World of Warcraft News and Raiding Strategies RSS Feed

by Published on 2013-04-11 10:12 AM

Satisfaction with Developer Q&As, Which Is Your Favorite Change Coming in Patch 1.0.8?, Blue Posts, Spinley's PTR Features Video

Patch 5.3 - Dark Heart of Pandaria Scenario
The Dark Heart of Pandaria scenario takes place in the new hole in Vale of the Eternal Blossoms. Upon arriving, Grizzle Gearslip tells you that the mining has uncovered something that made the rocks come to life.

You must kill several trash mobs to drop the shield on the first boss, which is indicated by the bar on the bottom of your screen. After killing him, you collect artifacts from around the digsite for Grizzle while he clears the mine entrance. There are crates in a blue light that grant one artifact, special artifacts in yellow light that allow you to collect 3 unique artifacts for a 15 artifact bonus, and a pick that gives double artifacts for 15 seconds.

After collecting the artifacts, you can enter the mine and clear the way to the back, where you will find a goblin with a large explosive to open up a wall of the underground room they discovered. Inside the Vault of Y'Shaarj there is a chest suspended from chains attached to the ceiling which contains the Echo of Y'Shaarj. Upon defeating him, the scenario is complete and the extra lore begins. A conversation takes place between Malkorok and Grizzle, who is underpaid and not happy!

Patch 5.2 Hotfixes: April 10
Originally Posted by Blizzard (Blue Tracker)
  • Paladin (Forums / Skills / Talent Calculator)
    • Item Sets
      • Tier-15 Retribution Paladin 2-piece set bonus will no longer interrupt the Paladin's weapon swing timer when Exorcism is cast.

  • Charged Moganite: Players under the effects of Charged Moganite will now deal a flat amount of nature damage against a target, subject to the effects of Resilience and other effects that reduce spell damage.
  • The Darkness Within: Captain Doren should no longer get stuck in evade if a player dies while he is casting Rejection.

  • Loa-Infused Bladetalon now deals less damage when using the Pounce ability.

Raids, Dungeons, and Scenarios
  • Throne of Thunder
    • Elemental and Restoration Shamans are now eligible for caster staves that give a bonus to Spirit ( Giorgio's Caduceus of Pure Moods, and Suen-Wo, Spire of the Falling Sun) in Raid Finder difficulty and via bonus rolls.
    • Elemental Shamans are now eligible for caster staves that give a bonus to Hit ( Dinomancer's Spiritbinding Spire) in Raid Finder difficulty and via bonus rolls.
    • Council of Elders
      • Decreased the power gain rate of possessed council members in 10-player Normal difficulty.
      • Frost King Malakk now deals less damage with each stack of Frostbite in 10-player Normal difficulty.
      • Sul the Sandcrawler now deals less damage with Sandbolt in 10-player Normal difficulty.
    • Durumu the Forgotten
      • Disintegration Beam now dissipates sooner before reaching the end of the maze.
    • Horridon
      • Reduced the health of Farraki Wastewalkers, Gurubashi Venom priests, Drakkari Frozen Warlords, and Amani Warbears in the Horridon encounter by 15% in 10-player Normal difficulty.
      • Drakkari Frozen Warlord now deals less damage with Mortal Strike in 10-player Normal difficulty.
      • Risen Drakkari Champions and Warriors now deals less damage with Deadly Plague in 10-player Normal difficulty.
    • Primordius
      • Slightly reduced the health of Primordius in 10-player and 25-player Heroic difficulty.
    • Tortos
      • Whirl Turtles now have a reduced base movement speed in 10-player Normal difficulty.
      • Vampiric Cave Bats now deal less damage in 10-player Normal difficulty.
  • Heart of Fear
    • Garalon
      • Garalon's enrage timer has been increased to 12 minutes, up from 7 minutes in 10-player and 25-player Normal difficulty.

  • Brutal Talisman of the Shado-Pan Assault now grants a reduced bonus of 6908 to Strength when the effect is activated in PvP combat, down from 8800. The bonus remains unchanged when the effect is activated in PvE combat.
  • Vicious Talisman of the Shado-Pan Assault now grants a reduced bonus of 6908 to Agility when the effect is activated in PvP combat, down from 8800. The bonus remains unchanged when the effect is activated in PvE combat.

Durumu Maze Improvements
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Just wanted to follow up with some additional information, as we've seen a few questions since the changes.

In a hotfix yesterday, we changed two elements of the Durumu Eye Sore mechanic, or the “maze” as it’s more commonly known. First off, we applied a small client patch to increase the visual fidelity of the fill graphic itself, giving the effect less vertical height and hopefully making it easier to see the safe spots as they appear. Feedback on this change has generally been positive. Separately, at the same time we made some adjustments to the logic of how the maze is drawn with respect to the movement of the Disintegration Beam. One of the less intuitive aspects of the original maze mechanic was how it would begin drawing behind you, and how the right thing to do was actually to turn around and back up, towards the approaching death beam, in order to safely enter the forming maze. Why would any sane person want to move closer to a death beam?!

We generally are extremely cautious about making gameplay adjustments to encounters once players have already learned them, but in this case the opening of the Halls of Flesh-Shaping LFR wing highlighted the fact that the mechanic was a particular source of confusion to many players, and the longer we waited to make any adjustment, the more disorienting it would be if we did change anything. So what we did was make the maze immediately begin drawing in front of the player as the beam activates, so that you never need to turn around and run towards the beam. This also effectively gives players a slight head-start on the beam as it begins to move. To maintain the same sense of urgency, the beam does move slightly more quickly now, so that it will, over the course of the phase, catch up to players and negate that head start. But the player movement required once you’re actually running the maze should be unchanged. We have noted, however, that at the very end of the maze sequence, it can now feel like the fast-approaching death ray is going to reach you, making it feel like you're stuck between a rock and a hard place. To address that concern, we are making another adjustment today, which will cause the death ray to dissipate a few seconds earlier at the end of the maze.

Unless you're in the MELEE safe zone, you WILL die without a speed boost of some sort.
Yeah, we noticed that, and a fix went out at about 1pm today. You should be all good in the ranged track now.

Incomplete LFR Runs
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Honestly, I think that this phenomenon will settle down once the ToT LFRs are on cakewalk mode. All the 5.0 LFRs are snooze fests now (never a wipe) even on alts with crap gear.

If the current situation (half done raids) is bothering you, I suggest waiting until each wing is 2 weeks old before doing it. Already, Part 1 of ToT is a breeze and Part 2 only really stumbles on Mr Turtle (more from tank disagreements than difficulty) from what I have seen on various alts.

To further reinforce this, our data shows that the success rates in each new Throne of Thunder LFR wing are close to par with those of Dragon Soul, Mogu'shan, Terrace and Heart of Fear LFRs when they were first released. Statistically, the success rates in a new LFR wing roughly double within 2-3 weeks of release, and we're comfortable with that. As those success rate increase, the cycle of people dropping early due to group failure decreases substantially, and that should really add stability, in terms of players being much more likely to be put into a fresh instance if they weren't the first time around.

The system was supposed to prioritize people for a new instance if they joined one already in progress. It currently doesn't. So now you're forced to do the same boss twice, and only have a chance at loot once.

This makes it a bad system. Is that hard to grasp? You make sure we can't complete normals/heroics more than once per week.

It's an absolute fact that the system HIGHLY prioritizes you for a fresh instance if you're queueing solo and have already completed an in-progress version of that instance in a given week. What the system won't do, however, is lock you out of being put into an instance indefinitely because it can't match enough people together with that same priority to make a proper raid group.

And, while it is true that a boss you've already killed won't drop items for you when it dies, you can still use a bonus roll if you have one.

Blue Tweets
Originally Posted by Blizzard Entertainment
UI / Addons
since you're expanding hunter stable slots, any chance you guys will bump up the number of macro slots?
We've talked about it, but we'd rather redesign the system to require fewer macros for things players frequently do. (Source)

I'm sure you've thought about this, so what are your thoughts on an action bar-saving system, similar to raid frame profiles?
Would love to do it. (Source)

what about ui? players are used to it and its been around for so long, but would you change it if you went back?
Fewer micro buttons and more done with the V name plates for starters. (Source)

Any chance of getting mount previews when buying them? I'd love to be able to crtl-click the "reins" and get a preview window
Agreed. That has been on our wish list for a long time. (Source)

The Daily Blink - The Kirin Tor / The Sunreavers
The Daily Blink has a nice version of the Kirin Tor and Sunreavers logos.

by Published on 2013-04-10 06:06 AM

Auction House Maintenance, Patch 1.0.8 Feedback and Suggestions, Clarifications on Monster Power and Infernal Machine, Humans In Diablo Lore

Patch 5.3 - PTR Build 16825

In-game Browser and Support Tools in 5.3
Keep in mind that the browser is limited to the support site only. You can't use it to visit the official forums or other websites.
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We’re adding a feature-limited web browser to World of Warcraft that will replace the in-game support system with a direct portal to the Support site. Our aim is to give players in-game easy access to the site’s robust knowledge base and support contact system.

We’ve gone to great lengths to improve our website support systems and we want to offer access to all of its robust features in-game. The new browser will make it it easier to find information to help you resolve issues you’re experiencing or contact our representatives if you need a little extra help.

We will test this new feature in the 5.3 public test realm (PTR), and we’d like your assistance. Adding a web browser in-game is a new venture for us, and we need you to test it by searching through the support knowledge base and pages to make sure that it holds up in various hardware and network situations. It’s important to note that while we will be testing the functionality of this feature within the PTR, we are unable to process support ticket submissions.

To help test and provide feedback, copy your character and download the PTR client.

We’d appreciate you keeping your feedback to this thread. We’ll be combing through it for your feedback and reports of any errors or issues you’re seeing.

Durumu Maze Improvements
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Late in the 5.2 PTR cycle we found that the Durumu smoke effects during the maze phase were causing debilitating performance issues for some users’ computer hardware configurations. We made a fairly last-minute change to the cloud effect that wasn’t quite what we had first planned on using, and as you’re likely aware, made traversing the maze more difficult than we had intended.

Last night we released a fast patch (you can read more on these small client patches here) in addition to a standard hotfix, which both work to improve the readability of the maze visual, as well as make the way the maze appears a bit more intuitive. These changes will be noted in a future hotfix blog update.

It being Tuesday and all, we’re eager to hear how these improvements impact your runs tonight and/or later this week. Let us know in the comments below!

Patch 5.2 Hotfixes: April 9
Originally Posted by Blizzard (Blue Tracker)

Raids, Dungeons, and Scenarios
  • Throne of Thunder
    • Durumu the Forgotten
      • Safe spots in the maze of Eye Sores now appear earlier, before the Disintegration Beam starts moving.
      • Adjustments were made to visual effects for Eye Sores to make it easier to see the maze.
    • Primordius
      • Mutated Abomination effect once again reduces his damage taken from non-Fully Mutated players by 75% on 10-player and 25-player Heroic difficulty only.

Bug Fixes
  • Fixed a crash that occurred when Gnomes or Taurens log into the game while riding a mount over water.

Incomplete LFR Runs
Originally Posted by Blizzard (Blue Tracker / Official Forums)
I've suggested the same thing the OP mentioned several times. "Prefer full run." It would serve no other function other than letting the queue system know who are 'wildcards' that are fine with fewer than all the bosses and who are not. That way, if there are two people right there back to back in the queue where one wants all the bosses and the other simply wants to be put further into the instance (like a valor farmer)... it knows the difference.
One thing to keep in mind is that the matchmaking system is already quite complex. It's already checking a lot of conditions, and prioritizing those conditions to get people into dungeons as quickly as possible.

The more you start to separate people by preference in the queue, even if the system is told to ignore the preference after X amount of time has been spent without being able to adequately fill (or backfill) a group, the more you dramatically inflate queue times for everyone. I totally agree that it can be annoying to often be placed in an in-progress dungeon, but the cons of many of the changes we've seen proposed by players would almost certainly outweigh that inconvenience.

We've also put in several measures to ease the burden a bit, without having to further complicate the matchmaking system and impact queue times. One thing I can appreciate about joining a raid in-progress is that I'm more likely to get the VP reward much more quickly. In situations where I care about the points more than the loot, I benefit from getting to the last boss sooner. And, if I do want loot and need the points, I can queue again and almost definitely get a fresh instance, kill the bosses I didn't yet, use bonus rolls for extra shots at the bosses I did kill (which will be even more effective in 5.3), and finish the dungeon for an extra VP bonus. If I decide I don't want to kill the same bosses again, someone else will have to suffer this same fate.

Keep in mind, too, that the need to backfill raids spikes with the release of each new Throne of Thunder wing. Success rates in the new content aren't as high (it's new!), and so you're seeing more people give up on groups, perpetuating the need to backfill raids. What we've tried to do is still make it worth the average person's time to finish the dungeon, while ensuring the matchmaking system tries much harder to give you a fresh instance if you requeue after not getting one the first time.

It's really about striking that balance between being accommodating, and being efficient. If a condition was set which allowed players to control whether they receive a fresh instance or not, wait times for everyone would be unacceptable, and potentially indefinite at odd hours of the day.

But for those of us that may be limited on time and need the loot that can drop our raid time is used for the convenience of the others in that group that needed a backfill and we have no shot at the things WE needed it for. Some of us do NOT have the time for double queues.

At least before it showed us if it was in progress and we could choose not to enter if we did not want to deal with that.

That was changed specifically because of the negative cascading effect it had. Not only was that a clunky, frustrating way of trying to force the queue to give you what you wanted (a fresh instance), it caused many raids to simply fall apart. Once people started leaving, and others refused to join, those left in the dungeon were out of luck. And you could say "sucks for them," but the ripple effect will just come back around to you. We saw it in action prior to patch 5.1, and it had a debilitating effect on the entire matchmaking system.

No where did I say 'full run only.' I said 'prefer full run.' There wouldn't be any 'only' about it. You don't get to make the choice. You simply let the system know what you would prefer. Nothing else would change. It would affect nothing other than letting the queue system know the difference between 'only wanting valor' and 'trying to do them all the first time.'
The point I was making in my first post was that this isn't going to yield the results you want. If you're simply asking for the queue to acknowledge your preference, it's probably not going to cater to it (if it doesn't now, why would it just because you checked a box?). But if you want the queue to separate players into pools based on a selected preference, every bit of calculation it makes before deciding when each individual has waited too long for their preference is going to inflate wait times exponentially for everyone.

Going to be simple with you Zarhym, The LFR finder system blows. The loot system is awful. My brother COMPLETED 5, that's right FIVE, unfinished LFRs for the SAME ONE. Only on his 6th try did he finally get a fresh run.

Waiting 30 mins AT BEST to an average of 60 mins a few times a week just to be able to down 1 boss is a joke and many people don't have time for sitting around. You said that people had priority for a "fresh run" after completing an unfinished one. So? where is that?

Like I said, the system tries to strike a balance between being accommodating, and being efficient. If you've completed an in-progress dungeon and requeue, the matchmaking system will prioritize you for a fresh run. This was happening very normally in LFR after being introduced in patch 5.1. That said, if the rate at which people are abandoning in-progress instances hits a high enough threshold, the matchmaking system isn't going to be able to both backfill raids AND create fresh ones in a reasonable timeframe. This is what you're seeing in the new dungeon wings as more groups struggle with less familiar content.

Patch 5.3 - Gamon
Everyone has a role to play in the upcoming war, even Gamon! He got a few upgrades in Patch 5.3, as he is now a level 90 Rare Elite with 39 million health.

by Published on 2013-04-09 05:22 PM

Patch 5.3 - PTR Build 16825
Build 16825 will be deployed to the PTR realms soon.

Patch Highlights

New Models

New Icons

New Items
You can see all of the new items in Patch 5.3 on the WoWDB PTR site.

Level Type Spec Slot Name
90Junk Bulging Heroic Cache of Treasures
1Junk Arcane Trove
1Junk Sunreaver Bounty
20Companion Pets Blossoming Ancient
20Mount Hearthsteed
1TabardTabard Art Template Tabard - Tabard_A_01PVPTabard_S13 (Art for new PvP Vanity Tabard)
541ClothSpell DPSWaist PH
541ClothSpell DPSWaist PH
541ClothSpell DPSLegs PH
541ClothSpell DPSLegs PH
541LeatherPhysical DPSWaist PH
541LeatherPhysical DPSLegs PH
541LeatherSpell DPSWaist PH
541LeatherSpell DPSLegs PH
541MailPhysical DPSWaist PH
541MailPhysical DPSLegs PH
541MailSpell DPSWaist PH
541MailSpell DPSLegs PH
541PlateTankLegs PH
541PlateMeleeWaist PH
541PlateMeleeWaist PH
541PlateMeleeLegs PH
541PlateSpell SpiritWaist PH
541PlateSpell DPSLegs PH
1Consumable Xan'tish's Flute
90Consumable Empty Supply Crate
90Consumable Empty Supply Crate
1Consumable Darkspear Battle Standard
1Consumable Iron Hitching Post
1Consumable Marked Flawless Battle-Stone

Map Update
The Vale of Eternal Blossoms map has been updated to reflect the giant hole the Horde has added.

New Loading Screen

Strings Changes
Originally Posted by MMO-Champion
  • ARENA_IS_READY - Your Arena is ready!
  • BROWSER_BACK_TOOLTIP - Go back one page.
  • BROWSER_CLEAR_CACHE_TOOLTIP - This will delete the browser cache.
  • BROWSER_DELETE_COOKIES_TOOLTIP - This will delete all browser cookies.
  • BROWSER_FORWARD_TOOLTIP - Go forward one page.
  • BROWSER_HOME_TOOLTIP - Go to the home page.
  • BROWSER_RELOAD_TOOLTIP - Refresh the current page.
  • BROWSER_SETTINGS_BUTTON_TOOLTIP - Change browser options
  • BROWSER_SETTINGS_TOOLTIP - Support Browser Options
  • BROWSER_STOP_TOOLTIP - Stop loading the current page.
  • ERR_ARENA_JOIN_RANGE_INDEX - Cannot join the queue unless all members of your party are in the same Arena level range.
  • ERR_ROLE_CHECK_ALREADY_IN_PROGRESS - A role check is already in progress.
  • LOOT_SPECIALIZATION_DEFAULT - Current Specialization ( %s )
  • RATED_BATTLEGROUND_IS_READY - Your Rated Battleground is ready!
  • WARGAME_IS_READY - Your War Game is ready!

Achievement Changes
Originally Posted by MMO-Champion
Brawler's Guild
World Events

World Events
  • Drunken Stupor Fall 65 yards without dying while completely smashed wearing Synthebrew Goggles during the Brewfest Holiday. 10 points.

Deepwind Gorge
Player vs. Player

Feats of Strength

Pet Battles


Spell Changes
Originally Posted by MMO-Champion
  • Enchanted Fey Dragon (New) Summons and dismisses an Enchanted Fey Dragon. This mount changes depending on your Riding skill and location. Account wide. 1.5 sec cast.
  • Faerie Dragon was reused for the Hearthsteed mount.

  • Iron Warhorse (New) Summons and dismisses a rideable Iron Warhorse. Account wide. 1.5 sec cast.

  • Blossoming Ancient (New) Right Click to summon and dismiss your Blossoming Ancient. This pet changes with the seasons. Battle Pet. Instant.

Item Set Bonuses
  • Battle Stance Damage Reduction Decreases damage taken while in Battle Stance by 10%. Rank 1. Disarm duration reduced by 50%. Rank 1.
  • Rapid Intensity While Rapid Fire is active For 6 sec after using Arcane Shot your PvP power is increased by 3,200. 800.

Death Knight (Forums)


  • Sudden Doom now requires Unholy Presence to proc free Death Coils.

Hunter (Forums)

  • Powershot now will hit moving targets between you and the primary target.

Mage (Forums)
  • Living Bomb had damage rebalanced to have more of the damage in the DoT component of the spell and less in the final explosion.

  • Living Bomb had damage rebalanced to have more of the damage in the DoT component of the spell and less in the final explosion.

Priest (Forums)

Rogue (Forums)
  • Shuriken Toss now costs 40 Energy, up from 20. Base damage and AP scaling doubled.

Shaman (Forums)

Major Glyphs

Warlock (Forums)

  • Soulburn: Health Funnel - Your Health Funnel will restore 140% more health and will reduce damage taken by your pet by 30% for 10 sec.


Major Glyphs
  • Glyph of Drain Life now also increases the healing from Harvest Life generated by your primary target by 20%.

Minor Glyphs

Raid & Dungeon Abilities
  • Counter Shot Shoots at an enemy, inflicting Physical damage. and interrupting spellcasts. 40 yd range. 1.5 sec cast.
  • Counter Shot Shoots at an enemy, inflicting Physical damage. and interrupting spellcasts. 40 yd range. 1.5 sec cast.
  • Dark Iron Sniper Rifle Inflicts 100,000 Inflicts 400,000 Physical damage and stuns the target for 1.5 sec. Instant.
  • Dire Rage Fills the caster with rage, increasing their damage done by 15% 25%. This effect stacks. 1.5 sec cast.
  • Discharged Energy Increases damage taken from Discharged Energy by 30%. Instant. 20%. Instant.
  • Hekima's Scorn Inflicts 25,000 Shadow damage every 2 sec. and prevents all healing to enemies for 20 60 sec. 100 yd range. Instant.
  • Hekima's Wisdom Infuses a wounded ally with healing energy that spreads to another nearby ally. The spell affects up to 3 targets, but the healing energy is diminished by 50% for each successive target. 150 Mana. 40 yd range. 5 sec cast. 4 sec cast.
  • Ignite Blood Ignites an enemey's blood, inflicting 12,000 10,000 Fire damage every 3 sec. for 15 12 sec. This effect stacks. 8 yd range. Instant.
  • Lava Spit Spit lava at an enemy, inflicting 70,000 Fire damage. 2 sec cast. 30,000 Fire damage. 15 yd range. 2 sec cast.
  • Putrify Inflicts 8,000 k Nature damage every 1 second. This effect stacks. 100 yd range. Instant.
  • Ruined Earth Magma erupts from the earth, inflicting 175,000 200,000 Fire damage to all enemies within the eruptions. Instant.
  • Sticky Bomb The lieutenant's The Lieutenant throws a bomb at you that sticks on impact. After 5 sec, it will explode, causing damage to all enemies within 4 yards. 100 yd range. Instant.
  • Vertical Slash Strike down on an opponent, dealing 250,000 k damage. If the target is Parrying with a rapier, this attack will be parried and deal no damage. 8 yd range. 2 sec cast.
  • Vertical Slash (New) Strike down on an opponent, dealing 50,000 k damage. If the target is Parrying with a rapier, this attack will be parried and deal no damage. 8 yd range. 2 sec cast.
by Published on 2013-04-09 04:21 AM

PTR 1.0.8 Patch Notes

Bugged Ra-Den Kill
It seems a group in China was able to defeat Ra-Den today due to a bug in the encounter, which may have been addressed by tonight's hotfixes. This did confirm that Ra-den does not die at the end of the encounter, which we assumed from the sound files.

Patch 5.2 Hotfixes: April 8
Originally Posted by Blizzard (Blue Tracker)
  • Zandalari Beast Handler is now properly seated in a saddle while riding a Direhorrn.

Raids, Dungeons, and Scenarios
  • Throne of Thunder
    • Giorgio's Caduceus of Pure Moods is no longer being awarded to Elemental and Restoration Shamans on Raid Finder difficulty or via bonus rolls.
    • Primordius
      • During the Primordius encounter, spells which dispel a single harmful effect (Sear Magic, Single Magic, or Mass Dispel) will no longer work if any of the positive effects are active on the target (Improved Synapses, Keen Eyesight, Thick Bones, Clear Mind, or Fully Mutated).
    • Ra-den
      • Fixed an issue that could prevent Ra-den from absorbing Essences of Anima/Vita as intended.
      • Engaging Ra-den now resets the cooldown on Reincarnation for Shamans.

Bug Fixes

Blue Posts
Originally Posted by Blizzard Entertainment
WoW Subscriber Numbers and Content Release Speed
You're point? WoW is still doing well compared to it's aclaimed "killers" GW2, Tera and SWTOR all which went F2P except for GW2 which already was. I'm not seeing a single point in this whole OP.

Other than lost jobs? Or are they still employing the same amount of people that they did when they had 12 million?

The WoW development team has more members now than ever before!

You're seeing less time between content cycles as we continue to grow and essentially restructure our production pipeline, so that some designers within each WoW development team can focus on alternating patches. Mind you, there's no black-and-white divide in the team -- everyone's contributing in some way to each patch and expansion -- but we can have members from each team focused sharply on 5.3, while others are already working hard on 5.4 and beyond.(Blue Tracker / Official Forums)

WoW Changes Over Time
I think any new player who has been exposed to more than a couple of hours of online gaming would feel insulted by how stupidly easy it is. The only challenge is not falling asleep within 10 minutes of starting a session.
Any new player would probably try to understand what's going on, what is he/she supposed to do, how that particular class plays, familiarize himself/herself with the area where he/she's playing...

Generalizations like this one aren't really helpful in these discussions.

You mean about 1 afternoons work for a new intern? There have been literally dozens of constructive posts on how to do this. One very easy way of beginning to reimplement challenge to the levelling process is to re-introduce orange/red quests.
Changing anything in a game is not as simple as going in and changing numbers. It's easy to pull numbers out of thin air to make an argument look stronger, but the fact is, at the end of the day it's just made up numbers. (And there's also the underlying discussion if the leveling experience should be challenging for newcomers and veteran players alike, and so on).

Orange quests still exist. But keep in mind the color of the quest is only an indicator of how hard that quest will be based on your character level. If your character is level 40, and the quest you want to do is for level 44, it'll be displayed orange. While, if the quest is for level 30, it'll be grey.

Back in Vanilla WoW, if you were in, say, Eastern Plaguelands, at level 50, maybe you'd be able to take quests for levels 52 and 59, while one would be yellow, the other one would be displayed red. Now, since Eastern Plaguelands is a level 40-45 zone, you'll get quests within that level range.

I would have to dedicate myself to do challenge mode dungeons, as I would have to be online together with four other people. PvP is not challenging, only part of that which is challenging is high end arena and what do you know, you need time and dedication to get there. Soloing raids... is that really all that is left? In Rift you find challenge in almost everything you do, from zone events to normal dungeons.
You can also do the Brawler's Guild content, which is quite challenging (particularly at Rank 7 and above).

for example, once upon a time you had to play a class to really understand how to play it, all the little nuances
now, i honestly believe i could roll a lvl90 (insert class ive never played) and excel at it within minutes.

The game does a much better job these days to tell you the basic things about your class (such as the most important abilities of the talent spec you pick), if you pair that with the amount of online resources available, I wouldn't be surprised if someone can excel at a particular class in a short amount of time after playing with it.

On the other hand, shouldn't the fun of playing the game be at overcoming challenges rather than making the game be obscure at things like not telling you what Hit or Critical strike chance are for? In fact, do you think the raid content would be as difficult as it is these days (mechanic wise) if people were still trying to figure out obscure class mechanics?

Just curious to see what do you mean when you talk about challenges in the game. There's the artificial challenge (understanding what your character does because the game just isn't telling you) or killing an innately difficult raid boss (for which the argument of not having enough time doesn't really work, since you could argue that finding the time required to kill a heroic boss should be, in fact, considered part of that challenge you crave for). (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
What's the point of vengeance Why not just make tank abilities scale better with AP in tank spec with high threat modifier?
High threat modifiers were often invisible and confusing. We want tanks to care about damage not just spamming threat. (Source)
DPS specs scale with many stats (such as haste and crit). Tank damage (for the most part) scales from just Strength or Agi. (Source)
Prob with veng is tank swaps. Taunt not updated from vanilla. Gives prior tank's threat, but not his vengeance.
Because we want your attacks to matter, not just coasting on what the previous tank did. (Source)
I think what Oatz means is that Tank 1 has to stop attacking so he doesn't pull back from Tank 2 which just taunted.
Understand that we're not trying to make threat no longer a thing. We just don't want it to throttle the DPS. (Source)
Threat does matter. Tanks care about it+dmg. We don't like stopping attacks on switches, especially with high Veng.
You get half Vengeance from taunting. We think it's fine. (Source)

any chance of bringing back vengeance for pvp tanks?
Generally when tanks are having fun in PvP, nobody else is. (Source)

Do u believe that players now have to push to many buttons to effectively play their class? More buttons = less fun. Thoughts?
A rotation with say 4-5 core buttons and 1-2 cooldowns is ideal. It's the situational buttons that complicate things. (Source)
Consider that these days the expectation is for a different AE rotation than single-target. (Source)

Death Knight (Forums / Skills / Talent Calculator)
Vanilla class (Warrior) outshined in every area it excels by a (newer) DK class. WTG Guys.
So monks must be outshining DKs then? (Source)
DK's can dps all day long in Blood. Warriors? No. One or the other has to change, so maybe monks will shine more down the road
We don't like Unholy DKs sitting in Blood Presence. Frost generally could not afford to. (Source)
Does that mean you'll be adjusting Unholy DKs but not Frost?
That's the plan. Something like Sudden Doom requires Unholy Presence. Switch to Blood if you need the defenses. (Source)

DW frost CAN NOT dps in blood presence. I say it again: The changes made to DW and 2h frost in MOP, IS STUPID!
As I said, Frost can't sit in Blood Presence. Unholy can, and it's a concern for PvP. (Source)

Hunter (Forums / Skills / Talent Calculator)
any chance on removing some hunter ability bloat in 6.0?(maybe before?) seems too many buttons since MoP
We tried to remove some before but still get "Bring back Eyes of the Beast!" requests. We'll try again. (Source)
If you don't want to use EOTB you don't have to, but having readiness means the class has to use it for bestDPS
Sure, but we could buff every shot to compensate and call it a day. Hunters have plenty of ways to demonstrate skill these days. (Source)
We think the core rotation buttons are fine. There are a LOT of situational hunter buttons though. (Source)
when I complain about bloat, I mean abilities that are part of my dps rotation, like Glaive, DireBeast, Crows, Stampede.
You have a passive option to Dire Beast. We could add one to the Crows row. Rapid Fire and Readiness could probably be pruned. (Source)
any change you make, you'll have a portion of the hunter base complaining, I wouldn't want to be on you shoes.
Yup. All the hunters happy with the number of buttons (or specific ones) won't say much until they are gone. (Source)

Priest (Forums / Skills / Talent Calculator)
If mass dispel's defensive utility is too powerful, then increase the mana cost significantly.
We considered that, but if you make it expensive enough to really hurt, it does affect Shadow utility in PvE. (Source)

Old Mass Dispel glyph (cast time) is baked in for Holy and Disc. (Source)
Way overnerfing shadow. You said yourself that you didn't want to weaken shadow's raid utility.
We tried not to. Glyph of Mass Dispel isn't super popular with Shadow PvE and you rarely need to Void Shift on short cooldowns. (Source)
Raid utility? Mass dispel nerf is slap on the face for ARENA utility. Something you didn't want to touch.
Shadow has plenty of PvP utility and really high damage to boot. (Source)

How about you give Shadows a replacement spell instead of Voidshift? It's hardly worth the level 87 slot.
Shadow can still use VS for occasional PvE utility. It was causing problems in PvP giving the rest of the Shadow arsenal. (Source)

whats the reasoning for doubling the cool down practically on Shadow Void Shift? It's now just a worse vers of LoH but same CD
We have to balance around the whole package, not individual spells. (Source)

I've played disc forever and I do not spam one spell. I utilize just about all of my spells.
Good priests do. The concern is more that bad priests can still be pretty effective with a lot less effort. (Source)

Is atonement really that OP?
Yes. It should trade off healing for some DPS. Didn't feel like it was much of a healing loss. (Source)

Shaman (Forums / Skills / Talent Calculator)
Does Glyph of Unleashed Lightning being changed mean LB can be cast on the move baseline now?
Yes. (Source)
Will it be castable on the move for other specs too?
Not sure yet. Might be okay, but Resto for one doesn't need any kind of PvP buff. (Source)

The game needs less cast while moving.. atleast for pvp.
Agreed in general, but it's a benefit Elemental already had and doesn't seem like a big balance risk. It's also not instant. (Source)

Old Unleashed Lightning glyph benefit is baked in for Elemental. Cast time penalty just goes away. (Anything can change before 5.3 launch.) (Source)
So buff for Ele which is doing pretty well and an extra glyph Enhance has to try to make room for when already bloated?
Giving you a potentially useful glyph is a nerf? Is removing a useful glyph a buff? (Source)

Warlock (Forums / Skills / Talent Calculator)
Careful what you wish for.. remove the word clunky and ppl use "bad design".On topic, 34sec CD tremor needs a look at
What they usually mean is "I don't like" which then at least can get into why they don't like something. Clunky conveys nothing. (Source)

I know its story yet untold but, is there any reason why this quest is not obtainable?
Originally the warlock quest continued but we feared what came later would not be able to compete with the awesome of BT. (Source)

Why don't we have the option to help Akama in the warlock quest? The ring reward seems to be in game at least, glitch?
We removed the choice because we felt like there would generally be a right answer and folks would have to stop and wiki it. (Source)

Warrior (Forums / Skills / Talent Calculator)
I'm still wondering why the heck you changed the Rage system for Warriors. I preferred Cata Style.
For the most part, the Cata style was that rage didn't matter and you just hit buttons as fast as you could. (Source)
I like the new rage system, but HS/Slam don't feel as integral to dumping rage as before for Arms.
If rage isn't unbounded, then there will be less HS use almost by definition. (Source)

PvP: Execute Melee/Needs Rage(issue) 30k noncrit : Shadowburn Ranged/mana(nonissue) 130k noncrit, can you explain?
We try not to design abilities to be mirror images of each other. (Source)

Blizzard Acquires IGN Pro League Assets
Originally Posted by Blizzard (Blue Tracker)
As an important next step in its ongoing efforts to provide world-class entertainment, Blizzard has purchased IGN Pro League technology and assets from IGN. Along with this purchase, Blizzard is bringing onboard members of the IPL staff as the foundation for a new team based in San Francisco whose primary focus will be on creating high-quality web and mobile content in support of Blizzard games, while some IPL staff have joined Blizzard's existing eSports team.

“This new team will help us to further develop the rich media experiences that extend the fun and engagement of our games online,” said Itzik Ben-Bassat, Blizzard’s executive vice president of publishing. “This is a team of passionate gamers with a proven track record, and we’re looking forward to now leveraging their expertise and technology to support a variety of online efforts.”

Regarding the transaction, Peer Schneider, executive vice president of IGN, stated, “With the continuing evolution of the eSports space and the renewed focus on our core media brand, we made the decision to sell the IGN Pro League technology and assets and become agnostic in our competitive gaming coverage. Following Blizzard’s acquisition of IPL assets, IGN will partner with multiple organizations and cover their events.”

Fan Art Update
The World of Warcraft Fan Art Section has been updated with three new pieces of fan artwork.

by Published on 2013-04-07 08:11 PM

Whimsyshire Also to Benefit From Density Changes, Idea For the Treasure Goblin Alert, Community Commentary: Public Enemy #1, Tokio's Tri-Gen Palm Monk

Patch 5.3 - Transmogrify From Bank and Void Storage
Patch 5.3 adds the ability to transmogrify to items that are located in your bank or Void Storage without having them in your bags! The last update we got on Void Storage space was a no to more slots.

Addon - VoidTransmog
The ability to transmogrify from your Void Storage is already live, but not built in to the default UI. The VoidTransmog addon allows you to transmogrify to anything currently in your Void Storage.

You can open the Void Storage window when at a transmogrification NPC by pressing the Void button on the transmogrify window, then selecting an item from Void Storage and applying it to the correct slot. The items don't appear in the normal flyout selection menu, so you must select the item and then slot.

Blue Tweets
Originally Posted by Blizzard Entertainment
Reputation / Questing
Any plans to allow players to complete dailies and other quests while in a raid group? Current design is annoying.
We would like too, yes. We just don't want to splash credit to the whole raid. (Source)
This isn't rocket science. Group credit applies only to group even while in raid. Problem solved! Why so hard to understand?
1) We'd like for groups in raids to go away. 2) Easy to understand and easy to implement are not the same. (Source)

So does this mean we can expect 2x10^10 dailies in every expansion from now on? and have those dailies gate everything?
Have you played 5.2? (Source)
But why is every major patch "New dailies hub and..." but no dungeons. Seems like lack of creativity.
Production-wise, dungeons don't compete with quests or scenarios. Dungeons compete with raids. (Source)

In vanilla, questing was what you did sub-level cap. Raiding level cap. Completely different now. Better? Unsure
In vanilla, you did questing. Then a tiny percentage of players also did raiding. Now most player raid (at least LFR). (Source)
Doesn't stop repetitive content from being repetitive.
I agree. All content gets repetitive. It's impossible to design content faster than players can consume it. Hence, repetition. (Source)

can we have some more uses for Lesser Charms? I think I have approximately a zillion of them.
The use is intended to be that you can take a vacation on dailies if you so choose. (Source)

Essentially, we want WoW to feel more like fine dining and less like fast food. Please don’t take this simple analogy to ridiculous lengths. (Source)
What about aiming to be a food truck? High end trucks can be a great mixture of convenience, taste, and atmosphere.
Love them, but they aren't that convenient. Here in OC the lines are always long. (Source)

But sometimes, you don't have time for fine dining. you want a quick bite so you can do more important stuff afterwards.
And you can play WoW in very small chunks. You just can't achieve every reward in small chunks. (Source)

the busy working person rarely has time for a fine dining meal though. Perhaps allow that person the ability to succeed
We try to solve that by letting you accomplish something even in very small chunks. You just can't accomplish everything then. (Source)

soooooo are we getting giant talent trees again since this new talent system is like fast food
I'd argue the opposite. The older trees had a lot of empty calories. The newer ones are like tapas - small with depth. (Source)

Fine dining is more about the experience. You spend a little time there. You soak it in. (Source)
In the case of alts though (re flightpaths) the same great meal gets boring and bland after having it over and over again.
I agree, but I'll refer to my comments last week: if your alt is so caught up that you don't need to play it, what's the point? (Source)

How about making wow more like an amusement park, where there's a little bit of everything & you CHOOSE what you want to do?
In WoW, players tend to just pick whatever has the shortest line, not what is the most fun (and then get grumpy about that fact). (Source)

Don't let people's hate over certain features bother you too much. No one is holding a gun to their head and making them play.
It doesn't bother us. We just like to understand the feedback and in turn try and explain a bit why things were designed. (Source)
We'll support playing the game almost any way you want. We won't guarantee that your preferred way is the most efficient way though. (Source)

Why are hotfixes often implemented before being announced seems like it would confuse players
Getting a hotfix applied takes a lot of people. Making an announcement takes a lot of different people (in different time zones). (Source)
Sometimes we'd rather get the fix out ASAP even if the message lags behind. Not ideal though. (Source)

wondering, what would you say are the top 2-3 changes to the SDLC that have led to increased patch delivery?
Better planning. More realistic schedules. More people (it's hard to hire enough good folks, but we're getting there.) (Source)

I think "overly literal" is the better way to describe "too rational", imo.
Perhaps. It's this strange perception that if we get caught in a gotcha that we'll be forced to make a change. (Source)

What mistakes? Mists has been a blast. My only complaint is I don't have time to do everything.
Here are a few at launch: G Lotus felt too mandatory. Progression / rewards at 90 were not clear. PvP balance needed much work. (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 when on sale. No new CPUs, GPUs, or SSDs worth waiting for are expected before late in the second quarter this year. RAM prices have been increasing for the past few months, so if you were thinking about adding RAM anytime soon, now is the time.

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
MonitorAsus VS229H-P 21.5" LED IPS Monitor - $140ASUS VS248H-P 24-Inch Monitor - $180
KeyboardKensington Pro Fit Media Keyboard - $18Cyborg V.5 - $48
MouseLogitech G400 - $35Razer Deathadder - $47
SpeakersCreative A220 2.1 Speaker System - $30Logitech Z313 Speaker System - $42
ComponentNarwhal Unicorn
MonitorASUS VE278Q 27-Inch - $295HP ZR2440W 24-inch (IPS Panel) - $359
KeyboardLogitech G510 - $94Razer BlackWidow (Backlit)- $76 ($133)
MouseLogitech G500 - $49Razer Naga (Buttons on the Side) - $71
SpeakersLogitech Z323 2.1 Speaker System - $60Logitech Speaker System Z523 - $75

Puppy and Dolphin
Mix and match anything but the CPU/Motherboard combo between Puppy and Dolphin. Pick one of the two CPU/Motherboard combos.
ComponentPuppy Dolphin
CaseNZXT GAMMA Classic - $37NZXT GAMMA Classic - $37
Power SupplyCorsair CX500 - $58XFX Core Edition PRO 550W - $58
CPUAMD Phenom II X4 965 Black Edition- $85AMD FX-6300 - $133
HeatsinkCooler Master Hyper 212 Plus - $28Cooler Master Hyper 212 EVO - $33
MotherboardASUS M5A97 R2 AM3+ 970 - $95ASUS M5A99FX PRO R2.0 AM3+ 990FX - $135
MemoryKingston HyperX Blu 4GB 1333 - $318GB G.Skill DDR3 1600 - $67
Graphics CardASUS 7770 - $109Gigabyte 7850 2 GB or Gigabyte GTX 660 OC 2GB - $211 / $190
Hard DriveWestern Digital Caviar Blue 500GB - $60Western Digital Caviar Black 1TB - $90
DVDAsus 24X SATA DVD+/-RW - $23Asus 24X SATA DVD+/-RW - $23
Total$526$766 - 787

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 - $50Cooler Master HAF X - $170
Power SupplyCorsair 650TX V2 - $87Corsair 750HX - $130
CPUIntel i5-3570K - $210Intel i7-3770K - $310
HeatsinkThermaltake Frio - $58Noctua 6 NH-D14 - $81
MotherboardASUS P8Z77-V LK - $124ASUS P8Z77-V - $176
Memory8GB G.Skill DDR3 1600 - $6716GB G.Skill DDR3 1600 - $129
Graphics Card7950 OR GIGABYTE GTX 660 Ti - $330 / $280Gigabyte 7970 OR GIGABYTE GTX 670 - $400 / $380
Hard DriveWestern Digital 1TB Caviar Black - $90Western Digital 1TB Caviar Black - $90
SSDSAMSUNG 840 128GB (Review) - $100
Plextor 128 GB M5 Pro (Review) - $133
Intel 330 180GB (Review) - $125
SAMSUNG 840 Pro 128GB (Review) - $139
DVDAsus 24X SATA DVD+/-RW - $23Asus 24X SATA DVD+/-RW - $23
Total$989 - $1172$1614 - $1648

Megaera Kill Video
Yet another nice intro from Fifth Element!

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