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by Published on 2012-10-03 01:33 AM

Displaying More Than Five Buffs, No Nerf to Sever, Blue Posts

Justice and Honor Gear Item Level Changes

Normal Difficulty Mogu'shan Vaults Cleared
Congratulations to Exodus (US-Cho'gall) for completing Normal difficulty Mogu'shan Vaults before everyone else!

PvP Season 12 Streams
With the start of the new PvP season, many of the higher ranked players will be streaming tomorrow (Oct 3) at 11 AM PDT / 2 PM EST / 20:00 CET.

Tanking Damage Adjustment Hot Fixes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We’ve recently implemented several hot fixes to adjust tank damage output, particularly area of effect (AoE) damage. Now that Mogu’Shan Vaults is available, and the first week of Mists of Pandaria raiding is about to begin, we wanted to call out what’s changing.

Warrior (Forums / Skills / Talent Calculator)
Warriors have several mechanics that improve their tanking performance when dealing with multiple foes, as well as their damage output against them. Their damage against packs of creatures, especially when three targets were present, was much higher than other tanking classes. While some variance is expected, it was clear that an adjustment was necessary.
The primary culprits here were Revenge and Deep Wounds:

  • Revenge now deals 50% damage to a secondary target, and 25% damage to a third target.
  • Deep Wounds now does 50% less damage for Protection Warriors only.

Paladin (Forums / Skills / Talent Calculator)
One of our goals with our active mitigation tanking model is that you have opportunities to trade significant survivability for more damage when maximum survivability isn’t required. For example, a Warrior could opt to use their rage for Heroic Strike instead of Shield Block or Shield Barrier. This damage gain is intended to be relatively small, and not worth the loss in survivability when actively tanking.

However, for Protection Paladins, this trade-off was much too lucrative. For maximum survivability, Protection Paladins are intended to use Seal of Insight, since it provides a buff to their self-healing, and also provides a significant self-heal on their melee in combination with Vengeance. Unfortunately, when using Seal of Insight, their damage was too low compared to the other tanks. When using Seal of Truth, their damage was too high. So, we’ve increased Protection Paladin damage in general to compensate for Seal of Insight’s relatively low output, while simultaneously reducing the damage of Seal of Truth to bring it into line.

Druid (Forums / Skills / Talent Calculator)
Bear tanks have been in a decent place, but we were a little concerned about their sustained area of effect damage. This update to Thrash should address that.

  • The periodic damage of Thrash (Bear) now deals 60% more damage. Initial direct damage remains un-changed.

Monk (Forums / Skills / Talent Calculator)
We’re really excited about how Brewmaster Monks are turning out. They can still stand a few tweaks though. Their damage, especially AoE damage, was relatively low, and they lacked a way to apply Weakened Blows to a large pack of creatures (which all of the other tanks have).

  • Keg Smash now deals 50% more damage and strikes all nearby targets, rather than three.
  • Swift Reflexes now deals 100% more damage.

Death Knight (Forums / Skills / Talent Calculator)
While Blood Death Knights have been higher on damage than most other tanks, we’re expecting that the adjustments we’re making to the other tanking classes will close the gap. While we haven’t made any changes to Blood lately, we will be keeping a close eye on it.

Patch 5.0.5 Hotfixes - October 2
Originally Posted by Blizzard (Blue Tracker / Official Forums)
  • Players no longer require Honored reputation with Mists of Pandaria factions to purchase gear with Justice Points.
  • The reputation requirement to purchase certain pieces of Mists of Pandaria Valor Point gear have been reduced from Revered to Honored. These include:

  • The item level of Mists of Pandaria gear that is purchased with Justice Points has been raised from 450 to 458.
  • The item level of Mists of Pandaria gear that is purchased with Honor Points has been lowered from 464 to 458. As a result, the quality color of these items has been changed from Epic to Rare. However, the PvP Power and PvP resilience of these items has been increased significantly so these items retain their previous degree of effectiveness in PvP.
  • Mists of Pandaria PvP item vendors were tired of getting the dook kicked out of them. Their health has been increased significantly.
  • The item level requirement to queue for Mists of Pandaria Heroic dungeons has been reduced from 440 to 435.

Druid (Forums / Skills / Talent Calculator)
  • The area of effect damage from Nature's Vigil will no longer hit stealthed targets.
  • Fixed an issue with Incarnation that could allow flight without using Flight Form.
  • Dream of Cenarius now correctly increases the healing from Cenarion Ward by 30% instead of 70%.
  • Starsurge casts that trigger an Eclipse now deal the correct amount of damage.
  • Mojo is now removed properly when a druid assumes Flight Form.
  • Symbiosis has been changed, and now grants the following abilities:

  • The periodic damage of Thrash (Bear) now deals 60% more damage. Initial direct damage remains un-changed.

Death Knight (Forums / Skills / Talent Calculator)
  • Death and Decay will no longer trigger the Runic Return two piece PvP set bonus.
  • Howling Blast and Unholy Blight now properly spread their diseases to the primary target as well as other targets within range.

Mage (Forums / Skills / Talent Calculator)
  • Nether Tempest no longer strikes targets the Mage is not already in combat with.
  • Charges of Ice Floes are no longer consumed when the Chilled effect from Frost Armor is applied to enemies.

Monk (Forums / Skills / Talent Calculator)
  • Casting Roll while accepting an Arena queue will no longer prevent the monk from taking actions once within the arena.
  • Glyphed and un-glyphed versions of Spinning Fire Blossom now deal the same amount of damage.
  • Missing with Blackout Kick after the Mastery: Combo Breaker activates will no longer grant two free Chi.
  • Swift Reflexes now deals 100% more damage.
  • Keg Smash now deals 50% more damage and strikes all nearby targets, rather than three.

Warrior (Forums / Skills / Talent Calculator)
  • Protection warrior damage values has been adjusted:
    • Revenge now deals 50% damage to a secondary target, and 25% damage to a third target.
    • Deep Wounds now does 50% less damage for Protection warriors only.
  • Warbringer will now stun the correct target when using macros.
  • Wild Strike that consume the last charge of Bloodsurge will now properly cause a one second global cooldown, rather than a 1.5 second global cooldown.

Hunter (Forums / Skills / Talent Calculator)

Paladin (Forums / Skills / Talent Calculator)

Priest (Forums / Skills / Talent Calculator)

Warlock (Forums / Skills / Talent Calculator)
  • Hellfire no longer does damage immediately when it is initially cast, and now does the correct amount of damage over its 14 second duration.

  • Players visiting other realms via RealID or Battletag parties will no longer receive loot from Galleon/Salyis's Warband.
  • Mutated Silkmoths and Tiny Mutated Silkmoths are now more abundant.
  • Sprites will now only stack the Spritely buff to 20 (was 40).
  • Orchard Wasps will no longer attack critters in the area.
  • Creatures slain in the Krasarang Wilds will no longer clutter the environment.
  • Groundbreaker Brojai in Krasarang Wilds is no longer quite so loud.
  • Captain Doren will now correctly respawn if players leave his cave after he enters his Sha form.
  • Cheerful Jessu and the mailbox are now always available in Pearlfin Village.
  • Birds and beasts in Kun-Lai Summit are now meatier.
  • Various NPCs in Kun-Lai Summit now respawn less frequently.
  • Fixed an issue that could cause the Sha of Anger to despawn under certain certain circumstances.
  • Captain Ripflesh should no longer despawn unexpectedly.
  • Creature respawn rates in Howlingwind Cavern has been adjusted when many players are in the area.
  • Giant Cave Bats now award significantly less experience.
  • King Spineclaws now award significantly less experience.
  • Captive breeding programs have brought the endangered Briny Clacker and Brineshell Snappers back to sustainable populations.
  • The Shuffling Mistlurker's Smash attack no longer has a knock-back effect. They are still jerks.
  • Osul Sharphorns in Townlong Steppes now leash properly, and no longer knock themselves silly when using Gored or Demolish.
  • Ordo Overseers now leash properly and reset if they stray too far away from the farm.


Pet Battles
  • Many pet abilities have been improved.
  • Wild battle pets in The Veiled Stair now spawn at the correct level.
  • The Clockwork Gnome's ability, Build Turret, now properly has a 2 round cooldown.
  • A wayward Tiny Harvester can now be battled normally.
  • Turns should no longer inadvertently be skipped when multi-round abilities are used in a Pet Battle.
  • Fixed several issues that could occur when using offensive pet abilities in PvP, Tamer and Wild Pet battles.

  • Fixed several issues involving daily quests and Cross Realm Zones.
  • Players are now able to complete the quest "Mimicking Nature's Call".
  • Anduin Wrynn should now return if he wanders off during quests in the Krasarang Wilds.
  • Players are no longer able to obtain multiple Teng Appleblooms during the quest "Priorities!".
  • The Silk Cocoon Bucket for the quest "Where Silk Comes From" can now be looted multiple times by different players.
  • Players who have completed the quest "Weed War" no longer leave a weedy lawn in their wake.
  • The Diabolical Plans that start the quest "Diabolical Plans" now drop properly for Horde players.
  • Chen Stormstout and Li Li Stormstout will no longer disappear unexpectedly during the quest "Chen and Li Li".
  • Hao Mann is no longer quite so loud.
  • Hatchling Poop for the daily quest "Pooped" is now slightly more... persistent.
  • Players can no longer be interrupted by enemy attacks when looting the Big Bag of Poop and the Tiny Bag of Poop for the daily quest "Pooped".
  • Turning in the repeatable quest "Replenishing the Pantry" no longer fulfills daily quests completed achievement criteria.
  • Fixed an issue that could prevent players from turning in the quest "Immortality?".
  • Players must now properly earn the right to Lao-Chin the Iron Belly's company by completing "The Challenger's Ring: Lao-Chin the Iron Belly".
  • Peat Clumps for the quest "Golgoss", and Peat Mounds for the quest "Arconiss", can both now be interacted with properly.
  • Shao-Tien Ritual Statues for the quest "Smashing Impression" have been fixed so that they can once again be broken.
  • All players attacking Aetha, Leechfingers, and The Ook of Dook will now properly receive credit for their respective quests.
  • Players should now receive credit for the quest "Free From Her Clutches" when freeing Kunchong Hatchlings, and Kunchong Cages will now reset properly once opened.
  • The following quest items can now be looted by all party members: Clacker Tails for the quest "Fine Dining", Volatile Blood for the quest "A Bloody Delight", Pristine Mire Beast Eye for the quest "Putting and Eye Out", Amber-Encrusted Brain for the quest "A Little Brain Work", and Thresher Jaws for the quest "Shark Week". In addition, players can now obtain up to ten un-opened Thresher Jaw at one time.
  • The daily quest, "My Town, It's on Fire Again" is now more fiery.
  • The daily gift quest granted by "Blingtron 4000" is now only available to players of level 80 and above.
  • Terracotta Defenders now properly attack the player who looted the Bottom Fragment of Lei Shen's Tablet for the quest "Stealing Their Thunder King".
  • Shao-Tien Surveyors are now easier to spot from a distance.
  • The Claw of Anger, which begins the quest "Remnants of Anger", can now be looted by all members of the party or raid that slew the Sha of Anger.

Dungeons & Raids
  • Level 85 players should be able to queue for random normal difficulty Cataclysm dungeons.
  • Cannons in the Gate of the Setting Sun now properly propel players precisely.
  • Zao Sunseeker can no longer be encountered in the Temple of the Jade Serpent.
  • Level 90 players can now join the random queue for normal versions of lower level Mists of Pandaria dungeons.
  • Striking Ook Ook with multiple barrels simultaneously now awards the correct number of stacks for the achievement, "Keep Rollin' Rollin' Rollin'".
  • The doors leading to Master Snowdrift in the Shado-Pan Monastery should now remain open to prevent players from becoming locked out during the gauntlet. The inner doors will still close once Master Snowdrift himself is engaged.
  • Hateful Essence in the Shado-Pan Monastery will no longer cause players to become stuck in combat.
  • The High Inquisitor Whitemane encounter in the Scarlet Monastery now properly awards reputation upon completion.

Bug Fixes
  • Player resources are now properly set to default values when the arena preparation phase ends.
  • Players can no longer stack on top of the Season 12 PvP item vendors, PvE item vendors and Challenge Mode item vendors.
  • Portal: Vale of Eternal Blossoms and Teleport: Vale of Eternal Blossoms are now properly retained after a paid faction transfer.
  • Players are now ported directly to The Grim Guzzler tavern after accepting the queue for Coren Direbrew.
  • All players that slay Warbringer Qobi are now properly awarded the Brewmoon Festival achievement.
  • Turning in the quest "Flying Colors" will now properly complete the Tian Monastery portion of the Upjade Complete achievement.

PvP Season 12 MMR Change
Originally Posted by Blizzard (Blue Tracker / Official Forums)
As some of you have noticed, MMR did not reset today with the start of Season 12. This was indeed a last minute decision and we apologize for any confusion this has caused.
by Published on 2012-10-02 09:01 PM

Justice and Honor Gear Item Level Changes
You can see the current stats on the Season 12 Armor sets page and on WoWDB for the off set items.
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We’re working to adjust current Justice and Honor gear to better align with intended values. Currently it’s more lucrative to run Battelgrounds for ilvl 464 epics, and convert all Justice to Honor to gear up. While some crossover is fine, the most optimal way to gear for PvE doesn’t make sense to happen through PvP.

This hotfix will ideally go out today, and once applied will change all Justice and Honor items (including those already purchased) in the following ways:

Justice Items
Current – ilvl 450 Rare
New – ilvl 458 Rare

Honor Items
Current – ilvl 464 Epic
New – ilvl 458 Rare

We’ll be increasing the PvP Power and Resilience on the Honor items by 15% to compensate for this change.

Again, our design in Mists of Pandaria is to allow for a greater degree of crossover between PvE and PvP using the same gear, but the original item levels simply made Honor gear (through Battlegrounds or conversion of Justice to Honor) a far better route to gear up for PvE. Players who enjoy PvE shouldn’t feel forced to PvP to get the best gear, and vice versa.
by Published on 2012-10-02 02:10 AM

Faction Justice Gear Reputation Requirements Hotfix
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We've just applied a hotfix that removes the faction requirements for Justice gear.

Shado-Pan and August Celestial factions will no longer require Golden Lotus faction to purchase this gear. This will allow players who have reached level 90 to have additional sources of item level (ilevel) 450 gear to progress into the Dungeon Finder Heroic dungeons more readily.

Players who are looking to purchase this gear should seek out the following vendors:

Townlong Steppes:

Vale of Eternal Blossoms:

Dread Wastes:

Reminder: Mogu'shan Vaults Raid Opens This Week
Don't forget that Normal difficulty Mogu'shan Vaults is opening this week! Heroic and Raid Finder difficulty will open next week.

Level Type Spec Slot Name
489NeckTankNeck Beads of the Mogu'shi
489ClothSpell SpiritLegs Jade Dust Leggings
489BackSpell SpiritBack Cape of Three Lanterns
489ClothSpell DPSWaist Ruby-Linked Girdle
489ClothSpell DPSHands Claws of Amethyst
489LeatherSpell SpiritWaist Stonebound Cinch
489LeatherPhysical DPSLegs Stoneflesh Leggings
489MailSpell SpiritHead Sixteen-Fanged Crown
489MailPhysical DPSChest Stonefang Chestguard
489MailPhysical DPSWrists Stonemaw Armguards
489PlateTankWaist Star-Stealer Waistguard
489PlateMeleeFeet Jasper Clawfeet
489PlateSpell DPSFeet Heavenly Jade Greatboots
489DaggerPhysical DPSOne Hand Dagger of the Seven Stars
Level Type Spec Slot Name
489FingerSpell SpiritFinger Feng's Ring of Dreams
489Off HandSpell SpiritHeld In Off-hand Fan of Fiery Winds
489FingerPhysical DPSFinger Feng's Seal of Binding
489NeckSpell DPSNeck Amulet of Seven Curses
489BackMeleeBack Cloak of Peacock Feathers
489BackPhysical DPSBack Arrow Breaking Windcloak
489ClothSpell DPSChest Imperial Ghostbinder's Robes
489LeatherSpell SpiritHead Hood of Cursed Dreams
489LeatherPhysical DPSWaist Tomb Raider's Girdle
489MailSpell SpiritWaist Chain of Shadow
489MailPhysical DPSFeet Wildfire Worldwalkers
489PlateTankWrists Bracers of Six Oxen
489PlateMeleeHead Nullification Greathelm
489PlateSpell SpiritLegs Legplates of Sagacious Shadows
Level Type Spec Slot Name
489NeckMeleeNeck Soulgrasp Choker
489FingerSpell SpiritFinger Circuit of the Frail Soul
489ClothSpell SpiritFeet Sandals of the Severed Soul
489ClothSpell DPSShoulders Shadowsummoner Spaulders
489LeatherSpell SpiritShoulders Spaulders of the Divided Mind
489LeatherPhysical DPSShoulders Netherrealm Shoulderpads
489MailSpell SpiritLegs Leggings of Imprisoned Will
489MailPhysical DPSWaist Fetters of Death
489PlateTankFeet Sollerets of Spirit Splitting
489PlateMeleeWrists Bonded Soul Bracers
489PlateSpell SpiritWrists Bindings of Ancient Spirits
489ShieldSpell SpiritOff Hand Eye of the Ancient Spirit
489Fist WeaponPhysical DPSOne Hand Gara'kal, Fist of the Spiritbinder
Level Type Spec Slot Name
489NeckSpell SpiritNeck Zian's Choker of Coalesced Shadow
489NeckPhysical DPSNeck Amulet of the Hidden Kings
489ClothSpell SpiritHead Hood of Blind Eyes
489BackPhysical DPSBack Arrow Breaking Windcloak
489ClothSpell DPSHands Undying Shadow Grips
489BackSpell DPSBack Mindshard Drape
489LeatherSpell SpiritWrists Bracers of Dark Thoughts
489LeatherPhysical DPSWrists Bracers of Violent Meditation
489MailPhysical DPSLegs Subetai's Pillaging Leggings
489MailSpell DPSFeet Meng's Treads of Insanity
489PlateTankShoulders Shoulderguards of the Unflanked
489PlateMeleeChest Breastplate of the Kings' Guard
489PlateSpell SpiritWaist Girdle of Delirious Visions
489ShieldTankOff Hand Steelskin, Qiang's Impervious Shield
489PolearmPhysical DPSTwo Hand Screaming Tiger, Qiang's Unbreakable Polearm
Level Type Spec Slot Name
489TrinketTrinket Vial of Dragon's Blood
489TrinketTrinket Bottle of Infinite Stars
489TrinketTrinket Light of the Cosmos
489FingerTankFinger Band of Bursting Novas
489ClothSpell SpiritWaist Galaxyfire Girdle
489ClothSpell DPSWaist Orbital Belt
489LeatherSpell SpiritFeet Phasewalker Striders
489LeatherPhysical DPSChest Chestguard of Total Annihilation
489MailSpell SpiritShoulders Shoulders of Empyreal Focus
489PlateMeleeHands Starcrusher Gauntlets
489PlateSpell SpiritHead Crown of Keening Stars
489One-handed AxeMeleeOne Hand Elegion, the Fanged Crescent
489Two-handed SwordMeleeTwo Hand Starshatter
489WandSpell DPSRanged Torch of the Celestial Spark
Level Type Spec Slot Name
489TrinketTrinket Lei Shin's Final Orders
489TrinketSpell SpiritTrinket Qin-xi's Polarizing Seal
489NeckSpell DPSNeck Worldwaker Cachabon
489ClothSpell DPSHead Hood of Focused Energy
489LeatherSpell SpiritLegs Magnetized Leggings
489LeatherPhysical DPSHead Crown of Opportunistic Strikes
489MailPhysical DPSHands Grips of Terra Cotta
489PlateTankChest Chestguard of Eternal Vigilance
489PlateMeleeLegs Jang-xi's Devastating Legplates
489PlateSpell SpiritShoulders Spaulders of the Emperor's Rage
489BowPhysical DPSRanged Fang Kung, Spark of Titans
489One-handed MaceSpell SpiritMain Hand Tihan, Scepter of the Sleeping Emperor

PvP Season 12 Begins October 2!
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Prepare yourselves for battle as the bloody struggle between the Horde and the Alliance continues on Pandaria’s shores!

The first PvP season of World of Warcraft: Mists of Pandaria begins tomorrow, October 2! Once realms have come back up from scheduled maintenance, Matchmaking (MMR), Team, and Personal Ratings will be reset and players will able to compete in level-90 Arenas and Rated Battlegrounds for the best PvP gear, items, and titles.

Pet Battles - Hotfixes
Originally Posted by Blizzard (Blue Tracker)
As Mists of Pandaria continues to unravel its mysteries, there are bound to be a few bugs that crop up from time to time and we’re working diligently on getting each one addressed. For the pet battlers among you, here are some of the hotfixes we’ve recently applied to the game:

  • A bug has been fixed that caused turn inputs to sometimes be skipped, causing only one pet to take action that turn
  • Conceding in a random PVP Pet Battle should now count as a loss
  • State-dependent abilities should no longer have their effects reversed (example: Maul should correctly require that the target be Bleeding)

Full balance change-list that was applied during the recent hotfixes:
  • Build Turret: Cooldown increased by 1 round
  • Tidal Wave, Magma Wave: Damage increased 40%
  • Scorched Earth: Initial damage increased 66%
  • Call Blizzard: Damage increased 66%
  • Sunlight: Damage increased 100%
  • Sandstorm: Damage increased 66%
  • Call Darkness: Damage increased 100%
  • Illuminate: Damage increased 100%
  • Arcane Storm: Damage per pet increased 60%
  • Moonfire: Damage increased 150%
  • Call Lightning: Damage increased 150%
  • Cleansing Rain: Healing increased 60%
  • Dive/Devastate/Proto-Stike/Lift-Off/Heroic Leap/Meteor Strike/Launch: Damage increased 17%
  • Howl: Duration increased to 2 rounds, cooldown increased to 3 rounds
  • Horn Attack: Damage increased 47%
  • Crouch/Staggered Steps: Cooldown reduced by 1 rounds
  • Extra Plating: Duration and cooldown increased by 1 round
  • Perk Up: Healing increased 40%
  • Swarm/Stampede/Zergling Rush/Flock: Damage increased 12.5%
  • Quake: Damage increased 20%, cooldown reduced 1 round
  • Tympanic Tantrum: Damge increased 40%, cooldown increased 1 round
  • Bleat: Cooldown reduced 1 round
  • Ancient Blessing: Healing increased 40%
  • Crystal Overload: Damage to self reduced 37.5%
  • Conflagrate: Base and bonus damage increased 25%
  • Plant: Healing per turn increased 20%
  • Inspiring Song: Healing per pet increased 20%
  • Coocoon strike: Cooldown reduced 1 round
  • Squawk: Cooldown removed
  • Cyclone: Damage per pet increased 40%
  • Whirlwind: Damage per pet increased 10%
  • Focus: Duration increased 2 rounds
  • Surge of Light: Base damage increased 25%
  • Perfumed Arrow: Damage increased 10%
  • Aged Yolk/Eggnog/Sear Magic: Cooldown reduced 1 round
  • Lock-On: Damage reduced 10%
  • Wind-Up: Damage increased 12.5%
  • Rabid Strike: Damage increased 30%
  • Bonestorm: Cooldown reduced 1 round

In addition, we’re investigating a possible issue with traps not upgrading and will get it resolved as quickly as possible.

Thank you for your continued feedback and bug reports. We appreciate your enthusiasm for this new feature, as well as the time you’ve taken to discuss the Pet Battle system!

Mists of Pandaria Launch Event
Curse was able to make it out to the Irvine launch event and speak with a few of the fans there.

by Published on 2012-09-30 10:47 PM

Interviews with Mike Morhaime and Rob Pardo, Wizard Guide, and Curse Survey

Mists of Pandaria Interview with Ion Hazzikostas
We had the opportunity to talk to Ion Hazzikostas (Lead Encounter Designer) at the Mists of Pandaria Launch event.

Originally Posted by Blizzard Entertainment
Q: Can you tell us a little more about your job and the responsibilities of the encounter design team?
A: I am the lead encounter designer for World of Warcraft. I run the team that makes the raid and dungeon content for the game. We also help out with major scenario bosses and outdoor quest bosses. We are specialists in multiplayer PvE combat.

Q: Are you happy with how the PvE content turned out?
A: Incredibly happy. We have more endgame PvE content than ever before in any of our expansions. We have 18 raid bosses waiting for players. 16 in instances and 2 outdoor world bosses. Nine instances, a new challenge mode feature, and there is really no end to the new raid and dungeon content.

Q: Do you have a favorite encounter?
A: That's like asking me to pick a favorite child. It's tough. One encounter that is really cool and I am looking forward to players seeing in the Mogu'shan Vaults raid, which opens up next week, is the Spirit Kings encounter. That is an encounter that has four ancient Mogu kings. The Mogu'shan Vaults is the repository of ancient Mogu history and secrets. They are the race that rule over the continent of Pandaria thousands of years ago, before their empire crumbled mysteriously. Their greatest secrets and history have been locked away in this vault. As players are exploring it, they trigger a trap or unlock something that reanimates the spirits of four of the great Mogu warlords from the past. The mechanics of the encounter are very reminiscent of the Omnitron Defense Council in Blackwind Descent where the bosses come out in a different order. Each one of those poses different threats as well as some very cool visuals. It is just a very dynamic experience that will change every time you pull the boss or play the encounter. I think players are going to have a really great time with it.

Q: What's next for your team?
A: Fixing bugs, though there won't be any in the content once players get to see it. We will always be working on the next thing. We are going to keep making more raids and more dungeons, so we are hard at work on whatever comes next. Players will have to see what that is.

Q: Can you give us an example of something that didn't make it out in the expansion?
A: For the most part we got the main things that we wanted to get out there out there. There is really more end game content than ever before. There were a couple of scenarios that players who were in the beta might have seen names of that we are still working on and will release in a future patch. The actual core raid and dungeon content that we wanted is all there.

Q: Scenarios seems to be aimed at a more casual play. Will we ever see some more challenging scenarios that really pushes the players?
A: Potentially. One of the main features of the scenario system is how accessible it is. It is a short, roughly 15 minute experience. There are no specific role requirements, so the queues are really quick. You can hop on during your lunch break, queue for a scenario, and you will be playing a scenario right away, which is a very cool thing. As a primarily queue focused experience, those scenarios aren't the best place to push the envelope of challenging content. Now that is not to say that we might not explore that space in the future, in terms of smaller group content that doesn't necessary have the traditional Tank, DPS, and Healer roles, but is hard.

One lesson that we have learned from Cataclysm is that challenging PvE content and random matchmaking queues don't really go well together. One of the core experiences that we hope for players to have as game designers when we make challenging content is the evolution of learning a fight. You fail initially, you make mistakes, you lose. Then you adapt, learn from those mistakes, apply your knowledge, and you eventually overcome and win. You feel good about that and you celebrate. Then you come back next time and you get to apply your knowledge and exhibit mastery of the encounter. That is really what feels good and reinforces the whole learning mechanism of learning the encounter and mastering it.

That breaks down when you are playing with random groups. You might have learned the mechanics, but that is no guarantee that the people you are playing with have done the same. Your own personal knowledge ends up not mattering when it comes to success or failure, and that can lead to frustration. We heard a lot of feedback about the release dungeons in Cataclysm, so we applied that to crafting our experiences for the Mists of Pandaria heroic dungeons, which players should find much less frustrating. At the other end of the spectrum we have a challenge mode difficulty that will make sure that the hardcore guilds or groups of friends who like to play together and use voice chat for coordination that was required in the Cataclysm launch heroics have that gameplay experience available to them.

Q: The legendary questline and itemization seems to work differently in Mists of Pandaria, with entire raids getting a legendary gem upgrade. Did raid design influence this decision to make raid balancing easier and make sure it doesn’t depends on how many legendary weapons people stack?
A: What players are seeing of the legendary quest experience throughout Mists of Pandaria in Patch 5.0 is just the tip of the iceberg. As players may have seen hinted at the in the achievement names, there are future steps to this questline in Patch 5.1, 5.2, and so forth. The legendary gem is just the first step. It is something players can work on in parallel. It isn't something where the guild leader has to decide who gets the first or second. Anyone who works on the personal parts of the quests and does the raid portion gets a gem which they can put in a Sha-Touched weapon from LFR, Normal, and Heroic. The stronger of a weapon that you get, the stronger the combined effect of the weapon and gem is going to be. Even though you can get the gem in Looking for Raid mode, the heroic raider who has a Heroic Sha-Touched weapon is going to have a much more powerful weapon in the end.

As far as raid balance goes, it is certainly helpful. The one thing we found with how Dragonwrath played out and the transition of Dragonwrath to Dragon Soul is that our traditional model of what a legendary item meant, its power level, wasn't really compatible with a model in which the legendary is at least one person, if not more, in every single raid group is going to have. It was different in Burning Crusade, where we could say "If you have Illidan's Warglaives, you win. You are going to top damage meters, do 20% more damage than anyone who doesn't, but that is okay because you are one guy that got really lucky." It is a very different dynamic when a guild can have twelve Dragonwraths from having farmed them up. Suddenly it affects raid balance, not just class balance. One of the big questions going in to Dragon Soul was how to handle ranged vs melee balance. If you have a raid where every caster has a Dragonwrath, is the melee balanced against the casters with Dragonwrath? That would make the casters without one fall behind. Is the melee balanced against the caster without one, in which case high end guilds where everyone has the weapon won't bring melee. This was not a great place to be. We are still evolving how legendary distribution methods should work.

One thing that we felt was really successful in the Cataclysm legendary experience were the custom quest lines that we offered for people that did the Dragonwrath quest line or the daggers quest line. That was some really cool gameplay, evocative of what players like about the priest and hunter quest lines in Vanilla. That is the kind of thing we can expect to see continued.

Q: Now that the first phase of the legendary questline is raid-wide, does it mean every player will get a legendary weapon in a few patches?
A: Not necessarily. I think the future steps of the legendary chain have yet to be announced, and that is something that players will see as we get there.

Q: Can you tell us a little more about the proving grounds game mode and when we will see it? Should we expect something challenging with unique rewards or is it just an innovative way to teach players how to play their class?
A: When you were talking about the things that we wanted to make in Patch 5.0 and didn't, that is one shining example. The Proving Grounds feature was a one player scenario that would give players a chance to learn the basic skills needed for tanking, healing, or doing damage. Proving Grounds for a tank might have an NPC healer that you have to protect from a stream of mobs that are coming in. There are different mobs that those mobs pose, spells that they cast or the ways in which they move. You have to hold agro, move around a lot, control the playing field, and do all the things that a tank would have to do in a fast moving dungeon group. The longer your NPC survives, the better your score will be. At the very high end it would give players who are very competitive a way to say "I am the best tank on the server", through leaderboards that would accompany it.

At the other end of the spectrum, it would give players who aren't as experienced at tanking a chance to learn those skills in a safer environment. World of Warcraft from level one to the max level is a DPS orientated game. Your quests are generally completed by killing things, even if you are a tank or healer spec. You are defeating creatures, looting them, getting them things, and so forth. If you don't do instance runs while leveling, you may reach max level without experience in applying those skills. There is no way to practice how to tank right now, other than the one that comes at the expense of four other people's experiences. You are stumbling through learning how threat works, learning how your buttons work, how the other dynamics of group gameplay work while other people are getting frustrated. That is part of what leads to the long queues as we are waiting for more tanks. It can be a very pressure filled experience and not a lot of people like being in the spotlight in that sense. If they had a chance to practice those skills and gameplay involved before they go in, they might feel more comfortable in doing it.

Q: Can we expect any kind of unique armor sets or rewards for the challenge modes?
A: Certainly. The reward structure for challenge mode players is equivalent to getting gladiator in PvP in terms of how difficult to earn it will be. Your gear is scaled down, so it isn't something that you can come back to a few patches later and get gold medals with no problem. For players who earn gold medals in all of the challenge modes will obtain a class specific set of armor for transmogrification. This armor has unique effects associated with it, aside from looking really over the top and epic. You will really stand out when standing around in Stormwind or Orgrimmar with this armor on. It has build in animations as well. For example, the Shaman armor has giant totem poles on the shoulders. When you cast spells, fire will well up within them. When you do a /laugh, the heads on the totem poles will laugh along with your character. Every set has a few built in hooks like that for players to discover. It is something that players can really take pride in and show off. Everyone who sees someone wearing the armor set will say "Where can I get that?" and "You must be really good at the game to have earned it".

Q: Is there any chance that you will bring back shorter raids like Zul'Aman in future patches.
A: It basically fits the storytelling we are trying to do. The 4.1 patch tried to focus on the evolution of the Zandalari trolls and what was happening there, so it made sense to bring back those old raids. We don't just bring them back; we update them heavily. To a player who does Zul'Gurub today, it is almost is unrecognizable compared to the Zul'Gurub that was a 20 player raid years ago. It is the same thing when you go into Deadmines, Scholomance, or Scarlet Monastery; they are very different zones with different bosses and mechanics. Players enjoy that and we enjoy visiting our classic dungeons and settings, but it is on a case by case basis that depends on the story we are trying to tell in a given patch.

Q: What are the most challenging raid encounters and dungeons in this expansion according to you and why?
A: All of the challenge modes are tuned to be demanding as far as dungeons go. Just finishing them is going to be an accomplishment for many players. With the way the medals are tuned, just getting a Bronze medal in a challenge mode is both a challenge and an accomplishment. Players who get all of the Bronze medals will get a title to show off their accomplishment. Shado-pan Monastery is going to be a tough one for players to go into. That is the enclave of the Shado-pan monks, who are an order of Pandaren that are dedicated to protecting the continent of Pandaria with ancient traditions. The overall feel of that dungeon is very much inspired by some of the cooler moments that we enjoyed in movies like Kill Bill. It has a Hollywood martial arts feel to it, a very cool place overall, but very hard on challenge mode.

On the raid front, in keeping with our traditions the hardest boss is probably the heroic mode of Sha of Fear, our final boss of this patch. Odds are good that it will be hard. The heroic mode was not tested at all on beta servers, so it has surprises that players will have to discover for themselves. There is a whole extra phase that is awaiting players that is not in normal mode, similar to heroic Ragnaros.

Q: A blacklisting feature was added for PvP to remove two battlegrounds from our random battleground queue; do you plan to add a similar feature for the random dungeons system?
A: We don't have any specific plans along those lines in the future, but it may be something we can consider. We obviously look at the dungeons our players run the most and the feedback that players are giving on the dungeons. The first thing we would rather do is improve the experience. If we are consistently hearing players groan when a specific loading screen pops up we would rather figure out what's wrong there and improve it. With battlegrounds it is a little bit different because don't purport to offer the same experience as each other. Some involve vehicles, some don't, some are small, some are large, so it is really hard to compare Battle for Gilneas to Alterac Valley. You are not necessarily looking for each of those experiences when you queue up, so players can decide not to play a large scale battleground today and blacklist Alterac Valley and Isle of Conquest. You could decide you want to play a large scale battleground, so you blacklist CTF maps. With our dungeons we try to offer a relatively consistent experience in terms of the feel and flow of PvE gameplay.

Q: Is there anything else that you want to talk about?
A: We are really excited to see all of these fans come out tonight to celebrate our launch, and even more excited to see everybody get on and dive into the game over the next week or so. It's been a labor of love for the past year and a half or two years. One of the most gratifying moments for us as a designer or anyone in a creative line of work is seeing people get to enjoy what you have produced. We can't wait to see people play the game and I can't wait to get home myself and start leveling.

Ask Mr. Robot Updated
Ask Mr. Robot recently updated for Mists of Pandaria. As you start to gear up for raids this week, make sure you are wearing the most optimal set of gear!

Blue Posts
Originally Posted by Blizzard Entertainment
Mists of Pandaria Soundtrack
Did a quick check on iTunes, there is nothing from Blizzard Entertainment on there. I wish they would. I'm not about to spend $2k on a Vanilla Collector's Set on Ebay, but I would love to have the soundtrack that was included in that, and the one from Burning Crusade.

For those interested, the Mists of Pandaria Soundtrack is available for digital download on iTunes. Also available are the soundtracks for Cataclysm, Wrath of the Lich King, and Burning Crusade.

Anyone else get goose bumps while listening to the chorus portions in ‘Heart of Pandaria’? (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Why isn't there a search function for your mounts tab when there is one for pets, bags, proff thingies?
Enroute for 5.1

Are you aware that the "Traveling Pet Mauler" achieve has STV instead of N. STV and S. STV? It didn't activate from either.
That’s intended. Not working however, is not. We will take a look.

I think Slam and Wild Strike need tweaks like make them off the GCD, I never find a gap to use them in PvP and PvE
Hindering Strikes glyph makes HS attractive in PvP. It might be fine to not use Slam much. WS gets boosted a lot by Bloosurge.

Tab for fun novelty items please? Lots in MoP and are taking up heaps of space. Don't want to delete because I like them!
I think this is part of an overall problem where our inventory feels very 2005.

We need more fun/silly/vanity type stuff - Like learnable Noggenfogger.
We focused a lot on Cooking, Inscription and Arch for MoP. If those changes prove popular, we'll do more.

I thought the Pandaria "cities" had auction houses in them through all of beta, what changed on live?
We thought the Dalaran model worked out well. Good balance between spending time in old and new cities.

WoWDB Addon Data Collection
Thousands of players have been contributing to the data on WoWDB and collecting this data is even more important with Mogu'shan Vaults opening this week, as drop rates are still undetermined there.

If you want to help out, just check the box in the Curse Client options as seen below. When you are playing the addon will gather data and save it. When you are done playing, Curse Client will see the game close and upload the collected data from the addon.

Curse Weekly Roundup
Evan and Lindsay tell us about Star Wars: The Old Republic, the MoP Launch, Call of Duty Zombies, FIFA 13, Minecraft, and a nice Game Forecast for next week.

by Published on 2012-09-29 10:04 AM

Ring and Amulets With ilvl 63 Affixes, Monster Power Not To Work In Public Games, Environment Objects , PvP Arenas

Gold Challenge Mode Run Completed
The first few groups have earned a Gold time in the Gate of the Setting Sun and Scarlet Halls dungeons. WoWProgress has a nice worldwide leaderboard with color coded times. As of tonight there have been 3 Gold runs and 122 Silver runs worldwide.

Patch 5.0.5 Hotfixes - September 28
Originally Posted by Blizzard (Blue Tracker / Official Forums)
  • Vengeance now ignores overkill damage.
  • Arcane Torrent now returns 2% of base mana (was previously an unintended 6%).

Priest (Forums / Skills / Talent Calculator)
  • Void Shift can no longer be cast on Dominate Mind targets.
  • The priest Season 12 four-piece healer set bonus can now only be consumed by the priest that applied it.
  • The priest Season 12 two-piece healer set bonus should now grant Diamond Soul buff to other players when Power Word: Shield is cast on them.

Rogue (Forums / Skills / Talent Calculator)
  • Blind should always land as intended. Other players should not be able to dodge, block, or parry Blind.
  • A priest's psyfiend's Psychic Terror should no longer affect targets under a Rogue's Smoke Bomb.

Warrior (Forums / Skills / Talent Calculator)
  • Second Wind no longer interrupts a Warrior who is eating or sitting down.

  • Thieving Plainshawks in Valley of the Four Winds now cast Peck while in combat with players and no longer cast Steal Weapon.
  • The humanoids of Pandaria are no longer devoid of coin, and level 86-90 creatures are now occasionally carrying a Vine-Cracked Junkbox in one of their pockets.
  • The Hozen Diver in Jade Forest now has 271k health as opposed to the 135k he had before.
  • Cheung the Stablemaster should now do the duties of a stablemaster, as expected.


Pet Battles
  • Turn inputs should no longer sometimes be inadvertently skipped, causing only one pet to take action that turn.
  • Conceding in a random PVP Pet Battle should now count as a loss.
  • State-dependent abilities should now properly require that the state be present to gain their bonus effects.
  • Strong and Pristine Traps should now properly be awarded when the corresponding achievement is obtained.
  • The Achievement "Win Streak" should now function as expected, and be awarded to players who win 25 consecutive Pet Battles.

  • Players should be able to complete "Burning Down the House" as expected.
  • "SI:7 Report: Fire From the Sky" should always eject the player from Sully "The Pickle" McLeary's vehicle, and can be completed even if the player dies and returns to camp before completing Sully's event.
  • "Last Toll of the Yaungol" should only provide you with Xiao Tus companionship while you are in Hatred's Vice.
  • Players who slip and fall from Serpent's Overlook while on the quest "The Seal is Broken" should be able to find their way back to Serpent's Spine by first returning to Grookin Hill or Pearlfin Village. Do watch your step!
  • All of the trainers for both the Horde and Alliance versions of "Battle Pet Tamers: Cataclysm" and "Battle Pet Tamers: Pandaria" now properly apply pet recovery once defeated.
  • "Sha Can Awe" quest NPCs should only apply their Languor effect on players who are currently on that quest.
  • "Gardener Fran and the Watering Can" now includes a bit more guidance for new horticulturists.

Bug Fixes
  • Loving a Shore Crab in Azshara ... as you do ... now properly counts towards the Achievement "To All The Squirrels I've Loved Before".
  • The Luck of the Lotus buff should provide a chance to find Plundered Treasure as intended.
  • Crossing a zone boundary while traveling by boat or zeppelin on a multi-passenger mount should no longer result in players being removed from the transport, but may still dismount the passengers from the multi-passenger mount.
  • Players can no longer access different Pandaria daily quests by visiting other realms.
  • Players visiting other realms via RealID or Battletag groups will no longer receive loot from the Salyis’s Warband encounter.

Developer Interviews
Blizzplanet had the chance to interview Lead Encounter Designer Ion Hazzikostas and Senior Game Producer Ray Cobo at the Mists of Pandaria launch event. A short summary of the more interesting points are below.

Ion Hazzikostas - Lead Encounter Designer
  • Players in Tier 11 said that there was almost too much content, having to raid hard every week to get through it. Mists of Pandaria includes even more bosses, which should give the more hardcore players something to do.
  • The Dragon Soul heroic dungeons invalidated the accomplishments of people who raided a lot during Patch 4.2. These heroic dungeons gave gear that was almost as good as the gear found in Firelands. Rather than using heroic dungeons to catch up, players can run older LFR content to gear up their alts.
  • Mists of Pandaria raids are more similar to Tier 11 raids than Firelands in terms of difficulty. Firelands had a boss that was designed to allow PuGs to come in and clear so that PuGs could raid. Now we have LFR for those players, so the normal mode content can be more difficult.

Ray Cobo - Senior Game Producer
  • Blizzard is constantly looking at ways to make Cross-Realm zones a fair environment.
  • If you keep up with the legendary quest line, you will hopefully have a nice legendary item by the end of Mists of Pandaria.

Blue Posts
Originally Posted by Blizzard Entertainment
Challenge Modes and Item Scaling Tech
Character and item level scaling as you're referring to is tech that was actually added in Mists of Pandaria. This tech is what allows us to have a feature like Challenge Modes, in which we can scale your gear down to a specified level. The same is fairly easily applied to character levels.

Have we done everything we could possibly do with this tech? Absolutely not.

Do we want to throw it into everything we can just so players can run whatever they want at any level, without regard for a specific reward structure or progression system? Absolutely not.

As an example, we'd love to implement a feature where you could, say, at level 90 group up with a friend who's level 15 and run Deadmines together, and the dungeon difficulty for both of you would be relatively equivalent. But we're not going to do that before figuring out a proper system for rewarding both the high- and low-level players for their time.

We've also discussed the idea of allowing players to, for example, form a raid group of 10 players at level 90, enter Karazhan, and be scaled down to roughly level-70 character power.

This type of tech is great, but we can't throw it around arbitrarily just because we have it. We need to carefully consider ways it can be incorporated into a fun system that still feels rewarding in some regard.

It's safe to say the scaling in Challenge dungeons is just the beginning. (Another example on the horizon is Proving Grounds.) If these types of features are successful, and we see players calling for more scaling to allow them to run content without just zerging/overpowering it, we'll absolutely look at additional ways it can be applied -- what I said above should be more than a hint that we already are.

Would that mean that if it were implemented, that we would no longer have access to the soloable raid content? Or would this be an option? Similar to Normal/Heroic modes.
Those are exactly the types of questions we've been stockpiling and pondering internally when it comes to brainstorming how tech like this can be applied to different facets of the game!

It's not only stat scaling people. Talents have been reworked extensively. Considering that 1-70 content had a a lot of threat mechanics, pots were on a general cd, buffs stacked, aoe tanking was risky without discipline, crushing blows...

You are talking about retuning every instance in the entire game.

This is also a great point I forgot to mention in my first post. If we literally just said, "okay, everyone can run any dungeon or raid and you'll be scaled to its intended level," it might be fun for a while, but it'd feel very broken, inconsistent, and without direction. We need to offer proper support for such a system so that there's some kind of consistent gameplay, which means it's not a trivial task -- as I said before -- such that we can just loosely apply the tech to the affected area and expect healthy results, hehe. (Blue Tracker / Official Forums)

New Character Models Contradictions
So what's with the change in priority?
Tom and Rob are both correct, and combined, pretty much sum up the thinking that's ongoing within the World of Warcraft development team. Are having new character models a high priority for the team? Yes! We have discussed this with the developers numerous times and they are definitely excited about making this happen.

Keep in mind the rhetorical questions that Rob stated with his response. A high-priority task such as this demands a lot of resources. With the work that was needed for Mists of Pandaria and is needed for the upcoming content patches, character designers have to prioritize their work. Thus, we REALLY (yes, honestly, truly, really) want to get this done, but it's something that will require a lot of time and people to do. (Blue Tracker / Official Forums)

Pet Battles Update – Hotfixes
As Mists of Pandaria continues to unravel its mysteries, there are bound to be a few bugs that crop up from time to time and we’re working diligently on getting each one addressed. For the pet battlers among you, here are some of the hotfixes we’ve recently applied to the game:

  • A bug has been fixed that caused turn inputs to sometimes be skipped, causing only one pet to take action that turn
  • Conceding in a random PVP Pet Battle should now count as a loss
  • State-dependent abilities should no longer have their effects reversed (example: Maul should correctly require that the target be Bleeding)
  • Many balance changes have been implemented (example: Build Turret now has a 2-round cooldown, up from 1)

In addition, we’re investigating a possible issue with traps not upgrading and will get it resolved as quickly as possible.

Thank you for your continued feedback and bug reports. We appreciate your enthusiasm for this new feature, as well as the time you’ve taken to discuss the Pet Battle system!

Is there any word about the issue that some new alts especially pandas can't learn pet battle training and thus can't buy the special pet for their race from the pet battle trainer?
Yes, this should be fixed now.

nope it's not fixed
I've just been informed that this is being looked into now. (Official Forums)

Pet Battle Training Cost
If you want to keep the cost, increase the level needed to buy it. New and low level players will get confused by this feature. It's already bad enough having people beg you for gold so they can buy some overpriced glyph or green gear.
Increasing the leveling requirement isn't a reasonable solution. If you're a more experienced player and you want to roll a new character, we don't want to keep you locked out of pet battles. Since the system is account-wide, we want you to have the option of participating in pet battles while you level.

We still don't think the same should apply to new players. The gold cost is a clear indication that you need some level of experience with the game and the economy in order to access the feature, even though it's unlocked at level 5. I don't know why this would be more confusing for new players, as I've seen many assert in this thread, than giving them access to a series of random quests that don't enhance their characters, are almost completely separated from character leveling progression, and require a modest number of pets that they may not have.

Reading through the thread, so far I haven't seen any clear indication in anyone's post that they are, in fact, new players who feel limited by being unable to access this feature. Most of what I'm reading comes from more veteran players weighing in on what's right and what's not right for new players.

And to be clear, we don't hold a monopoly on knowing what is or isn't potentially something that may confuse (and perhaps even drive away) a new player. But we do have the advantage of being able to carefully analyze years and years of data which reflects how the average new player approaches the game, the things that trip them up, the things that make them feel like their progression is barred, etc.

What I do know is that a lot of posters in this thread -- even those who claim to be very casual -- take their knowledge of the many core aspects of WoW gameplay for granted. If you look at the way the 1-20 experience has evolved and been streamlined over the years, it should be quite clear that it's a direct reflection of design decisions we've made to try and better ease new players (especially those without MMO experience) into the game, based on a lot of research on our end.

Someone earlier in the thread pointed out that, when we first introduced dual spec, the cost and level requirements were meant as a barrier to entry to ensure leveling characters didn't feel like it's something they should spend their gold on asap. We later drastically reduced the gold and level requirements when we felt more confident about this not being an issue. The same could be true for the cost of pet battles. We'll certainly take player feedback into account -- though, as I mentioned, hearing almost entirely from players not adversely affected by this gold cost, as opposed to new players who are, leaves us with very incomplete actionable intel -- and we'll evaluate whether or not the current cost is necessary.

For those who implied that our change over time on dual spec should've been a learning lesson, keep in mind what we say all the time: we prefer to introduce a new gameplay feature or piece of content with slightly conservative implementations, and then, if necessary, loosen the restrictions or increase accessibility over time. That's held true for everything from raid tuning to Transmogrification restrictions. If we get things wrong and a feature is too accessible or too easy, to the point that it's negatively affecting overall gameplay, it's much meaner of us to then tighten restrictions after the fact. (Blue Tracker / Official Forums)

Mists of Pandaria Questing
While I think the person you were responding to is being melodramatic, I do have to say... having just finished playing through the Valley of the Four Winds, absolutely *no* quest there made me feel heroic. When I wasn't doing farmwork, escorting around a little girl and collecting muddy water, cleansing rolling plans of oversized Rabbits, or hunting wildlife for sport... I was slaughtering innocent Curious Water Sprites to get ingredients off their bodies to fund some Panda's drinking problem.

I am kinda not getting the "heroic" vibe from that.

Great discussion so far! I know I'm coming back late, but I've read the entire thread, and I wanted to come back to talk about a couple of things.

It seems to me that the Valley of the Four Winds offers a chance to get to know some of the residents of Pandaria in a more personal way. You help them with their day to day struggles. You get a glimpse of how they live their lives. After all, the Jade Serpent flies you there, she tells you that it's an opportunity to learn about how the people of Pandaria live.

Still, while the concerns may seem a bit pastoral at first (I would like to take this opportunity to speak up in favor of puntable marmots), they become much more urgent as you come to the conclusion of the zone, and I think that some pretty heroic stuff happens as the quest lines there come to a conclusion. If the tone present in the Valley of the Four Winds isn't quite your speed, you can head over to the Krasarang Wilds for a different feel. There will also be plenty more opportunities for heroic deeds in Kun-Lai Summit, the Townlong Steppes, the Dread Wastes, and the Vale of Eternal Blossoms.

Did a quest in a group last night and noticed I was getting 0 xp per kill. my chat log said (mob dead=2000xp-2000xp penalty) I was pretty pissed about that.
That's extremely odd. There's actually a small experience bump for grouping. Can you remember which quest you were on?

Also, while it’s true that partying up and doing the quests in the zone will result in less experience over all, it should result in faster experience gain. So, a bit less total experience, but better experience per hour.

Assorted reputation grind concerns.
I think it's worth mentioning that, for the most part, the really important stuff from reputations in the past came at Exalted. In Mists, 'power' rewards that come from reputations are available a bit earlier. The rough run-down as I understand it works like this:

  • Honored unlocks 450 blue items that you buy with Justice Points and profession recipes
  • Revered unlocks 489 epics that you buy with Valor Points and more powerful recipes
  • Exalted unlocks the more unique non-power rewards: mounts, tabards, weapons and armor intended for Transmogrification, etc.

The thing that annoys me about these threads is that the devs take them seriously. Here is a guy who only wants to pvp commenting on things like story and cut-scenes.

Devs.. please listen.. it doesn´t matter what you do, these types of players will never be happy

I believe that all our players matter: PvPers, raiders, questers, achievement seekers, collectors, parents playing with their kids, etc. etc. etc. There's not one kind of player and often a single player embodies many different motivations; the World of Warcraft is populated by an incredibly diverse community.
When someone says "I don't like this" that's actually okay. At the risk of making a real world analogy, I wouldn't expect someone to walk into a restaurant and absolutely love everything on the menu. Still, if someone isn't enjoying part of the experience, I want to find out why. Maybe there's just a misunderstanding at work, or perhaps there's something more fundamental in play. Regardless, without criticism (constructive criticism, simply saying x, y, or z 'sucks' isn't helpful), it's harder to grow. I believe that there are certainly cases where having a discussion about a point of contention can be really valuable for everyone involved. (Blue Tracker / Official Forums)

When are gathering nodes and mobs going to be sharable? Would alleviate many of the issues with CRZ.
Those may not be the right answers, but I'd agree that seeing other players should be a good thing not a hassle.

Curse Sites Feedback
Now that Mists of Pandaria is live, we finally have the time to gather some feedback from you! Let us know if there is anything we can do to make your experience even better on MMO-Champion or other Curse sites with the survey below.

Trading Card Game Art Update
The Trading Card Game art gallery has been updated to feature ten new pieces.

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