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by Published on 2013-04-19 03:18 PM

Brawler's Guild Shirts, World First Level 90, April 18 Hotfixes, Blue Posts, Fan Art

Ask the Devs - 5.3 PTR Edition
Originally Posted by Blizzard (Blue Tracker / Official Forums)
With the development of patch 5.3 in full swing, we’ve collected a series of PvP-focused questions from the community; the development team has the answers in this new edition of Ask the Devs.

PvP Item Level Cap
Question - How are we planning to have the ilvl cap work in patch 5.3? Rumor has it that the cap will slowly increase over the course of a season. If this is the case, where is the big enjoyment we get out of new gear, especially weapons?

Answer - For patch 5.3, PvP items will just be capped outright. The current plan for 5.4 is to have the cap gradually increase over time so that players won’t acquire new gear that doesn’t benefit them (because it would just be lowered to the cap). We’re also talking about different ways in which to calculate the cap. For example, if you had full ilevel 496 gear and acquired a new 520+ weapon, it would just get dropped to 496 as well. Maybe we can design the system so that your average overall can climb to a slightly higher number.

Overall the intent is that elite PvP gear is cosmetic. We don’t want item levels within PvP gear to have such a huge disparity that a new PvP player has a miserable experience—that’s the entire intent of this change.

Question - Currently the 5.2 ladders are being plagued with PvE trinkets that have really nice procs. Are the ilvl caps going to assist with any future cases of strong PvE items and trinket procs? If not what have you got planned to avoid PvE items being BiS for PvP?

Answer - We think “plague” is too strong a word here. Our goal is not to prohibit all PvE gear in PvP, or we would do just that. We like that either gear type can be used to get a leg up in the other format. What we don’t want is for players who are in full Conquest gear to feel like they need to go pursue a PvE item in order to be competitive. We have made some changes to trinkets already and we will modify others if we feel it’s necessary. Our tactic overall is to have PvE trinkets with the potential for PvP burst (such as those with a large primary stat proc) to proc more frequently but for smaller amounts against players.


Resilience Changes
Question - Why did you decide to remove resilience from PvP gear? Don’t you feel that there are bigger issues in the current pvp system, like too much cc or better class balance?

Answer - As it stands now, players need a certain percentage of Resilience just to have any fun in PvP. It’s a very discouraging experience to step into a random Battleground with a bare minimum of PvP gear and not be able to stay alive enough to contribute to your team at all. However, we were concerned that if we brought the minimum level of Resilience up that there wouldn’t be enough head space remaining to be able to offer it as a progressive stat on gear; starter gear would have had 65% and max gear would have something like 70%. Yet Resilience as a concept is still important—the damage that a player can do was originally and is ultimately calibrated around how long it takes to kill a quest creature in the outdoor world, but PvP battles at such a fast pace aren’t very fun. Therefore, we decided it just made more sense that players take less damage from other players.

Changing the way gearing works doesn’t preclude making other PvP changes we feel are necessary, and indeed there are several class PvP changes in patch 5.3. On the topic of crowd control specifically, overall we don’t feel like there is too much. We think crowd control is critical to PvP, because without crowd control, battles among players devolve into tunneling and burst cooldowns. Knowing when and who to control, when and who to dispel, and how the various diminishing returns work is knowledge that helps to differentiate player skill in PvP. We would like to make another pass at the amount of instant crowd control in the game, and we think the diminishing returns system could stand to be slightly streamlined overall, but I wouldn’t expect major overhauls to this design.

Question - With the changes to PvP gear and resilience in 5.3, how is it that you plan for World PvP to work so that PvE gear won’t be overly dominant?

Answer - Fully geared Conquest gear gives you about 60% PvP Power, which translates to 60% more damage. Wearing such gear, you will have a significant advantage over the LFR-geared player, have a moderate advantage over the normal-geared player, and should be pretty competitive with a Heroic raid–geared player—they may have more survivability, but you might do more damage. Statistically, Heroic-geared raiders are a very small percentage of WoW players, so you’re unlikely to even encounter them out in the world. If you do, the outcome will likely come down not to small gear disparities, but who is more skilled at PvP, who got the jump on whom, and which side outnumbers the other.

World PvP is inherently unfair, which is also part of its charm, compared to structured Arenas and Battlegrounds. (Imagine for a moment world PvP with gates that opened after a shared countdown!) Overall we think the gear changes we’re talking about will be a good improvement for organized PvP, without causing much or any harm to world PvP.

Question - In patch 5.3, all resilience is being removed from gear. Does this include the PvP heirlooms? If it does, will we be replacing the stats with something else that is useful?

Answer - We did not remove Resilience from heirlooms for patch 5.3. If we feel like the other Resilience changes in 5.3 are successful, then we might go back and look at the lower-level PvP gear, including heirlooms. One option is to replace the Resilience with PvP Power. Also keep in mind that the 65% Resilience is at level 90; it will be smaller at lower character levels, where the presence of Resilience on gear can still provide some benefits.

Question - Because of base resilience and the iLvl cap, what do you plan to do about PvE geared tanks in rated battlegrounds? They will be a clear choice over flag carriers with PvP gear.

Answer - The main role of tanks in PvP is as flag carriers. There is a debuff that applies to flag carriers that causes them to take additional damage, and we made a change to have this debuff even stronger for tanks in Rated Battlegrounds. Philosophically, we’re okay with tanks being useful in PvP, but in general, characters that are hard to kill with a reasonable amount of control aren’t fun for anyone else, so we’re definitely not trying to encourage even more tank participation in PvP. With this change, you can still use a tank as a flag carrier, but it should also feel more feasible to try having other classes and specs carry the flag as well.

Question - Why was 65% resilience the chosen number? Do you feel that this will be too much or too little damage reduction and do you plan on changing this in the future?

Answer - It’s close to what players have today in full Conquest gear, and we think survivability feels okay for those characters. We may increase it to 70% or higher depending on how things feel, especially in patch 5.4.

Question - What is the objective of allowing resilience gems and resilience enchants in a pvp set? We have experienced that right now everything that adds resilience to your gear is useless. Are you going to improve resilience gems and enchantments to make them more appealing to use or are you going to remove it over time?

Answer - As we said above in regard to heirlooms, we wanted to evaluate the Resilience changes in 5.4 before propagating them through every system in the game. It could be that we redesign Resilience gems and enchants in patch 5.4. Keep in mind that the relative survivability you get from those gems and enchants has not changed, even though the numbers are smaller. If you enjoyed 10% less damage before, you still will now.

Question - Will this resilience change have any impact on PvP Power? Can you elaborate on what you are doing to make it a more attractive stat for Flag Carriers and healers?

Answer - We increased the PvP Power benefit to healing from 50% to 100% and increased Battle Fatigue by a proportional amount. These two changes should keep healing at about the same strength as in patch 5.2, but make PvP Power as a stat more attractive to healers. We discussed flag carriers a bit in an earlier question; we’re not really worried about tanks anywhere but CTF, and we have a CTF-specific solution.


Rewards and Incentives
Question - The Elite set is becoming a vanity item again in patch 5.3, and it’s very expensive and frustrating having to gem and enchant your gear a second time. Have you considered making Elite gear function similarly to Challenge mode gear?

Answer - The current design is a remnant of our plan in patch 5.2 where the older piece is consumed in order to purchase the newer piece. We implemented the system in such a way because it allowed players to transfer the upgrades to the new piece without requiring additional Conquest points. Now that we don’t support upgrading PvP gear, we could reconsider this design for the next season and make Elite gear behave more like Challenge mode gear.

Question - In patch 5.3, the elite gear will be quite difficult to attain for casual Arena players. What kind of rewards do you have planned for casual PvP’ers to keep them interested in PvP?

Answer - Elite gear is positioned as one of the ultimate PvP rewards. Similarly, Heroic raid gear is also hard to obtain for casual players. In the meantime, more casual PvP players should see steady rewards as they earn the normal Conquest pieces. We do think that there’s room for more PvP rewards that aren’t just aimed at the very best PvP players. Next season, we’re discussing some rewards aimed at participation (e.g. win 50 Rated Battlegrounds) and not just the players with the highest win percentages.


Class Changes
Question - The change in patch 5.3 that makes Gateway require a four second cast time and being attackable is going to be quite damaging to warlocks when affliction is already in quite a poor state. What was the reasoning behind this change and what do you plan to do with Affliction to make it more competitive?

Answer - Our overall goal was to make Gateway less binary. As implemented on live realms right now, it feels very hard to get up, but then brutally punishing to the other team once you get it at full effectiveness. With these changes, it’s easier to get the Gateway up but less transformative when you are successful. We are still evaluating their health—we don’t want them to be trivial to destroy. One change that players may not be aware of is that in patch 5.3 the first charge happens after 5 seconds (down from 13 seconds), and each additional charge requires 10 seconds (down from 15 seconds).

We don’t feel that Gateway is the key to making Affliction more competitive. We changed Haunt to refund a Soul Shard when it is dispelled, with the intent that Shards spent on Haunt instead of Soul Swap shouldn’t feel wasted. We also redesigned the PvP set bonus to grant additional damage to DOTs. While this benefits all Warlocks, it will benefit Affliction the most, which should help make them more competitive with the other Warlock specs.

Question - What is the reasoning behind the upcoming changes to Void Shift? This spell already has a high risk to use, why target it for a nerf?

Answer - Shadow is overperforming and something needed to go. Shadow priests have high damage, strong defenses, and lots of utility. What we think was putting them over the top was being able to save their healer with things like Void Shift and Mass Dispel.

Question - Why are you buffing the way PvP power affects hybrid healing? Classes without healing abilities are also affected by PvP fatigue, such as Second Wind and recuperate. What about the survivability loss those classes get from this change?

Answer - In patch 5.3, all specs (even classes without healing specs) benefit from a PvP Power-to-healing conversion. This means that any heal should benefit from PvP Power; this includes percentage heals such as Second Wind and Recuperate. Previously things like Second Wind and Recuperate weren’t benefitting from PvP Power at all.


A Few Extras
Question - Are there any plans for patch 5.3 or beyond to allow players to be able to join multiple 3v3 teams at once, or even allowing cross-realm arena teams?

Answer - Not in patch 5.3, though we may do something like this at some point in the future. We think that such an idea is interesting and could encourage more people to participate in PvP.

Question - Casting spells is still quite a painful process, especially with skills like Mind-numbing Poison and Necrotic Strike. What have you got planned for 5.3 to start moving the game back to casted spells rather than instants like was promised some time ago?

Answer - It’s a bit of a chicken and egg issue. We’ve gone on record as saying we think PvP would be more fun with fewer instant spells, since instant spells allow players to move a lot and don’t open them up to being countered. Once we tame instants, it’s entirely possible that Mind-Numbing Poison and Necrotic Strike will be too powerful. They already slow player casts by less than what they do on creatures, and that number could be even lower (though at some point the debuff would just end up being unnoticeable).

Regardless, a change like this one is huge—it’s not just a simple data tweak, so don’t expect something for 5.3. Instants are used throughout the game and we can’t simply, for example, change the cooldown of Holy Shock.

Question - A new battleground and arena are planned for patch 5.3. This is really cool, do we have any more plans for battlegrounds and arenas and what can you share about these?

Answer - There is nothing new in the pipeline at this time. We may spend some time fixing older ones. We have a lot of data now about which Battlegrounds players are voting out of participating in, so that gives us some direction on which Battlegrounds we could potentially fix . . . or even cut.
by Published on 2013-04-19 06:01 AM

Public Test Realm: Patch 1.0.8 Notes (Updated 4/18)

Patch 5.3 - Brawler's Guild Shirts
Patch 5.3 adds several new Brawler's Guild bosses, which reward you with new shirts once they are defeated! These shirts all have an equip effect, which looks similar to the effect of Precious' Ribbon, rewarding you with an extra buff on you at all times.


Level Type Slot Name
1ShirtShirt Floot-Tooter's Tunic
1ShirtShirt Gorgeous Blouse
1ShirtShirt The Boomshirt
1ShirtShirt Undisputed Champion's Shirt
1ShirtShirt Sharkskin Tunic
1ShirtShirt Ooze-Soaked Shirt
1ShirtShirt Brucehide Jersey
1ShirtShirt Tuxedo-Like Shirt
1ShirtShirt Paper Shirt
1ShirtShirt Last Season's Shirt
1ShirtShirt Digmaster's Bodysleeve
1ShirtShirt Sightless Mantle
1ShirtShirt Wraps of the Blood-Soaked Brawler


World First Level 90
You may remember that Fs was able to reach Level 90 before everyone else through some clever use of game mechanics, but Blizzard reset him to level 87. We finally got an update on this today when his achievement was restored!

Originally Posted by Blizzard (Blue Tracker)
After some lengthy deliberation on this topic and evaluation of all facts, we’ve decided to overturn our decision on this matter. We will be re-instating Fs’s achievements. Our apologies to Fs for any frustration this has caused.


Patch 5.2 Hotfixes: April 18
Originally Posted by Blizzard (Blue Tracker)
Classes

Quests
  • Eyes of the Thunder King: Engaging Unblinking Eyes and Focused Eyes will now place all members of the raid in combat, preventing players from releasing when they die.

Raids, Dungeons, and Scenarios
  • Throne of Thunder
    • Ra-den
      • Fixed an issue where it was possible to have 2 instances of Unstable Vita active during the Ra-den encounter.
    • Twin Consorts
      • Crane Rush now deals 5 million damage, down from 30 million damage in Raid Finder difficulty.

Items
  • Brutal Talisman of the Shado-Pan Assault now grants a reduced bonus of 4400 to Strength, down from 8800 Strength, and the effect duration now lasts 30 seconds, up from 15 seconds when the effect is activated in PvP combat.
  • Tyrannical Primal Diamond when socketed to a bind-on-equip helmet now causes the helmet to become soulbound.
  • Vicious Talisman of the Shado-Pan Assault now grants a reduced bonus of 4400 to Agility, down from 8800 Agility, and the effect duration now lasts 40 seconds, up from 20 seconds when the effect is activated in PvP combat.

Bug Fixes
  • Resolved an issue where Capacitive Primal Diamond's effect was not activating properly.

Blue Posts
Originally Posted by Blizzard Entertainment
Crowd Control and PvP
With regards to crowd control, we don't really feel like there is too much of it, right now. We feel that CC is integral to PvP because without it battles simply become about tunneling and burst cooldowns. This is actually another situation where the question is touched on in a bit more detail in the "Ask the Devs — The Answers" blog which we plan to post tomorrow. So be sure to keep your eyes open for that

Freezing trap, Sap and Gouge share the same DR. Same goes for Fear, Psychic Terror (Psyfiend fear) and the Blind disorient. Just wanted to mention that, but also that the developers briefly mention diminishing returns in the blog tomorrow as well. (Blue Tracker / Official Forums)

Shado-Pan Trinket Changes
It procs and i got 6900 agi for 40 seconds.. ???
This is actually just the tooltip not being updated yet as that requires a client patch. If you check your character sheet while in either Battlegrounds or Arena, you will see that the effect only applies 4400 Agility or Strength and the duration of the buff has been doubled.

This effectively halves the burst potential of the trinket and doubles its duration. This results in the damage being much easier to heal, but lasts a longer amount of time. So this isn't actually a bug, it's an intended change, the tooltip for the buff just isn't updated yet.

Btw nakatoir any reason you guys don't just remove it completely from pvp?
Because that is not our intent. Our end goal is not to prohibit PvE gear in PvP, if it was, that is what we would do. There is actually a question about PvE items in PvP, in the upcoming "Ask the Devs — The Answers" blog. Keep an eye out for that as we plan for this to go live tomorrow.

None wants Pve trinkets in PvP, NONE. Why even make it viable? 4k agility for 40 seconds is almost better then 20 seconds because certain hunter rogue healer comps only have 40 seconds games Don't forget that in 5.3, this trinket will also be getting scaled back to iLevel 496. This means that the stat proc will be getting lowered with the reduced iLevel and then halved as well when inside Battlegrounds and Arena. So in 5.3, the affect of this trinket will be diminished even further. (Blue Tracker / Official Forums)

Five Player Dungeons
I love 5mans, always did, they just seem to fit perfectly with what I enjoy most about WoW, playing with a small group of friends that also happen to be very good players. For me this made heroic dungeons one of the most entertaining things about WoW ever since The Burning Crusade, followed only by Arenas and heroic Raiding. So on that regard, totally agree, I would love to see more (heroic) dungeons popping up, but I don't necessarily agree that they’re needed because of catching up issues.

We’re aware that not everyone finds LFR entertaining, yet some of those players still run it for the drops, and of course… that’s not ideal. I mean, almost everyone enjoys the hunt for loot, it’s a big part of the MMORPG experience, but you should be having fun while doing it.
This is where I believe heroic scenarios and challenge modes can make a difference, those players will (hopefully) become more inclined to run these instead of LFR. (Or in addition to LFR; as some players will always go where there is at least 1 loot upgrade for them no matter what, and that’s ok.)

These rewards will have a higher ilvl than current LFR gear (still subject to change). With the possibility for better rewards than LFR, I would expect to see skilled casual players choosing to do for example one challenge mode daily quest and one heroic scenario instead of an LFR wing.

Also important to notice, Ghostcrawler recently said that devs are considering making heroic scenarios require a pre-made group.
This is quite a change, and if that goes live I believe that we’re on the path for having content for just about every kind of player, new and casual players will have dungeons, dailies, LFR and Battlegrounds; casual (due to lack of time) but highly skilled players will have challenge modes, heroic scenarios and Arena/RBGs, and the more hardcore/highly skilled players will have normal and heroic raiding in addition to all the rest.

So would 5mans still make sense? Of course, there will still be players that probably prefer 5mans to any other type of content but unfortunately with the current pace of development, we need to decide between raids and dungeons, because that’s the issue, they compete with each other in terms of resources, and while I think we can and should always try to improve on this, in both the efficiency and efficacy in which we produce content, I believe that right now most players still prefer to have more raiding content than dungeon content.

We have dailies, heroic scenarios, challenge modes, LFR, crafting, BGs, RBGs and Arenas, all of these have the ability to provide more than enough gear to be able to start raiding (at least) on normal mode.

There needs to be some progression too, we don’t want players to ding 90 and jump directly into ToT normal, but if you’re in a guild that has run previous raids and is just trying to fill some of the open raiding spots, you can afford to take slightly less geared players and still maintain an overall decent average raid ilvl. In the case of a new guild, you won’t have to wait too long before you step into ToT with all the options players have for gearing up that I’ve mentioned before, including previous raids.

I would also question the argument for skipping content. I could understand it if you’re close to the end of an expansion and you want to see the latest content before it “expires”, but otherwise, you’re just skipping on a lot of entertainment value. Personally, I still am quite fond of those old Kara alt-runs even when we were doing BT with mains. Having a path that you have to follow to evolve your characters is a good thing, too much skipping just devalues content even faster, content that could otherwise be a source of great entertainment. Personally it makes me a bit sad inside to see all that old content being somehow wasted away, what was once the glory and jewel of each of the previous expansions’ PvE content shines now somehow a little less bright and has devalued in a way that makes it almost obsolete, I only wish we could one day make all that content available for everyone to experience again the way it was designed to be experienced in a seamless fashion. Oh well, blues can get nostalgic and dream too you know.

I'm quite excited to see how heroic scenarios will turn out, and also for the changes being applied to the challenge mode rewards, I'm hoping to see a lot of players running both of these, and I will for sure be one of them. (Blue Tracker / Official Forums)

Student Art Contest Honorable Mentions
The Honorable Mentions from the Student Art Contest look nice as well.

by Published on 2013-04-17 11:28 PM

Patch 5.3 PTR - Build 16853
Build 16853 will be deployed to the PTR realms soon.

New Strings
Originally Posted by MMO-Champion
  • MODEL - Model
  • TOS_DECLINE - Reject



New Items
You can see all of the new Patch 5.3 items on the WoWDB PTR site!

Level Type Slot Name
1ShirtShirt Tuxedo-Like Shirt
1ShirtShirt Digmaster's Bodysleeve
1ShirtShirt Sightless Mantle
1ShirtShirt Wraps of the Blood-Soaked Brawler
1Consumable Challenge Card: Bao'za
5Consumable Celebration Package


Achievement Changes
Originally Posted by MMO-Champion
Archaeology
Professions

Brawler's Guild
World Events

Deepwind Gorge
Player vs. Player

Pandaria
Quests

Pandaria Raid
Dungeons & Raids
  • Genetically Unmodified Organism Defeat Primordius in Throne of Thunder on Normal or Heroic difficulty without any player or Primordius absorbing a Mutagenic Pool. 10 points. receiving a harmful mutation. 10 points.

Pet Battles

Player vs. Player

Scenarios
  • Fight Anger with Anger (New) Defeat the Abomination of Anger in the Crypt of Forgotten Kings scenario with 20 stacks of Uncontrolled Anger. 10 points.



Spell Changes
Originally Posted by MMO-Champion
Mounts

Item Set Bonuses

Death Knight (Forums, Talent Calculator)
Blood

Druid (Forums, Talent Calculator)
Balance & Restoration

Hunter (Forums, Talent Calculator)
Talents
  • Intimidation is now a Level 30 talent, replacing Blinding Shot.

Marksmanship
  • Binding Shot is no longer a talent, just a Marksmanship spell.
  • Wild Quiver (New) Deals ranged weapon damage. Requires Crossbows. Hunter - Marksmanship Spec. 100 yd range.

Mage (Forums, Talent Calculator)

Talents

Fire
  • Critical Mass now gives a 1.3 damage multiplier, up from 1.2.
  • Pyroblast had a 10% damage and SP scaling reduction.

Monk (Forums, Talent Calculator)
  • Chi Wave now hits targets within 25 yards, up from 20.

Windwalker
  • Brewing: Tigereye Brew For each 3 Chi you consume through use of abilities and attacks, you gain a charge of Tigereye Brew. Use Tigereye Brew to consume the charges, granting you 2.60% [ 2.60 or 1.00 ]% increased damage for 15 sec. Tigereye Brew can stack up to 20 times, but can only consume up to 10 stacks at a time for 26.00% [ 26.00 or 10.00 ]% increased damage. Monk - Windwalker Spec.
  • Tigereye Brew Increases damage done by 2.60% [ 2.60 or 1.00 ]% per stack of Tigereye Brew active, consuming up to 10 Tigereye Brew stacks. Lasts 15 sec. For each 3 Chi you consume through use of abilities and attacks, you gain a charge of Tigereye Brew. Use Tigereye Brew to consume the charges, granting you 2.60% [ 2.60 or 1.00 ]% increased damage for 15 sec. Tigereye Brew can stack up to 20 times, but can only consume up to 10 stacks at a time for 26.00% [ 26.00 or 10.00 ]% increased damage. Monk - Windwalker Spec. Instant. 1 sec cooldown.

Paladin (Forums, Talent Calculator)
Holy

Priest (Forums, Talent Calculator)
  • Binding Heal had a partial tooltip fix.
  • Penance had a 10% damage and SP scaling reduction and 10% healing an SP scaling increase.

Discipline
  • Atonement now heals for 90% of the damage dealt, up from 80%.
  • Penance had a 10% damage and SP scaling reduction and 10% healing an SP scaling increase.

Major Glyphs
  • Glyph of Smite no longer allows for the additional damage to be transferred by Atonement.

Rogue (Forums, Talent Calculator)
Talents

Major Glyphs

Shaman (Forums, Talent Calculator)
  • Chain Heal had a ~18% increase to healing and SP scaling.
  • Earthliving had a 20% increase to healing and SP scaling.
  • Healing Rain had a 20% increase to healing and SP scaling.
  • Healing Rain now costs 36.6% of Base Mana, down from 43.1%.

Elemental

Enhancement
  • Feral Spirit wolves are now immune to movement-impairing effects.

Restoration

Warlock (Forums, Talent Calculator)

Demonology

Major Glyphs

Warrior (Forums, Talent Calculator)

Talents
  • Enraged Regeneration no longer costs Rage. Now heals for 5% of total health, and another 5% over 5 sec, down from 10% initially and 10% additionally. Effects are doubled if used while Enraged.
  • Second Wind no longer grants Rage on being Stunned or Immobilized.

Arms

Fury

Protection
  • Bastion of Defense now reduces the cooldown of your Shield Wall by 1 min, down from 3 min.

Racials
Human
  • Languages Common. Pandaren Racial. Common. Human Racial.

Orc
  • Languages Orcish. Pandaren Racial. Orcish. Orc Racial.

Pandaren

Raid & Dungeon Abilities
  • Barrel Explosion The gunpowder barrel explodes, dealing 50,000 damage to all units within 4 5 yards. 10 yd range. Instant.
  • Twisted Elements Blasts an enemy with dark magic, inflicting 50,000 Shadow damage. 40 20 yd range. 2.5 sec cast.
  • Veil of Darkness Launches a dark bolt of energy at enemies within 0 50 yards, inflicting Shadow damage and reducing their ability to receive healing. 50 yd range. 2.5 sec cast.
by Published on 2013-04-17 04:37 AM

Ray of Frost Also to Receive Buff, Quality Over Quantity, Blue Posts, Fan Creation of the Week: The Art of Crimson-Nemesis

Patch 5.3 - Darkspear Rebellion Quartermaster
Ravika, the Darkspear Rebellion Quartermaster sells several useful and novelty items.

The epic Latent Kor'kron pieces cost 200 of the Barrens resources, 100 of one type and 100 of another. These are also dropped by the Kor'kron NPCs you are killing in the Barrens for the Battlefield: Barrens weekly quest, with roughly a 1% drop rate. They can be combined with a Radical Mojo from the weekly quest to create a piece of item level 476 spec appropriate armor.

The Raptorhide Boxing Gloves cost one Radical Mojo and grant access to a new Brawler's Guild boss. Gahz'rooki's Summoning Stone also costs one Radical Mojo.

Griftah's Authentic Troll Shoes, Bom'bay's Color-Seein' Sauce, Whole-Body Shrinka', and Sen'jin Spirit Drum all cost 500 of one of the Barrens resources.

The Darkspear Battle Standard and Rainstick cost only 10 of the Barrens resources.



Level Type Slot Name
11Companion Pets Gahz'rooki's Summoning Stone
1Other Whole-Body Shrinka'
1Other Bom'bay's Color-Seein' Sauce
1Other Sen'jin Spirit Drum
90Quest Raptorhide Boxing Gloves
90None Latent Kor'kron Chestpiece
90None Latent Kor'kron Boots
90None Latent Kor'kron Gloves
90None Latent Kor'kron Helm
90None Latent Kor'kron Leggings
90None Latent Kor'kron Spaulders
90None Latent Kor'kron Belt
1CosmeticFeet Griftah's Authentic Troll Shoes
1Consumable Xan'tish's Flute
1Consumable Darkspear Battle Standard
1Consumable Rainstick


Patch 5.2 Hotfixes: April 16
Originally Posted by Blizzard (Blue Tracker)
Classes

Quests
  • Secrets of the First Empire: Fixed an issue where an excessive amount of Trillium Bars could be removed while completing the quest.
  • Securing A Future: Lady Jaina Proudmoore should reappear properly if the player logs out while completing the quest.

Creatures
  • Maturing Raptor should spawn more frequently now.
  • Trained Compy should spawn more frequently now.

Raids, Dungeons, and Scenarios
  • Throne of Thunder
    • Durumu the Forgotten
      • Durumu will now have a longer delay before resuming his attacks while the maze of Eye Sores despawn.
    • Iron Qon
      • During the final phase of the encounter, Iron Qon's Quilen champions should no longer try to reposition themselves in 10-player and 25-player Heroic difficulty.
      • Reduced the health of Ice Tomb.
    • Ji-Kun
      • Fixed an issue where players with Daedalian Wings may incorrectly receive the Lesson of Icarus debuff while flying between some of the upper nests.
    • Primordius
      • Fixed an issue that could cause Fully Mutated players to deal excessive damage to Living Fluids or Viscous Horrors that are under the effects of a Warlock's Immolate.
      • Reduced the health of Primordius by 11% in 10-player and 25-player Heroic difficulty.
      • Reduced the health of Viscous Horrors by 15% in 10-player and 25-player Heroic difficulty.
    • Tortos
      • Fixed an issue where certain situations could cause Whirl Turtles to travel more slowly than intended when kicked.
    • Twin Consorts
      • Reduced the health of Lu'lin and Suen by 10% in Raid Finder difficulty.

Items

RNG and Loot Systems
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Why not have something similar for PvE? Why not? I know there are valor and justice points but they don't cover everything. Weapons would be a good example.
Just my opinion, since I feel this is an interesting topic to talk about...
One of the aspects that makes raiding (and PVE) so exciting is the fact you don't know what will drop and when. It's not the first time I find myself in a position where I'm chasing a particular drop and it just keeps evading me *forever*. It is, indeed, rather frustrating when you consider it from the perspective of the person that wants to finally get that new shield or bracers or whichever.

On the other hand, though, and this is where I think it'd make PVE less attractive is that, if you can plan for certain which upgrades you'll be getting, and when, then, there might not be enough reason to progress past certain bosses. Say, your guild has a hell of a time trying to kill Megaera. Under such a system, you'd still be rewarded with a Tier 15 helm token after some time, despite that one dropping only from the Twin Consorts. And therefore, losing part of the incentive to keep pushing your raid progress to that boss as well as getting rewarded just for showing up on the instance and doing some progress.

Also, the Valor Point items do ensure you'll be able to get items within a reasonable timeframe, of course, you might argue you'd like to get gear faster, but the fact is that you can control to some extent when you'll get something.

Putting those things into perspective, sure, weapons may feel harder to attain since you can't get them through Valor Points, but, if you could carefully plan item by item when and how you'll get each upgrade, wouldn't that remove that excitement of finally getting the item you've been chasing for so long?

please explain where the excitement is of going through raid after raid & the item (weapon in this case), just never drops? oh look, another raid & yet again nothing drops...i can hardly contain myself until next week when i get yet another chance to try my luck. oh the excitement of it all. put in that context, would you really think its enjoyable to go through yet another LFR only to find it doesnt drop again?
Now talking about weapons... how often has it really occurred to any of you that you've never had a weapon drop for an entire tier? Personally I've never been in that position. Have I gotten my weapon late in a tier? Yes. Have I gotten it soon after a tier had launched? Yes. That's RNG. I'd wager if most people could plan their upgrades, weapons might be on the number one spot (depending on the class, of course).

But above all that, the underlying question isn't just convenience, but rather it branches into two things:

-Why do we want to get rid of RNG? Because we can't control drops? Why is that negative if you're having fun playing the game? If someone out there wants to get all the items as soon as possible so he/she can stop playing the game as soon as possible, then maybe the proper question should be... are you having fun in WoW? Because the moment we start thinking on the quickest way to get everything done and then not come back until a new patch has been released might be a sign of needing some time to disconnect from the game.

-Once you control your drops, what's next? removing RNG from quests? from things like which artifact you'll get next on Archaeology or which jewel pattern you'll learn on that next research?

RNG does have a positive aspect for the game. Sure, it makes it unconvenient when we're trying to control everything, but I believe it ultimately falls back to the "having fun" aspect of all this. Would you have fun in a game where you can control everything? For an extended period of time?

No RNG there, but hey, I guess there's a reason companies pay you a pre-determined sum of money each month rather than by handing you an random item you may or may not find use for. I like my job a lot and having a random reward system wouldn't make it more fun.
But this is a game, not a job. It should be fun, if it feels like just an obligation... what's the point? I mean, from what some of you are expressing, it sounds like you feel obligated to play and the loot is forcing you to play longer than you'd like. Isn't that an odd sentiment to have?

A table of gear comes out, where you can CHOOSE whether you want the tanking gloves(which you have) or the tanking shoulders (which is whole new and exciting!) Then you don't have a chance of getting a set of fine armor which you already have. I've tried this too many times. It comes up on my bonus roll and i get all excited until i see it's the same damn boot or shoulder that i already have gotten 3 times!

Conclusion: It would be nice to actually choose the armor you want if you should be so lucky to finally get a loot (which is rare these days LFR). Don't hate, this was just a crazy yet awesome (in my opinion) idea that fell into my little mind!

But we don't have just LFR, there're normal and Heroic raids. A player running LFR and Normal/Heroic using such a system could probably pick the perfect gear for himself quite quickly. One thing is frustration with not getting loot on the Raid Finder (which is something that may be alleviated in 5.3) and a different thing to have a system where you can basically cherry pick the gear you want to perfectly cover each slot. It takes a lot of that excitement I mentioned.

Players should get loot for EVERY boss they kill. It's simple as that. You go, you kill, you loot. There can't be nothing else, since the game is not about the lore, story or immersion anymore, but pew pew and lewt. Truth be told.
That's never been the case in the game.

If blizzard wants to change this, they should emphasise on the lore and story. Yes, there will be losses, but when the design revolves around killing LFR Tsulong (with THIS char) 20 ACTUAL times and never getting the bloody trinket he drops
But there were other options, right? You could get other trinkets if the one from Tsulong just refused to drop (which in the other hand, you can safely say is bad luck after so many kills).

Nobody wants to take RNG away. And nobody talks about getting everything as fast as possible. We want to see Progress in Raiding. Either in Raid-Progress or in IL/Loot. All in good time is a different thing than "Well you will get that Item without alternative maybe never, thats RNG"
It's just, we can't simply reduce it to "hey, we want progress in raiding". Sure, I bet that's a cool idea for many, but it has consequences on other aspects of the game, and that's what I find interesting, discussing those things. If we reduced everything to the perspective that makes our arguments valid, we would probably just limit ourselves to post either "hey, this is cool, we'll pass it along and see what the developers say" or "hey, sorry but the developers are not considering this". Is that the kind of interaction you'd like from the blues? I'm genuinely curious.

My DK friend still has no sha touched weapon and he's using the weapon from msv. I dont have my sha touched weapon either, but at least I have the healing mace from MSV upgraded. It's stupid how easy it is to obtain the sha touched gem but getting the weapon simply wont happen.

I have never gotten my weapon from toes. The drop rate for weapons needs to be increased then people wouldn't be so upset on the matter.

Ah! But he's using a weapon from that tier!

Of course, not the one he wanted, but one from it. You can say it felt getting sha touched weapons was too hard which is a valid argument, but it doesn't make my point any less valid, he did get an upgrade. So perhaps the thing isn't just RNG or RNG not, and it's more about... are the items and the effort required to get to them truly rewarding? Let's say Jin'rokh dropped the best weapons of this tier. And only weapons. Would it be as satisfying to finally get them as if they dropped only from Lei Shen?

I'm not sure you understand where I'm trying to get to. I think discussions like this (about loot systems in wow) are indeed interesting, and I'm 100% sure they provide useful feedback to the developers. It doesn't mean they'll necessarily implement anything of what you've mentioned here, but it'll make them have a better perspective of what the community thinks about this and might even give them a few ideas of their own on how to tackle those things they might also perceive as issues.

In short, don't focus too much on if I'm rebating your arguments. That's not the point of my posts, in the end it isn't me who you need to convince of anything and there's no gain in happily sitting down and saying "sure, this is all good!". If I'm asking something it's not to be dismissive, just to give more flesh to the discussion and allow more people to chime in with their thoughts. The more (ideas and perspectives), the merrier, because that's what makes these things so interesting.

Blue Tweets
Originally Posted by Blizzard Entertainment
PvE
will there be leeway for healers to take part in hc scenarios?seems a shame if we miss out on stuff just because we arent dps
You can heal them. It should allow the other two players to pull more stuff or move faster. (Source)

The need for real cooperation made WoW great; now absent before normal mode raiding. LFG/LFR == "RaidVille"
A small percentage of players cooperated. Most just leveled and then rolled an alt or stopped playing. (Source)

What about making loot depending on the composition? 5 shamans in 10man raid - bigger chance mail dropped? 10 man is hurt now
We actually like the different types of loot encouraging (but not mandating) class diversity. (Source)
Benching friends and family because they are not diverse enough sucks. Many 10 mans are built around friend/family.
That's totally a philosophy we support. It just may not be the most efficient way to play, if that's important to you. (Source)

why do you add components like brawlers guild and challenge modes if you got no time left for normal 5 mans anymore?
You're making an apples to oranges comparison. Consider the amount of dungeon architecture in say Stormstout Brewery. (Source)

Please stop making everything doable by a randomly assembled group. Yes, I know about challenge mode. No loot.
We're considering heroic scenarios requiring a pre-made group. (Source)
I could see these going well, but I'd really like to see punishing 5-mans return. *I* like challenge modes, but friends don't.
The problem we had before was making matchmade dungeons that were essential to progression too challenging. (Source)
It's possible if you could run matchmaking dungeons to gear for LFR that heroic premade dungeons could also still exist. (Source)

Does the ptr provide you with enough or proper feedback to tune raids?
High end - yes. Heroic guilds bring their whole raid and give us lots of numbers and feedback. LFR is pretty easy to test. (Source)
Normal is the most challenging - PTR raiding is just not something in the DNA of many of those guilds (understandably). (Source)

Did you ever consider making Lesser Charm of Good Fortune available for Justice Points or BoA? I h8 doing dailies after exalted..
Elder Charms perhaps, but we don't want Lesser Charms to be grindable that quickly. (Source)

Can you do anything about duplicate gear in Raid Finder? It isn't fun to get the same item three times...
We might let "bad streak protection" apply to duplicate items as well but we haven't decided for sure. (Source)

Clarification on the bonus roll protection. Does it work on rolls in normal raids as well as lfr? and in current content?
Not sure yet, but my guess is we'll do all bonus rolls and LFR personal loot. (Source)

Also, this reads like you are planning to lower drop rates to adjust for the new loot system fix in 5.3. True?
That's not something we want to do. Just clarifying that the goal is to avoid bad streaks not to let everyone gear up faster. (Source)

Interesting idea from forums to help tank/heal queues: give healers/tanks BoA token that lets dps alt go to front of queue.
I fear the experience won't be good for everyone if players with no interest or skill in tanking do it just for other rewards. (Source)
Was me. Do u fear cmplaints frm excsive Q > so so tanks. DPS might tolerate tnks more if they tried it.
Yeah, true and the right rewards could encourage someone who is ambivalent to tank. Just don't want to force undesirable behavior. (Source)

Comics - Dark Legacy Comics #385
Dark Legacy Comics takes a look at the new Determination buff in Raid Finder.


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