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by Published on 2011-09-01 04:18 PM

Update - Added a blue post clarifying the reasoning behind the blog post.

Worgen Racial Mounts Clarification
Originally Posted by Blizzard (Blue Tracker / Official Forums)
The intention with the new mounts was just to honor player concerns about achievements and even up the mount totals between the alliance and the horde. It’s something people had been requesting since the release of Cataclysm, so we’re evening up the numbers by giving the Alliance some additional mounts to add to their totals.

The Worgen racial mount is Running Wild. These are just some extra horses, for your horse needs. Perhaps the blog should have been titled 'New Gilnean Faction Mount'? Or maybe just 'Wyld Stallyns'? We may actually edit the blog to clarify why these mounts were added. To be clear, it’s not because we think worgen look their awesomest riding horses.

The intention wasn't really to hype this up, so much as to simply inform and reduce confusion. Our thought was, rather than let these be introduced without any context via data-mining, that it seemed like a better idea to introduce them ourselves with a bit of context.

[...] There was some miscommunication regarding the initial reason why these mounts were added. After talking with the devs again these mounts are actually being added because they already happened to be available and we thought it’d be nice to make them able to be purchased and ridden. Which is unfortunately quite a bit different than how we understood and framed the blog.

Their existence also allows us to give players that faction change to Worgen something in exchange for their old racial mount. Right now if you faction change to Worgen you lose your previous home-faction mounts, and so we’re also trying to correct that with this change.

Patch 4.3 Preview - Worgen Racial Mounts
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We're not going to make it very far without transportation, are we? If we just hightail it out of here, the forsaken will catch up to us in no time at all.

Rounding up some horses from the stable grounds southeast of here would normally be a breeze, but there's one snag. That last quake must've spooked Koroth, the ettin, down from the mountains. If we don't get our horses soon, I fear that he will.

In patch 4.3, we’ll be introducing worgen racial mounts to the stables of Azeroth. These sleek horses have been constant companions for the denizens of Gilneas since time immemorial, and your worgen characters will now be able to claim their ancestral mounts.

Click on the images below for a preview of what’s coming:

We hope you’ll visit the new worgen racial mount vendor to pick out a steed to call your own.
by Published on 2011-08-31 06:01 PM

Dev Watercooler -- Bloody Mitigation
Originally Posted by Blizzard (Blue Tracker / Official Forums)
What Active Mitigation Actually Means, and the Future of the Blood Death Knight

We recently buffed tank threat significantly and suggested that we would fill in any potential lost gameplay with new gameplay. What I meant by that was that if tanks don’t need to hit their buttons to generate threat, they may realize they don’t need to hit most of their buttons at all, and just stand there waiting until the right time to Shield Wall. Going a GCD or two without using a combat ability is fine with us. Standing around much longer than that gets boring quickly.

What we proposed is that tanks should ideally want to hit their buttons because it keeps them alive. I didn’t elaborate on that too much except to say it would feel more like the Blood DK method of tanking, which prompted some players to state that they didn’t like the DK model, or to point out that the DK model is not just active but reactive. Fair enough.

To better explain what we meant by that we need to define active mitigation. We define it as hitting buttons regularly that have a meaningful impact on your future mitigation. You should occasionally alter your rotation depending on what is going on in the fight, but you should still mitigate regularly and not save everything for the really big, predictable hits. DKs have a little of this, but Death Strike is ultimately a heal, which is a response to damage, not damage prevention. I also think the DK model gets a bad rap because of some other mechanical problems, which aren’t really problems with active mitigation per se. So let me go into a bit more hand-waving about what active mitigation could mean for other tanks, and then I’ll share a little DK info.

Some Active Mitigation Models

Here are three different models for why hitting buttons can matter to tanks. It's easy to come up with alternative models, and none of these are perfect, nor are we ready to announce which is the one we’re going to try first. But these ideas can get some discussions going.

Model One: Tank DPS matters

This one really isn't active mitigation per se, but it is a way to make pushing buttons matter. We have berserk timers or other DPS checks on a lot of our encounters. Typically tank DPS isn’t taken seriously on these fights, which is a little puzzling at first glance. Yes, the tank may not be able to match the Enhance shaman for damage done, but also consider that the Enhance shaman would absolutely love it if she could improve her DPS by a paltry 3K. That 3K may be enough to meet that DPS check. Note that I’m not talking about tanks being able to beat out skilled DPS players; I think most of us agree that would be a little bizarre. But that doesn’t mean tank damage has to be a non-factor either. Sure, the Feral tank may be doing 16K DPS to the shaman’s 30K, but 3K is 3K.

I polled all of the class designers who raid Heroic content (which is all of them, I believe) and only one had ever given his tanks a hard time for low DPS. Sometimes it’s just not possible because of the fight dynamics. In other cases it is, but as a community, we tend to not focus on tank DPS. We sometimes ask healers to Shadow Word: Pain, even though the contribution is trivial. Go figure. Maybe we assume tanks already have enough on their plate. Maybe they really are prima donnas and we don’t want them to /ragequit. (I kid.)

One potential downside of this model is that it's just the old threat rotations but with the emphasis on DPS rather than threat per second. Ultimately, we want tanks to feel like their rotations are related to tanking and that they aren't just doing a DPS rotation with the occasional long cooldown. Another is that it makes not only stats like hit and expertise desirable, but also crit and haste, which aren’t typically on plate tanking gear. We want to make tank itemization more interesting than just “stack mastery,” but we don’t want it to be baffling either.

Model Two: DPS buttons provide mitigation

This is the model that several players in the community have predicted will be our approach, and the idea has some merit. Under this model, imagine that a warrior wants to hit Shield Slam because it makes his next Shield Block larger. Imagine Revenge procs a short parry buff. Devastate and Thunder Clap already have roles applying debuffs. This model we think could feel pretty intuitive. One downside is that each individual button might feel less impactful and make the experience less visceral. Shield Block feels awesome because when you push it, the damage numbers go way down, and you feel “safe” for the duration. If you replace one slice of that pie with Revenge and Shield Slam, then everything gets watered down. If the rotation is very simple, then it feels like passive mitigation; if not then it’s a stressful juggling act. Another potential downside is that keeping up multiple buffs and debuffs can be tedious. Rather than it feeling like a bonus to get those procs, it can feel like a penalty whenever they’re not up. Even if you are hit and expertise capped, sometimes you have to move away from the boss to avoid a fire ring, or you need to leave to pick up an add. If you can’t bank the mitigation benefit, then the risk is you feel like you don’t really have control over your survivability.

Model Three: DPS buttons build up resources

This model lets you bank the benefits. Imagine you have to build up a resource to use on short-term cooldowns. We couldn't include the Shield Walls and their ilk here, because an "oh snap" button needs to be available immediately and not in the future once you've earned some resources. But weaker cooldowns such as Shield Block and Holy Shield could certainly work this way. Imagine the paladin tank needs Crusader Strike to land to generate Holy Power, and can then decide to spend that Holy Power on Holy Shield Block or Word of Glory. Neither of those would have a cooldown in this design, so more hits landing will always be better -- it's not just a matter of hitting enough to have 100% uptime. (You'd probably also need the ability to save Holy Power more than you can today so that there was less pressure to spend a cooldown as soon as it became available.)

The choice can then become whether to use Holy Shield Block or Word of Glory. Holy Shield Block is probably your first choice, but if you screw it up or the damage is magical, or you need a reactive button instead of an active one, then Word of Glory might be a better choice. Either way, there shouldn’t be any simple answers. (As a counterpoint, deciding to spend that Holy Power on threat instead of mitigation is just never going to be interesting -- smart tanks will always use it to survive, as we saw before Protection had a Word of Glory cooldown.)

As an aside, the Feral druid's mitigation is arguably the most passive right now, and we’d want to change things like Savage Defense to be active buttons under this model. One downside of Model Three is the risk that the rotation could be too formulaic: AAAAB, for example. It could also be asking a lot of tanks -- rather than just hitting buttons to generate threat, tanks would need to pay active attention to managing a resource. No more infinite rage just for getting beat on. We want tanking to be fun, and we think that needs to include a certain degree of risk of failure for not playing well, but that doesn't mean it needs to be frustrating. Challenging and frustrating don't need to go together.

Again, these aren't the kind of changes we will hotfix in. It's going to take a lot of thought and a lot of feedback from players to get things feeling right. As a comparison, we still stand behind the mana adjustments we made for healers for Cataclysm. We think the healer gameplay is more engaging than it was at the end of Lich King, but that's obviously very subjective and took a lot of getting used to, even for seasoned players. We'd like to introduce the tanking changes more smoothly, but we still want to introduce them.

Bloody Death Knights

The risk of talking about one particular spec in a blog is then everyone will wonder when BM hunters or Disc priests are going to get "their" blog. It's not going to work like that, but since I referenced the DK tanking style so much in the previous tanking blog, I feel like it's appropriate to go into a little more detail about what we don't like about DK tanking (and how we’re going to fix it) so that all tanks have a better idea of what the future might hold for their own character.


One of the fundamental tensions in DK tanking is deciding whether to spend a rune on diseases (which offer necessary tanking debuffs) or save the rune for Death Strike. Our hope was that choosing how to spend the resources would be interesting. A rogue for example has to decide on whether to spend resources on Slice and Dice or Eviscerate (or a number of other things). In reality though, we don’t think this decision has been a fun one. You feel cheated if you refresh diseases and then need to Death Strike a moment later, and you feel like a bad tank if you just neglect diseases. For 4.3, we’re going to give Blood DKs a 30 second Outbreak, so they will never have to manually apply diseases to a single target. Yes, that can lead to even more Death Strikes but we think adding a fun alternative to Death Strike is not the kind of thing we can easily change for 4.3.

I feel the need to point out that we’re not just being lazy here. We understand that many players get really worn down by constant class design change, especially mid-expansion, even if they end up improving the experience overall. Deciding when to make serious changes and when to wait is a major challenge of MMO game design. I’ll try and explore this more in a future blog.

Blade Barrier

We originally designed this talent to encourage DKs to not sit on their runes, and it worked fine for that. However, the current model of Death Strike, which we also like, is that the timing of the Death Strike matters a great deal, encouraging you to… you guessed it… sit on your runes. We’re just going to change Blade Barrier to something more passive (and yes, temporarily more boring) for 4.3.

Death Strike

It sucks when Death Strike misses. "Stack hit and expertise" is an answer to that, but not one that's really viable or even fair given that other tanks will care even less about hit and expertise in the short term. Rather than making Death Strike always hit, we’re going to let it always heal you, and proc Blood Shield, even when it misses. This kind of tweak may very well be an interim solution given that everything I said above was that we want tanks to care about hitting to drive their mitigation. But we don’t think it’s fair to penalize the DK for working the “new way” while everyone else is still working the "old way," and it's too much of a change for 4.3 to apply the "new way" to the other three classes. In the long term, as in the Protadin example above, the rotation can't just be Death Strike, Death Strike, Death Strike... Death Strike.

Bone Shield

This change is something we’re exploring but may not pan out, so no claiming we "promised" this *cough*Abyssal Maw*cough*. So… CAVEAT: this may not come to pass. What we’re considering doing with Bone Shield is have it mitigate damage spikes. DKs are prone to spikes more so than the other tanks, particularly the paladin and warrior who can "block cap" (I assume most of you know what that entails, if not, a helpful explanation if someone asks in the comments would be appreciated). Death Strike can theoretically handle the spikes, but if you miss (less of an issue with the above change) or time your DS poorly, you might take much higher damage than other tanks from a single hit. Our idea is that Bone Shield would expend a charge to dampen those spikes specifically. If a single attack did a huge percent of your total health, then some of that attack would be automatically lessened for the cost of a charge. Smaller hits wouldn’t spend a charge.

Blood Shield

This is an even longer-term change. Death Strike feeling reactive is fun, and one of the things we like about how the DK tanks. Death Striking after a big hit can heal you more than Death Striking before a big hit, so you should ideally pay attention to what the boss is doing instead of just mashing buttons as soon as the runes come up. When you heal a novice DK, you may just notice they take a lot of damage. When you get in sync with a talented DK, you come to know when they are going to Death Strike and recover from big hits. However, sometimes inevitably the tank is going to hit DS too soon and not have it available a second later. Our idea is to somehow turn Blood Shield into more of a pool that you actively try to build and maintain. A system where you’re able to add to a pool of absorption would provide more granularity, which in turn would be more forgiving of errors or streaks of bad luck.

There you have it. When we're ready for the 4.3 PTR, you’ll hopefully see some of these DK changes in place. The blog we wrote that dove into our thought process for the 4.2 patch notes ended up being the most positively received blog that the class team has ever done, so we’ll definitely do one of those again for 4.3. As I mentioned, more active mitigation will probably wait for farther in the future. We might talk about how we decide on when a change is more appropriate for a hotfix, patch, or full expansion in the next developer blog. While it might be short on upcoming class changes, hopefully it will still prove interesting to some of you.

Greg "Ghostcrawler" Street is the lead systems designer for World of Warcraft and he probably listens to your podcast.
by Published on 2011-08-30 07:20 PM

Update - Added today's blue posts, not much happening on the WoW side but hopefully things will get better now that september is here and 4.2.2 is live!

Patch 4.2.2 Official Notes
As I mentioned earlier this week, Patch 4.2.2 is now live and Blizzard posted the final version of the patch notes on the official site. This is mostly a hotfix consolidation patch without any game balance changes, see the datamined changes for details.

Originally Posted by Blizzard (Blue Tracker / Official Forums)
World of Warcraft: Cataclysm patch 4.2.2 is now available on all realms! Below you'll find the official patch notes.

Notes for all World of Warcraft patches can be found here.

Dungeons & Raids
  • The visibility of Ragnaros' Dreadflame ability has been increased.
  • The size of Ragnaros' hit box during the final phase of the Heroic encounter has been increased.

User Interface
  • Raid Frames should now remember whether they were shown or hidden upon subsequent logins

  • Players using multiple accounts should now be available to be invited to a Real ID Party.
  • Updating a raid roster while in combat should no longer cause a client crash.
  • Attempts to purchase Arena Season 10 items should no longer sometimes cause a client crash. (Korea Only)

Blue Posts
Originally Posted by Blizzard Entertainment
Battleground Win Ratios
I'll bring it up in our next developer meeting, but in all likelihood, since that could potentially dramatically impact queue times for random Battlegrounds, it probably won't fly.

[...] I said that there would be a greater emphasis on creating new Battlegrounds on the future. I should note that we're slowly working toward new technology to make the creation and modification of battlegrounds something we can do more readily too.

I also might have made it sound like the older Battlegrounds will never change again. That's not what I meant to get across. We've redone AV several times throughout the years, and it may see more changes in the future. I just wanted to note that the emphasis is going to be shifted a bit, that's all. (Blue Tracker / Official Forums)

Trading Card Game Art Gallery Update
The Trading Card game art gallery has been updated with ten new pieces.

by Published on 2011-08-30 01:37 AM

Patch 4.2 Hotfixes - August 29
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Druid (Forums / Talent Calculator / Skills/Talents)
  • Starfall should no longer hit enemies with whom the player is not in combat in Grim Batol or the Firelands.
  • The Feral druid 4-piece tier-12 set bonus should now interact properly with Primal Madness and Euphoria.
  • The radius of effect of the Restoration druid 4-piece tier-12 set has been increased.

Mage (Forums / Talent Calculator / Skills/Talents)
  • Fireblast now properly triggers Impact on the primary Fireblast target, even if that target was not yet in combat.

Paladin (Forums / Talent Calculator / Skills/Talents)
  • The radius of effect of the Holy paladin 4-piece tier-12 set has been increased.

Dungeons & Raids
  • A few of the Molten Surger patrols in the entrance area of Firelands have gone on vacation.
  • Shannox
    • The number of enemies that must be killed before Shannox spawns has been reduced.

Isle of Conquest
  • Players should no longer take large amounts of damage when being launched from catapults.

Twitter Q&A - LVL 71 to 80 XP decreased in Patch 4.3
Blizzard did a small Q&A session on Twitter and confirmed, among other things, that the XP required to level from level 71 to 80 would be reduced in Patch 4.3
Originally Posted by Blizzard Entertainment
Q: Are you considering making any changes to the time it will take to level to cap for newbie players after the next expansion?
A: We'll be decreasing the experience needed for levels 71-80 in patch 4.3. That's all I have for now.

Q: Will we see more "intro raids" like Naxx10 in Wrath?
A: Raid Finder is being designed to offer a similar experience.

Q: Any chance for a less steep learning curve in the game? I mean players hit a brick wall at 85, make previous content harder.
A: If anything, you'll see more variable endgame content in the future to allow players additional progression paths.

Q: Will any of the new Darkmoon Faire stuff be accessible at all times, or will it all be contained within that one week?
A: The updated 4.3 Darkmoon Faire is likely to be available the first week of every month for both factions.

Q: Will there be a "random raid" component to the Raid Finder letting us enter raids we've been previously saved to, like LFG & Trolls?
A: Raid locks will likely work like LFG under Raid Finder, though details of the system (coming soon) will better explain why.

Q: Any chance we'll possibly have a chance to get an old quest item or two restored for transmogrification once it comes out?
A: If there are really popular item looks, we'll consider adding new ways to obtain them.

Q: Will disc priests be getting their bubble graphic changed for DA "soon", is this still happening?
A: Last time we spoke with the class design team, they said the Divine Aegis effect will likely change in 4.3.

Q: Will the Raid Finder allow access to lower raids?
A: Probably not for 4.3, but it's something we'd like to do.

Q: Will the 4.3 Raid finder allow me to group with my cross-realm friends?
A: Hard to say at this stage in development.

Blue Posts
Originally Posted by Blizzard Entertainment
Battleground Win Ratios
Player feedback is an essential part of our development process, but this kind of thread helps illustrate the value and the pitfalls of anecdotal feedback.

What makes it useful? It's personal and emotional. It tells us about what it feels like to play World of Warcraft from an individual's perspective, where the big picture might seem pretty remote and unimportant.

The pitfall? It's personal and emotional, which is good, but very subjective. It's a tiny (though important) sample when compared against the whole of every battleground game happening everywhere. We have a duty to objectively look at the big picture. For example, our stats tell us that the ratios for various battlegrounds are pretty close to 50% win/loss for each faction, though that might not matter much to you when you're in the heat of the action.

So, when we're looking at what a quest feels like anecdotally, if it's too frustrating, then we can probably adjust that. When it comes to a system like the Battlegrounds, where the dynamic is almost exclusively player driven, but is working really well, it's not a good idea to mess with it because the big picture looks great.

Speaking personally, I've found that my mindset plays a huge role in how much fun I'm having. In the midst of a losing streak, I try to remember my winning streaks and landslide wins, or I adopt a philosophical approach and do what I can, where I can. If I get too frustrated, I do a different, more relaxing in-game activity for awhile or step away entirely. My bottom line is that how I think and feel about what I'm doing in-game can mean the difference between having a great time (even if I'm on a losing team), and table-flipping frustration.

As we've said elsewhere, battlegrounds require a ton of effort to create, and modifying them even slightly is extremely labor intensive. It will probably be more worthwhile to create new and better battlegrounds in the future, than go back to continually tweak and modify the old ones. (Official Forums)

New Character Models
Updating existing character models isn't something we've been "waffling on." It's something we'd love to do, but the fact is the art team has finite resources. Updating the current playable race models to be more in-line with worgen and goblins requires much more than just increasing the poly count. There are more bone structures on the frames of newer models which allow for more animation options. In order to update older models, the wire frames have to change, which means a large number of existing animations and customizations/hairstyles would have to change.

It's much more of a massive overhaul than many players are anticipating. That isn't to say we don't want to do it, but it's difficult to justify delaying the creation of new art, models, and animations indefinitely to revamp old ones. And we have to make sure to do it in a way that doesn't give some players a feeling of detachment from the look they've had for almost seven years. (Blue Tracker / Official Forums)

Burning Crusade Art Gallery Update
The Burning Crusade game art gallery has been updated with three new pieces.

by Published on 2011-08-28 04:47 PM

Patch 4.2.2 on Live Realms (probably) this Week
The final version of Patch 4.2.2 (Build 14645) hit the Blizzard download servers and it means the patch will most likely go live this week. Last week's build was flagged as release but wasn't deployed to be ready as a live patch, but this build seems to be the right one (unless something terrible happens, as usual, but it never does).

This patch doesn't really have anything interesting for players, it's mostly a bug fixes patch with a way to consolidate most of the Patch 4.2 hotfixes into the game files to display them properly.

With that launch finally behind us, we will finally have a chance to see Patch 4.3 deployed on test realms soon!

When's the Diablo 3 Beta?
People keep asking when the D3 beta is, and it's pretty hard to give an actual date. Fansites have been contacted and asked to give contact info ( accounts) for an access to the beta.

The beta is definitely approaching and we probably won't have to wait much longer before we see something happen! As usual, keep an eye on for any D3 related update.
Originally Posted by Bashiok (Blue Tracker / Official Forums)
We have begun early media and fansite outreach in preparation for the upcoming Diablo III beta test. The email they are receiving clearly states that we do not have a date to announce for the start of the beta test.

While we appreciate the interest in the beta test, we’d like to take this opportunity to caution everyone of potential phishing attempts or scams. Emails from Blizzard Entertainment will NEVER ask you for your password, and if you are selected for participation in the beta test, you won’t need to click any links in any corresponding email that you’d receive from us. When the time comes, players accepted into the beta test will be able to sign in to their account at and see a Diablo III Beta license as one of their game licenses, as well as the ability to download the beta.

In order to be eligible to participate in the Diablo III beta test, you should set up a Beta Profile on your account, by following these instructions:

You'll want to stay tuned to the front page blogs of this community site for future announcements regarding the Diablo III beta test.

The MMO Report
The first news of the week wouldn't be the same without Casey and the MMO Report.

Patch 4.3, Condensed
The Daily Blink summarized Patch 4.3 pretty well I think ...

by Published on 2011-08-27 08:51 AM

BlizzCon 2011 World of Warcraft Pet: Meet Murkablo
The official Blizzcon 2011 pet is now super-officially announced, and you're guaranteed to get your Murkablo if you attend Blizzcon 2011 or buy the stream.
Originally Posted by Blizzard (Blue Tracker / Official Forums)
An ill omen streaks across the sky over Azeroth's Great Sea, heralding the arrival of this year's BlizzCon-exclusive World of Warcraft in-game companion: the fearsome-ish Murkablo, aquatic protégé of Diablo III's eponymous Lord of Terror! Anyone who attends BlizzCon 2011 or purchases this year's BlizzCon Virtual Ticket will receive a Murkablo to call their own, along with a yet-to-be-revealed StarCraft II in-game gift.

BlizzCon 2011 takes place on October 21 and 22 at the Anaheim Convention Center. If you order the Virtual Ticket Internet stream online through, Murkablo and the StarCraft II gift will be automatically attached to the account you use to make your purchase shortly after BlizzCon begins. DIRECTV customers who order the BlizzCon Pay Per View event will receive a code granting access to the Internet stream and the in-game gifts via email.

20-Year Anniversary Photo Gallery
Blizzard has been around for twenty years now and they have decided to share some pictures from the early days. Check out the full gallery here.

Official BlizzCon Twitter Feed
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Every year we jam-pack BlizzCon with as many events, panels, tournaments, contests, and entertainment options as possible. To make sure you’re in the know in the weeks ahead leading up to BlizzCon, and especially during the big weekend itself, be sure to follow our brand-new Twitter feed. Rather than trying to divide our coverage and updates between the @Warcraft, @StarCraft, and @Diablo feeds, there’s now a single destination for all things BlizzCon.

Start following @BlizzCon today for all the latest news and to engage in 140-character conversations with the global BlizzCon audience. We look forward to sharing with you from the show floor!

Blue Posts
Originally Posted by Blizzard Entertainment
Plans for Alliance Leadership
Yes, there are plans. There are always plans. But, don't worry. I think you're going to see some things happen "in the future" for the Alliance and their leadership. We are trying to do what we can to make sure that it will all be as accessible as possible too (storyline wise.) (Blue Tracker / Official Forums)

Death Knight Starting Gear for Transmogrification
Okay, so, for clarification's sake, they'll be sold in Acherus, but, like most of its denizens, the vendor doesn't like non-DKs.

We've been pretty relaxed and playful about staying on topic in this thread, but I'm kind of reluctant to flip the serious switch and make this all about Blood tanking. There are changes coming, but I'm not in a position to discuss them just yet.

So, while I don't have a lot in the way of specifics to report, a little more information should be coming soon (likely in the form of a blog) regarding changes to Blood tanking, as well as tanking in general, and that information should hit before the patch arrives. (Blue Tracker / Official Forums)

Character Model Updates
As I said previously, we're aware. Just remember, being aware neither means that we don't want to do it, nor does it mean it's a sure thing. It just means we know. We agree (as I mentioned before) that it would be great to do. We just need to figure out how and when we can do it. (Blue Tracker / Official Forums)

Replica armors from new Darkmoon Faire
We haven't fully solidified the list of old items/sets that will make a return via the Darkmoon Faire carnies. We'll let you know once we've locked down what's for sale there in patch 4.3, but yes, we're likely to expand the vendor list in future updates.

"Replica" does mean that these items may very well just be art skins made available specifically for use with Transmogrification, devoid of their original stats. Once you copy those skins onto another item though, I don't know that one would be able to tell the difference between whether you earned the look back in the day, or from the Darkmoon Faire. Only the name of the item from which you're pulling art will be shown in the tooltip of the item you have equipped. So if the names of the items aren't changed when placed on Darkmoon Faire vendors, a player inspecting you wouldn't know the difference once you've mogged your look.

[...] we're implementing this feature in a more conservative manner than some would even like. Ultimately, Transmogrification gives folks a wide array of new customization options, but we do want to have some restrictions in place to keep character looks from getting too ridiculous, and to make sure all previous sets in the game aren't absolutely free for all.

I'd still caution you to avoid drawing very distinct and speculative conclusions at this stage about all of the Transmogrification rule sets, features, and limitations. It's great to hear feedback on what players hope this system will (or will not) be, but it's not really worth it for anyone to spend too much time laying out concerns about details that haven't yet been provided in full.

We are in constant discussion with our developers in order that we compile a comprehensive article of the various item rules, features, and restrictions coming with Transmogrification in patch 4.3.

"I got this item a long time ago and because I did, I should be unique and special and nobody else should ever be able to get it again".
And one of the problems I personally have with anyone who might state this hypothetical, is that I did earn several cool sets back in the day which I'd love to sport once again. But as we didn't plan for this feature all along, I deleted sets I knew I'd never wear for stat benefits in order to save inventory space. I told myself, "yes, you look cool in this, but don't be a pack rat if you're not going to wander around towns in outmoded sets." I wager a lot of long-time WoW players are in the same boat. And a deleted/sold item is only kept in our database logs for so long before the record of one having owned that item is erased.

The majority of the gear sets in this game are still possible to obtain, so that's awesome. To me it's a cool side effect of this feature to encourage people to return to some old places, filled with nostalgia, to collect gear just for the look -- not the power.

There are, however, some sets or items which can no longer be found in the game. So we're keeping track of some of the items and sets players are really wanting to see make a return in some fashion. The Darkmoon Faire revamp in patch 4.3 provides but one new way players can slip into familiar looks from the past. (Blue Tracker / Official Forums)

Transmogrification rather than content?
I've seen a lot of these sorts of overstatements or oversimplifications of the work that we're doing on our end of things and I have to honestly say that it can get a bit tiring to see repeated as fact when it's opinion. While we greatly appreciate constructive feedback and opinion, we also want to make sure to encourage people to pause and make sure that what they're sharing with us and the rest of the community is constructive to begin with.

Let's start off first by clarifying that Transmogrification is a feature we felt would benefit the community in many ways. It should open up the opportunity for people to feel as if they have the ability to customize how their character looks while still retaining the stats they really like, want, or need. It is as of yet, untested on the PTR, but it will be. The "rules" of what can and can't be used are still in development, and even after the rules are set at the live release, we may well add additional options into the system. This system should lend itself well to long term use and enjoyment for many people.

That said though, (and yes we did have to spend time on the technical end of things to make sure it is going to work well), we are also working on other things including the Void Storage, but more importantly, are working on some pretty amazing content for patch 4.3 which includes new dungeons and the Raid on Deathwing. We're not quite ready to give you all the details on these as of yet, but I can tell you that we're looking at some pretty great storylines and events to be played out. I can assure you that despite what your perception may be, Firelands was not designed by simply plopping down bosses in a field of fire, nor is anything we design quite so simple. If it was, we'd probably all get more sleep and spend more time on the company yacht. Right?

I'm sure your perception is that our only focus is Transmogrification because you've only seen us really getting into the details on it recently and it's been a hot topic for the community overall. But don't be fooled into thinking that the content to come is going to be a simple paper cut out puppet show in a cardboard box.

Again, please don't take this as me disregarding your opinion or thoughts. Just be reassured though that we're not "just" doing anything in regard to the upcoming content. There has been many many hours of work put into what is coming: many meetings, many strategy sessions, much design work, coding, artwork, music, animation, etc. If we make it look "easy" then I guess there's not much we can do about that. We have some truly talented and amazing people working on these things, so I guess we just can't help making it look that way.

[...] Unfortunately, we can't just put out foggers to kill bugs, but I can assure you that we don't choose to not fix bugs just for the heck of it. Some bugs are just harder to kill/fix than others or rely on even new technology to sort them out. Sometimes a bug is even darn near impossible to reproduce even if we've seen it ourselves. Thus why we're always very appreciative of the community taking time to report these to us (with as much detail as possible) so we can find and fix them.

That said though, that quest is never ending. World of Warcraft is a very complex game and what was fixed one moment could get glitched out again the next if a build changes or code changes. We do what we can do stay on top of it, but unfortunately, we have human limitations that get in the way despite the introduction of our new cyber-enhancement program. (It's fledgling yet so there may be bugs in that system too... (Ok, I'm kidding about cyber-enhancements)).

[...] I'll continue it and say, it's also tiring hearing that we're not addressing things in a 'satisfactory manner'. Not because we don't want to put in the effort or that we're giving up on trying, it's just that when the effort is put in, it's not enough for select people. Of course it's that way because we have such a diverse population (which is great) so we're never going to address everything to everyone's satisfaction.

That said though, I wanted to make sure you know that I appreciate you taking the time to write your post. I appreciate the constructive feedback and also wanted to acknowledge that we are well aware of the feeling that we're not delivering content fast enough. We are continuing to find ways to do just this. Just keep in mind that we do not want (nor are choosing to) deliver anything that isn't up to our standards. So, we still will hold to the idea that if we feel something isn't good enough or isn't working how we wanted it to, we will not put it out there just so we can say we did. (Blue Tracker / Official Forums)

Fan Art Update
The Blizzard Fan Art Section has been updated with five new pieces of fan artwork set within the Warcraft universe.

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