World of Warcraft News and Raiding Strategies RSS Feed

The Nighthold - Raid Boss Strategy Guide and Loot
by Published on 2012-11-14 09:17 PM

Heroic Empress 25 Video, Nov 12 Hotfixes, Win Trading, Blue Posts, HotS Release Date

Patch 5.1 PTR Notes Update - November 8
Only changed and new notes are below, see the full notes on the Blue Tracker.
Originally Posted by Blizzard (Blue Tracker / Official Forums)
The Pandaren Campaign begins!
  • Players can visit their faction strongholds in the Vale of Eternal Blossoms to begin the quest to summon their war fleets to the continent of Pandaria. (Alliance players that couldn't previously complete the starting quests can now speak with Taradormi at Lion's Landing to travel the timeways and experience those quests... BACK IN TIME).
  • Players can follow the story of the Pandaren Campaign through a series of special quests tied to their reputation with the landing forces. Heroes assisting with the war effort will join key characters and faction leaders as the growing conflagration spreads across Pandaria... as well as other locations around Azeroth.

Brawler's Guild
  • Entry into the brawler’s guild is by invitation only. Invitations can be found on the black market auction house, by invitation from somebody within the guild, and occasionally as drops from certain Horde and Alliance NPCs.

Mage (Forums / Skills / Talent Calculator)
  • New Pet Ability: Water Jet. Water Jet channels a jet of frigid water at the target, dealing Frost damage over 4 seconds. Frostbolt cast by the pet's owner that hit the target while it is being blasted with icy water will grant a charge of Fingers of Frost. This ability has a 24 second cooldown (shared with Freeze) and a 1 second cast time.

Monk (Forums / Skills / Talent Calculator)

Priest (Forums / Skills / Talent Calculator)
  • Spells affected by Inner Focus cast while Spirit Shell is active now fully apply critical effect heals to the shield provided.

Warlock (Forums / Skills / Talent Calculator)

  • Spirit of Harmony can now be purchased for 600 Conquest Points at the Conquest Quartermaster.
  • The Dancing Steel, Jade Spirit, Colossus, and River’s Song enchantments now use the Real PPM system utilized by Windsong and Elemental Force.

Sunsong Ranch
  • A new Seed has been added: Portal Shards
    • A mage who fell on hard times back in Dalaran has found a new home on Pandaria. Barnaby Fletcher will occasionally visit Halfhill Market to peddle a new type of seed – and take advantage of the Tillers’ hospitality.
    • Portal Shards grow into consumable items which can be used to open a portal from Sunsong Ranch to a major faction city.
  • Seeds now stack to 50.
  • Runty crops now have a spell visual to help call attention to themselves.
  • Growing crops now display the duration until the crop is ready to harvest.
  • Characters who have earned the “Friends on the Farm” achievement will no longer find gifts while harvesting Cooking Ingredient crops – instead, they have a chance to find special seeds such as Magebulb, Enigma Seed, Songbell, and more.

Raids, Dungeons and Scenarios
  • Non-boss enemies in Mogu'shan Vaults, Heart of Fear, and Terrace of Endless Spring now respawn much more slowly.
  • Raid groups are no longer necessary to enter pre-Mists of Pandara raid dungeons. Enemies in these raids that previously required more than one player to defeat are now more easily dealt with by players battling alone.
  • Scenarios
    • New level 90 Scenarios have been added, including additional faction specific Scenarios:
      • Assault on Zan'Vess
      • Alliance
        • Lion's Landing
        • A Little Patience
      • Horde
        • Domination Point
        • Dagger in the Dark

  • The growing conflict between the Horde and the Alliance has spilled across the face of Azeroth: level 90 players can now queue for Wintergrasp and Tol Barad via the PvP tab to battle one another in these epic conflicts.
  • Arena matches now have a 25 minute time limit (was 45 minutes).
  • Rated Battlegrounds now share the same spell restrictions as Arenas.

Bug Fixes
by Published on 2012-11-14 09:52 AM

StarCraft 2: Heart of the Swarm Release Date Announced, Poll: Who's the Greatest "Great Evil"?, Fowl Lair (Wheel of Misfortune)

Blood Legion Video - Heroic Grand Empress Shek'zeer
Blood Legion has released their video of the Heroic Grand Empress Shek'zeer 25 man kill.

Patch 5.0.5 Hotfixes - Nov 12
Originally Posted by Blizzard (Blue Tracker / Official Forums)

  • Fixed an issue with the way that Might of Ursoc could interact with the Druid's Deep Earth Vestments 4 piece set bonus when in a group.

Dungeons, Raids & Scenarios
Heart of Fear
  • Wind Lord Mel'jarak
    • Fixed an issue that could sometimes prevent Mel'jarak from properly gaining Recklessness.
  • Grand Empress Shek'zeer
    • Players affected by Fixate will no longer incorrectly maintain threat after the effect ends.
    • The range of the Empress's various damage dealing abilities has been increased.
  • Imperial Vizier Zor'lok
    • In the Heroic mode version of this encounter, Zor'lok should never choose the platform of Attenuation when combat begins.
    • Zorlok will now always cast Force and Verve after summoning Noise Cancelling Zones.
    • Fixed an issue that could cause players affected by Convert to be damaged by Zor'lok's abilities.
    • Fixed an issue that could cause Convert to affect more than one healer in 10-player raid groups.
  • Amber-shaper Un'sok
    • Mutated Constructs now deal appropriate damage.
    • Fixed an issue that could cause Inferno Blast to interact with Amber Carapace in a way that dealt extreme damage to secondary targets.
  • Garalon
    • In the Raid Finder version of this encounter, Garalon's Fury ability will now stack 5 times with a 15 second duration, and Pungency now stacks 20 times.
    • In the Raid Finder version of this encounter, Garalon will not enter combat until a player enters one of the visible circles surrounding his body or legs, or performs a hostile action.
    • Pets now correctly gain Weak Points when attacking Garalon's legs.
    • Several abilities that deal additional damage to a secondary target no longer improperly include bonus damage provided by Weak Point when determining the damage dealt to secondary targets.

Mogu'shan Vaults
  • The Stone Guard
    • Using Alter Time will no longer prevent Mages from losing stacks of Energized Tiles in this encounter.
  • Elegon
    • Pets will now correctly attack Elegon from behind.

Bug Fixes
  • Highly Explosive Yaungol Oil no longer deals damage to hostile players.
  • Fixed a phasing issue that could occur during the quest "Battle Axe of the the Thunder King".
  • Fixed an issue with the way that Glyph of Jab could interact with various weapons.

Heart of Fear Raid Finder Loot Issue Hotfixed
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We’ve applied a hotfix to resolve an issue where players in Raid Finder were being saved as having killed a boss after a wipe in Heart of Fear. The hotfix is active and doesn't require a rolling restart to take effect. Heart of Fear is now safe for your Raid Finder adventuring needs.

For the small number of players who were ineligible for a chance at loot as a result of this bug before it was fixed, we're currently discussing the best resolution and will provide an update as soon as we can. In the meantime, we thank you for your patience and apologize for any inconvenience this may have caused.

Does the solution only affect people who killed the bosses or also the people were just locked incorrectly? I wiped and didn't kill a boss and got saved apparently. Am I now unsaved and can go safely or do I need to wait for a solution?
This does not affect those that killed a boss and got loot. The hotfix was to correct an issue where players got saved when a boss resets; like after a wipe.

You didn't read, I haven't killed the Boss because we wiped repeatedly and I'm still saved to it. According to that, it should have fixed itself but didn't.
The hotfix prevents more people from being saved incorrectly when a boss resets. For players already saved, we're still exploring what we can do and will provide an update as soon as possible.

Arena Exploitation and Win Trading
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Providing an environment where players can compete in the spirit of fair play is extremely important to us, particularly in rated Player versus Player combat. As part of that commitment we regularly monitor gameplay, and have discovered an issue where some Arena teams have exploited the queuing system to obtain high team ratings, “dodge” unfavorable team compositions, and engage in win trading.

These, and all, exploitative activities are absolutely prohibited. We will investigate the situation carefully, and players that have been found to have participated in exploitation will be subject to the appropriate actions against their World of Warcraft accounts. In the meantime, we are currently working to resolve any remaining issues with the queue system to prevent this behavior in the future.

Blue Posts
Originally Posted by Blizzard Entertainment
Responding to Player Feedback
The OP has a point.. They did specifically say that they felt it was too much for players to feel that they had to grind reputations for head and shoulder enchants and then they turn around and put the enchants for other slots behind reputations.
Not really. They're different things. The enchantments were absolutely, without-question mandatory, because there was no other way to obtain those particular power increases no matter what else you did in the game.

The current dailies might feel that mandatory to some particularly progression focused players, but it is entirely possible to skip them, and the gear they provide, pretty much entirely and still arrive at the same level of character potency.

No doubt someone will mention profession recipes. Profession recipes have virtually always required some hoop jumping - ranging from RNG raid drops to rep grinds; the best recipes have always required a little something extra.

I have one question: Where's the proof?
I'm not interested in citing the entire massive list directly, but World of Warcraft has a long history of adjustments in response to player feedback. A couple simple recent examples would be raising the Arena and Rated Battleground base point caps or the upcoming changes to the way that Pandaria faction reputation is gained by alternate characters on an account.

When something you feel strongly about hasn't been changed, that doesn't mean that we've dismissed feedback. In fact, sometimes we really like a suggestion, but implementing it doesn't quite fit into the schedule yet, or there are technical or design reasons why it doesn't fit into the game yet. Sometimes, we want to wait til we can implement a more elegant solution. And, of course, sometimes we simply disagree that a particular change is the right course for the game. Nonetheless, in none of these cases is feedback dismissed - it was still taken into account during the decision making process.

You mean the one that just got a huge nerf? Yeah, they nerfed all the dmf cards.
No! Bad! Stop pointing to data-mined content as fact. The change that got picked up was actually an adjustment to Darkmoon Card trinkets for Challenge Mode stat scaling.

When I read this, here's what I am understanding. The enchant on the gear is MORE IMPORTANT than the actual gear itself? So, enchant > gear?
Unfortunately, it seems that you did misinterpret what I wrote. No, the enchantments are not more important than the gear, but they do complement all the gear you'll ever get over the course of that expansion (which is what made those reps essential). In Cataclysm, and previously, you had to have those item enhancements because they would apply over any gear you ever got. In Mists, you can skip rep gear, and move on to better gear, and never miss the reputations you didn't earn in the long run. Not that I'm advocating skipping dailies - there are definitely reasons to do them; just not to the point of fatigue that some choose to. We loosened the cap, and the intention there was to give players some flexibility regarding how they approached them.

While better gear is always helpful, the rep gear is only compelling enough to be called "necessary" relatively early in the progression cycle - and, in truth, it's only "necessary" for the guilds that are competing on that level. On the other hand, it seems that a certain type of player is always running extra miles of one sort or another to be at the cutting edge of content in every expansion, and with every new raid release. I mean, is any tangible, useful reward we provide--regardless of venue--going to seem to be anything less than absolutely mandatory to such a player, unless it is purely cosmetic?

Finally, as Zarhym mentioned elsewhere. We are paying attention and want to do better in the future. We're not in a position to completely re-work the way players interact with dailies on-the-fly, right-this-second. That expectation is unrealistic. We are always interested in learning better ways to approach these design challenges and make fun and compelling content, though.

That's fairly rude and unbecoming of someone who is in the position you are in, Dax. Treating people like an animal by saying, "No! Bad!" and then rubbing their nose in it for jumping the gun is definately not what you should have done. Rather, you should have POLITELY STATED the incorrectness of it and moved on. In this case, both parties here made an error in judgment. Shame to both of you.
It was a tongue in cheek post, though I've re-read it and I still don't find it particularly offensive. Agree to disagree?

This is an interesting example of dissonance in the style of communication that the community wants though. There's a segment of the community that would prefer nothing but perfectly polite, all-the-sharp-edges-grinded-off kind of customer service speak. Meanwhile, there were many players in this thread requesting 'bluntness'--some specifically to the point of rudeness. I think I usually tend somewhere in the middle, with a touch of humor thrown in now and then.

Daxxari, my question for you is, how am I supposed to feel you guys in Blizzard HQ enjoy our feedback if you delete all the posts that consists of feedback?.....
Simply because a thread contains feedback doesn't mean that it abides by our posting guidelines or code of conduct. Constructive feedback should probably be the buzzword, rather than feedback on its own.

We welcome it, we want to read it, and we want to share it with the development teams. You still need to play by the rules while you're here, if you want to be heard.

Those polls only used a few thousand people...
It's true that the forum population represents a relatively small chunk of the overall player base. It's also true that the kind of player that's apt to post on the forums doesn't necessarily represent all of the vast and incredibly diverse World of Warcraft community, but that doesn't mean that the feedback here isn't useful. We do realize that forum goers are often our most invested, passionate players. We appreciate you guys, and what you have to say matters.

That said, election polls and the forums are different in several key ways. Among them--and I don't want to get into how statistics works in detail (especially since I'm not an expert)--but I do know that the forums are what is called a 'self selecting sample', and that trying to derive representative statistics from such a sampling is an excellent way to get skewed results. (Blue Tracker / Official Forums)

Cross-Realm Zones and Gathering Professions
Cross realm zones bring the number of players per zone up to the intended number, the number we had in mind when designing the zone. The competition over mining nodes you're experiencing now should be on a par with those who are on realms with a high population. Your profession levelling speed should be roughly the same speed as everyone else.

While I can understand that you enjoyed being able to level up gathering professions quickly before, it wasn't ever meant to be that easy. (Blue Tracker / Official Forums)

Heart of the Swarm Arrives March 12, 2013 - Presales Now Live
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Prepare for the approaching Swarm.... On March 12, 2013, StarCraft® II: Heart of the Swarm™ launches around the world, igniting an intergalactic storm of intense strategic combat and opening a savage new chapter in the war between terran, protoss, and zerg. You can pre-purchase the expansion NOW directly through® and be ready to play the moment it goes live.

In addition to the Standard Edition and retail-exclusive Collector’s Edition packed with bonus items, you’ll also have the option to upgrade a Standard Edition to the Digital Deluxe Edition, which comes equipped with all the in-game content from the physical Collector’s Edition, including a Torrasque skin for your zerg Ultralisks in Heart of the Swarm multiplayer, unique Swarm-infested portraits for your StarCraft II character profile, a Baneling pet for your World of Warcraft® characters, and a set of zerg-ified blade wings for your heroes in Diablo® III.

Whether you plan to tear a path of destruction through the all-new Kerrigan-focused single-player campaign or jump right into the multiplayer action with the devastating new units under your command, it’s never too early to begin preparing for your Heart of the Swarm experience. Simply log in to your® account and pre-purchase Heart of the Swarm, and you’ll be flagged to automatically download the expansion content prior to launch.

Learn more about Heart of the Swarm

Learn more about the Digital Deluxe Edition

Learn more about the Collector’s Edition

For more details on the March 12 launch of StarCraft II: Heart of the Swarm, head to the Heart of the Swarm game page to learn more about the expansion and pre-purchase your digital copy.

The Daily Blink
The Daily Blink shows off the advantage of being a Druid when doing Survival Ring: Blades.

Alternative punchline for fans of 'Red Meat': I hate you, Milkman Dan.
by Published on 2012-11-13 06:57 AM

Update: Darkmoon trinket stats are not changing after all!

TryHardEmnity Witch Doctor Budget Guide, Diablo "Tristram Village" Cover, Curse Weekly Roundup

Reminder: Normal Difficulty Terrace of Endless Spring Opens This Week
Don't forget that Normal difficulty Terrace of Endless Spring and the second half of Raid Finder difficulty Heart of Fear is opening this week! Heroic Terrace of Endless Spring and Raid Finder Terrace of Endless Spring open next week.

Patch 5.1 PTR - Build 16297
A new build will be deployed on PTR realms soon. There were two item changes this time, first an eight item level increase on Zen Alchemist Stone.

The second change is a reduction to the Darkmoon Faire trinket procs: Relic of Niuzao, Relic of Yu'lon, Relic of Xuen / Relic of Xuen, and Relic of Chi Ji. (See Blue Post)

This build is a Release Candidate, which means that Patch 5.1 is getting closer to going live.

Brawl'gar Arena Map

String Changes
Originally Posted by MMO-Champion
  • ERR_CANT_CAGE_PET_YET - You can't cage this pet for another %d hours and %d minutes.

Achievement Changes
Originally Posted by MMO-Champion

Pet Battles

Spell Changes
Originally Posted by MMO-Champion
Monk (Forums, Talent Calculator)
  • Spear Hand Strike now costs 10 Energy, down from 30.
  • Stance of the Wise Serpent (New) Increases healing done by 0%, replaces your Energy resource with Mana, grants hit and expertise equal to 0% Spirit gained from items or effects. Increases haste from items by 0%. Your attack power is equal to 0% of your spell power, and you no longer benefit from other sources of attack power. In addition, you also gain Eminence, causing you to heal the lowest health nearby target within 20 yards for an amount equal to 50% of non-autoattack damage you deal.

Raid & Dungeon Abilities
  • Crush Garalon crushes his foes, inflicting 800,000 Physical damage to enemies within 12 14 yards and 150,000 Physical damage to all enemies.
  • Fright Inflicts 75,000 Inflicts 82,000 Shadow damage and inflicts Fear for 2 sec.
  • Nightmares Inflicts 100,000 Inflicts 110,000 Shadow damage and inflicts fear on enemies within 8 yards for 3 sec.
  • Shadow Breath Inflicts 200,000 Inflicts 240,000 Shadow damage and increases Shadow damage taken by 100% for 30 sec.
  • Sun Breath Inflicts 1,000,000 Inflicts 1,100,000 Nature damage and stuns Sha enemies within 0 yards and causes Bathed in Light on allies.
  • Unstable Bolt Inflicts 150,000 Inflicts 165,000 Shadow damage, but costs the Unstable Sha 15% of its total health to cast.

Manaflask Interviews Blood Legion
Manaflask had the opportunity to ask Riggnaros a few questions after their victory in Heart of Fear. Favorite boss? Grand Empress Shek'zeer. Most fun boss? Amber Shaper Unsok! Read the full interview to see what he would change about the instance and more.

Garalon Hotfixes - Raid Finder, Normal, Heroic
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We have a few updates regarding the hotfixes, and a couple new changes based upon some of the feedback we've received:

  • In Raid Finder, the 30-second cooldown added to Garalon's Crush ability didn't properly apply through our most recent hotfix. We've isolated the issue and will apply a new hotfix to address this tomorrow during restarts.
  • Also included in the next hotfix, the Raid Finder version of Pungency (with relation to Garalon's Pheromones ability) will only stack 20 times, and Fury will only stack 5 times.
  • Once the realms are back up tomorrow, classes with pets can rejoice! All class pets will now gain the Weak Points buff in all versions of the encounter (Raid Finder, Normal, and Heroic).

EDIT: Clarification, not just Hunter pets, but all classes that have pets.

Blue Posts
Originally Posted by Blizzard Entertainment
Daily Quest Feedback
Finally ready to call it quits, realized today after almost 8 years of playing that I just didn't enjoy the game anymore.

MoP ruined this game for people like me, I have a family, and I cannot and WILL not be forced into doing dailies across all my toons or hell even ONE toon in order to progressively gear my characters.

The new loot system for LFR, Sha, etc is completely unbearable, constantly seeing 28g pop up across all my toons gives me ZERO incentive to continue grinding out the casual content I am used to.

And its not like I havent given it time, I leveled nine classes to 90, and going through the same content over and over wasn't so bad, its the point where you get to 90 and you are pigeon holed into grinding dailies over and over or PVP'ing (which I do NOT enjoy). So I canceled today, which is saying alot because I play alot and used to enjoy this game massively.

Some will flame me, blizz will probably close the post, but truth be told, if they don't address these things soon there will be many following suit.

There is definitely legitimacy to your post, and we've been reading a lot of the feedback players have been sharing lately as we evaluate our endgame progression systems. Even as World of Warcraft evolves over each expansion, and as happy as we are with the experience we crafted for Mists of Pandaria, we always know we can do better.

Having said all of that, I'm just not personally sure we can design a game that's going to feel fresh and rife with content every time you login, if the expectation is that the average World of Warcraft player will have nine level-90 characters less than two months after the expansion's release. I really don't mean this as a judgment of how you choose to spend your time, either. But when considering everything you said in your post -- you mention needing time for family and enjoying casual content -- your noted (or implied) play time really sticks out.

Another sticking point is you brought up being forced to either do dailies or PvP. Why? Looking only at progression of character power at 90, do you not want to do scenarios, dungeons, or raids? What pushes you into reputation progression such that you feel you have to do it x9 and burn out on the game?

Zahrym what you said is offensive.
That's silly. The idea that I should have a placating "grin and bear it" approach to players on the forums -- as was discussed last week -- is what you should actually find offensive. And I'm only responding to this to make a quick point:

A lot of people have called my recent posts (and me personally) any number of negative things. Let me just say that I read a lot of great critical posts on the forums everyday -- there are some great ones in this thread. And we're constantly discussing the feedback with our developers. Just because I'm challenging a person's analysis of the game doesn't mean I'm not listening to them, or don't think they're making any good points.

If I can offer counterpoints to threads that will focus the debate on further specifics and details of a topic, that allows me to take more succinct feedback to the developers, often times including many of the great suggestions I see.

Because you have locked away a portion of the progression path behind endless dailies.
But character progression isn't blocked entirely "behind endless dailies." You can get into Raid Finder without any reputation rewards. Sure, it's clearly more effective to be earning some steady reputation with the core factions (which is the point) while running other content, but that's less relevant when an argument is made in absolute statements, such as "forced," "mandatory," and "locked away."

I'm not naive and I know that if you invest more time into your character by doing dailies along side your group content, your rate of progression will be faster. And again, that's by design. But certainly we enjoy hearing feedback about the design and how things could be tweaked to improve the model.

For instance, we talked recently to the developers about an evolution on the idea of being able to champion a faction via a tabard. What we don't want to repeat is the design that let players max out every faction reputation just by wearing a tabard while doing other content. So instead of endlessly getting reputation for every dungeon, maybe you only get a bonus once a day. It doesn't allow you to skip dailies altogether, but you can at least pad your rep gains a little bit.

Another cool part about this idea is that we can probably make it work through the UI, rather than requiring you to wear a tabard you may not think matches your bracers (teehee). It could be as simple as making it so that you champion the faction you selected to show as your XP bar.

And since it's brought up a lot, I completely understand the existing concerns players have about earning Valor through other sources and being locked from spending it for reputation rewards. It's something we'll continue to talk about -- be precise and feel free to suggest improvements!

It's worth throwing out there that it really doesn't take many daily quests to hit Honored with Golden Lotus, and you can easily hit Honored with The Klaxxi before you even unlock their daily quests. So it doesn't take much to give you a bear minimum of two ilvl 458 blues to spend JP on, and two ilvl 489 epics to spend VP on. That's a pretty fair boon if you're climbing to ilvl 460.

Important! I want to make sure it's totally clear one last time. I'm not saying our model is perfect and your feedback is incorrect. I'm trying to offer counterpoints so we can all signal in on the root of some of the popular concerns within the community. Operative word: TRYING.

Will say it again, what is wrong with killing 500 mobs in dungeons when you kill that much or more while doing dailies? What difference is there between months worth of dailies and hashing out instances? Bring back frequently dropped items like sunfury signets, arcane tomes, relics of ulduar. What is so wrong with letting us get rep the way we want? we pay to play your game.
Paying to play the game doesn't inherently entitle you to get what you want the way you want. We take player feedback very seriously, but this isn't design by democracy.

To answer your first two questions, the difference is there is a reward structure in place for dungeons, and a reward structure in place for reputations. You want full access to rep rewards and dungeon rewards without putting effort toward both. Purely from a player standpoint, in terms of getting what you want with as little hassle as possible, it's understandable you might not see anything wrong with that.

But here's a design problem in the Cataclysm model you want back:

  • Doing dailies over time unlocks access to rep rewards
  • Doing dungeons gives you a shot at loot drops, in addition to points you can use to buy gear (in case RNG hits you hard)
  • Wearing a tabard while doing dungeons gives you a shot at loot drops, in addition to points you can use to buy gear, in addition to access to rep rewards

You may not like daily quests. But that alone isn't justification for making daily quests irrelevant for those running group content. By running dungeons with tabards, you effectively got to double-dip in Cataclysm by gaining access to rep rewards, VP rewards, and dungeon drops. It was super convenient, and also left players with a system that didn't really reward you for doing more than the bare minimum of raiding and running seven dungeons each week.

Now there is incentive to vary the content you do. The idea that, "I have a tabard so this endgame content doesn't apply to me," is gone.

Do you take this to the Dev team? What I mean is do you collect the discontent and address it higher?
Absolutely! We chat with them via IM and email daily, we meet with them at least once a week to ask common questions from players, and we do a very in-depth global community report every week that breaks down all of the hot topics in the community and offers action items if applicable. Every community report is read by the game's lead designers, all the way up to Rob Pardo and Mike Morhaime.

Some of the topics we cover might not be as easy to openly discuss with the community, but rest assured that's because the necessary discussions and meetings are taking place to really dig into the hot topics/questions so we can form a more concrete agenda.

Zarhym, I get your point about the old tabard model. I do. But there's got to be a happy medium here. I ran dailys a lot during Cata, and WotLK on multiple characters. They were quick, easy, tasks, where each hub took no more than 30 minutes. Completely solo. In fresh 80/85's in quest greens from 2 or 3 leveling zones back. I'd run them on multiple characters in the same day even.
I personally agree about needing to strike a better balance, happy medium, or some form of compromise (beyond the Revered bonus in 5.1).

MoP dailys on the other hand are much, much more difficult, tedious and frustrating. Hence, for most of us casual players, they are too time consuming. Golden Lotus? Takes me an hour to do them. Klaxxi? Another hour. Shado-Pan? Haven't even unlocked those yet. Or August Celestials for that matter.

Doubling the rep gains from dailys is a step in the right direction, but it doesn't fix the problems I mentioned above with the MoP dailys. The mobs hit to hard, have too much life and are too packed in. The quests themselves simply aren't enjoyable for this reason. Whatever happened to that molten front model you said you were going to stick with for dailys? The dailys we have now are nothing like those.

It's difficult to tackle the "fun" factor compared to previous daily hubs. That's very subjective and I, in fact, disagree with you on a personal level.

But comparing the new daily quests to the Molten Front, in terms of difficulty, isn't totally fair. When we said we wanted to stick to that model, we meant allowing the quest hubs to have some story progression for each character over time, and having a large pool of daily quests to really randomize which ones you get each day.

I remember doing Tol Barad dailies when I first hit 85. Those were pretty brutal until I geared up. When I was first doing Golden Lotus it was kind of rough too. But by ilvl 450 they were noticeably much easier, and I could complete them much faster. You might be forgetting how good your gear was when you were doing Molten Front dailies. (Blue Tracker / Official Forums)

10 Things You Don't Know About Black Ops 2
With the new Call of Duty game coming soon, Curse brings you a quick look at some of the things you probably don't know about Call of Duty: Black Ops 2. If you are interested in FPS games, check out FPSGeneral.

Curse Weekly Roundup
Lindsay gives us some news on the World Of Warcraft standings, Evan gives you some League of Legends... On The Pier! Pico gives some recent Twitter drama, and Hot Rob lays down the Game Release Forecast.

by Published on 2012-11-11 10:30 PM

Scheduled Maintenance - 11/13/2012, Diablo 3 Animated Wallpaper, Barbarian Fan Art, Female Monk Cosplay

Patch 5.1 - Item Upgrades
The latest PTR build added a new Ethereal NPC next to the Reforging and Void Storage NPCs that will allow you to upgrade your gear. The minimum item level required is now 458.

Patch 5.1 also changed item tooltips. The item level is featured more prominently next to the upgrade level, and secondary stats are displayed the same as primary stats now, with a green font color.

Upgrade Interface

New Tooltips

Upgrade Examples

Upgrade Costs

Currency Cost Item Level Upgrade Max Number of Upgrades
Valor Points750 × 4 Item Levels2
Conquest Points750 × 4 Item Levels2
Justice Points1500 × 8 Item Levels1
Honor Points1500 × 8 Item Levels1

Heart of Fear Progression Update
DREAM Paragon killed Grand Empress Shek'zeer and cleared 10 man Heroic Heart of Fear. Congratulations to them! There are 5 guilds at 4/6 currently in 10 man.

Method is also now 6/6 in 25 man with 16 other guilds at 5/6.

Blue Posts
Originally Posted by Blizzard Entertainment
Cinder Kitten
Because the kitten was not designed to be a charity issue until Blizzard decided to milk the issue for popularity sake.

If they actually cared about getting money to the Red Cross in support of the hurricane they would:

1) Already have something available.
2) Not be announcing it BEFORE the weeks it is going to take for 5.1 to be launched.

It's a pretty crappy thing to do in order to 'look good' and although many people might think of me negative for saying it, they are just looking for a tax write-off and public karma.

I'm actually really happy that our business practices are nowhere near as cynical as you portray, though it literally makes me sick to my stomach to even read this. If you want to know some background (so you don't have to make it up yourself), the Cinder Kitten was already being set up as a charity pet prior to the hurricane. Once Sandy hit we recognized that we needed to change our plans. But, by that time, it became difficult to do much to change the timetable for getting this pet in the game and on sale. Anyway, with that context, to your points:

1) Already have something available? Like, we should have backup "disaster" pets in the game just waiting to be sold when the next disaster strikes. Tell me how that would be any more difficult for you to spin in some cynical way.

2) I already explained why we announced it. While the pet isn't available yet and the Blizzard Store isn't prepared to take the transactions, we need people to know we're doing this. If an adorable little pet is going to encourage a greater number of donations, I don't see the value in presumptively tearing down Blizzard for cynical PR, nor do I see the value in some of the other posts in this thread belittling people for needing to get something in return for a donation.

It's a situation that's mutually beneficial for Blizzard, our customers, the Red Cross, and those who need disaster relief. If all you want to do is find a way to spin this into some cynical ploy on anyone's behalf, I seriously want you to leave this thread and not come back.

You never addressed the idea of preorder or did you? Did you all ever think of a preorder option to get the funds raised ahead of the actual content release? Like during a meeting about the pet or however it is you plan content.
There's just not a whole lot I can say about this right now. Setting these things up on the Blizzard Store isn't a trivial task either, particularly if a presale is involved.

I think it's an excellent idea and would love to see it happen. (Blue Tracker / Official Forums)

Bonus Roll System Feedback
I've been playing since Nov 05. The new bonus roll loot system was suppose to improve the old roll system.
I'm not sure "improve the old roll system" is the right way to phrase it, at least in the context that you have any expectation that the bonus roll should be much more likely to give you what you want, if not at least know not to give you what you already have.

Using a bonus roll is effectively no different than if you were to be able to loot that boss twice in one week. Each bonus roll provides exactly the same chances of getting anything off of the exact same loot tables as a normal loot roll -- nothing more, nothing less.

So it's an improvement in that you can earn an extra shot at a boss's loot table in one week. But it's not intended to be a system that ensures you never get what you don't need. The random loot system can only be so convenient before it becomes too efficient. We believe chance should dictate whether or not you get something at all and, if you do, whether or not you need still need that item. That philosophy -- specific to boss drops -- hasn't changed much over the years, so it stands to reason that even a bonus roll would follow the same structure.

But with that said, we're exploring ways to make the bonus roll feel like more of a random bonus, without just making it extremely efficient for gaining character power. We understand how it feels to spend the charms and rarely see anything other than gold or items you don't need. So, for example, we could maybe add pets and mounts that would have a low chance of dropping exclusively on a bonus roll.

I do however wish that Sha (and Galleon?) random loot rolls would give you gear based on your spec instead of any spec from your class.
They're supposed to. We just double-checked with the developers on this, as we've seen conflicting information go out to players. If you get loot from world bosses that isn't for your spec, that's a bug and the item flagging needs to be fixed. Be sure to report specific items on the Bug Report forum. Apologies for any confusion in this regard.

Most people would see that as making it worse, if those items lower the already small chance of getting a useful piece of gear over the 28 fitty.
I don't see why we'd implement this in such a way that your chances of getting gear would be reduced in relation to your chances of getting vanity items, flasks, etc. (Blue Tracker / Official Forums)

Gearing up for PvP
Getting beat down in a few hits is never fun in PVP. Dont let me hear "But I try anyways" because that is just crap. What's fun about trying when you die in a few hits anyways? REMOVE HONOR CAP BEFORE WE REACH MAX LEVEL ALREADY!
There is crafted PvP gear that can help players get off on the right foot. Actually participating in a Battleground increases your team's likelihood of winning (even under-geared players can CC, heal, or even just act as speed bumps - if you genuinely believe that you can't help in other ways, damage you are taking is still damage a team mate isn't taking). By participating, a player can accrue honorable kills, which nets more Honor. Under-geared players can also make a point of sticking with larger groups - there is safety in numbers, and getting lost in the crowd can help you stay alive long enough to make a difference.

There's a handy little guide on things you can do to give yourself an edge over on Arena Junkies.

Facing the challenges involved with PvPing versus more well geared players is something that nearly all players face in Battlegrounds. There is never call to violate the terms of service and put your account (and any gear you've acquired by exploiting) at risk by AFKing in Battlegrounds.

Fighting other players who out gear me helps me improve my skill level a little bit more each time.
I realize it's not for everyone, but I find this particularly compelling. Sure, it's fun on occasion feeling like a wrecking ball, but nothing matches the rush of taking down an obviously more well-geared player via superior skill or tactics.

And account at risk for AFKing? That made me laugh. Tell the other half of the team chillin out that as well cause its happening alot. Which ruins the game for the rest of us so yeah lets see some action on those afk bots. Not just words.
We are constantly working to ensure that PvP is fair and fun, and it this is an important issue to us.

It is a great help to us when players use the reporting tools that we've included in the game, though. It seems that use of the AFK reporting feature has dropped off considerably, which is unfortunate, because it really does play a direct and active role in our investigations. Ultimately, cynicism doesn't help us catch the offenders. And yes, I realize that bots will clear the AFK flag by getting into combat. Rest assured that the reports can still help.

Please tell me you're joking.
Not, I'm not joking, nor were the other players who suggested it as one of several options. It exists, and it can help plug gaps in gear while earning points for better gear. If the concern is walking into PvP and getting steamrolled until you can earn Honor or Conquest gear, it's still a step in the right direction.

Edit: Somewhat off-topic, I'm already regretting glibly using the term 'speed bump'. It's much more than that - getting in the face of the enemy, playing smart, using interrupts, and generally being a nuisance can actually have a significant effect on a battle, even if the player falls in the process. (Blue Tracker / Official Forums)

Crowd Control Feedback
Also I have no clue what the hell you were thinking when implementing rain of fire stun. It's the most ridiculous ever in rbg especially with the 500% aoe range increase. It's basically aoe mace stun on a shorter cd and duration. It is not fun to be interrupt 2 spells out of 3 when noone is actually interrupting you. Mace stun was not fun, it was removed for a reason. So should this one.
A quote from the 5.1 patch notes to relieve your concern on that particular matter: "Rain of Fire no longer causes a stun after hitting a target three times."

Nakatoir, even though I enjoy a gm that at least seem to be pvping. You have way too many "no but if you do this you can avoid it". We do not need lessons in how to play against cc. We need some cooldowns extended and stun/silence durations shortened.
I am not trying to tell you how to play nor am I rejecting your arguments and just saying, "your doing it wrong! *Trollface.jpg*". I am offering up thoughts on how you can adapt to or accommodate for the changes to dispels and CC. I have also at no point said that we are not against making changes to CC and the dispel system, simply that we are content with where it is right now and for the moment we don't have any plans to change it.

Counterspell is one cooldown, if you seriously think blanket silences promote skillful play then you're clueless. No high rated players thinks it promotes skillful play.
On the topic of blanket silences, you’re still only focusing on the concept of a player going for an interrupt and missing so they lock you out fully for (in the case of counterspell) 4 seconds instead of the additional school lockout for 6 seconds. There is the consequence that they have not gotten those extra 2 seconds of school lockout and as such may suffer for it because those 2 seconds can make a world of difference.

You are also neglecting any tactical use of these silences, such as predicting instant CC and spells to counter your opponents play. I do understand what you are saying though, we are listening to your feedback and opinions on this and other topics, so please continue to provide it. (Blue Tracker / Official Forums)

Daily Quest Feedback
For the next person who is about to type "your not forced to do them" please concider how many people would do them by choice if these essential items wern't hidden behind them, before posting.
They aren't really essential though. If you don't want to learn the patterns, you don't have to. Of course, you'll have to go find someone that has them so you can use those items, and you won't be making a profit off them. That's a choice. Just as the player next to you that decides to go and invest time on raising a particular faction because he feels it's worth the effort.

Same goes with items for PVE. If you'd rather get those first instead of waiting for the epic item drop from normal raids, that's your choice as well.

Please read the previous posts, we have already proven that by hiding valour items and crafting paterns behind reputation, and then by only allowing us to get the rep via dailies, they acctualy ARE FORCING people to do dalies.
Only if you truly want them. The right question is: do you really need those? If you want the patterns to make a profit of those, makes sense to me you've got to put some effort getting there, if it's for your guild raiding efforts, then hey, I'd see it as part of the effort to be at the top of your game.

The thing is, if you truly, truly, don't want to grind your reputation for a particular pattern, there's 99% chance someone on your realm, or even guild, may have taken the time and effort to get them and you'll be able to get whatever you need from them instead.

And btw Dratzdal you also talking about effort, (i have to repeat myself here as some earlyer post) what is effort? Grinding 1,5 hrs daylies = effort. Equipping tabard and gain reputation in dungeons, running it 1,5 hrs ≠ effort. Why is it this way?
Oh it is. But the developers were quite clear on that side. They felt that running dungeons on itself is already reward enough and wanted to move away from a model where reputations were just a byproduct of doing something that you are going to do anyways (run heroics).

If you like alts, you are forced to do dailys on them aswell if you want to use the Cloud serpents.
Farming to exalted on every alt is unacceptable, either make them Account wide reputations, or turn them into books for rep, 100% extra rep does not matter much if you got to do it on every alt.

Is there a good reason why you need to get the cloud serpent on all your alts? I think a concept that disappeared over the course of Cataclysm was that of your "main" character. The "main" character has always been that on which you invest most time and has most things than any other character in your account.

I feel it is time I quit. I don't want to do LFR and I don't want to do dailies. What is there left for me to do then other than wait for resets?
There're Pet Battles, Scenarios, Challenge Modes, Holiday Events (when those are running), Professions, leveling a Monk if you haven't tried that class yet, Archeology, The Lorewalkers...

So you agree then that the dailies are so bad, that if the carrot was taken away (or even just shrunk) then no one would do them.
No, definitely not. I haven't said anything that comes even close to that. And it'd do good to the community at large to stop twisting the words from the Community Managers on the sole attempt of trying to serve your interest. It's not going to help your case, in fact it's just going to make us even more cautious of where and how we interact.

We're here to listen to what's being discussed, add our own thoughts if we feel it might contribute something, relay the information from the developers and to the developers, and so on. If you want to help your case, it's in your best interest to make sure we are understanding your concerns and that there's a healthy discussion on it. Playing semantics with us so that you can pretend we're actually agreeing with you when we're not just won't get you very far in the goal you want to achieve.

I think people are complaining that it is boring. Not necessarily that it takes a long time.
So, what should be changed on dailies so that they're fun to you? (and please don't say "remove them" or something that would turn them into something irrelevant, or we'd be missing the point of the question!)

Just as an example, all the factions on Mists have rotating dailies (some of them are set, like the profession dailies for the Order of the Cloud Serpent and some of the Golden Lotus daily quests) and there's variety on them regarding what you do, which is not always kill this, gather that. (Blue Tracker / Official Forums)

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 the first or 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 - $137ASUS VW246H 24-Inch Widescreen - $188
KeyboardLogitech Media Keyboard K200 - $20Cyborg V.5 - $48
MouseLogitech G400 - $35Razer Deathadder - $50
SpeakersCreative A220 2.1 Speaker System - $27Logitech Z313 Speaker System - $40
ComponentNarwhal Unicorn
MonitorASUS VE278Q 27-Inch - $300HP ZR2440W 24-inch (IPS Panel) - $345
KeyboardLogitech G110 - $60Razer BlackWidow (Backlit)- $70 ($134)
MouseLogitech G500 - $45Razer Naga (Buttons on the Side) - $70
SpeakersLogitech Z323 2.1 Speaker System - $59Logitech 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 - $60XFX Core Edition PRO 550W - $60
CPUAMD Phenom II X4 965 Black Edition- $98Intel i3-3220 - $125
HeatsinkCooler Master Hyper 212 Plus - $25Cooler Master Hyper 212 EVO - $30
MotherboardASUS M5A97 R2 AM3+ 970 - $105Gigabyte GA-Z77-D3H - $120
MemoryKingston HyperX Blu 4GB 1333 - $208GB G.Skill DDR3 1600 - $47
Graphics CardXFX 7770 - $100MSI 7850 Twin Frozr or Gigabyte GTX 660 OC - $205 / $210
Hard DriveWestern Digital Caviar Blue 500GB - $56Western Digital Caviar Black 1TB - $98
DVDAsus 24X SATA DVD+/-RW - $23Asus 24X SATA DVD+/-RW - $23

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 - $58Cooler Master HAF X - $150
Power SupplyCorsair 650TX V2 - $90Corsair 750HX - $145
CPUIntel i5-3570K - $220Intel i7-3770K - $320
HeatsinkThermaltake Frio - $57Noctua 6 NH-D14 - $80
MotherboardASUS P8Z77-V LK - $130ASUS P8Z77-V - $170
Memory8GB G.Skill DDR3 1600 - $478GB G.Skill DDR3 1600 - $47
Graphics CardXFX 7870 (7950) OR GIGABYTE GTX 660 Ti - $230 / $280XFX 7970 Black Edition OR GIGABYTE GTX 670 - $398 / $360
Hard DriveWestern Digital 1TB Caviar Black - $98Western Digital 1TB Caviar Black - $98
SSDSAMSUNG 840 128GB (Review) - $110
OCZ 128 GB Vertex 4 (Review) - $90
Crucial 128 GB m4 (Review) - $102
Corsair Force Series GT 120 GB - $118
DVDAsus 24X SATA DVD+/-RW - $23Asus 24X SATA DVD+/-RW - $23
Total$990 - $1090$1406 - $1543

The MMO Report is back with a special episode about the upcoming RIFT expansion.

by Published on 2012-11-11 02:06 AM

Blood Legion Heroic Heart of Fear 25 Man World First
Blood Legion killed Grand Empress Shek'zeer and cleared 25 man Heroic Heart of Fear. Congratulations to them!

There are now 11 guilds at 5/6 in 25 man difficulty and only DREAM Paragon at 5/6 in 10 man difficulty.

Garalon Changes - Raid Finder, Normal, Heroic Difficulty
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We’ve recently hotfixed the Raid Finder version of Garalon, reducing both his health and Furious Swipe damage. In addition, and also exclusive to the Raid Finder version of this encounter, Garalon's Crush ability now has a cooldown, and we’ve corrected an issue with his aggro radius to prevent players from drawing aggro until a player has entered a ring.

With regard to all raid difficulties, after further testing the encounter, we realized that certain abilities were having unintended effects. Blade Flurry, Inferno Blast and Sweeping Strikes were doing double damage to Garalon's body while attacking his legs, which was not intended. We are currently implementing a hotfix, which should take effect after realms are restarted, that will cause these abilities to do normal damage to the body while continuing to do double damage to the legs.

The real question is, is this a change to underlying bf mechanics or just a special case change to garalon.
Sort of, and something we should take this opportunity to clarify. In Cataclysm, cleave-type mechanics double-dipped on damage bonuses, but we changed that universally in Patch 5.0 on a fundamental level. If you go back to Halfus or Wind Lord Mel'jarak, you'll find that cleave effects that derive their damage from the initial hit now only award the bonus damage on the target that is receiving increased damage.

Note that this works both ways. If you Sinister Strike a target that has a 50% damage reduction effect on it, your Blade Flurry will still do full damage to a secondary target, which previously would not have been the case.

The pending hotfix addresses a bug specific to the Garalon encounter which cause these new rules to not apply. Abilities that can hit a leg and the body simultaneously will still be extremely effective on the boss.

You realize that without stacking, a 6min enrage was really tough to meet--for a normal mode, right?
Garalon's berserk timer on Normal and Heroic modes was adjusted from 6 minutes to 7 minutes last week. So far, we've seen many Heroic kills (10H and 25H) where a balanced raid composition was utilized, many of which were well ahead of the increased berserk timer.

Site Navigation