World of Warcraft News and Raiding Strategies RSS Feed

by Published on 2013-10-11 05:07 AM

New Datamined Patch - Class Changes, Passive Effects, Item Graphics and MUCH more

Hearthstone Innkeeper's Invitational

Upcoming "The Crowd Chose You" Hotfix Feedback
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Will this also lower absorbs?
It affects absorbs as well, yes.

This change HEAVILY favors double DPS.
We disagree. Matches with double DPS comps rarely (if ever) last long enough for either The Crowd Chose You or the new Dampening mechanic to even become a factor. It'll take a full 10 minutes before Dampening even begins to stack.

Necrotic Strike + Dampening = GG...
Necrotic Strike's healing absorption effect will be reduced at the same rate.

How does this address the double Blood DK issue again?
This change isn't targeted specifically at Blood. As I mentioned before, one of our goals with the changes in 5.4 was to avoid heavily influencing player behavior. The Crowd Chose You has a strong affect on Arena gameplay in all brackets, across a wide spectrum of compositions, not just Blood DK in 2v2. We're going to fix Blood (and we're discussing how exactly to do that), but we don't want to balance the entire Arena system around it.

That's why it favors Double DPS.
I'm not sure I follow. Looking specifically at the 2v2 bracket, matches where either team is running double DPS typically end before the 5 minute mark. They sometimes go longer, but almost never to 10 minutes. The games that do involve Blood DK's, which as I mentioned a few moments ago, we're looking to make additional changes to.

So, under normal circumstances, the only matches that will realistically be affected by this are Healer/DPS vs Healer/DPS, in which case both healers are being affected equally. Matches between double DPS and Healer/DPS or another double DPS team are completely unaffected.

How is that fair to Unholy DKS? Necro strikes are their main source of killing in arnea. So you're going to nerf their main source of DMG cause of a healing debuff?
Only the absorption affect will be reduced, not the damage output.

How doesn't this favor classes that already have a MS like warriors?
Mortal Strike (and similar effects) are applied multiplicatively. That means they don't become any more (or less) effective as Dampening begins to stack.

Here's a quick, if mathy, example: Say you cast a heal that, unmodified, would heal for 100k. If Mortal Strike is active, that heal is reduced by 25%, for a final amount of 75k (and a loss of 25k healing).

Now, say Dampening is at 10%. Your 100k heal would then land for 90k. Mortal Strike would only affect the remaining 90k healing, putting the final amount healed at 67.5k. The heal was still 25% less effective than it would have been if Mortal Strike wasn't active, but was only reduced by 22.5K -- which, you may notice, is 10% less than the previous example, keeping it in line with the effects of Dampening.

TL;DR: Mortal Strike (and similar effects) are not made any more or less desirable by Dampening.

How will this effect Warriors and Warlocks? and other dps classes which have some sort of shield or similar damange migration ability, and how about damage reducing ability's like Hand of Sacrifice?
Self-healing, shielding as well as other abilities and spells like Necrotic Strikes absorption effectiveness will also be weakened by Dampening, it will not just affect healing.

At first, as a pure healer, this seems very bad. And very bias towards dps and hybrids.
We don't think that this change will diminish the value of healers or make them less desirable than they already are. Matches that lack healers, or even matches where only one team has a healer rarely last long enough for Dampening to kick in.

The tactic would to be, to have a triple dps combo with powerful enough offhealing, cc's/esacpe abliltys to avoid the majority of the fight for 10 mins, and the just pop all damage cd's and kill off a dps, while the healer is just watching.
That's a legitimate concern, however Dampening will hit the triple DPS team just as hard, if not harder than the opposing team, because their off-healing is already fairly weak and will just get weaker making a double DPS/healer team able to take them out as well. The main point to be made here is that this will affect both teams at an equal rate, so no individual team should be able to gain a greater advantage from it than the other.

Do remember that this feature is still under development and changes may occur to it, so please let us know what you think.

Does that mean that priests who relay on shileds will be incarnation of god itself in arena?
As was mentioned earlier in the thread, shields will also have their effectiveness reduced by Dampening. So things such as "Power Word: Shield" should not give any particular classes an advantage.

Lame, once again we're back to where we started where disc priests can decide to be a douche and take the game to a draw even when their teammate is dead.. great
Why do you feel that Disc priests are going to be so strong? If it's because you think absorbs will not be included, please see my comment above.

Will it affect the health return component of mage food (and bandages)?
That's actually a really good question that I will endeavor to find an answer for.

Well, the new design is certainly better than what we have now at least. Thoguh personally I think it should start affecting damage instead rather than healing.
So you feel it would be better for damage to increase by X% per Y seconds instead of reducing healing? Can you give a little more information as to why you think this would work better than the current Dampening effect?

I'm still extremely worried about Blood DK's. They can easily survive for the first 15 minutes or so and then, with a 25% healing debuff, spam NS with all their cooldowns up and try to finish the healer. This strategy may turn out to be so efficient that Blood DK's are still going to be a huge problem here.
This change isn't intended to address Blood DK's in 2's and we also don't want to be designing the way the Arena system works around an individual spec. We agree that double Blood DK's in Arena are too strong at the moment and we're looking into some other changes in that regard.

Also, while you're here, I'd like to ask why it was decided that Necrotic Strike should be affected by the healing debuff? It means a DK will effectively lose his prime damage component over time.
Because the absorption effect of Necrotic strike effectively becomes more and more powerful as healing gets reduced. This would mean that teams which have this mechanic at their disposal would be at a great advantage once Dampening starts to kick in. The damage component of Necrotic Strike remains the same, however.

How would Polymorph work in conjunction with Dampening?
Another great question that I will look into.

What about teams that will save their major damage cooldowns for after the 10 minute mark?
At that point of the match, you're in just as much danger as the other team. Not only that, it's a gradual increase and not a sudden one; this means that the 10 minute mark is still the same as the 5 minute mark.

How will this effect Anti-Magic Shell? Does it go away once 1 damage is taken?
Absorption effects are affected in the same manner as healing in regards to Dampening. So it should absorb 1% less every 10 seconds after the 10 minute mark.

How would this change effect a DoT cleave, especially in combination with a Gateway. I can see teams kiting for a long amount with almost no risks/downsides.
Can you elaborate further on how you see this style of comp changing its play style to adapt to the new system?

If anyone else sees an issue with this system where particular classes or compositions will change their gameplay to take advantage of this system, please let us know.

And if necrotic is affected, how about mortal strike effects?
Mortal Strike effects are percentage based, while Necrotic Strike is based off of the Death Knights Attack Power. While Mortal Strike effects scale along with the heals because they are based on percentage, the healing shield effect from Necrotic Strike would get exponentially stronger the more Dampening kicks in. This is the reason that Necrotic Strikes healing shield is getting reduced at the same rate as healing, but Mortal Strike effects are not.

Blue Posts
Originally Posted by Blizzard Entertainment
Stormwind (City) Denizens – a Query
Hello denizens of Stormwind – jewel of Human civilization. I have a query for you. When you look over the city and think of it ever so fondly, what feature do you think of most? What is your favorite aspect of the city and do you have any favorite NPCs there? (Blue Tracker / Official Forums)

Region-Wide Arena Queue Times
We're aware players are reporting that they're experiencing longer queues than normal for Arena. We're currently looking into this and when we have more information on the matter, we'll get back to you. For the time being, please discuss this matter in the active thread here: (Blue Tracker / Official Forums)

Arena Participation
Warrior participation has definitely increased, but the ratings seem to be looking normal right now. We'll be keeping an eye on things though, sometimes it’s hard to tell if there’s really a need for a quick hotfix from the very beginning of a new season and/or patch.

Players are also starting to get new weapons right now, and that can result in players experiencing sudden changes, especially on the apparent damage output of classes that scale particularly well with weapons.

I know that everyone expects devs to always react immediately to everything but sometimes things should be allowed to go on for a while in order to be able to increase the level of confidence before making any changes, if we don’t, we risk having to keep reverting changes all the time or keep making adjustments if the changes are too conservative. In my opinion that’s worse than waiting a bit before a well thought out hotfix is applied, too many changes tend to detach players from the game. It’s true that sometimes this has backfired, but more often than not, time reveals that the changes aren’t actually necessary or that they didn’t need to be as strong as initially thought out. Sometimes there’s just an initial entropy that stabilizes over-time (because WoW is not an isolated system). (Blue Tracker / Official Forums)

Hearthstone Innkeeper's Invitational
Originally Posted by Blizzard (Blue Tracker / Official Forums)

BlizzCon draws ever-closer, and we have an exciting Hearthstone announcement to share with you all today!

Some dedicated members of the Hearthstone community have been bestowed the honor of showing you just a taste of what competitive card-slinging is all about in our featured one-time Hearthstone BlizzCon exhibition tournament: The Innkeeper’s Invitational!

The idea behind the Invitational is simple: Take some of Hearthstone’s most passionate players and pit them against each other in a no-holds-barred deathmatch . . . er, pit them against each other live on stage at BlizzCon with three of their best constructed decks at their side. Each player must bring three decks with three different classes and they will battle each other in a set of best-of-five matches. If one of their chosen decks loses, it's out for good! The losing player will then have to choose one of their remaining decks to battle with, and if they run out of decks, that's the end of their run: Time to pay your tab and don't forget to tip the innkeeper.

As our invitees duel down to the last card and bounce each other out the doors of the tavern (more formally called “being eliminated”) in this tournament, only one player will remain standing and be named "Grandmaster of the Hearth", receiving a fitting trophy for their impressive efforts.

Who have we chosen to step into the tavern? Open the doors yourself and take look!

Top Bracket
  • Day[9] Vs. Reckful
  • Hafu Vs. Kripparrian

Bottom Bracket
  • Trump Vs. Husky
  • Noxious Vs. Artosis

This is a great opportunity to see some of your favorite Hearthstone players in action and to watch a few fun, casual, and friendly games of Hearthstone, live at BlizzCon! Not heading to BlizzCon this year? Don't miss any of the action from the comfort of your own home by watching the semi-finals and finals via or our World of Warcraft Twitch channel.

Don't want miss a second of all the exciting BlizzCon action? Watch the full event, which includes exciting Blizzard developer panels and other featurettes, by purchasing a Virtual Ticket today. Sign up now and you’ll also receive a Mystery Minion to add to your Hearthstone collection!

Fan Art
More art for the WoW Tribute book!

by Published on 2013-10-10 06:43 AM

BlizzCon Merchandise Sale Coming on Friday, Blue Posts, What Side Quest Do You Find the Most Interesting?

Blue Posts - BlizzCon Merch Sale, Opt-In Waves, EU Beta Issues

Update - Added the US announcement for the Crowd Chose You!!! Hotfix

Upcoming The Crowd Chose You!!! Hotfix
Originally Posted by Blizzard (Blue Tracker / Official Forums)
With Patch 5.4, we added a mechanic called "The Crowd Chose You" to Arena gameplay. This mechanic was added to suit two primary goals: keep the game from dragging on too long, and make sure matches always end with one team declared the winner. However, we wanted something that wouldn’t make players feel they needed to change how they played the game. Unfortunately, the implementation of The Crowd Chose You that went live with Patch 5.4 is not filling that last requirement.

So, we’re going to take a different approach. In an upcoming hotfix, we’ll be removing The Crowd Chose You entirely, and replacing it with a new mechanic called Dampening. If a match should last for 10 minutes, all players in the Arena will begin to receive a stacking debuff that reduces healing done by 1% every 10 seconds. This will continue until one team is eventually able to claim the victory. In the extremely unlikely event that neither team has won after 20 minutes, the match will end in a draw.

We feel that this mechanic will have a much smaller impact on playstyle, team composition, and decision making than The Crowd Chose You, and thus result in more fun and exciting matches. We’re currently testing the hotfix internally, and will provide an update when it goes live.

Patch 5.4 Hotfixes: October 9
Originally Posted by Blizzard (Blue Tracker / Official Forums)
  • Druid (Forums / Skills / Talent Calculator)
    • Restoration
      • To help address issues with input lag, Efflorescence now heals for twice as much every 2 seconds (was once every 1 second). Additional adjustments have been made so the total amount healed by Efflorescence from Swiftmend, Force of Nature Treants, and Wild Mushroom remains unchanged.
  • Warrior (Forums / Skills / Talent Calculator)
    • Talents
      • Corrected an issue that allowed Warriors to cast Storm Bolt while under the effects of a Hex.

  • [Requires a realm restart] Engaging Ordos in combat will no longer cause the Ordon Sanctuary gate to close.
  • Added an upper limit to the number of wolves that could be summoned by Moonfang's Call the Pack ability.
  • Flik and Flik's Frog should no longer incorrectly wind up under the terrain on Darkmoon Island.

Raids, Dungeons, and Scenarios
  • Siege of Orgrimmar
    • Norushen
      • Resolved an issue that could cause the Overconfidence debuff to persist after defeating Zeal.
    • Kor'kron Dark Shaman
      • Reduced the amount of hostile NPCs in the areas leading up to the Dark Shaman encounter on Raid Finder difficulty.
    • General Nazgrim
      • Reduced the amount of hostile NPCs in the areas leading up to General Nazgrim on Raid Finder difficulty.
    • Spoils of Pandaria
      • Blade of the Hundred Steps should now only be applied to one tank per quadrant in Normal and Heroic difficulties.

Blue Posts
Originally Posted by Blizzard Entertainment
Faction Restricted Classes
it made raid tuning very hard for blizzard as they pretty much ended up having to have 2 versions to take into account the class differences
Raid tuning was an issue for sure, but PvP balance was also a concern when the decision came to make Shamans and Paladins available to both factions... I believe this decision was made around the same time the first Arenas were being added to the game.

Before then, Shamans and Paladins were often "unknowns" for the opposite factions, meaning that the abilities, strengths, and weaknesses of these classes weren't well known by players of the opposite faction, and that made them harder to fight for many. These "unknowns" also lead to many misconceptions and a lot of confusion, which often manifested in nerf spam campaigns on the forums.

I still shudder from time to time from the memories of having to moderate the forums during the massive "Vin Diesel plays a Shaman" nerf campaign back in 2005/2006. (Blue Tracker / Official Forums)

Season 14 Two Handed Maces
There is no two-handed mace available in season 14, the same as there isn't a Crossbow available in season 14 for Conquest points. It's actually very normal for there not to be every single weapon type available during each season. The same thing has happened in previous seasons but for other weapon types and in season 15, there may be two-handed maces available again.

If your preference is to use a mace as your weapon we can understand your frustration, especially if you happen to play a Dwarf, however if you plan on wielding a two-handed weapon this season then you'll need to decide between a sword and an axe. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Flex Raiding
Greg, any thoughts on making Flex loot tradeable in guild groups? Got a few items I wish had gone elsewhere. Thanks!
Long term it's probably a requirement, but we currently don't have a way to drop more loot for larger groups. (Source)

Can you give us any idea of Flex participation relative to normal? I'm excited to see if it's as highly popular as it seems.
It's as or more popular than normal and growing. It makes sense that flex could grow to be far more popular than normal. (Source)

UI / Addons
Is there any possibility that blizz let us set factions like The Tillers or Horde Expedition to inactive?
It's a known issue with factions that have sub-factions. We'd like to fix it. (Source)

Reputation / Questing
didnt you wrote you want to remove the prerequisite "wind serpent riding" for alts? Its still in the game, unfortunately
I believe I said we could consider it. With all of the catch up mechanisms, it's pretty fast for alts to get there. (Source)

Class Balance Discussion
This may sound backwards, but try using "I" more often and "we" less often in your feedback. (Source)
I use "we" a lot, but I know the values and intentions of my fellow developers in a way you cannot know for all players. (Source)

This will help communicate from the players to the devs. Unlike the forums, it's easier to read.
Surveys don't provide context. I care more about when you feel less mobile more than whether you rank mobility a 2. (Source)

And to be clear, I do think that blues should always be very careful when they decide to post in a class forum.
I don't personally post in class forums anymore (or rarely anywhere). It caused more QQ than it solved IMO. (Source)
If blues won't post in class specific forums why even have them?
They are intended for players to be able to discuss class issues with fellow players that other class might not find interesting. (Source)

BlizzCon® Merchandise Sale Coming Oct. 11—Get a Sneak Peek Now!
Originally Posted by Blizzard Entertainment
We know everyone’s anxious to see what will be available to purchase for BlizzCon this year. While we can’t show you everything just yet, we wanted to share a sneak peek at what’s in store (pun intended).

This year’s BlizzCon online sale will begin October 11 at 10 a.m. PT and will be exclusive to BlizzCon attendees* and Virtual Ticket buyers until the end of the show on November 9. Supplies will be limited, so if you’re not going to the show in person or haven’t yet purchased a Virtual Ticket, you might want to order now to get your chance at some cool BlizzCon merchandise.

To access the sale on these dates, log in to the Blizzard Store with the® account associated with your BlizzCon ticket or Virtual Ticket (physical ticket buyers can view this info in their Order History).

In the meantime, check out just a few of this year’s items below

by Published on 2013-10-09 06:11 AM

Find Your Friends at the BlizzCon Meeting Stone, Blue Posts, Diablo 3D Cake

NA Servers Ladder Reset This Morning

Siege of Orgrimmar Raid Schedule
Don't forget that Siege of Orgrimmar Raid Finder Wing 3 opens this week! The final wing of Flex opens next week.

Next Connected Realms
Originally Posted by Blizzard (Blue Tracker / Official Forums)
As a part of our ongoing Connected Realms implementation, we will be working toward connecting our next pair of realms, Black Dragonflight and Skullcrusher – we’ll provide another update once we’ve finalized the date. We will also update this thread with any additional information that becomes available. Please be aware that as a part of the process, realm times may change to align better with each other.

We are currently evaluating additional realm connections and plan to provide a more complete schedule at a future point in time.

For more information on Connected Realms, please read the preview blog post here.

I know a lot of you are looking forward to having your realm connected (or even just knowing when and who you'll be connected to), but keep in mind that these initial connections are to test the various steps and results of what is a very involved and complicated process. We need to make these initial connections, nail down the processes, find and resolve any issues we run into, etc. before finalizing next steps as the results of the tests will have a direct impact on how and when we make all future connections. The realms connected thus far were chosen specifically to help identify potential issues, and not necessarily because they would benefit the most from a connection.

Blue Tweets
Originally Posted by Blizzard Entertainment
Raid Finder
can you comment on SOO increased LFR drop rate. Are these statistics accurate?
We view LFR each tier as having a finite lifespan whether you finish your gear or not, so we might as well give you the gear. (Source)

Has there ever been any consideration to personal rewards for acing mechanics on individual LFR fights?
Yes. We would have to be really, really smart with such a design however for what are probably obvious reasons. (Source)

You made a comment in a interview that's helping feed the fire, and people are making assumptions about your intentions.
It would probably be more like LFR requires ilevel 500 OR a Proving Ground Silver Medal, or maybe Silver + ilevel 450 or whatever. (Source)

Flex Raiding
Greg, any thoughts on making Flex loot tradeable in guild groups? Got a few items I wish had gone elsewhere. Thanks!
Long term it's probably a requirement, but we currently don't have a way to drop more loot for larger groups. (Source)

Can you give us any idea of Flex participation relative to normal? I'm excited to see if it's as highly popular as it seems.
It's as or more popular than normal and growing. It makes sense that flex could grow to be far more popular than normal. (Source)

Find Your Friends at the BlizzCon Meeting Stone
Originally Posted by Blizzard (Blue Tracker)
BlizzCon is a great place to meet up with friends, guildmates, and other cohorts, and this year we’re providing you with the perfect space right on the show floor. Located between Halls B and C, The Meeting Stone is an easy and recognizable gathering point as it will literally contain a giant life-sized Meeting Stone. No more hiking upstairs to squint at each other in a well-lit room, this year you’ll be able to meet up at this central location and be just a scant few meters away from the main stage, demo areas, and other attractions.

The Blizzard Community Team and other staff members will be on-hand to interact with those summoned to the Meeting Stone (and to mitigate potential corpse camping). We’ll be putting together a schedule to reserve space and times for larger groups, to also be displayed at the event.
Please visit the new Meeting Stone forum if you’re interested in arranging a specific time for your group meetup.

Heroic Garrosh Hellscream 25 Video
Blood Legion has released their video of Garrosh with a nice intro.

by Published on 2013-10-08 03:00 AM

D3's Barbarian Origin, Update on Lag in Public EU Games, Blue Posts

Blue Posts - NA & EU Beta Wave, Arena Gold Bug Resolution; Closed Beta Known Issues

WoW Source: Patch 5.4 Developer Round Table
Blizzard released a video that gives an overview of Patch 5.4 and then answers some of your questions.

  • Over 50% of Flex Raids last week had 2 or more raid sizes, so people are really making use of the flexible size feature.
  • Roughly the same amount of people did a flex raid last week as the number that did scenarios.
  • The Timeless Isle is somewhat of a template for endgame world content going forward. There might be some more structure in the future, but the general style of content that avoids pure daily quests worked well.
  • Adding things in the world to discover while leveling will also be a goal moving forward.
  • As far as storage space goes, choosing what to keep is part of the gameplay. No matter how much bag space players are given, it will always end up being full.
  • Heirlooms are taking up a lot of space, so a centralized storage like the one used for pets and mounts is being worked on. The toy items added in Mists of Pandaria also take up a lot of space, so a similar solution for that would also be ideal.
  • Siege of Orgrimmar is one of the more melee friendly raid zones that have been added recently. The devs are looking for things melee players can excel at or perks they can have without taking tools away from ranged players.
  • The Gnome race didn't exist when the original WoW cinematic was being worked on, which is why they didn't appear in it. There hasn't been a good opportunity to showcase gnomes in a cinematic since then.
  • Patch 5.4.1 will add a new Refer a Friend system. The whole process will be moved in game, rather than requiring you to visit the site in your browser. The system will give you a token which you can redeem for the new mount, one of the other mounts, or a pet.
  • Blizzcon will have "an exciting glimpse into the future of WoW", as well as a live raid.

Patch 5.4 Hotfixes: October 7
Originally Posted by Blizzard (Blue Tracker / Official Forums)
  • Priest (Forums / Skills / Talent Calculator)
    • Holy
      • To help address issues with input lag, Mastery: Echo of Light now heals for three times as much every 3 seconds (was once every 1 second). Total amount healed remains unchanged.
    • Shadow
      • To help address issues with input lag, Vampiric Embrace now heals every second instead of every time the Priest deals Shadow spell damage. The total amount healed remains unchanged.
    • Class Armor
      • Corrected an issue where the Tier-16 Shadow 4-piece set bonus was improperly applying the damage bonus to additional spells when multiple instant cast spells are cast at the same time.
  • Rogue (Forums / Skills / Talent Calculator)
    • Talents
      • Corrected an issue with Cloak and Dagger that could allow Rogues to bypass some targeting and line-of-sight restrictions.

  • Evermaw's spawn is no longer tied to Dread Ship Vazuvius.
  • Moonfang should now always drop something when defeated.

Raids, Dungeons, and Scenarios
  • Siege of Orgrimmar
    • Spoils of Pandaria
      • Corrected an issue where Spark of Life had more health than intended on Flexible difficulty.
    • Garrosh Hellscream
      • Garrosh Hellscream should no longer use Malice against players who have an Iron Star fixated on them on Heroic difficulty.

Rated Battleground Ratings Adjustments
Originally Posted by Blizzard (Blue Tracker / Official Forums)
As you may be aware, we recently made a change to Rated Battleground queues that makes players wait until the match has ended to queue for a new Rated Battleground, even if they had left that match. This change allowed us to close a loophole some were using to artificially inflate their ratings, but unfortunately quite a bit of abuse had already occurred by the time we implemented the fix. Our goal now is to restore as much integrity to the Rated Battleground ladders as possible, and we’ll be doing that in two key ways.

During our next maintenance we’ll be lowering all Rated Battleground personal and matchmaking ratings for those above 2200 down to 2200. The abuse was widespread to a point that many legitimate players’ ratings have been inflated just because they’ve played against those who had used the loophole to boost their rating, and so we need to get everyone back to some equal footing. But secondly we’ll be taking action against the accounts for those who knowingly and purposely abused the exploit to boost their rating, which will result in more than just their rating being reduced.

We’ll be keeping a close eye on things, and looking to take swift action for any further issues.

The Crowd Chose You Buff
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We're not really happy with how The Crowd Chose You is working out at the moment. We're exploring a few options for exactly what we'd like to do, but we will be changing it.

what's the PTR for?
I also totally get the concern that these sorts of changes should be happening on PTR and not live. In an ideal world, they would be. Thing is, the PTR is such a different environment, especially for PvP, that we really don't see the same sort of player behaviors on the test realms that we do on live. There's a lot fewer players, and those that do test aren't worried about getting high ratings as much as they are just trying out new changes.

That makes sense, and we don't really expect players to behave any differently than they do. It just means that, sometimes, issues that crop up on PTR don't extend to live. In this case, we saw the issues cropping up on PTR, but there was a reasonable case to be made that those behaviors wouldn't work on a live environment, where players would care more about their ratings, or the higher pool of players would mean those tactics weren't as successful as often. So, we decided to give The Crowd Chose You a shot, while also starting to think about what we could do if the issues persisted.

In hindsight, sure, it would have been better if we'd done something else to begin with, instead of making the change a couple weeks into the PvP season. Ultimately, we made a bad call, which is why we're working to make some changes now. Just be aware that making those calls isn't as simple as looking at how things are on the PTR. It can be pretty difficult to decide who to listen to sometimes.

Blue Posts
Originally Posted by Blizzard Entertainment
Soul Link + Unending Resolve glyph.
There's a huge difference between giving up major defensive cooldowns for a passive effect and just having a passive effect on top of everything else.

In the case the OP laid out, the Warlock is effectively sacrificing two major cooldowns: Unending Resolve, and either Demonic Sacrifice or Dark Bargain. That's a pretty hefty price to pay, and though it certainly seems to be a popular choice at the moment (and we can discuss whether or not it's too strong), it's still a choice. We like choices. (Blue Tracker / Official Forums)

Warcraft Story
My point is that I feel like for WoW to get exciting again we need a new storyline, new heroes and new villians that we can all love and hate.
This is not the first time I have been reading a comment like this, and it is one that I personally find to very interesting due to the vastness that is the Warcraft lore... There are so many different storylines in the Warcraft universe, some obviously more known than others, but which ones would be the most interesting ones for the future?

It could be cool if you guys would share some specifics on what you have in mind when you say that you want a new storyline... are you talking about a continuation of existing storylines, or a restart of the Warcraft storyline overall? Also, do you have a particular storyline you would find more interesting than others?

Some people have already answered questions like these in the story forum, sometimes quite extensively, but in this thread I think a few lines will suffice. (Blue Tracker / Official Forums)

Fan Art
Some more Fan Art for the Tribute book!

by Published on 2013-10-06 08:58 PM

New Diablo III Console Avatar Outfits, The Orchestral Compositions of Aural Axiom, Wizard 3D Fan Art

Heroic Garrosh Hellscream Videos
Method and Stars have released their videos for Garrosh Hellscream.

Heroic Garrosh 10 (West) Defeated
Paragon managed to defeat Garrosh this weekend as well, with an item level of 565.

Patch 5.4 - Darkmoon Faire Updates
The Darkmoon Faire is back today and with it comes Moonfang, a new boss. Moonfang has a low respawn time, and can be tagged by anyone, and will give you an extra 10 tickets on your first kill. Be sure to enable the WoWDB addon to help us get drop rates faster!

Level Type Slot Name
20Companion Pets Moon Moon
90Quest Moonfang's Pelt
1Consumable Moonfang's Paw
1Consumable Moonfang Shroud
20Consumable Shimmering Moonstone

Blue Tweets
Originally Posted by Blizzard Entertainment
So you seem really set on balancing tank damage but ignore the huge healing output differences in 25m heroic content.
Source? Meters are a terrible way to assess healer potency. They work reasonably well for assessing tank DPS. (Source)

k what's with the warlock hate after patch release? nerfing 1 class to keep others in check is lame. buff mage huntard instead
We'd have to buff a lot of classes and then likely buff the encounters as well to compensate for all the higher damage. (Source)

There's so much focus on getting singletarget dps within 1%, but AoE/cleave feels like there are 50% differences..
I don't think ST at 1% differences and AE at 50% differences are true and they're certainly not goals. (Source)
Keep in mind AE varies enormously depending upon duration, number of targets and proximity of targets. (Source)
ST is more a function of ramp up time and duration (whether sustained or burst matters more on that fight). (Source)

Hundreds of constant minor tweaks erode class diversity. Ppl would complain less frequently if you changed less.
Do you think that's true or do you think they would just feel ignored since long-standing problems would go untreated? (Source)

I would like to see healing go back to making smart choices and acting upon them. I don't want the game to heal for me.
We agree in general, but how do you solve something like e.g. Atonement or Binding Heal glyph? (Source)
By making them poor. Any spell for which the game chooses the targets for you should lose to smart player decisions
Yeah, we think that is a good direction. We'd just need to make sure each healer had a "dumb (but smart!)" alternative. (Source)
I'm not sure casting PW:S on the whole raid or spamming Holy Light/Rejuv were "smart player decisions".
It's hard to imagine AE heals that aren't smart heals unless they are like HRain (area based) or PoH (goofy party based). (Source)

"...why play a non dot?" why make a dot spec if multidotting is always going to hold back it's single target dmg?
Class diversity? Why make a non dot spec if your ST damage is always going to hold back your AE? (Source)
At least players no longer say "I don't care about AE because that's just for trash." (Source)

If a tooltip is starting to get complex, I think it means that ability has too many jobs to do & needs rethinking.
We agree. That is just one of the risk of having too many spells of the design "X replaces Y but with Z extra effect." (Source)

sorry meant that most players just want to feel their dps is competitive but not the hardcore min/max definition
I used to think that, but I think today a lot of players look at highest possible DPS even though it barely affects them. (Source)
(And when I say "a lot" it still probably isn't that many total, but more than it used to be.) (Source)

The overall problem is you're not even trying to achieve class balance. When you do, then we can have a meaningful discussion.
We aren't trying to have all classes tie in all situations, no. (Source)

Monk (Forums / Skills / Talent Calculator)
BrM nerf = fine, the way you doing it = terrible. You are nerfing our already "bad" 2p as well. Any compensation to our 2p?
The alternative is to nerf monks and then buff WW damage, but that carries a lot more bug risk. (Source)
I think it's hard to justify Brewmaster damage being so much higher than other tanks though. (Source)

exactly what aspect of revival prior to the 30% nerf broke the game?
The cast time. (Source)

Priest (Forums / Skills / Talent Calculator)
What happened to "take dmg done into calculation for healer balance"? And agree about all smartheals, they need to be limited.
Do you meant Atonement damage done? It's really fine and Atonement healing is fine too. (Source)
The deal IMO is that Disc can shift so effortlessly into that role whenever you don't need a lot of healing. (Source)

Warlock (Forums / Skills / Talent Calculator)
- In all fairness and honesty, PvE Warlocks probably wouldn't be hurt too terribly with another nerf or two. - A PvE Warlock
We worry the Affliction nerf isn't large enough, but we'll see how it goes. We try and err on the side of not over-nerfing. (Source)

So are you gonna talk about the agony 15% stealth nerf? or is that going to be what must not be named?
It's not intended as a stealth nerf. The hotfix notes just haven't caught up yet. Affliction DPS was still too high. (Source)
Call it w.e you want. In most players eyes, it's a blatant nerf. Did you honestly think players wouldn't notice?
If they didn't, they would when the hotfix notes went out for the day. Stealth nerfs serve no purpose; players will figure it out. (Source)

yet that becomes a basis for damage too high, I think youre over nerfing here.
What current fight would you consider warlocks to be weak on? (Source)

Warrior (Forums / Skills / Talent Calculator)
So warriors socket straight crit as arms or fury, yet you took away their static crit buff...why?
The intent of group buffs is that individuals can make the group stronger, not that individuals can be very self sufficient. (Source)

What about rage from damage taken? what was the reasoning for removing that?
For tanks, it made offtanking rough. For PvP, it made not getting attacked rough. For PvE DPS it meant standing in fires. (Source)
We tried to capture some of the feel with Berserker Stance, which isn't quite there yet, but is pretty close. (Source)

Do you —master of all UIs— think that the profession panel could display the breakdown of ingredients? #craftingnoodlecarts
Could the profession UI suck less? Absolutely. What do you mean by breakdown specifically? (Source)

Wondered if you've ever considered account-wide professions? With alts so prevalent is the 2 per char limit still useful?
Would love to see more discussion on this topic from players. Alts are cool, but alts just to get around the prof limit bug me. (Source)

Poll: Alts for Professions
One of this week's Blue Tweets talked about creating alts just to have access to more professions. Have you created alts that are mostly just to have access to more professions?

Poll #2: Alts for Professions
Ghostcrawler posed a followup question about how much fun having the profession alts is. Useful feedback is always welcome in the comments!

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