World of Warcraft News and Raiding Strategies RSS Feed

by Published on 2015-01-08 02:39 AM

Ancient Items Purpose, Future D3 Servers, Deadset Sanctuary Talk

Mekkatorque's Workshop #9 - Paladin Secrets, Deck Spotlight: Spark's Tempo Miracle Rogue

Thrall, New Battleground, and New Skins to Launch with Closed Beta, Brawl with the Blues

Patch 6.0.3 Hotfixes - January 7
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Garrisons, Followers, and Outposts
  • Garrison Buildings
    • Barn
      • Deadly Iron Trap now only traps an elite creature (Direfang Alpha, Ironhide Bull, and Wetland Trampler) that the player or party has tap credit on.
      • [Require a realm restart] Spawn rates for Direfang Alpha, Ironhide Bull, and Wetland Trampler has increased slightly.


  • Ashran
    • Players should now receive advanced notification when the Bonus Objective: Brute's Rise will become active.
    • Fangraal no longer uses the Soul of the Forest ability.
    • Alliance PvP vendors Bregg Coppercast and Ingrid Blackingot now have collision boxes.
    • Horde PvP vendors Lieutenant Axelash and Lieutenant Brokefist have moved closer to the road leading into Ashran, and now have collision boxes.

Battlegrounds and Arenas
  • Hand of Protection should now interrupt players that are in the process of capturing a point in the Battlegrounds.

Blue Posts
Originally Posted by Blizzard Entertainment
Trap Hotfix
Alright. I'm forwarding info from a designer with more information on what we're working on to increase the amount of elite creatures available for trapping.

The hotfix that will require a realm restart to take effect to increase the availability of elite creatures by splitting the elites off into its own population group. Previously, the elites and their regular versions shared the same population pool. Splitting the elites off into their own population pool will help them repopulate more quickly.

However, because the spawn regions for the elites are so wide, players fighting on one end may not see elite creatures repopulating on the other end of the spawn area. To address that, another hotfix is being worked on to greatly increase the number of spawn points with a further increase to the spawn rates. This other hotfix will also require a realm restart so we're holding off until both hotfixes are ready so the issue can be addressed thoroughly in one go. (You don't want two separate rolling restarts.)

With regards to concerns over the change to require tap credit to trap, we think is in part to due the scarcity of elite creatures. With the hotfixes above in place, there should be ample supply and it'll address those concerns.

We are looking at making possible further improvements beyond the scope of what hotfixes can allow to the Barn and trapping mechanic to encourage group play and reduce the need to engage in unusual behaviors. (Blue Tracker / Official Forums)

Follower Limits and Accessibility
25 with a level 3 barracks. Anyhow, you can collect them all but you can only have a maximum of 25 active at any one time.
What Doraine said (with the caveat that you may have to switch up certain Garrison buildings and/or Outposts to gain access to certain followers).

All of this feedback is great so thank you!

We have some really cool changes coming to Garrisons in the future and a lot of them are based on what you've shared with us in recent weeks. Also, I've relayed many of the ideas you've posted here, too.

One specific change I can share is in the next patch we're planning to add a new NPC to tier 3 Garrisons who will sell followers you might not have access to based upon which buildings and Outposts you've chosen. Definitely keep an eye out for that on the next PTR, test it out, and let us know what you think.

Ohhh, what about for followers that came from quests that give you a choice of three but you can only choose 1. Gotta catch'em all you know
Yup! You'll be able to browse for followers you did not choose from quests and any you might have missed from failed missions. (Blue Tracker / Official Forums)

Warlock Class Balance
I give you credit for replying to this thread. Id love to hear your thoughts on shamans BTW...

But according to simcraft (Im sure you are aware of the website/tool), warlocks are only ~2k above tanks, and 5k from the top. Big gap.

Sims can be helpful from time to time, but far more helpful are actual log parses from humans playing those classes, and that tends to be what we look at; as well as just reading feedback, and our own play experience. (Blue Tracker / Official Forums)

New Model Changes and Feedback
We pay attention to the feedback on all articles, as well as all your comments here on the forums. We're making additional adjustments to some of the new models for the other races, including the Night Elf running animation, thanks to player feedback.

That's not to say it'll be possible to implement every suggestion that was made regarding the Blood Elf models of course, but we're keen to make sure you love the new models as much as we do. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Character / Items
Please stop making "Spiky thing with a doorhandle"-style fist weapons. They'd spin out of control first hit.
WoW weapons have never really been about realism, per se. (Muffinus)

Any plans for alchemical catalysts? Seems like a pretty weak reagent and we don't have much to use it for other than greater flask
Yeah, I'm an alchemist myself and found the same, the feedback's been sent off, I feel you. In the meantime, engineering owns. (Muffinus)

So, is there any good reason why the blueprints for level 2 large buildings cost more than Level 3 blueprints?
Level 3 blueprints require a pretty hefty achievement, topping that with a huge cost felt bad. (Muffinus)
That does make a lot of sense, but a 500g discount for time investment doesn't seem all that much, no?
Some guy was complaining earlier that they didn't cost enough! (Muffinus)

Green Tweets
The developer formerly known as Ghostcrawler has managed to outweet all of the other devs we are tracking combined in the past few days, and had some interesting things to say. Keep in mind he no longer works for or speaks for Blizzard.
Originally Posted by MMO-Champion
in retrospect, was it really worth diluting gameplay quality so that more could participate?
I still struggle with that question. Is it better to have a good experience for few classes or viability for all of them?
giving melee+range comps less DR category overlap is another way.
You can get more class representation by letting multiple classes bring X but then you risk losing class distinction. At the end of the day, supporting multiple diverse classes as equals is almost impossible. My suggestion for any aspiring RPG designers out there is have only a few classes if balance is a goal. (OccupyGStreet)

Must all new classes in WoW be hybrids? Is it bad for the game (LFG queues) to add another pure dps class?
I think the game can support pures, so long as the hybrids are satisfied doing less DPS, which is a hot button topic.
Do you think it's possible to add a 4th role? Could it be done by adding it to the next new class, and only to that class?
You would make that class mandatory for every raid group. If you could live with that decision, then sure. (OccupyGStreet)

I think I transmogged one item, and I was largely the designer of the system. And I found a bug with that one item... I think it was a fan. (OccupyGStreet)

what was wow's biggest problem/headache that you can recall during WotLK?
I don't know if this is the biggest problem, but creating a niche and need for the DK was a challenge.
interesting. not what i expected.
There were more. Naxx being easy followed by Ulduar being hard was challenging.
I got the feeling Ulduar was not as well received at the time as some portray. The next tier seemed rushed out.
Ulduar was popular for the tiny percent of players who saw it. Flex mode normal would have helped it a ton. (OccupyGStreet)

Game Design
No idea how to solve a fundamental game design problem: optional content must be interesting but not so interesting that you're compelled. I see this is a lot in DA:I and WoW. If optional content is too boring, nobody will do it. Too interesting and it feels no longer optional. (OccupyGStreet)

A lot of the optional-turned-mandatory content feels that way because of the presence of overly compelling rewards.
I agree, but it's not just rewards though. AC and DA:I offer a lot of low reward content that is still hard to skip over.
At some point (was it achievements?) we became programmed to hate skipping over optional activities (frequently collections). (OccupyGStreet)

I would say it all depends on your definition of 'interesting'
There is a ton of collection in the new Dragon Age, but many clearly feel bad about not doing it (which is the entire point!). (OccupyGStreet)

Being compelled because it is interesting is awesome. Being compelled to do something optional strictly for reward is no fun
I agree, but there is also a trend of optional never feeling optional no matter how lame or non-rewarding it really is. I am *not* an achievement-focused player, but I still picked up a lot of freaking feathers and posters in Assassins Creed games (OccupyGStreet)

It can be frustrating if it's presented as optional but is important. It isn't optional at that point.
Right. Devs are clearly trying to present bonus content for completionists, but then we feel bad skipping it. (OccupyGStreet)

I can make a game with 1000 quests that feel mandatory. That's easy (but a lot of work). Having 100 mandatory and 900 optional is harder. (OccupyGStreet)

there's a bigger issue - artists want their art to be seen.
That's always a concern (and using art = craft) but in this case I believe the devs *want* the content to be optional. (OccupyGStreet)

I will never play DA:I again because of this and I really wanted to
Exactly. Bioware wanted shards and other collections to feel optional for folks who wanted a 200h game. But I think it backfired. You hear complaints of too much content, even from crazy gamers like us. (OccupyGStreet)

But what if you want to offer 100h to one type of player and 40h to another? How to make *some* content feel optional? (OccupyGStreet)

WoW had TONS of working optional content. you could do pet battles. or start doing dailies to get the squirre pony from TotC
WoW pets are a great example. They went from rare rewards for a few to something many had the expectation they were going to get. (OccupyGStreet)

I'd prefer if games were made directed at a specific audience. People would enjoy them more. Even if it was less people
Budgets can be a challenge there. Unless your specific audience will pay a premium for the game, you have to make it smaller. (OccupyGStreet)

IMO, if you make content interesting, people will feel compelled to complete it, "optional" or no.
But what if it is not? What if it is an awful grind? I assert many will still do it (and be mad). (OccupyGStreet)

devs seem to think "it's optional but we'd still like EVERYONE to do it". "Optional" means many ppl WONT do it- AND THAT'S OK
Yes, that is my point. It is good to have optional content. Keeping it optional is surprisingly hard to design. You almost find yourself trying to design somewhat shitty content for fear that everyone will do it (meaning now non-optional). (OccupyGStreet)

Isn't this solved via multiple possible paths? You get one option, and you have to play again to explore other options?
I like that the best, though it is strictly more work/content than the main+optional model. (OccupyGStreet)

But is that not the purpose of all gaming companies. To hook the gamer in and keep them coming in.
Ultimately, but you do risk driving players away if they are overwhelmed. It's a big ask to say "Trust me. The 100 hours you are about to spend will be worth it." (OccupyGStreet)

that's the problem with you people. You have to always overcomplicate things. I bet none of this was important on vanilla WoW
Leveling to 60 was the entire game for most players and they didn't rush through it. Player behavior changes in 10 years. (OccupyGStreet)
by Published on 2015-01-07 01:50 AM

Why Players Quit D3, Patch Soon?, GR 45 DH on 2.1.2

Kripparrian: How Good is Gazlowe?, Versus Series: Spiffy vs Zeptinn

Hero Rotation for January 6th, Euro Shop Price Updates

Patch 6.0.3 Hotfixes - January 6
Originally Posted by Blizzard (Blue Tracker / Official Forums)

Dungeons, Raids, and Scenarios
  • Raids
    • Highmaul
      • Ko'ragh's Expel Magic: Arcane ability should no longer incorrectly damage players that are under an effect that grants immunity to damage.
  • Dungeons
    • Shadowmoon Burian Grounds
      • Ner'zhul: Credit for Souls of the Lost achievement should no longer incorrectly reset between waves of Ritual of Bones.

Bug Fixes

Warlock Class Balance
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Into the fel flame I go...

Warlocks look pretty good at the moment. There are probably some tweaks that can and might be made to bring some things up a bit. The issue is probably more that there aren't any fights where warlocks really shine, and they're just consistently good. It's a stark contrast to Mists where warlocks shined in everything... everywhere... all the time. Neither situation is ideal, and it's something we're keeping an eye on.

Faction Balance in PvP
Originally Posted by Blizzard (Blue Tracker / Official Forums)
There are only 15 horde characters in the top 500 in the pvp bracket.. Fix it, fix it now.
Because Arena can have the same faction facing each other in a match, all of the high end players tend to gravitate to one faction or the other so they can play with each other. Last season pretty much everyone in NA was Horde, and EU was Alliance. Regardless of if a race or faction is considered to have superior racials the ladders would still show an all-in approach on one or the other. You could completely remove racials and still see the same coordinated division. Feedback on Racials is welcome and considered, but for the outlined reasons showing the best players coordinating toward a single faction isn't by itself a good indicator of anything except for the nature of the top competitors looking to play and practice with each other. It's going to happen regardless of pretty much anything else.

Does that mean that people who want to play with better players, should pay for a faction switch to Alliance then?
Anyone can level a new character any time they want. It's pretty quick, too!

Blue Posts
Originally Posted by Blizzard Entertainment
Trap Stealing
We've been observing feedback on the topic and wanted to give a heads up on two hotfixes that are currently undergoing testing (not ready yet) to address these concerns.

  • Increasing the spawn rates of elite creatures used for trapping.
  • Deadly Iron Trap will require players to have tap credit on the creature being trapped.
(Blue Tracker / Official Forums)

Why Does Raid Finder Exist?
I don't even care about doing it on alts anymore, it's just boring.
Oh, well then probably don't do it! That's what the different difficulties are for after all. (Blue Tracker / Official Forums)

Raid Finder Wing 3 Unlock Time
We're expecting to continue following a new-ish 10 a.m. PST unlock "rule" from here on for the opening of new raid content. You can expect Blackrock Foundry wings to open at around the same 10 a.m. PST time as well. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
ok 244 followers at the inn 1 per week we will be into the next xp by the time we get them all over sight or what ?
Not reeeaaally intended to be a collection-y system. If you really want them all it could take a while. Okay with that. Highest achievement for collecting them is for 40 Followers, so, yeah. Collect 'em if you want to.
then why put so many in ?
Kind of a legacy of how the system functioned pre-beta. (Bashiok)
by Published on 2015-01-06 02:15 AM

Update: Rogue hotfix notes have been changed.

10th Anniversary Event Extended One Week
Originally Posted by Blizzard (Blue Tracker / Official Forums)
The WoW Anniversary event ended a bit earlier than intended, so to make up for that lost time and any inconvenience we’re going to be re-enabling it for an additional week. The event--including the level 100 Molten Core raid--will be available again from January 6 at 10:00 a.m. PST until January 13 at 10:00 a.m. PST, for North American realms (13 January at 10:00 a.m. CET, for European realms). You can see the updated event dates and times in the in-game calendar.

Look for this and other hotfixes in the 6.0.3 Hotfixes blog as it’s updated.

Patch 6.0.3 Hotfixes - January 5
Originally Posted by Blizzard (Blue Tracker / Official Forums)
WoW's 10th Anniversary
  • [Requires a realm restart] WoW's 10th Anniversary event has received an extension! The event will begin again at 10AM PST on Tuesday, January 6 and ends at 10AM PST on Tuesday, January 13.

Garrisons, Followers, and Outposts
  • Garrison Buildings
    • Dwarven Bunker/War Mill: Players can now accrue as much Iron Horde Scraps as they want.
    • Lumber Mill: Players can now accrue as much Timber as they want.

  • Death Knight (Forums / Skills / Talent Calculator)
    • Talent
      • Conversion now costs 15 Runic Power per second for Frost Death Knights (up from 10 Runic Power).
  • Hunter (Forums / Skills / Talent Calculator)
    • Armor Sets
      • PvP 2-piece set bonus for Hunters should no longer incorrectly trigger its effect when Freezing Trap activates on a target that is immune.
  • Paladin (Forums / Skills / Talent Calculator)
    • Talents
      • Empowered Seals (Protection, Retribution) should no longer incorrectly be providing a 30% increase to attack speed on top of its intended benefits.
    • Armor Sets
      • [Currently in testing] PvP 4-piece set bonus for Retribution Paladins now increases damage and healing by 2% per Holy Power spent (down from 3%) for 4 seconds (down from 8 seconds).
  • Rogue (Forums / Skills / Talent Calculator)
    • Assassination
      • Assassin's Resolve now increases damage by 17% (up from 10%).
    • Combat
      • Vitality now grants 50% additional Attack Power (up from 40%).
    • Subtlety
      • Sanguinary Vein now increases damage dealt by 25% (up from 20%).

World Environment
  • Nagrand
    • Resolved an issue where players that die in the areas around Highmaul may be unable to resurrect at their corpse.

Dungeons, Raids, and Scenarios
  • Dungeons
    • Grimrail Depot
      • [Requires a realm restart] Nitrogg Thundertower: Assault Cannon's Suppressive Fire now deals less damage.
      • [Requires a realm restart] Nitrogg Thundertower: Grom'kar Gunner's Shrapnel Blast now deals less damage.
      • [Requires a realm restart] Nitrogg Thundertower: Iron Infantry now has less health.

  • Ashran
    • [Requires a realm restart] Players now have 60 seconds to accept the prompt to enter Ashran (up from 20 seconds).

Bug Fixes
  • Resolved an issue that could cause Quest achievements for Draenor zones to not be awarded correctly to characters below level 100.

Garrisons and Alts
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Would have been awesome if it was account wide.. now it feels more like a pain to gather all recources and level all the followers.. again.. and again.. and...
We're looking into ways to make Garrisons a bit more friendly in future patches for those of you who enjoy alts. We see that Garrisons are a bit too much for you guys right now.

Highmaul in 60 Seconds
Our friends at FatBoss have done it again with a guide to Highmaul in 60 seconds! No need to read long guides or watch long videos, just follow their short and simple advice.

by Published on 2015-01-05 06:04 AM

BNet Login Issues, D3 Tribal Tattoo, ZDPS Support WD

Popular Decks of the Week, Hearthstone Logic #8

World of Warcraft 10th Anniversary Ending
The 10th anniversary celebration is coming to an end soon. You have until Tuesday, January 6, 2015 at 10 a.m. PST / Monday, January 5, 2015 at 7 p.m. CET to get anything you may have missed.

If you logged in at all during the event, the Molten Corgi would have arrived in your mail. A successful run of the 40 player Raid Finder version of Molten Core rewarded a nice Core Hound mount. The Hatespark the Tiny pet had a 10% drop rate and the Flames of Ragnaros weapon enchant transmog had a 2% drop rate. Anyone that killed Ragnaros also got a spec appropriate item level 640 helm.

Armory Stats - World of Warcraft 10th Anniversary
We couldn't resist one more graph before the holidays are over and people (hopefully) return to work! There are 3.7 million characters and 2.4 million accounts that make up this sample. The percentage of players that have both the Alliance and Horde win in Southshore achievement is almost too small to see on the graph (0.01%).

Don't see a chart? Enable javascript!

Blue Tweets
Originally Posted by Blizzard Entertainment
Character / Items
Unsure if this is a bug, but killed The Lanticore in H UBRS and no one in group was able to loot/roll. Did the droprate on the pet change?
Droprates when loot is on Personal are different than when loot is on Group. (Muffinus)

This expansion made inventory management worse. Toy box was one step forward and all the new stuff 5 steps back.
What new stuff are you having trouble fitting?
moroes' lucky polish. my inventory is fine save that one item.
Fixed in 6.1 I believe! A few things missed the bus. (Muffinus)

Dark Legacy Comics - #471
DLC #471 has been released.

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