World of Warcraft News and Raiding Strategies RSS Feed

by Published on 2016-10-13 06:22 PM

October 13 Hotfixes: Lots of PvP changes in tonight's hotfixes!

Tom Chilton Switching Projects, Ion Hazzikostas now Game Director

BlizzCon 2016 Schedule
This year's BlizzCon schedule and map are here!

Note: all times are converted to the timezone your computer is currently in.

by Published on 2016-10-13 06:11 PM

Tom Chilton Switching Projects, Ion Hazzikostas now Game Director
Kalgan is leaving World of Warcraft as Game Director and moving on to another project with Blizzard. Ion Hazzikostas is stepping up as game director!
Originally Posted by Blizzard (Blue Tracker)
Greetings fellow WoW players,

It’s been a little over a month since we launched Legion, and it’s been awesome to see players enjoying so many different aspects of the expansion—leveling up their characters and Artifacts, diving into World Quests, taking on the Emerald Nightmare. Legion PvP Season 1 is going strong, and some of the best Arena teams from around the world are competing for a chance to battle on the big stage at BlizzCon.

Soon we’ll be releasing our first new content update for the expansion—Patch 7.1: Return to Karazhan—which opens up the Mythic 5-player Karazhan dungeon, continues the story of Suramar, introduces a new raid, and adds even more World Quests and other content. But that’s just the start of it, as we have what we believe to be an extremely exciting patch plan for the rest of the expansion.

For me, Legion has been more than just another expansion, though—it’s the culmination of more than a decade of work with one of the best development teams I’ve ever had the pleasure to be a part of. And it’s with a mix of excitement, sadness, and gratitude that I’m saying farewell to the WoW team and moving on to a new adventure within Blizzard.

In 2004, before I was fortunate enough to have the opportunity to serve as game director, I started on the World of Warcraft team as a senior game designer. As you can imagine, World of Warcraft was quite a bit different in 2004. Early that year, there were just 60 of us on the team. Around that time in the Friends and Family Alpha, questing was only available up to level 25—for the Alliance only—and the Horde wasn’t playable at all. Some players were even using dial-up modem connections to access the test.

Many on the team still debated on whether the Horde and Alliance should be separated into factions. (We know how that one turned out.) Several other core features of the game didn’t even exist, including raids and PvP. We’ve come a long way since then, with six expansions under our belts to go along with countless raids, dungeons, Battlegrounds, features, and more.

My personal journey working on WoW as Game Director is at an end, but my journey with Blizzard isn’t. I’ll still be here, but will be focusing on another project within the company. However, it’s with great pleasure that I announce Ion Hazzikostas will be taking my place as Game Director for World of Warcraft.

I know that WoW will be in great hands with Ion at the helm. He’s been an integral part of the team for more than eight years and has contributed to so many aspects of the game’s development—from class design to encounter design and nearly everything in between. He also has an amazing team at his side—the same epic crew that brought you all the content you’re enjoying in Legion.

As a member of the WoW team, I can assure you that the future for World of Warcraft continues to be bright—and as a player, I’m excited to discover what’s in store next alongside all of you. World of Warcraft is the product of the passion of both the team and all of its players, so I’d also like to thank each of you for the wonderful journey that working on the WoW development team has been.

Thank you, and may you have many more epic adventures!
by Published on 2016-10-13 05:19 AM

All Aboard the Hype Train: Priest is in a Tournament - Americas Last Call 2016 Decks

Halloween Overwatch Patch Early Preview - New Skins, Event, Hollywood Update, and More!

BlizzCon 2016 Early Access Sale
Originally Posted by Blizzard (Blue Tracker)
It’s time to gear up for BlizzCon® 2016—this year’s BlizzCon online merchandise sale has begun! From now until November 6, BlizzCon attendees and Virtual Ticket holders get early access to a wealth of BlizzCon-premiere loot through the Blizzard Gear Store.

The store is packed with new items debuting at the show, and there are plenty of BlizzCon classics as well. Visit the BlizzCon section of the Gear Store ( to check out what our tailors, blacksmiths, and engineers have concocted to celebrate Blizzard’s 25th anniversary.

The Merchy Pin will be given out as a gift to anyone making a purchase over $100 (before shipping and taxes) from the Gear Store.

To access the BlizzCon sale, simply head to the Blizzard Gear Store (, and log in using the account you used to purchase your Virtual Ticket. Each of this year’s BlizzCon-premiere products will be marked with a BlizzCon logo.

If you’re attending BlizzCon in person, use the same account you used to redeem the BlizzCon Digital Bonuses code that was sent to you via email earlier this year. If a friend bought your ticket for you, ask them for your code—remember, it also grants you a Virtual Ticket and this year’s in-game goodies—and head to to redeem it.

Supplies for the BlizzCon goodies are limited, so if you spot anything you like, make sure to act fast. All orders will be shipped upon receipt—so the sooner you order, the faster you’ll get your BlizzCon swag. Keep in mind that orders are shipped from the United States, so international shipping rates and some limitations may apply. We’ll also be adding new premiere items once BlizzCon gets underway on November 3, so be sure to check back in then.

For another look at some of the products on sale, check out our earlier preview blog and video.

Patch 7.0.3 Hotfixes - October 12
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Class Halls
  • General and LocalDefense chat channels are now functioning properly in the Shaman Class Hall.

Dungeons and Raids
  • In Mythic Keystone dungeons, Shadow Priests who die due to Surrender to Madness expiring should no longer incur a 5 second time penalty.
  • Emerald Nightmare
    • Heart of Corruption
      • On Mythic difficulty, the Corruptor Tentacle that previously spawned at 225 seconds into the fight now spawns at 235 seconds, and the Deathglare Tentacle that previously spawned at 240 seconds into the fight now spawns at 250 seconds.

  • Items rewarded from emissary bags now more closely match the quality of World Quest rewards.
  • The Spear of Rethu polearm now scales properly from character level 1 to 100, now properly appears in the heirloom list, and is now correctly a 2-handed weapon.

  • Oculeth no longer disappears after completing the quest "Arcan'dor, Gift of the Ancient Magi."

Blue Posts
Originally Posted by Blizzard Entertainment
Artifact Weapon Quests
You won't be able to start a new Artifact quest chain off until you finish the one you most recently started. So you'll need to head back to the point you were on with your Balance quest chain and continue from there. These quest chains aren't too long so it shouldn't take too much time, plus there's an achievement to be had for obtaining all the Artifacts for your class.

Once you've obtained the Balance Artifact and finished the chain, you'll then be able to choose another Artifact weapon to pursue. (Blue Tracker / Official Forums)

Hardcore vs Casual
I think it's easy to define people by their "progression".

Raids are a good example - I would never see someone as as "casual" player if they are investing into Mythic raids during progression periods (sans carry). Most of that is to do with the amount of playtime investment required, so you could also take that as a major factor.

A hardcore player would also do as much as they can to maximize their playtime to the extreme, while a casual player would be fine enjoying the game within its constraints and limitations without pushing too hard.

Either way, I think it's obvious that a majority of the player base would be defined as casual within this, no?

I would substitute mythic raid for raid commitments on a schedule to be non-casual. Spending half of your non-raiding time figuring out flasks and other raid attributed stuff pushes you into hardcore. So it is almost like a 3rd label is missing. Casual -- Something else -- Hardcore.
I agree with everything you said. Time commitment, set-up, and strategic planning pushes Hardcore.

Something in between is an interesting thought as well, somewhere I'd probably fall at the moment. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Evilest spawn: TLPD, Mysterious Camel Figurine, Aeonaxx, Huolon, Poundfist, Vile Slime, Other (please specify). (Muffinus)

Ghostcrawler Tweets
Ghostcrawler still occasionally talks about WoW. Remember that he no longer works for or speaks for Blizzard.
Originally Posted by MMO-Champion
Hi Greg, in a scenario where players abused a bug to become the best in a multiplayer game (ex: insidia getting the world first kill on the lich king), do you think taking action ( temporary ban, claw back the rewards etc.) against these players is justified? It was the game team's fault after all.
I understand your point, but I think that argument can be taken to extremes pretty easily. What if my raiding guild orchestrated a DDOS attack designed to knock out the servers right when a rival guild was about to get a kill? After all, the tech team should be able to handle the attack, right? Even if you're talking about a single raiding guild, is hacking the client okay? Is using a mod that provides info that is available but trivializes the fight okay? Is exploiting the boss pathfinding okay?

These things are subjective, and the times I was invovled (like the LK one) we often had to make hard calls in the heat of the moment while watching those attempts. We tried to err on the side of what most players would find reasonable. Using an unusual talent build or having a warlock tank feel like clever problem-solving. Interacting with terrain geometry starts to get dicey. I would also hate to see devs stick to very simple fight designs just because having fewer moving parts would make it easier to feel secure about there being zero chance of a tech limitation. That collapsing platform in LK was a big part of the fight, but also pushing the engine to its limits. (Source)

Overwatch - Halloween Patch Preview
A new brawl, new skins, and other fun updates are here in the Overwatch Halloween patch!

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