & keeping that in mind for future revisions. Appreciate the feedback! (WarcraftDevs)

Art
Where have all the crystals and stuff gone from the Shadowmoon Sash? D: http://t.co/Ur6vECCFLt
There were severe clipping bugs that necessitated their removal. (WarcraftDevs)

Character / Items
Winged Hourglass(680) vs Ironspike Chew Toy(680) has -54 int and -200 less spirit proc. Even 665 Chew Toy is better. Intended?
PPM vs. fixed % chance. We’re avoiding that kind of distinction/direct comparability moving forward to lessen the confusion. (WarcraftDevs)

PvE
Can you add a CD reset mechanic for dummies after you leave combat with them? Would make practicing openers less tedious.
No immediate plans just yet, but we are considering improvements to dummy fights for the future! Thank you for the suggestion. (WarcraftDevs)

PvP
are you happy with the current state of pvp? I hope ill get an honest answer.
Happy but not satisfied. We can always do better. (holinka)

Professions
What happened to Illusion: Holy Infusion? I'm sure it was part of 6.1 PTR but it seems like it's not part of the live build...
There was a last-minute complication that prevented us from being able to hotfix it. We're still working on it, though! (WarcraftDevs)

Lore
Re: The Legendary Stuff - Looking back on all of those "Grom will be the final boss!" tweets fondly (Muffinus)
and who said he isn't? He is still alive. Has it been officially announced that he isn't?
Nope! He still might be! I'm just enjoying all of the new speculation posts (Muffinus)

Misc
Randomness does not equal repeatability. 100% agree. I find randomness to often be an area where designers have more fun than players. (craig_amai)
It's a great tool, but it's rarely a solution on its own. I'm as guilty as any on that one. (craig_amai)
So you mean like Guardians/Mages? Or that MS and Crit and procs are a horrible system?
I'm speaking mostly from a content perspective. I'm not aiming it at combat systems personally. (craig_amai)
This is how I feel about dungeon crawlers. But then, it works for some people. To me obvious randomness = disposable = pointless
I find a similar response at times. Well-disguised randomness adds intrigue, but obvious randomness can be quickly tedious. (craig_amai)

From yesterday: Occupying human thought with mechanics leaves less room to process emotional response. Seemingly simple, but very wise. (craig_amai)
It's always desirable to keep mechanics and stimuli light, but this touches on why I'm so sensitive about systems/UI distracting from world. (craig_amai)
I think that is one reason the H&F fight is liked. Mechanics straight forward, not too much stimuli. Then you have forge. Chaos
Yeah, I vastly prefer mechanics that are well represented by the world itself over buffs, arbitrary interactions, etc. (craig_amai)
Not always possible though I suppose. (craig_amai)

Negativity rampant on the internet scares me for the sake of children most of all. It's too easy to acclimate to it as a norm of anonymity. (craig_amai)
Will online culture evolve past a toxic nature naturally, or does negativity in forums and comments need to be more aggressively enforced? (craig_amai)

Dark Legacy Comics #481 - The North Sea
DLC #481 has been released.

by Published on 2015-03-14 08:56 PM

Patch 6.1.2 PTR - Build 19769, Blue Posts, Py Wilson, Blue Tweets, Fan Art

Blackrock Foundry Item Level Change
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We are preparing to deploy a hotfix next week that will increase the item level of all raid drops from all difficulties of the Blackrock Foundry raid.

The main purpose of this change is to ensure that killing new bosses in the Blackrock Foundry raid feels appropriately rewarding. We are finding that groups coming out of a couple of months in Highmaul could often have an average item level that was just barely shy of the loot dropped by the appropriate difficulty in Foundry. A core part of the experience of progressing through a new raid tier lies in the sense that even if you didn't manage to kill a particular boss this week, the upgrades your raid group gathered along the way will make things smoother and improve your chances the following week.

This change will be retroactive, affecting existing items that players may have in their possession. Thus, instead of an item level range of 650/665/680/695 for Raid Finder/Normal/Heroic/Mythic Foundry, the loot awarded will now be item level 655/670/685/700 respectively. At the same time, we will be increasing the item level of the new highest-tier crafted and Apexis vendor items by 5, in order to keep their power unchanged relative to the Foundry raid itemization.

A few comments in response to some posts so far.

First, I wouldn't read much into the use of the word "tier" in the post - it's being used as a synonym for "zone" in this case. The point stands regardless: When you go through a series of learning attempts and wipes to defeat a new boss for the first time, you expect a commensurate reward for doing so. Many players coming out of 2 months in Highmaul were in a situation of having to work to learn and defeat new bosses that dropped loot of roughly the same quality as what they already were wearing. That isn't satisfying and doesn't allow for much power progression.

Second, the primary point of this change is not to nerf Foundry encounters. If that were the goal, it would have been much simpler to simply nerf the encounters, and we'd taken a more surgical approach to specific encounters. The aim is strictly to improve the reward side of the difficulty:reward ratio.

To use an example, consider a guild that primarily does Normal mode content and eventually progresses into Heroic. This guild may have been 6/7N Highmaul by early January; they ventured into Heroic and killed 2-3 bosses there, and then went back and finished off Mar'gok on Normal. Along the way, they also got some item level 670 loot from garrison mission caches. Now, Foundry comes out. Just because this group killed a couple of Heroic Highmaul bosses after two months in the zone doesn't suddenly make them a Heroic guild - they will, appropriately, begin in Normal Foundry. But their average item level with mostly 655 items (some 661 warforged), and some 670 items from Heroic Highmaul, is likely around 661 or 662 as a raid group. And that simply doesn't leave much room for meaningful reward. And replacing a 670 non-set piece with a 665 set piece is likely a power upgrade, but also does not feel particularly satisfying. You can change the difficulties in the example above, and we see the exact same situation with Heroic guilds coming into Heroic Foundry with an average item level in the 675+ range, which again didn't leave much room for improvement.

(Note that this logic really does not apply to Mythic Foundry, but once we're buffing loot from the other difficulties, we must also adjust Mythic in order to keep Mythic drops feeling like an appropriate upgrade over Heroic. Mythic Foundry is still plenty challenging and ranks among the overall hardest raid zones we've designed - an extra few item levels is not going to change that.)

Edit: And yes, the actual stats on the items are of course increasing along with the item level. The point is to improve the actual reward, not smoke and mirrors creating the illusion of one.

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