World of Warcraft News and Raiding Strategies RSS Feed

by Published on 2012-12-11 01:03 PM

Patch 1.0.6a Incoming, Scheduled Maintenance - December 11, Still No Plans for Holiday Events, Blue Posts

Ion Hazzikostas Interview
Today's interview is with Ion Hazzikostas (Lead Encounter Designer) on ConvertToRaid. A summary of the main points is below, but listening to the full interview is worth it if you want to hear the full answers!

  • Looking back at the daily quests, anything that rewards player power feels mandatory to raiders, but this has to be balanced with giving purely cosmetic rewards. There has to be enough of a reward to encourage players to do some quests, but not so much that it feels mandatory for everyone.
  • The Patch 5.1 daily quests took in to account the Golden Lotus daily quests that rewarded you with more daily quests and kept the number being added this time more reasonable.
  • Blizzard wants to keep delivering content and storyline progression through daily quests, because it gives you a better understanding and connection to the faction you are assisting. Tabards ended up with the player running dungeons for rep and never learning anything about the faction whose tabard they had on.
  • Valor Points being necessary for raiders due to item upgrades feels better than daily quests because of all of the different sources for earning Valor Points versus only being able to do daily quests for reputation.
  • Brawler's Guild is working out well, with the limited invites keeping queues reasonable.
  • Showing the number of LFR bosses that are dead was making it very slow to fill groups.
  • The addition of LFR has allowed Blizzard to target Normal difficulty more towards organized guilds that play together regularly and use voice chat. Previously, Normal difficulty was used by both organized guilds and PuGs, which made it somewhat easier than intended.
  • Staggering the release of the raids worked out well.
  • Heroic Sha of Fear was a worthy end boss in terms of the amount of time it took to defeat. It is almost impossible to make encounters that the best guilds won't be able to beat in a matter of days when they are spending so much time raiding. Only 28 guilds have killed Heroic Sha of Fear so far.
  • Larger patches in the past needed everything to be complete before shipping, which sometimes caused delays. With separate patches for raids and the other content, we are able to see more frequent patches.
  • Patch 5.2 is coming Soon™ and will include a large and more traditional raid tier. It has been a while since we had a raid zone that was as large as Ulduar or Icecrown Citadel. Blizzard will talking about what will be in it and how many bosses soon!

Method Interview
Manaflask had the opportunity to speak with members of Method about their thoughts on the first set of Mists of Pandaria raids. They seemed happy with the staggered raid releases, pointing out that it worked as promised by allowing them to not have to try and do all of the bosses at once.

Method agreed with what Ion said in the interview above, saying "In my opinion the difficulty of these encounters are harder than ever, people are judging the content on the speed in which top guilds are beating these encounters when they shouldn't be. The quality of the guilds in the Top 10 now are so high it's impossible for an encounter to stay alive more than 1 reset unless its either bugged or impossible".

World of Warcraft Fast Patch 5.1.0A Notes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Bug Fixes
  • Pet Battle Abilities that use a shoot or missile animation will now properly display their visual effect.
  • Disabling Loss of Control in the Interface menu will now also disable the red cooldown swipes on the action bar in addition to the notification in the center of the screen. Loss of Control Alerts can be disabled in the Game Menu by going to Interface > Combat > and un-checking Loss of Control Alerts.
  • When Loss of Control Alerts are enabled, the red cooldown swipes will not be displayed for abilities that were already on cooldown and in situations where that cooldown will last longer than the loss of control.
  • Night will now fall at the proper time on all realms.
  • Objective icons in Scenarios will no longer incorrectly persist until the Scenario is complete.
  • Fixed an issue that could cause crashes during Pet Battles.
  • Mac
    • Fixed an issue that could cause a crash to occur during in-game cinematics in OSX v.10.6

Patch 5.1 Hotfixes - December 10
Originally Posted by Blizzard (Blue Tracker / Official Forums)

  • The Mechanized Fire should now be easier to reach in the course of completing "Dream of a Better Tomorrow".
  • Players that have completed "Better With Age" and "Crime and Punishment" can now properly acquire the quest "By the Sea, Nevermore" from Zer'ik in the Dread Wastes.
  • Players on the quest "Sentry Wards" will no longer be placed in the incorrect phase.
  • The quest "Enemies At Our Door" can no longer be shared.

Pet Battles
  • The Battle Pet ability Stone Rush now has a 1 round cooldown (was 0).
  • The Cinder Kitten is now has increased health. It looks like that armor helps a little after all.
  • Several Battle Pets now appear during times of day more appropriate to their ecology.
  • Singing Crickets are now considered Rare pets. This change does not apply to pets that have already been acquired.
  • Silithid Hatchlings should now be less elusive.

Brawler's Guild
  • Fixed an issue that could cause Zen'shar's Eyes of Warding to persist after he despawns.



  • Various Hozen rare spawn creatures are now less likely to evade and despawn.
  • Clawlord Kril'mandar will now be visible to players that have completed the quests "Domination Point" or "Lion's Landing".
  • Huntress Vael'yrie in the Krasarang Wilds now properly offers Stable Master services.

Dungeons, Raids & Scenarios
  • Normal and Heroic mode raid bosses now grant 40 Valor Points each upon being defeated.
  • Terrace of Endless Spring
    • Tsulong
      • Elemental Shaman will now always be properly eligible for loot after defeating the Raid Finder version of this encounter.

  • Mogu'shan Vaults
    • The floor of Elegon's chamber should now always reappear after he is defeated.

Bug Fixes
  • Classes
  • Fixed an issue that could cause in-game cut-scenes to be skipped when sound is disabled.
  • Fixed an issue that allowed players below level 85 to see and loot certain Treasures of Pandaria.
  • Fixed an issue that could allow the Healing Ward provided by Vol'jin during the Dagger in the Dark Scenario to function outside of the instance.

Blue Posts
Originally Posted by Blizzard Entertainment
Monk (Forums / Skills / Talent Calculator)
Patch 5.2 Monk Changes
The following changes are currently on the table for 5.2:

  • Life Cocoon will be undispellable and won’t interrupt the cast at the end of the effect (and players will also be able to jump as well).
  • We’re working to resolve the issues with Renewing Mist not being able to be used while mounted, though it will dismount the caster after it is cast.
  • Soothing Mist will no longer be able to be Purged, so it will work in a manner similar to the Priest's Penance. It will still be considered a periodic Heal.
(Blue Tracker / Official Forums)

CC in PvP
CC in general is totally out of control, too much instant !@#$ going on
We would very much like to make it so that more crowd controls start going back to having a cast time. We feel that instant cast spells should be something that's rare to see and we admit that they have become far too common. (Blue Tracker / Official Forums)

LFR Boss Counter Removal Feedback
"oh no someone decided they didn't want to chaperone the mouth-breathing astounding idiots, we better penalise them for valuing their own time." Your logic, and apparently Blizzard's too.
One of the reasons why the counter was removed was to reduce the amount of players fishing for a fresh instance. It was something that was becoming an issue for all the players that were stuck in on-going groups waiting for new players to join.

When those groups were waiting at, say 2/3, the queue would start looking for new replacements, those replacements would see the queue and decided to skip it in favor of a fresh instance, creating and endless loop for the guys inside the instance where more people would leave as they grew impatient, making it harder to complete the run.

As it is right now, if you enter an on-going run, you're pretty much guaranteed a fresh instance on your next visit. In addition, the developers are considering adding a buff that players in LFR might receive if they wipe on a boss that would boost their stats, which they also hope it might help those impatient players that will leave their current LFR run after a wipe. (Blue Tracker / Official Forums)

Future Challenge Modes
Will you guys ever consider adding more CMs, perhaps old dungeons like Ragefire Chasm/Wailing Caverns?
Actually, the developers would like to add Challenge Modes to existing dungeons from previous expansions. No timelines or anything, though, but it's definitely something they're considering. (Blue Tracker / Official Forums)

Bonus Roll Feedback
While I understand that getting an item that you already have can be somewhat frustrating, this is actually nothing new, since the very beginning of WoW that players have been killing bosses and getting completely randomized loot.

The Elder Charms of Good Fortune are supposed to be an extra chance at getting loot, if anything, having this option the way it currently is, might be already too loot “friendly” in my opinion.

This option was added because we understand that sometimes players can be after a specific item (remember those Dragonspine Trophy hunting days…), this way they get to decide which bosses are the most important for their characters and have a higher chance of grabbing a specific item that they’re so anxious to get their hands on. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
RE: Player Model Upgrade difficulty; Greg, can you elaborate for laymen what makes the project "huge"? Implies more than skin.
Look at the Pandaren as an example. New textures need new models which need new animations. (Source)

I would say overall "too little to do" has not been feedback we have heard often for MoP. For Cataclysm, yes. (Source)

Can a new 90 alt catch up gear-wise this arena season with conquest being usable for item upgrades? MoP seems alt-unfriendly.
We agree we need more alt solutions. MoP was designed to be compelling without alts. That means if you have alts, there's too much (Source)

Hey can we get an option to mail guild invites to alts?
Would love to see that (with some kind of guildmaster control). (Source)

Yes that may be true but did you guys ever stop to think and listen to people saying gating isn't fun.
Yes. The opposite of gating tends to be epic grinding followed by nothing to do. We try to strike a balance. (Source)

"There was no alternative to the head enchant. There are plenty of alternatives to valor gear." what are they?
Killing raid bosses for one. (Source)

UI / Addons
The new item tooltips are a mess. Whoever though this looked or conveyed information better was wrong. Please revert.
We like it. Can you elaborate? (Source)

The addon that let us paint the world? That could've been fun, but you engineered the game to stop that.
it wasn't to nerf fun. It took all the individual responsibility out of raiding. (Source)

Talent/Glyph + D.Journal taint bug is starting to drive me nuts. Reload UI 2-3 times to use stuff Bliz pushed as key features?
Taint bugs are almost certainly caused by mods trying to access stuff they shouldn't. (Source)

Hey will WoW's taint detection be worked on? I am pretty fed up of my addons being blamed for things they don't even look at.
If the addon goes after a protected feature, it gets the taint. It's pretty cut and dried as far as I know. (Source)
75% of my raid has to /reloadui to change glyphs/talents. Taint spreads like defile! Very difficult to debug.
I am sympathetic, but we can't debug all of the addons players develop. There are great sites out there that attempt to do so. (Source)

Why are UX /UI changes slow in WoW vs. system changes?
Depends on the change, but UI often involves code changes while many class changes can be done through data (by designers). (Source)

Can we have a UI feature to show how much of an enemy absorb we have left to break through? Absorb Absorb Absorb isn't helpful
Yes that's definitely on our wish list. (Source)

Holiday Desert and Card Gallery
Blizzard is once again collecting holiday cards and deserts based on the Diablo, StarCraft, or World of Warcraft franchises.

by Published on 2012-12-09 07:24 PM

Grenade Demon Hunter Budget Guide, Demon Hunter Cosplay, Curse Weekly Roundup

Patch 5.1 BMAH Additions
Patch 5.1 added three new items to the BMAH. The first is a weapon with a fairly unique model, the Sun-Lute of the Phoenix King! The on use effect turns you in to Sig Nicious.

It has a reported starting bid of 70k, the same as the Arcanite Ripper. You can find a full list of the items on the BMAH here.

The other two items are old Proto-Drakes. The first is the Reins of the Plagued Proto-Drake, which was a reward of Glory of the Raider (10 player). The other is the Reins of the Rusted Proto-Drake, a reward of Glory of the Ulduar Raider (10 player).

Madness of Deathwing 10 Solo Kill
Congratulations to Mionelol for another impressive solo kill.

Blue Tweets
Originally Posted by Blizzard Entertainment
On a related note: Do you still feel that number changes are preferable over mechanical changes for all specs during an XP?
Ya. More players quit because of constant class changes than quit because of balance concerns. Hard to believe maybe but true. (Source)

But GC in all fairness we have other classes standing up for us, its not us shamans vs the world
Also "my warrior alt agrees with my shaman main." See the problem? That's not the same as an actual discussion with back and forth from both sides. Players never agree 100% with anything. (Source)
Yo GC, try and show some respect to your playerbase /cast Busshock
I respect our players a great deal or I wouldn't make such an effort to do this. That does not mean game design is up for a vote. (Source)

Why the huge nerf to glyphs in MoP? They seem, well, underwhelming. #wow
They were a DPS increase before, but not an interesting one. Most players picked the highest DPS glyph and never changed them. (Source)

Do you think abilities such as Destro Rain of Fire or Halo should break Rogue's stealth? And if so why? It's too easy to break
I would love to see only Flare and a few others break stealth, but that's a potentially destabilizing change. (Source)

Have you ever considered changing a spec from a pure dps class to a tank/heal spec?
yes, but I don't think every one of those pure players would like that (& you can't just say they can ignore the new roles). (Source)
With druids now having 4 specs to choose from, wouldn't it be possible to add them&not remove any specific spec?
Druids have always been hybrids though. Maybe a rogue doesn't want to have to be considered a tank. (Source)
I dont think most people would have to consider it. I assume if your in a raid you have a designated tank.
Not that simple. If you have a tank as a class might be less room for DPS of same class. Also has gear, DPS, dual spec implications. (Source)

some classes/specs does not bring anything useful generally, hunters rogues come to mind these problems -continued
We don't like balancing around awesome raid utility - just shifts the problem to who has strongest utility. (Source)

Death Knight (Forums / Skills / Talent Calculator)
¨What do you think of DK survival in pvp? I quit mine because I realized in premop patch that we were going to be easy target
If you can get a DK to blow all def cooldowns, then they're easier to kill, but you still have Blood Presence. (Source)

Why is Blood getting nerfed PvP wise? We have no mobility what so ever.. we are easily kited.WTF. Compensate for the nerf?
We don't like invulnerable tanks in PvP even if they are slow. Blood had too much self-healing in PvP. (Source)

Druid (Forums / Skills / Talent Calculator)
I'm not sure why you just don't throw a 1 min CD on Healing Shrooms and scale them properly and be done with it at this point.
that might get druids to use them, but that makes them like a lot of other spells and the game needs more variety not less. (Source)
why not have mushroom healing to be increased based on a proc you receive by using another spell, like regrowth, etc
potentially. Want to be a little careful not to add too many RNG procs though. (Source)

How long are we going to have to wait to see shifting out of snares removed?
Not on our radar ATM. We don't want to nerf every counter in PvP, just the ones that feel super frustrating. (Source)

Hunter (Forums / Skills / Talent Calculator)
Is there a possible warlock-style redesign for hunters in future? New talents seem to cause button bloat and spread dps thin.
We don't think hunters need a massive revamp (beyond range and ammo changes they already have). They do have too many buttons. (Source)

Regarding hunters, why is BW, a skill untouched for years suddenly OP? Also 5.1 changes nothing regarding MM being weak in pvp
We don't think defenses used offensively makes good gameplay. They tend to get blown immediately not strategically. (Source)

Mage (Forums / Skills / Talent Calculator)
Any chance Mages could get rune of power castable on the move?
Don't want it to be a buff you just hit on cooldown. Agree it needs a little work. (Source)
Any word on IW or Invocation?
Invocation works for Arcane, but feels too maintenancy for others. IW is a bigger topic. (Source)

Shaman (Forums / Skills / Talent Calculator)
Hey GC with the change in 5.1 making totems act as spells was it intended to nerf all specs or just resto ?
it was intended as a nerf to totems. Now that they do things (not just buffs) they were hard to counter. (Source)

Warrior (Forums / Skills / Talent Calculator)
How's the banner experiment working out? Have you guys contemplated any other cool banner style abilities for warriors?
honestly, not sure yet. Still like the concept. Not sure if it's delivering on the fantasy. (Source)

When you or one of the blizzard staff mentioned the 30% healing nerf in Battlegrounds, I hope you mean hybrids only.
Nope. We suspect healing overall is too potent once burst is toned down. You shouldn't need to 100% CC a healer to score a kill. (Source)

Make PvP abilities a mod to PvE abilities = PvP changes isolated. Add PvP Stance for equipment/glyphs, fallback to PvE gear.
We make abilities work differently as a later sort, but I for one don't want to have to earn two different rule sets. (Source)
greg making two rule sets is the only way to fix the PVE vs PVP issue. have you not learned that yet?
Disagree. Also even if true, perfect balance gains us nothing if a bunch of players leave because the rules are inscrutable. (Source)

A flightless Tol Barad-type zone is essential for world pvp. Do you regret not making one for MoP or plan to make one?
We had done those zones 2 expansions in a row so felt it was time to let it rest a bit, but I bet we try them again in the future. (Source)

Why are the PvP achievements so limited? No 2,4k in 2v2. No 1k arenas won? 5k arenas won? Hot Hot Hot streak? #possibilities
We'd like to add more but we need to make sure they don't encourage strange behavior. Ach farming in PvP can get silly fast. (Source)

I believe an open mind is more important than a title, experience after that. Sadly, even glads can be very biased.
People who like to eat don't always make good cooks. That doesn't mean they can't tell you what they like to eat. (Source)
Do you take advice from a master chef or some guy who just happens to enjoy food?
Both. (Source)

So why nerf all specs? Reducing the benefit of mastery in PvP would fix resto, but ele isn't even viable pre-nerfs.
We don't think it's all about the healing, and Resto PvE healing is fine. We think totems are too good. (Source)
people will stop complaining about resto pvp nerfs if you nerf frost bomb/ warrior cd stacking/ resto drood control
There are mage and warrior nerfs in 5.1. Keeping an eye on Cyclone for now. (Source)

I'm not giving up on skirmish arenas, never, ever. You know we want it. inb4 block :<
We aren't either - it's just not going to be super soon. (Source)

Everyone agrees with him/her. This upgrade gear thing is going to make people quit the game. PvP is dying.
claiming to speak for everyone always makes me suspicious. (Source)
well, not everyone but the majority i think. btw, i would love to have that pvp forum on the US.
just make good arguments and don't worry about invoking a huge crowd to agree with you. It's not a vote anyway. (Source)

MoP was meant to get people out in the world, PvP was supposed to be king this xpac. Why nerf guild perk Quick and the Dead?
dying is supposed to have some penalty. Since you have unlimited lives, downtime is the main one. (Source)

You ruined the joke just like you ruined Age of Empires and WoW...
Changes no one asked for - Rpg home city. Homogenic empires and Clunky/Bad combat. Quite similar to WoW now
.you don't get good games by just giving people what they ask for. Game design isn't just polling. (Source)
Look at League of Legends Mr. Street, I'm sure it'd love to beg to differ.
we're friends with all those guys. Pretty sure they don't turn over design to their community either. (Source)

What happened to balance/bug fix patches (eg 4.0.6)? It's frustrating to wait for next content patch to see much desired fixes
We don't characterize patches that way. There are big patches (new raid tier / PvP season) and smaller ones. 5.1 is the latter. (Source)

But there is something to be said about testing your games.
we do test our games. We have a huge QA department and we invite players to try out betas and PTRs. (Source)

just curious... do you collaborate w/ the other blizzard games, or does everyone stay in their own game areas?
We collaborate a fair amount. Great to get outside opinions and see how others solve problems. Several temp or perma moves too. (Source)

Regarding items that aren't intended to ever go into the game (i.e. heroic raid trash), why are they made? Just curious.
if we change loot tables late, then we already have the items ready. (Source)

... what to listen to, consciuously or not. You reap the results of that (horrible PVP, constant whines).
I read the role and PvP forums regularly. Feedback is always valuable. It just doesn't always result in immediate change. (Source)

You need to listen to the people who play this game even more than the ones who created it.
We do listen to them. We just don't let them order up game changes on their own. That would be interesting though. (Source)

Is there anywhere we can beg an audience with The GC with a longer character limit?
I'd love to in a theoretical sense, but there are too many of you and one of me. (Source)

Computers - Setup of the Month (by chaud)
Each month or every 2 months, depending on the hardware evolutions, the lovely chaud will work on a couple of hardware setups for those of you who are thinking of upgrading their computer!

This month
The current SSD prices seem to have bottomed out for now, with almost all SSDs under $1 per gigabyte. A few sales have even gone under 50 cents per gigabyte, so look for something on sale! No new CPUs, GPUs, or SSDs worth waiting for are expected before late in the first or the second quarter next year.

Unless you are doing a lot of video rendering or something that is similarly multithreaded, you do not need the 3770K and should spend that money elsewhere.

Make sure to keep your AMD and Nvidia drivers up to date.

Don't hesitate to post any feedback in the comments of that news post, and don't forget to visit the Computer Forum for any extra questions! If you are interested in [email protected], take a look in our team's thread.

ComponentPuppy Dolphin
MonitorAcer V223W EJBD 22-Inch Widescreen - $140ASUS VW246H 24-Inch Widescreen - $188
KeyboardLogitech Media Keyboard K200 - $20Cyborg V.5 - $51
MouseLogitech G400 - $30Razer Deathadder - $45
SpeakersCreative A220 2.1 Speaker System - $27Logitech Z313 Speaker System - $40
ComponentNarwhal Unicorn
MonitorASUS VE278Q 27-Inch - $280HP ZR2440W 24-inch (IPS Panel) - $364
KeyboardLogitech G110 - $60Razer BlackWidow (Backlit)- $70 ($137)
MouseLogitech G500 - $45Razer Naga (Buttons on the Side) - $60
SpeakersLogitech Z323 2.1 Speaker System - $60Logitech Speaker System Z523 - $80

Puppy and Dolphin
Overclocked Puppy will outperform Dolphin when multiple threads are in use (Not WoW) and come close in most other cases.
Mix and match anything but the CPU/Motherboard combo between Puppy and Dolphin. Pick one of the two CPU/Motherboard combos.
Mix and match anything between Dolphin and Narwhal.
ComponentPuppy Dolphin
CaseNZXT GAMMA Classic - $35NZXT GAMMA Classic - $35
Power SupplyCorsair CX500 - $59XFX Core Edition PRO 550W - $66
CPUAMD Phenom II X4 965 Black Edition- $90Intel i3-3220 - $120
HeatsinkCooler Master Hyper 212 Plus - $25Cooler Master Hyper 212 EVO - $32
MotherboardASUS M5A97 R2 AM3+ 970 - $100Gigabyte GA-Z77-D3H - $117
MemoryKingston HyperX Blu 4GB 1333 - $198GB G.Skill DDR3 1600 - $40
Graphics CardXFX 7770 - $109MSI 7850 Twin Frozr or Gigabyte GTX 660 OC - $205 / $236
Hard DriveWestern Digital Caviar Blue 500GB - $60Western Digital Caviar Black 1TB - $100
DVDAsus 24X SATA DVD+/-RW - $23Asus 24X SATA DVD+/-RW - $23
Total$539$698 - $731

Narwhal and Unicorn
All of these parts can be mixed and matched to create a build between Narwhal and Unicorn. SSDs are always optional.
ComponentNarwhal Unicorn
CaseCooler Master HAF 912 - $60Cooler Master HAF X - $150
Power SupplyCorsair 650TX V2 - $90Corsair 750HX - $148
CPUIntel i5-3570K - $215Intel i7-3770K - $320
HeatsinkThermaltake Frio - $60Noctua 6 NH-D14 - $81
MotherboardASUS P8Z77-V LK - $112ASUS P8Z77-V - $190
Memory8GB G.Skill DDR3 1600 - $408GB G.Skill DDR3 1600 - $40
Graphics CardXFX 7870 (7950) OR GIGABYTE GTX 660 Ti - $261 ($305) / $280Gigabyte 7970 OR GIGABYTE GTX 670 - $400 / $355
Hard DriveWestern Digital 1TB Caviar Black - $100Western Digital 1TB Caviar Black - $100
SSDSAMSUNG 840 128GB (Review) - $98
OCZ 128 GB Vertex 4 (Review) - $110
Crucial 128 GB m4 (Review) - $106
Corsair Force Series GT 120 GB - $120
DVDAsus 24X SATA DVD+/-RW - $23Asus 24X SATA DVD+/-RW - $23
Total$990 - $1090$1406 - $1543

Curse Weekly Roundup
This week we have news on a Dignitas player being banned, the relaunch, Wowkemon Addon, Firefall Beta Keys, and your Game Release Forecast for next week.

by Published on 2012-12-08 10:52 AM

Poll: Which Follower Accompanies You?, Blue Posts, Demon Hunter Cosplay

Developer Interviews
Today's interview is with Tom Chilton (Lead Game Designer) on ArenaJunkies. A summary of the main points is below, but listening to the full interview is worth it if you want to hear the full answers!

  • Steps are being taken to balance healers, especially Shaman, in PvP. This is being done incrementally to avoid a knee jerk reaction and going too far in one direction. Moving totems back into the schools of magic was one of the changes to bring them more in line.
  • Discipline Priests and Monks will be buffed somewhat to bring them up to par. We should expect to see those changes on the Patch 5.2 PTR soon.
  • War Games will be possible Cross realm at some point in the future when time allows for the change.
  • It may be possible to ban one arena map in the future, similar to the map banning in random battlegrounds.
  • Part of the reason Tol'vir was added was to increase the chance of getting the Nagrand style map. It also is nice to have a change of scenery rather than just getting Nagrand more often.
  • Burst damage is still too high, making healing too high as well. Once burst comes down, the healing can be decreased as well.
  • One of the goals for WoW as an esport is to make it easier to watch. Part of this will be accomplished by making it easier for addon authors to create nice tournament UIs.
  • The DotA style battleground is still on hold, waiting for new tech to be worked on.
  • MMR works pretty well for matching people up, but preventing the exploits that have popped up is difficult when keeping the system balanced for all levels of players. Blizzard will keep watching for exploits and taking appropriate action.
  • WoW was never built from the ground up to be an easy to watch and perfectly balanced eSport, so the improvements that can be made are limited. That being said, Blizzard wants to keep improving things as much as possible.
  • When asked about arena balance: Burst is too high, non burst damage is too low, there are some disparities between the different healers with Shaman / Paladin being good, Druids being okay, and Discipline Priests and Monks lagging a little bit, and the amount of offensive instant cast crowd control being used.
  • Blizzard likes the player run tournaments and is evaluating what they can or should do to support them.
  • PvP Power worked out really well, with players able to use their PvP gear in PvE. Using PvE gear to start PvPing isn't working quite as well, as it was intended to be able to take raid gear and start PvPing without feeling like you were very fragile and dying very quickly.
  • Blizzard likes when the PvP and PvE part of the game operate the same, but is willing to make them work differently to make the game work better.

WoWkemon Addon
Today we are taking a quick look at the WoWkemon addon. It replaces the normal pet battle interface with one that will be familiar to anyone that has played Pokémon before. You can see what it looks like in the video or screenshots below. Another nice addon to use with it is Pet Battle Pokemon Mod, which will add some of the classic Pokémon music to pet battles.

Blue Posts
Originally Posted by Blizzard Entertainment
Trinket Burst Damage Adjustments
Instead of addressing the strong classes
I just want to point out that this is only one step in a process. We will continue to assess classes and individual abilities and make adjustments as necessary. (Blue Tracker / Official Forums)

Trinket Burst Damage Adjustments
Seems a buff for frost dk's, and if human they can align proc with on use and PoF...
You could say the same for several classes where this will help them to align their trinkets with their damaging abilities more often. However smaller burst every 60 seconds is a lot easier to survive than a much larger burst every two minutes.

The same goes for players that play human, they could take two of these trinkets and cycle them every 30 seconds with their burst abilities. Do not forget though, if a human wants to take advantage of these changed on-use trinkets will need to take two of them and give up the not-nerfed proc trinket.

The idea is good, but what gona happen with the proc trinkets?
I just answered that above for you. At this time we have no plans to be nerfing the proc trinkets, but this may change in the future.

But, an idea would be to increase resilience on the "tweaked" trinkets by; I don't know, maybe 20-25% to make them more attractive compared to PvE trinkets etc.!
We're fairly certain that it's unlikely for players to start using PvE trinkets because they would suffer a significant loss in PvP power and resilience. Do understand that we will be keeping a very close eye on the situation when this hotfix goes live and, if necessary, make the appropriate adjustments where we see they're required. This doesn't mean that the change we make would be to increase the resilience on trinkets like you suggested above, however if we do plan to make further adjustments we will let you know about them. (Blue Tracker / Official Forums)

Updating Old Content
I often wondered why blizzard doesn't take advantage of the content people loved. Sure, new content and raids are fun but how much time would it really take to upgrade Kara to current gear levels.

I mean why in gods name wouldn't you do things like this, the Ony upgrade was great but even now its outdated by two expansions. The scarlet monastery was good but you didn't even have to redesign the dungeon, just leave them as they were.

Can you imagine if Apple decided to completely change the Iphone every release? Sure a few things are changed on each version but the core design, style, and functionality are all there and people still flock to get the latest version. Why is that, its because they have a good thing going.

I'm going to sound a bit like a broken record, so forgive me, but when we are working on updates to the game, we're looking at what works well for the ongoing development of it. Sometimes that means taking a look at previous content and updating, and sometimes it means leaving it as it is. Overall though, it's about where we want to take things next, what fits into the larger scheme of development, what can we devote resources to comfortably and still deliver the best possible experience we can in a reasonably solid time frame.

There are a lot of things that people keep bringing up that they'd like to see again, or revisit in a new and fresh way. We're not unaware of this. But, at the same time, we have to keep asking ourselves, "Does it make sense and if it does make sense, does it make sense right now?" In contrast, there are those detractors who are often upset when we do go back and refresh content. In some cases it's because they're new enough that they haven't seen it yet, in others it's because they feel we should leave well enough alone, and to others yet who feel that it's a development "cop out" and a mere recycling effort. That's not to say that these things aren't possibilities "someday", but what seems simple to you may not be quite so simple as all that.

An example of updating things on a very large scale, is Cataclysm. There was so much work done from the starting quests to the environments to the very flight paths, but to those who didn't go through the refreshed content, it was a "waste" of time. We also then had what many felt was far too little at the upper end of content for them. So, despite best efforts to refresh a significant amount of content, not everyone was pleased with it once the immediate blush was off the rose. What we must fight against is time, nostalgia, "What do I get to do/take part in?", or even "where's my challenge?" So, no, it's not as easy as that. In a perfect world, maybe it would be. (Blue Tracker / Official Forums)

Class Forums and Blue Posts
Do blue posters avoid class forums? If so - why?
The main reason that we don't make responses in the class forum is because if we post in the forum of class A, then classes B through K will start complaining about favoritism or something similar. While we may not post in threads on the class forums, we do pay attention to the opinions and feedback presented there.

And where are we supposed to turn in order to get the "official" Blizzard PoV on, for example, major nerfs to a certain spec?
These forums are designed and built in order for players to give their feedback and opinions about the current state of our games or even upcoming changes so that it can be relayed to the developers. They are not for the purpose of having a direct line of communication and discussion with blue posters. If we have some information that we can provide, we will post it, but you should not be actively searching for this as the forums are for you as the players to bring up and discuss topics.

Do we really have to post immature, whiny post in order to get attention?
Definitely not. As said above, if we have information on a given topic of discussion we will provide it. We are also more inclined to do this with more well written and presented threads rather than ranty or "whiny" posts.

you're on EU forums enough said. Blizzard doesn't care about you, they don't want your opinion, the blue post always say the same thing. It is always sad for us to see these types of comments because it is something that is simply so far from the truth, it is unreal. The European community team work tirelessly to forward on and present your feelings, feedback and opinions on to the developers. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Your ridiculously gated rep AND VP system for gear cost me one of my raid leaders and you a sub. Just an FYI.
players quit for a variety of reasons. We're sad when they do, but can't be held hostage to "change X or I quit." (Source)
No Greg, but if a lot of peple quit for a reason and a lot of us dont quit but dont enjoy it, then somthg is wrong
of course. That's why hearing feedback is so important to us. In fact, it's more useful than threats. (Source)
If your reaction and filtering of feedback wasn't so slow compared to other games, you wouldn't get threats.
A poor justification I'm afraid. Good arguments win arguments, not threats of consequences. (Source)

I dont understand why rep grind has to be one way. Let questers do dailies, raiders do dungeons and pvpers pvp...
We want players out in the world. We don't think WoW will have enough legs as an instance only game. Convenient != best design. (Source)

Mate, don't let the "rep tabard" brigade get you down. We're better off shedding instance only players from the playerbase.
Well, we don't want to shed anyone. Concern is that instance-only is convenient short term but causes loss of interest in the long. (Source)

Making dailies a requirement for rep seems like a VERY poor way to get people out of cities and make the world feel populated.
What do you want to do out in the world? (Source)

For the love of god don't buckle to the "we are forced to do dailies" minority. Don't change a thing!!!
it's just a question of volume. 12 quests a day isn't bad with some optionals. Doing GL and Klaxxi every day felt like a lot. (Source)

Well I'll just try asking again tomorrow, I realize you're busy. If you see this tweet, check my profile for the initial ?
we've heard a lot of feedback on dailies, and we'll likely try some tweaks to keep players out in the world but address concerns. (Source)

For 5.1 can we have a short term (20min?) LFR buff that simulates the rep tabards for the last rep we did dailies with today?
Talking about some ideas. So long as someone can't finish rep in one weekend by chain running, we're open to it. (Source)

So many classes and specs are overpowered right now, why won't you apply hotfixes rather than waiting months for patch 5.1?
We can't hotfix everything and it's frustrating for players to constantly suspect ninja nerfs. We hotfix egregious stuff. (Source)

Do you think it's still possible to add new class in the game without too much redundancy ?
I hope so. (Source)

Alot of people were complaining about "Stampede". Not the Bestial Wrath ability. Critical mistake on your end
We nerfed Bestial Wrath and Avatar. We're regretting offensive abilities that prevent CC. Encourages tunneling and burst. (Source)

talent system is awesome btw. Way better than anything before.
We agree. A few talents aren't quite there but the system is much better IMO. I see players changing talents for the first time. (Source)

As a rouge i have problems getting a clean opner in arena and duel because of the amount of aoe effects in the game. toughts?
TBH, it kind of bugs me personally that AEs are so efficient at breaking stealth. Would be a huge change to revert though. (Source)

Ever thought of smaller patch changes? Like changing an ability dmg in 5% increments a week instead of 25% all at once?
One risk of small changes is players don't notice. Flashy changes can sometimes get players to try a class / talent / strat. (Source)

Druid (Forums / Skills / Talent Calculator)
Any word on healing mushrooms? They are pretty useless but have so much potential.
Agree they aren't there yet, but we want them to be sutiational, and not used on cooldown. (Source)
Any chance for some 5.1 love? Thank you for responding to my first tweet ever!
Maybe not for 5.1. We want to make sure there's time for players to try out any changes. It's on our radar though. (Source)

Did static mana pools really gave you the freedom you needed to design better enocunters? Are we balanced?
The problem with +Int providing infinite mana didn't manifest until later tiers. Still like the change though. (Source)

And of course, would love to hear how you feel healers compare for PvE and how Mistweavers have played out.
Pretty happy with healer balance overall. MW were too good in 5.0. Raiders discovering Disc now and we have to keep an eye on it. (Source)

Paladin (Forums / Skills / Talent Calculator)
In your eyes are Shockadins a legitimate form of Raid DPS, or is that unintentional or unwelcome? Not even sure if its viable.
Holy isn't a dps spec. We tried to provide some support for players who like it, but it will likely stay a niche. (Source)

Priest (Forums / Skills / Talent Calculator)
I really like to know what you guys think about Holy and Disc priests perfomance in PvP. Not many people want them.
Most teams just want Resto shaman. We think we'll see more priests in 5.1. (Source)

Rogue (Forums / Skills / Talent Calculator)
Nobody uses Tricks of the Trade anymore in Raids. You found a way to make that useless too! Get a dev 4 rogues. ur useless.
Quick poll of the raiders in my office, and they all use Tricks of the Trade. Small sample size is small. (Source)

playing devil's advocate a little, if the 5.1 changes don't 'fix' rogues, will further changes happen immediately or in 5.2?
Depends on the degree. If I say "immediately" though, then I'll just hear about how I broke promises, so I can't say. (Source)

serious question, does blizzard have numbers on how many people have taken versatility as a talent? I'm betting its VERY low.
We do, and it is low. We're looking at all unpopular and too popular talents and considering changes. (Source)

Saying Cold Blooded made us not care about crit as a stat is terrible logic since crit is now our worst stat by a long shot.
Last I looked, crit was behind haste and mastery for Combat, but not by much, and even better for the other two. (Source)

Shaman (Forums / Skills / Talent Calculator)
I'm just a wee bit :O at the totem nerfs. What's the thinking behind it? Will Tremor still break fear? Don't like this change!
We thought they were too hard to counter. Have a lot of utility (not just group buffs) in 5.0 and you just have to endure them (Source)

Warrior (Forums / Skills / Talent Calculator)
with "bring player, not class" policy, why did you implement Stormlash and Skull banner?
They are very minor DPS increases. You don't need them. (Source)

Ever had a thought about warrior's shockwave? Every 20 seconds for an AoE stun and damage seems a bit much versus rogue KS.
It's something we looked at, but we nerfed warriors a lot for PvP and we don't want to overdo it. Not all are taking SW yet. (Source)

Do you not think it's a little unfair that Fury has never been good in Arena? Other specs had their time to shine except Fury.
The bigger topic is whether it's fair to players (or reasonable to balance) to have 34 viable 3v3 Arena specs. (Source)

TCG Art Update
Blizzard has updated the Trading Card Game art gallery to feature ten new pieces.

by Published on 2012-12-07 09:31 AM

Diablo 3 [Urban]Dictionary, 2012 SpikeTV Video Game Award, Barbarian Fan Art

Developer Interviews
Tonight we will take a look at two interviews, Cory Stockton (Lead Content Designer) at WarcraftPets and Dave Kosak (Lead Quest Designer) at the Darkmoon Herald. A summary of the main points is below, but listening to the full interview is worth it if you want to hear the full answers!

  • The large number of pets added in Patch 5.1 was a reaction to the gaps in pet levels and families, such as the Mechanical, Dragonkin, and Undead pets. It is unlikely that we will see that many added in any of the future Mists of Pandaria patches.
  • The Pet Battle system worked out really well and feels like it is part of WoW, rather than a tacked on minigame. Players have given overwhelmingly positive feedback.
  • Account Wide Quests and Achievements had some issues that made the experience less smooth than they would have liked, but that is the side effect of all the new tech that went in to the system.
  • More than half of the population in WoW has at least tried Pet Battles.
  • Pets don't get as much balancing as classes do for PvP.
  • Pet battles were designed to be fun, but simple. The tooltips and other information were added to make it easier for players to take part without needing to spend a lot of time learning about pet battles first.
  • Anyone on the team can come up with a pet and create it, then work with the pet battle group to make it into a battle pet.
  • The internal editor tool is made more for creating content and not looking up information, so fansites are helpful for looking up things, even for the devs!
  • One of the early ideas for a new pet system was a dog collecting system. It would allow you to collect different types of dogs and teach them tricks.

Future Pet Changes
  • More dog pets are coming in the future when they feel appropriate, most likely as achievement rewards.
  • There are no current plans for releasing Pet Battles as a mobile game, but it is something that has been talked about. Currently the system is being polished and observed in the main game to figure out where to go next with it. Creating a mobile version would be a very large amount of work and a commitment that requires some serious consideration.
  • Pets will be upgradeable to Epic quality in the future when it feels like an appropriate time.
  • Pets have a breed and gender id in case Blizzard wants to use them in the future, but there are no current plans to use them.
  • Similar pets may get new models in the future. For example, all of the frog pets currently share the same model with different skins, but in the future more frog models could be added.
  • Trading Wild Pets is definitely a possibility for the future, but the game didn't feel ready for it in Patch 5.1. There are a lot of people still collecting pets and working on building up their teams. Allowing players to trade wild pets will reduce that excitement.
  • It is possible that a few wild pets will be tradeable in Patch 5.2 and then further changes will be decided upon after that.
  • Something being worked on for Patch 5.2 or later is wild pets that are like a boss. When encountering them, they would be bigger than normal pets, and you would only fight them, but they would be much stronger than a normal pet. There may be an achievement for defeating all of the "boss" pets in the world, similar to Glorious! that rewards a unique pet.

  • When creating the quests for a zone the main storyline of a zone is the first thing decided upon. Then the individual quest designers have some more freedom to further the story through the quests they create for that part of the zone.
  • Li Li's Day Off will let Li Li follow you all over Valley of the Four Winds and Krasarang Wilds providing some commentary.
  • The quests or things added by the Make a Wish children are really important to Blizzard. One recent example is Owen's Wishing Well. You can read his story here.
  • Phasing was utilized less this time around, only for the major events. This helped to keep players together, which was a problem in Cataclysm.
  • Blizzard tries not to change quests unless they are really broken. Instead they are used as a learning experience.
  • Players who don't read quest text are taken into account when designing quests. You should be able to have a general idea of what is going on when questing through the gameplay, even without reading the quests.
  • The Golden Lotus quests starting at the same hub every day didn't feel fun, but the Tiller's questline did turn out well.
  • Daily quests are mainly designed for people that enjoy solo progression and don't want to raid, giving them a way to advance their character. Unfortunately the daily quests felt mandatory for some players, causing them to try and do all of the quests every day. This continued until the players realized that they wouldn't earn enough Valor Points to buy everything they were earning access to.
  • A class quest for every class would have reduced the number of zones in Pandaria by at least one due to all of the time it would have taken to create that content.
  • The feedback for opening more of the Patch 5.1 quest line based on your reputation level has been generally positive after players understood how it worked.

Future Questing
  • Questing in Patch 5.2 will use more space so that players are not bumping in to each other and constantly fighting each other for mobs. (Avoiding Fatty Goatsteak)
  • In the future, the rewards from daily quests will be adjusted to make them feel less required to the hardcore raiders who aren't interested in them.
  • The increased reputation leveling speed after Revered was a good step towards making the reputations more alt friendly, but it still could use some work.
  • Patch 5.1 has brought back some World PvP in the new questing area.

Trinket Burst Damage Adjustments
Originally Posted by Blizzard (Blue Tracker / Official Forums)
After reviewing the data and player feedback, we remain concerned that on-demand burst damage remains too high in PvP. After investigation, we determined that the on-use PvP trinkets are a major contributor to extremely high burst output. As a consequence, in the near future we will be applying hotfixes to smooth out the damage provided by these PvP trinkets. In the case of the Gladiator's Badges this means cutting the amount of primary stat or PvP Power provided, but also cutting their cooldown in half. For the Kor'kron and SI:7 manuals, the cooldown of those trinkets will remain unchanged, but the amount of stats provided will be reduced and the duration of the buff will be increased. The overall damage provided by these trinkets should not be affected; only the burst they are capable of providing.

For example: The Dreadful Gladiator's Badge of Victory will shortly provide 2553 Strength once every minute, instead of 5105 Strength every 2 minutes. Please note that due to limitations in hotfix technology, the item tooltips and buffs will still incorrectly display the original stat value of 5105.

These are the trinkets that are currently slated for adjustment:

Dreadful Gladiator's Badge of Conquest
Dreadful Gladiator's Badge of Dominance
Dreadful Gladiator's Badge of Victory
Malevolent Gladiator's Badge of Conquest
Malevolent Gladiator's Badge of Dominance
Malevolent Gladiator's Badge of Victory
SI:7 Operative's Manual
Kor'kron Book of Hurting

We are aware of the possibility that certain PvE trinkets could become more attractive for PvP in the wake of these hotfixes. While that is somewhat unlikely given that adopting those items would represent a significant loss of PvP Power and Resilience, we will nonetheless keep a close eye on the situation and make adjustments to the appropriate items if necessary. It is also possible that it could become too difficult to land reasonably consistent kills in PvP. If that proves to be the case, then we currently plan to increase the effects of the Battle Fatigue healing debuff to compensate, which is an adjustment that we’ve been considering for some time. On the other hand, if burst damage remains too high after these changes, we are prepared to take additional steps as needed.

World PvP Feedback
Originally Posted by Blizzard (Blue Tracker / Official Forums)
This is going to sound weird, and while I do empathize with the frustration that's being expressed in this thread, this conversation still warms the cockles of my black little heart.

Why? Because for too long there was very little distinction between playing on a PvE realm and playing on a PvP realm. We had inadvertently created a situation where there was little risk when leveling in the world on a PvP realm. The experiences were, for all practical purposes, virtually identical, but that wasn't what we had in mind.

Life on a PvP realm can be nasty, brutish and short. Justice is in very short supply. Every action you take in the world carries with it an added level of risk, from questing, to hunting down profession materials, to simply traveling from place to place. You can be attacked at any time, sometimes by an overwhelming force. Of course, the shoe can also be on the other foot, and you'll be able to turn the tables on your attacker, or find clever ways to delay them or escape from them. Some will become roaming slayers, seeking out enemies to destroy.

In short, the experience on a PvP server is different. We want it to be different, and that includes everything from honorable conflict on the field of battle to horribly despicable ganking. It's all part of the fabric that makes a PvP server what it is.

Let the blood be spilled.

Hey blue what server do u play on? Ill come farm u for a while and lets see if u still think its great.
You don't need to. It's already been done. Repeatedly.

I'm leveling a Monk as I play my other characters, and Pandaren are very popular targets (almost as popular as Blood Elves and Gnomes). I knew exactly what I was getting into, and I take my lumps with the rest of them.

what compensation do you give to those players that now find themselves on PvP
Despite the fact that the experience became less brutal for a time by accident, the expectation of what one should find on a PvP realm has always remained the same.

So how does that fit into your noble idea of a PVP open world of battle?
I didn't imply that it was always noble, nor did I say that revenge was always a likelihood or possibility. I do distinctly recall saying 'Justice is in short supply', though.

You are both right, after a fashion. The general guideline is: if there is a PvP solution available, our staff will not intervene on a PvP realm.

There are, however, situations that are extreme (or that involve exploitation), which merit intervention by our staff, but they are extremely rare.

Remove this barrier and many people will be a lot happier. Stop pretending this is not an issue.
Not that your own situation should be dismissed, because I think it's unfortunate that all your friends prefer playing on a realm type that you don't like, but I would be very surprised if this were a widespread issue. At least you have the support of dependable real life friends if you find yourself in a tough spot.

Cross realm raiding of the current tier has the potential to generate a lot of negative repercussions. It's not the sort of thing we'd commit to lightly.

Spending more time running back to my corpse than actually playing the game. Landing at a quest hub and dying before the NPCs and PCs even appear. Having my corpse camped because a level 90 only has to glance at me and I explode.
None of those things are griefing on a PvP realm, I'm afraid, though I freely acknowledge that they can be frustrating. Nonetheless, our stance on these issues hasn't changed since long, long before Cross Realm Zones were ever even imagined, much less implemented.

Blue Posts
Originally Posted by Blizzard Entertainment
Developer Interviews and 5.2
When is 5.2 slated to drop, 4 months from release or 4 months from 5.1?
I have a feeling that Ghostcrawler's comment in that interview is going to be seen quite often on the forums in the coming days.

My best advice is to try not to take those time frames as though they're graven in stone (which is why I'm not directly answering your question). It's better to think of them as rough guidelines for approximately how frequently we'd like to patch in updates.

Somethings that gets me, hy is twitter the only place you guys discuss changes with players? Why would anyone at blizzard make a comment on blizzards goals on twitter, and then on the forums someone else has to back track those comments?
We discuss upcoming changes on the forums with regularity--sometimes they're stickied posts, and sometimes they're comments in threads. Nor am I countermanding anything Ghostcrawler said. Heck, the synopsis on mmo-champion is as follows:

A rough idea of how long patches will take: 2 months for a content patch and 4 months for a patch with a new raid and PvP season. This is just a rough target, as there are many factors involved in determining when players are ready and the content is ready.
I'm simply emphasizing that these are goals, not absolutes. (Blue Tracker / Official Forums)

LFR Loot System Feedback
That's basically what all the whiners are saying. At the risk of sounding "old" but I remember years ago; if you were pugging current content raids, you were lucky if the group could even kill the boss. Never mind also getting loot.
Perhaps what's happening is that some players are having the illusion that because the roll is happening, something must drop eventually (eventually being, more often than not). But, if I may, I'd suggest you guys note down how many drops (for your character) do you encounter in your guild raids of a given week and how much competition you have going on for them.

When you factor those things in, does LFR really feel *that* different to the speed at which you gear up when you're competing against others in your guild? I'm just curious. (Blue Tracker / Official Forums)

PvP Vanity Rewards
Pvpers need more vanity items.
We agree that players who prefer PvP should have cooler things to purchase, including more options like vanity items. We are currently discussing ways in which we can better deliver on this.

The current model for itemization somewhat follows the original formula that implied PvP'ers were mostly just interested in getting direct performance enhancers. We don’t agree with that implication anymore and, with the new currency system it makes much more sense to provide additional flavor items that players will be able to spend Conquest and Honor points on.

I think transmog stuff would work out really well. Also I always thought that rank one players should have a unique aura with a flavor text.
A unique aura, while cool, would just be on top of an already quite noticeable mount and title. I think it would be cooler to get gear sets that you can use for transmogrification or just nice little vanity items. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
what about world pvp? are u gonna do the same SAD world pvp bg for the 3^ times or u have a good fresh new idea?
It's tough. Seem to be a lot of players on PvP servers who don't want to be interrupted with world PvP. We'll keep trying. (Source)

You implement tol barad and wintergrasp for level 90, Do we have any chance to see 5 man RBG in 5.1 ?
5 player RBGs won't be in 5.1. It's a bigger project. (Source)
Ok, thanks GC. But can I wait for this feature one day ?
Yeah, no promises, but we like the idea. (Source)

Way to learn the shaman class Ghostcrawler. Silencing enhance blocks our interrupt and some major cd's!
yeah I know. But silencing an Enhance is like disarming a Mage. I'm sure it happens, but I dont see it often. (Source)
That's not a fair comparison, as mages can still use their abilities while disarmed, whereas enh can't.
the point is you're often better off spending a silence on a healer or a caster who is dependent on spells for 100%. (Source)

Have you ever considered hiring multigladiator players to help out balancing pvp?
I'd tell you we have them, but you'd probably say we hired the wrong ones. (Source)
I thought you dont let expert players balance your game?
we let professional game designers balance our game. Many used to be expert players. Big difference. (Source)
Expert players is a very vague term, I believe you're overhyping in order to scaffold faith.
not sure what you're looking for. We have glads and world first raiders. Neither is as important as good design sense though. (Source)

I do think a partial reason for rogues having low rep is because of other classes (warrior)being overtuned
one of the challenges of 3s is teams can just choose who to take. It's why 3s always tend to feature just a few specs. (Source)

SWTOR Free to Play Changes
The SWTOR team recognized that some of the free to play restrictions were too much, so they relaxed a few.
Originally Posted by SWTOR
When Game Update 1.5 hit Public Test Server (PTS), we listened to your concerns and we increased Quickbars from one to two for Free-to-Play Players, increased Warzones from three to five per week, and reduced the temporary bind on Cartel Market items.

We want you to know that this is an ongoing dialogue. Recently, we’ve seen your feedback on some of the other aspects of our Free-to-Play option and once again, we are working to improve the experience for all of our players.

Starting today, Preferred Status Players will see an increase to their default Quickbars from two (2) to four (4). If you’ve already purchased additional Quickbars, don’t worry: we will be refunding your Cartel Coins for any Quickbar-related purchase.

Additionally, in an upcoming patch (no exact date yet, but players won’t have to wait long), Preferred Status Players will be given four (4) additional character slots, which means that they will have a total of six character slots. As always, Free-to-Play Players can reach Preferred Status simply by purchasing anything from our online store or purchasing a physical copy of the game.

Last but not least, I wanted to share the news that the 50 character limit on Global Active Characters for Subscribers will be removed and increased substantially in the same, aforementioned patch. If you wanted to, you can truly create your own army of Troopers or a legion of Sith Warriors.

Fan Art
Some nice fan art has shown up recently.

by Published on 2012-12-06 04:53 AM

World First Glory of the Pandaria Raider
Midwinter earned the World First Glory of the Pandaria Raider, which rewards a Heavenly Crimson Cloud Serpent. Congratulations to them!

Developer Interviews
AllThingsAzeroth recently had the chance to interview Ghostcrawler. A summary of the main points is below, but listening to the full interview is worth it if you want to hear the full answers!

  • Cataclysm didn't offer enough for players to do. There were some things for high end players in the harder raids, but otherwise there wasn't much to do. Mists of Pandaria was an attempt to correct that, with something to do for all players.
  • Cataclysm had separate zones, but Pandaria is a more of a place that you want to spend time in and explore. This makes for a much nicer environment this time around.

  • The Bonus Roll has worked out well, other than the consolation loot (28g 50s "Fail Bag") that you get when you lose the roll. In the future it will have different rewards, such as bonus valor, more gold, gems, or rare chances at blue BoE gear, pets, or mounts.
  • There are no immediate plans to add Artifact quality items to the game. One idea that was discussed was making heroic raid gear a different color to make it stand out. This won't happen during Mists of Pandaria, but it is possible for the future.
  • Justice Points will hopefully be somewhat more useful in the future. There was an opportunity that may have been missed to use them to get item level 450 gear earlier in the expansion.
  • Transmog of legendary items is still under debate, but is somewhat likely for the future.
  • More players are expected to try Challenge Modes after they finish things they are working on now.
  • Ideally guilds that aren't able to finish every raid on heroic will still be able to finish one or two of the heroic raids in this tier. Upgrading gear and Sha-Touched gems should hopefully help with this.

Patch 5.2
  • A rough idea of how long patches will take: 2 months for a content patch and 4 months for a patch with a new raid and PvP season. This is just a rough target, as there are many factors involved in determining when players are ready and the content is ready.
  • Patch 5.2 will add some new architecture, geography, and a new story. A new raid is planned that will hopefully be similar in quality to Ulduar. There will also be more daily quests!
  • Patch 5.2 will bring more talent changes than Patch 5.1, but they will mostly be number tweaks. Rogue talents were mentioned as something that needs to be looked at.
  • Raids may not see progressive nerfs this time around, as there are multiple difficulties and catch up mechanisms. It is likely that raids will not get any easier until at least Patch 5.2.
  • Patch 5.2 might make the current Lesser Charms less valuable to discourage hoarding and the need to farm them before the patch.
  • One idea being considered is not allowing upgrades of Patch 5.2 gear until Patch 5.3.

  • Monks are likely the class that needs the most work right now. Mistweavers have been difficult to balance, work on that is still ongoing. Healing and DPS Monks are also underrepresented in PvP.
  • There are currently more Retribution Paladins than Rogues.

  • Balancing time spent between dungeons and raid development to satisfy everyone is difficult because of the diverse audience.
  • Dungeon Finder and Raid Finder are features that did good things for the game and are almost expected in some of the other MMOs now.
  • Ghostcrawler would personally like to add more of a social aspect to the game, where you would enter Stormwind and find more of a community, rather than everyone standing around at the Auction House.
  • Ghostcrawler doesn't know what Project Blackstone is.

Patch 5.1 Hotfixes - December 5
Originally Posted by Blizzard (Blue Tracker / Official Forums)
  • It is now possible to use the Distraction ability while on the quest "Prisoners of War".
  • All eligible players can now complete the quest "It Is A Mystery".
  • The Dread Amber Focus for the quest "Concentrated Fear" can now be looted by all members of the party who are on the quest.
  • Seamus Goldenkicks can now return players to the instanced version of Dalaran after they complete the quest "Tracking the Thieves".
  • It is no longer possible to have both "Dark Skies" and "Rampage Against the Machine" in the quest log at the same time.
  • Players will no longer leap horribly to their deaths from the Dalaran Sewers in the course of completing the quest "One Last Grasp".
  • Kor'kron Subjugators and Kor'Kron Overseers now respawn more frequently for the quest "De-Subjugation".
  • Lieutenant Ethan Jacobson will no longer evade, and instead will respawn.

Pet Battles

Brawler's Guild
  • Disruptron Mk. 3R-Alpha will no longer abandon the fight prematurely.
  • Crush should no longer reset unexpectedly during his Brawls.
  • Picking up Meatball's Strange Energy now benefits the Brawler's nearby pet as well.
  • Brawler's Guild statisticians will no longer reset their data on a weekly basis.
  • Starfall will no longer strike undamaged Power Crystals in the Millhouse Manastorm encounter.
  • The Brawler title is now permanent.
  • Fixed an issue that allowed spectators to heal the pets of competitors that are inside a Brawl arena.


  • Pandaren Campaign
    • Domination Point Elites hired using the Guard Contract: Tower now have the same health as their Alliance counterparts.
    • Bloodhilt Honorguards and Dominance Snipers at Dominance Point will no longer respawn too quickly.
    • Shieldwall Stormcallers no longer incorrectly use Bloodlust.
    • Shieldwall Marines no longer use their knockback effect too frequently.
    • Dwarven Mortar Team Engineers no longer use Wrench Strike.
  • Child of Chi-Ji in Krasarang Wilds will no longer evade after a brief pursuit, and no longer cast Blackout Kick.
  • Warlord Bloodhilt
    • Warlord Bloodhilt will no longer cast Bloody Knives on players that are no longer in combat with him.
    • Internal Bleeding can no longer be manually removed by right-clicking the effect. Instead, it is necessary to use the Rip It Out! ability.

Dungeons, Raids & Scenarios
  • A Little Patience
    • Defeating Commander Scargash will now cause his Kor'Kron Elite guards to depart (and not photo-bomb the follow-up cinematic.)
  • Dagger in the Dark
    • Slaying Broodmaster Noshi while he is casting will no longer sometimes prevent players from progressing through this Scenario.

Bug Fixes
  • Fixed an issue that could cause multiple Gnolls to emerge from a single barrel when playing the Whack-A-Gnoll Darkmoon Faire carnival game.
  • Fixed an issue that could cause some players to experience reduced performance in Silvermoon City.
  • Fixed an issue that could cause certain mounts to count double toward mount collection achievements.
  • Classes
    • General
      • Fixed an issue that could prevent Bloodlust, Heroism, Ancient Hysteria, and Time Warp from taking effect when cast simultaneously with another, similar, effect.

    • Death Knight (Forums / Skills / Talent Calculator)
      • Fixed an issue that could cause Death Grip, when modified with Glyph: Tranquil Grip, to work on inappropriate targets.
      • After a Death Knight benefits from Purgatory, the resulting Perdition debuff now correctly shows its 3 minute timer.

    • Hunter (Forums / Skills / Talent Calculator)
      • Improved Serpent Sting now deals the correct amount of damage.

    • Priest (Forums / Skills / Talent Calculator)
      • Fixed an issue that could cause Atonement to attempt to heal invalid targets.
      • Atonement critical heals will now properly take effect on allies within 40 yards of the original target.

    • Shaman (Forums / Skills / Talent Calculator)
      • Glyph: Totemic Encirclement will no longer sometimes prevent the talent Totemic Restoration from functioning.

    • Warlock (Forums / Skills / Talent Calculator)
      • The Warlock's 2 piece Sha-Skin Regalia set bonus properly increases the damage of the Malefic Grasp version of Corruption by 10%, and will no longer sometimes deal too much damage.

    • Warrior (Forums / Skills / Talent Calculator)
      • Safeguard will no longer sometimes take effect on allies that are out of line of sight, out of range, or unreachable.

Blue Posts
Originally Posted by Blizzard Entertainment
Leveling Speed
Except me. Maybe I'm slacking or maybe I'm tired of the pandaren lands.
Not everyone. Some are taking the phrase, "slow down" to heart and focusing on more things than just getting to max level. What's most important is that you take time to enjoy the experiences for what they are. The game isn't going anywhere so taking a little down time now and then isn't a bad thing. Everyone levels at their own pace. I personally tend to level a bit at a time, go do some other things (like pet battles, or professions, achievement hunting), and then go back to it later.

It's the thing I enjoy most about World of Warcraft is that there is so much variety that I can choose to do something else for a bit if I start to feel "burn out" on whatever it is I'm currently focused on. I've never been the type that can just "grind out" one aspect from start to finish. I have to sort of sample things as a go.

Curious--do you guys keep stats on this kind of stuff? I've heard the occasional story of someone taking 4-5 months to hit max level, but I've always wondered how common this approach to the game is.
Sure, we keep track of how many have reached max and when. It's not anything we share publicly though. I've known some that will take a year or more to reach maximum level because they play so minimally. Everyone has their own pace that feels right to them. (Blue Tracker / Official Forums)

PvP and MMR Feedback
So, #1, MMR is still not reset.
Ghostcrawler already mentioned on his Twitter account back when this was a major topic of discussion that resetting the MMR of players creates a large sum of unbalanced matches until the ratings return to their original values. So the resetting of MMR actually creates a few weeks of pain with very little gain, given that most players will end up at approximately the same MMR that they were before the reset. You can see his tweet about this, here:

We have also implemented, with patch 5.1, a new system that is designed to prevent players from camping high ratings as well. This should alleviate some concerns with players reaching high ratings through their MMR and then camping those ratings, they will end up losing their ranking because those who continue to play and perform well in their matches should progress past them. You can read more on this system in the PvP blog here:

On to #2, they did fix BM hunters, but they didn't fix warriors, AND, as it turned out, the list was missing warlocks, who can one-shot people as well, and maybe mages
We made changes to the Warrior class by lowering the maximum stacks of Taste for Blood to three in PvP. We also recently hotfixed Demonology Warlocks, lowering the demonic fury cost and damage of Chaos Wave by 33%. Mages also received several changes in patch 5.1, they are too numerous to mention here so I recommend checking the patch notes out:

AND they gave everyone more PVP power without giving more PVP resilience making one-shots significantly more often than before.
We are also keeping an eye on the increase in damage that occurred due to heightened PvP power. It is possible that we will up base resilience or do something similar to compensate for this change, but we feel that more time is required to observe the effects of this change in order to make a decision on the matter.

Nice progress... Can anyone honestly say that PVP got better since the beginning of the season? Because I don't.
We know that PvP will never be a perfect picture of balance where both teams in every match up will walk into the arena, or even a rated battleground with a 50% chance of winning or losing. We do feel that it is achievable to a point where players can have fun and feel that a match was fair and they understand why and where in the fight they lost. We are not blinded by rose-tinted glasses mind you, we know that we are not at this point yet in Mists of Pandaria and there is still some work to go until we reach that level of balance.

To achieve this is very hard to do, especially when you remember that the game is constantly evolving and new classes, abilities and mechanics are being created. This is not us trying to make excuses mind you, it's hard, but we want to and owe it to you as the players to try our best to get this right. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
I don't frequent the class forums personally. Too much echo chamber effect and any class who disagrees gets shouted down. (Source)

And if so, are there any future changes to make those less-popular talents more competitive?
Yes, we monitor them and yes we'll look at the less popular ones. Consider some are fine but narrow situations etc. (Source)

any chance youre going to buff hunter in terms of PVE(especially MM),since we as pure DPS class cant compete even with hybrid?
Can you provide specific examples where a hybrid is beating you for us to look at? (Hint: top 100 tends to measure luck.) (Source)
Do you want us to provide anecdotal evidence? That seems more unreliable than the top 100 parses.
Just saying that top 100 can measure skill or just who managed to get a lot of crits. Looking at all parses can be better. (Source)
aren't those top parses filled with players ignoring mechanics, being fed tricks etc, old tier set abuses.
Unfortunately, it takes a lot of detective work to tell. Best source are logs from reliable raiders, but I know not all are public. (Source)

Do you feel that MM has unique utility? Maybe make the old Glyph of Conc Shot a MM passive? I feel that the spec lacks util.
Not a huge fan of unique utility for DPS specs in the same class. Feel like the raid makes the choice of spec, not you. (Source)

Hunter (Forums / Skills / Talent Calculator)
Why can't I Disengage uphill?
The game does a lot of LOS checks on terrain changes, partially to prevent exploits. Not ideal but probably unavoidable. (Source)

No. We are just tired of you being really smug, and taking pvp way too lightly, You ruined beast wrath in PTR. It's stupid.
A lot of players were complaining about BM hunters. I don't think it's fair to call us smug because we nerfed them. (Source)

Skill cap has been a huge challenge for us in PvP. Take hunters; historically weak at the low end and strong as the high end. (Source)

Speaking of bugs, any word on fixing Powershot bug? Such a fun ability but doesn't work half the time
Keep hearing that but it doesn't repro easily. Does it ever happen on target dummies who don't move?
On Dummies it looks like it hits 100% of the time, but actual players that's another story.
It is a "skill shot" (like Divine Star) so it can miss targets that move. That may be what players are seeing. (Source)

Warrior (Forums / Skills / Talent Calculator)
Gag Order pvp was available to all specs in Cata with pummel on a lower CD, yet warriors were crap. Control is not the issue.
Felt that we took away too much mobility from warriors at the end of 4 and we really want that to be one of their strengths. (Source)

any chance we will see stat scaling on 1h's for us smf warrs? To make up for the stat loss of skipping TG?
We balance SMF around the lower stats on the 1H weapons. That's why the bonuses are so high. (Source)

Still no Fury PvP Buff?
Which means we'd have to give Fury some utility or control that Arms lacks, which as I said recently, we're reluctant to do. As far as your original question, it's hard to buff SMF for PvP because the attacks are so small compared to Arms. (Source)

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