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by Published on 2012-09-01 07:53 AM

Upcoming Change to Trail of Cinders and Patch 1.0.5, +x% Elemental Damage Mechanic, Diablo III Web APIs, Inferno Booster Pack Contest

Patch 5.0.4 Interview had the chance to speak with Ghostcrawler recently about Patch 5.0.4 and the future of Mists of Pandaria. You can read the full interview on their site!

  • Updating character models is a priority and something that the artists are still working on. They were working on Dwarves and are now working on Humans and Orcs. If Humans and Orcs are done successfully, they feel that they can do all of the races.
  • When the models are done it may be a gradual rollout rather than all at once depending on how long it takes. There is even a chance that we may see them during Mists of Pandaria.
  • The majority of the new talent system feedback has been positive.
  • Blizzard considered making this new talent system during Cataclysm, but decided against such a big change and gave the old system one more chance.
  • The old talent system was difficult to learn and easy to master, which was a poor design.
  • There should not be any more major changes to beta.
  • The Theramore Scenario is the pre Mists of Pandaria event. It was a tradeoff between making a sea battle event that would be played for two weeks or spending that time on expansion features that will last a year or two.
  • Grinding faction reputation to access the Valor Points gear is not mandatory, as you can find equivalents through raiding, PvP, or crafting.
  • The Golden Lotus prerequisite for daily quests from other factions is going to stay like it is now, as the devs are pleased with how it works.
  • The first patch will bring new quest hubs and new dailies which deal with the conflict between the Horde and Alliance.
  • Valor upgrades will be in Patch 5.1, because players will upgrade gear much faster in Patch 5.0. You will spend Valor Points and be able to upgrade your item level twice per item. This system may replace buying Valor Point items in a future patch. If future patches still offer Valor Point items, they will be to help alts catch up enough to be able to play the current end game.
  • Future patches might bring larger scenarios with up to 25 people. These would need to be much larger and more epic, with the players working together in smaller groups.

Mists of Pandaria Dungeon Previews
You can find these pages in the menu on the right side of the navbar if you want to refer to them in the future!

Originally Posted by Blizzard (Blue Tracker)
Are you prepared to boldly go where no adventurer has gone before? We’ve just released a major update on the Mists of Pandaria preview website detailing nine of the new and improved dungeons that you and your friends will explore in the upcoming expansion.

Be sure to check out all the information we’ve compiled for you, including screenshots, maps, boss info, and more, about the following dungeons:

Beta Class Balance Analysis
Originally Posted by Blizzard (Blue Tracker / Official Forums)
As you can imagine, things have been pretty busy, so forgive us for not getting to these questions sooner.

We first wanted to update you with several tuning tweaks that we made recently that are not showing up correctly on your client tooltips (either beta or live). We wanted to document these so-called "stealth" buffs and nerfs to aid theorycrafting and avoid any confusion. We hope to get updated tooltips to the client soon (tm).

I should also note that these are very typical of the kinds of changes we make at this stage in development now that everything else has stabilized. We're not making more changes than normal, but just trying to document them better.

AoE damage adjustments:

  • Sweeping Strikes now deals 50% of the triggering hit’s damage to an additional nearby target, down from 100%. Arms’ cleave damage was extremely high.
  • We reduced the damage dealt by Glyphed Ice Lance to a second target to 40% of normal damage.
  • Warlock sustained AoE damage was significantly too high, across the board. We reduced the base damage multiplier on Fire and Brimstone from 45% to 35%, and reduced the damage of Seed of Corruption, Felstorm, Wrathstorm, Harvest Life, Hellfire, Immolation Aura, and Void Ray by 30%.
  • We reduced the damage of Divine Storm by 25%. Retribution Paladins were significantly too high on sustained AoE damage.
  • Frost Death Knights needed a boost, so we increased the damage of Howling Blast to secondary targets up to 80% of the primary damage, from 50%.
  • Chain Lightning now deals 17.5% less damage to the primary target, but chains 80% of the damage to each successive target, up from 70%. This should help spread the damage better, and also reduce the damage against a single target. The total damage remains the same, when glyphed.
  • We increased the damage of Hurricane by 7.5%. Moonkin sustained AoE damage was too low, and we also wanted to emphasize Solar’s dominance over Lunar for AoE.
  • We increased the damage of Mind Sear by 30%. Shadow sustained AoE was significantly low. It should still be preferable to multi-DoT on a few targets, but this should make Mind Sear a more attractive option against larger groups.
  • We increased the damage of Swipe and Thrash by 6.5% in Cat Form. Ferals were a bit low on AoE damage.
  • Rogues needed a rather significant boost to their sustained AoE damage. We opted to give that to them in the form of buffing something that was previously primarily there for utility, not damage, by a very large amount, turning it into a major damage button. We increased the damage of Crimson Tempest’s DoT by 700%.
  • Beast Master AoE-focused pets were extremely overpowered for sustained AoE. We reduced the damage of Froststorm Breath and Burrow Attack by 50%, and increased their costs from 20 to 50. These pets should still be a sustained DPS gain to use, but not quite so absurdly so.
  • We increased the damage of Spinning Crane Kick, Rushing Jade Wind, Crackling Tiger Lightning, and Chi Torpedo by 10%. We also reduced the period and duration of Spinning Crane Kick by 25%, and made it affected by melee haste.

Single target damage adjustments:

  • We increased the damage of Ice Lance by 12.5%.
  • We reduced the damage bonus to Frost Strike on Threat of Thassarian from 50% to 40%. Dual-wielding Frost was a bit higher than two-handed Frost.
  • We fixed a significant bug that was affecting Frost Mage damage. Frostfire Bolt was not benefitting from Frostburn (Mastery). After fixing that, we brought their DPS back down by reducing the damage boost that the Frostbolt debuff provides from 8% per stack to 5% per stack.
  • We reduced the damage increase to spells from Dream of Cenarius from 65% down to 50%.
  • We reduced the attack power buff of Rabid from +50% to +25%. BM hunters needed to come down a bit, especially in burst.
  • We had previously buffed Snake Trap's appalling damage, but it was high enough that hunters might have started using it in single-target rotations, which wasn't intended. We reduced the melee damage of the snakes by 75%.

Tank survivability adjustments:

  • We were concerned that Blood DKs were too susceptible to spike damage. Blood DKs rely on being able to take damage and then heal it back, despite taking the largest hits of any tank. This works fine most of the time, but strings of unavoided hits or really large hits in a row might have presented a problem. We chose not to reduce damage taken, but to increase their maximum health instead. The stamina buff from Blood Presence from +8% to +25%.
  • Brewmasters were proving extremely strong because they could maintain Shuffle as much as they wanted and Purify a very large amount of Staggered damage. Additionally, despite being very avoidance-heavy, they also were taking very smooth damage, since Stagger blunts so much of the attack’s damage. We reduced the base Stagger amount from 30% to 25%, and reduced the bonus energy regen provided by Stance of the Sturdy Ox from +30% to +10%.

Miscellaneous adjustments:

  • We increased the duration of Glyph of Mind Spike from 6 sec to 9 sec.
  • We increased the healing of Chi Torpedo by 25%, but Chi Torpedo and Expel Harm no longer cause Eminence. As mentioned before, the general principle here is that spells and abilities which do both damage and healing are balanced around the healing they do, and don’t need to do additional healing through Eminence.
  • While we feel the damage of the warrior's Dragon Roar is balanced with the other two talents, the length of the stun feels gratuitous and helps prevent targets from being able to use defensive abilities. We're reducing the duration of the Dragon Roar stun to 0.5 sec, but changing its diminishing return category to the random / proc stun.
  • Finally, we were worried about mage mana regeneration at level 85. Arcane in particular works better when it has the advantage of the level 90 talents. Once Mists is released, Arcane will be able to perform fine while leveling up and running the occasional dungeon. However, we're in this rare "lame duck" period where players are still actively running what will very soon be lower level content (i.e. Dragon Soul and the 4.3 dungeons). As a temporary measure, we've doubled mage mana regen across the board to 2% per sec up until level 85. This bonus will start scaling down by 20% per level between 85 and 90.

There may be additional band-aids we need to apply (to any class) to account for the fact that the game is now largely balanced around level 90. The game systems need to function at all character levels, and they will, but most players will care a lot less about level 85 balance in a few short weeks.

If you believe any of these buffs, nerfs of changes to be inappropriate, you're welcome to share your feedback, but you will likely need stronger evidence than a link to the latest output from Simcraft or other simulations.

Secondly, we posted details on several weapon enchant procs previously, which seemed particularly useful. With that in mind, here are some more:

  • Lord Blastington’s Scope of Doom – 1 PPM, no ICD.
  • Vision of the Predator – 15% chance on direct/periodic spell damage dealt, 105 sec ICD.
  • Carbonic Carbuncle – 15% chance on direct white/melee/ranged/harmful-spell landing, 105 sec ICD.
  • Windswept Pages – 15% chance on direct white/melee/ranged/harmful-spell landing, 65 sec ICD.
  • Searing Words – 45% chance on direct white/melee/ranged/harmful-spell crit, 85 sec ICD.
  • Light of the Cosmos – 15% chance on periodic damage, 45 sec ICD.
  • Essence of Terror – 15% chance on harmful spell landing, 105 sec ICD.
  • Terror in the Mists – 15% chance on direct white/melee/ranged/harmful-spell landing, 105 sec ICD.
  • Darkmist Vortex – 15% chance on direct white/melee/harmful-spell landing, 105 sec ICD.
  • Relic of Yulon – 20% chance on direct/periodic spell damage, 50 sec ICD.
  • Relic of Xuen (STR) – 20% chance on white/yellow melee landing, 45 sec ICD.
  • Relic of Xuen (AGI) – 20% chance on white/yellow/ranged crit, 55 sec ICD.
  • Killing Machine – 6 PPM on white melee landing, no ICD.
  • Sudden Doom – 3 PPM on white melee landing, no ICD.
  • Fangs of the Father
    • Assassination: 23.139% chance on white/yellow melee landing, no ICD.
    • Combat: 9.438% chance on white/yellow melee landing, no ICD.
    • Subtlety: 28.223% chance on white/yellow melee landing, no ICD.
    • These chances are multiplied by 0.9 for lvl 89 targets, 0.8 for lvl 90 targets, 0.7 for lvl 91 targets, 0.6 for lvl 92 targets, and 0.5 for lvl 93+ targets.
    • After adding a stack, if you have >30 stacks, you have a [1/(51-stacks)] chance to proc the Fury buff.

A few more trinket procs. We probably won't go through every quest and dungeon trinket unless that information is really needed.

The problem with that comparison is that other tanks generally don't have a whole lot of abilities they want to use on the same resource as their active mitigation.

Think about it.

Things that use Holy Power other than SotR/WoG: (nothing)
Things that use Rage(Bear) other than SD/FR: Maul
Things that use Rage(War) other than Shield Block/Barrier: Cleave/HS (with no proc)
Things that use Frost/Unholy runes other than Death Strike: Death & Decay (with no proc), Plague Strike/Icy Touch (only used if you let diseases fall off between Outbreak).

Things that use Chi other than Purifying Brew/Blackout Kick: Guard, Level 30 Talents, Rushing Jade Wind, Breath of Fire, and indirectly (via energy) Dizzying Haze, Path of Blossoms, Transcendence: Transfer, Healing Sphere.

It’s true that monks have many resource-consuming "fun buttons," but they’re not unique in that regard. Bears, for example, are limited by both rage and time (which converts to rage). They have Maul to consume rage (at a very poor rage to damage conversion rate, but stackable), and many fun/utility abilities which are on the GCD, so effectively cost rage, or require shifting out of form, which can’t be done while actively tanking, and reset your rage. Paladins can continue using SotR and drop WoG completely for more damage, and are somewhat GCD limited. DKs have Army of the Dead, Chains of Ice, Control Undead, Dark Simulacrum, Glyphed Death Coil, Necrotic Strike, Path of Frost, Raise Ally, and Strangulate.

For Monks, you mention Guard, which is just as important as Blackout Kick and Purifying Brew, not some auxiliary fun/utility button, and Rushing Jade Wind, which is effectively free because it replaces a Blackout Kick. Breath of Fire and the level 30 talents are available to use for more damage, similar to Maul or SotR or Heroic Strike, or for group healing. If Healing Sphere were free, it’d replace Tiger Palm rotationally, and make them defensively GCD-limited. Dizzying Haze, Path of Blossoms, and Transcendence: Transfer are intended to be used at range, or to get to range.

As a Brewmaster, you shouldn’t be using the level 30 talents rotationally, other than perhaps against sustained magic damage, or where their group healing utility is more useful than your own survivability. We fully intend you to maximize your survivability and damage reduction while actively tanking, unless the utility provided by them is especially useful.

The TLDR of all this is something we try and state frequently: you can't just compare classes without evaluating the entire package. Lists of "these all work this way so my thing should work that way too" usually don't present super compelling arguments (for us at least).

One of the healers for that run, a shaman, was really frustrated last night because she had constant low-on-mana issues that she simply wasn't having before.
There is a two part answer here, and it's a big discussion. First, mana might feel tighter at 85 than it will at 90. As I said above, we spend most of our effort making sure raiding at 90 feels good because after a few more weeks, the number of raids below level 90 will be a very small number. Part of the reason we made sure Dragon Soul was good and nerfed was so that nobody's progression would be unduly affected by the level 90 numbers.

Second, mana was a non issue for many raid healers, especially those in heroic gear due to the way Intellect provided so much longevity by increasing the mana pool. Those healers who didn't pay a lot of attention to Spirit (say you had Power Torrent instead of Heartsong) might definitely notice lower regen. So I don't want to suggest that you'll soon be back up to endless mana. Our goal for Mists was to make mana when undergeared not as punishing, but to make mana when well geared not as trivial. We just needed to reign in both extremes.

We didn't see healers struggling with mana on the level 90 raids to the point that we'd worry about it, but those characters weren't wearing the actual gear they'll acquire in Pandaria, and despite the many volunteers we had, it's still a small sample size.

So, we'd like to see how it feels at 90 before making any regen changes. If the next few weeks are unbearable for healers, then we'll do some sort of band-aid the way we did for Arcane mages above.

This isn't the appropriate thread to get back into the discussion of whether healers should ever be mana limited, or whether static mana pools are a good idea, etc. Feel free to bring those up in other threads. In this thread, the most helpful responses on the topic would be along the lines of the degree of the change. How much sooner are you using Mana Tide? Are there some fights you could defeat last week that just feel impossible this week? Is it something healers will adjust to after another week of Dragon Soul?

Is it intended for DK CDs like, Army of the dead and Empower runic weapon not to reset after wiping to an encounter b/c other lengthy CDs from other classes are being reseted after a wipe. It would be great to know if that behavior is intended or just an oversight.

Is this happening to you on live? My doomguard wasn't resetting last night on live after a few wipes so it might be something we get at 90. Does AotD reset work for you on the beta? (I'm assuming AotD would reset because it's 10 minutes, but not Empower Rune Wep since it's 5)

Most long-term cooldowns are not reset when a raid encounter ends. The ones we specifically wanted to hit were the battle rezes and the big, raid-wide cooldowns like Bloodlust and Alter Time. The question we asked ourselves was: would a reasonable, progression-oriented but not world-first guild delay their next pull by several minutes to wait for X to come off of cooldown? For Rebirth or Bloodlust, we concluded the answer was yes. For Army of the Dead or Empower Rune Weapon, we concluded the answer was no.

I agree. Guilds may just end up waiting the 10 minutes anyway. But at least now we know.
Alright, this post caused a knockdown, drag out in my office. Weapons were recklessly pulled down from walls, etc. I mumbled something about how I'm the boss and what I say goes, but that didn't work either.

After the dust cleared, we decided that we would allow any cooldown that lasts 5 minutes or longer to be reset on raid encounters. The one exception is shaman Reincarnation, because we don't want to have to include it as a true battle rez, but think it would be too valuable if you could use it every single attempt. Most fights (we hope) aren't planned around the shaman dying.

We'll implement this change as soon as we're able.

Never mind theorycrafting this and that heres hard fact.
Stating that your opinion is fact does not make it so. This is largely a theorycrafting thread. It's fine if that doesn't interest you, but then neither should the thread.

Just to check: It sounds like the intent is that every class generates roughly the equivalent of one proc-capable event per GCD (plus or minus half a second or so)?

To testers: My very-rough mental estimate based on the above description is putting spriests and afflocks (afflocks in particular) at a slight disadvantage compared to casters, and casters at a significant disadvantage compared to melee - how is this working out in reality?

That’s pretty much accurate. Note that we aren’t trying to get Stormlash exactly balanced between classes, just that it’s within the same order of magnitude. (Blue Tracker / Official Forums)

Hunter (Forums / Skills / Talent Calculator)
The mechanic changed, but it's no longer affected by Master of Beasts.
Bug. Murder of Crows should also benefit.

Mostly I'm focused on the numbers, but I do want to comment on the AoE pet nerf. The particular thing I want Blizzard to focus on is that BM hunter AoE should be balanced around normal pets, beast cleave, etc. and not around the assumption that a BM hunter would bring an AoE pet (no hunter I know of does).
That’s exactly how we feel as well. We had been balancing BM AoE with Beast Cleave as the primary AoE method, and were thinking that the AoE pets would be a small boost on top of that if you went with them. However, as we recently noticed, the AoE pets over doubled your AoE DPS. The sheer damage that a Stampede of five Rabid Chimaeras were able to put out was, in a word, absurd. These changes should bring them back in line with where we intend them to be; a small boost over the other pets for AoE damage.

Additionally, we’re going to revert the more expensive focus costs of Froststorm Breath and Burrow Attack and instead go with 10 focus +5 focus per sec, and change Froststorm Breath to scale with the pet’s melee haste and crit, instead of spell haste and crit.

Monk (Forums / Skills / Talent Calculator)
Has anyone figured out (or could a blue just tell us) how the mistweaver mastery proc rate works with AE heals? Does the chance apply evenly to every effective heal from soothing mist to SCK in the middle of 25 people, or do AE heals have the proc chance reduced? If so, by how much?
Since Mistweavers heal from such a significant variety of spells, some of which tick very fast, it’s not purely a raw chance per heal event. The chance displayed on your Mastery tooltip is the base chance, but there’s a multiplier on ticks from various overly frequent sources:

Excellent, thanks a lot for that. Since they're not on the list can we assume surging mist, chi wave, chi burst, ZS: D, and Uplift are all at 1.0 multipliers per target?
Updated Gift of the Serpent proc scalars:

  • Renewing Mist: 0.15
  • Chi Wave: 0.25
  • Zen Sphere (Periodic): 0.25
  • Zen Sphere (Detonate): 0.15
  • Chi Burst: 0.15
  • Soothing Mist: 0.3
  • Soothing Mist (Statue): 0.15
  • Enveloping Mist: 0.2
  • Uplift: 0.25
  • Revival: 0.15
  • Eminence (Self and Xuen): 0.2
  • Eminence (Statue): 0.1
  • Chi Torpedo: 0.15
  • Spinning Crane Kick: 0.1

We said MULTIPLE times that if you limit how much chi we can have, what we are going to do? trim the fat and focus 100% of our chi on shuffle and purefying brew. Christ we been there at least half a dozen times on beta.
Every. Single. Time you guys mess with our energy regen, we left our other skills out of the rotation and focus 100% of our effort on shuffle/PB.

Great, then we’re on the same page. Other than niche situations, Shuffle, Purifying Brew (and Guard, which I assume you also are including) should be where you spend your Chi, just as a Guardian Druid uses nearly all of their rage on Savage Defense or Frenzied Regeneration, or a Protection Paladin uses nearly all of their holy power on Shield of the Righteous or Word of Glory.

The thing that has changed significantly since you last tried 11 (or 10.4) energy/sec base, is that Tiger Palm is free, so you have something to do with the extra time.

- 100% uptime on shuffle for 5 mins require 50 BoK uses or 100 chi.
- that leaves us with 55 chi to spend on other things.
If we use PB every 8 seconds that would cost about 38 chi, leaving 17 to spend on other things.
Long story short we can produce 155 chi and need 138 to keep shuffle up 100% and use PB very often.

You shouldn’t need (or usually want) to keep Shuffle up 100% of the time. You should have a limited amount of resources, that you need to intelligently distribute between Guarding, Shuffling, and Purifying. It shouldn’t be as simple as “Everyday I’m Shuffling”.

Having no wiggle room on Chi generation makes expertise HARD CAP our number one secondary stat. This is a problem. No serious tank I know is concerned with having hit/exp being valuable, but having a exp HARD CAP be number one is a little ridiculous. Before the energy change a minor tweak could have changed it.. now that a missed/dodged/parried Keg Smash is even more detrimental to survivability this quirky the hard cap will have to be met.
Can you provide a source for this? We’re skeptical that hard-capping both hit and expertise is optimal for Brewmasters.

So we've been discussing your changes.. you mentioned dropping stagger by 5%, but the new beta build is at 10%.
Yes, you are correct. We ended up reducing it all the way to 20%, not 25% as I said before. I mentioned in another thread that we're looking a lot at tank survivability and will have some more changes for you soon (tm). These are numbers adjustments, not mechanics changes.

The new rotation keeps about the same optimal usage of Purify - 85%. The difference is instead of 80% uptime of Shuffle with that, you have 75% uptime and simply never use anything but PB and BoK. Level 30 talents are never worth using for self-healing purposes, since you would be better off pushing back to 85% shuffle uptime given additional chi.
Sounds perfect. Thanks! We want Brewmasters to use the level 30 talents, but they shouldn't be rotational as they are for Mistweavers.

Rogue (Forums / Skills / Talent Calculator)
Now that Crimson Tempest’s DoT actually does some dmg could we get the rolling dot mechanic put in this? It currently works like hemo (could we get that on this too) if you use it again with a smaller one it overwrites the bigger dot. Both dots already can't crit just like ignite I would hope they could at least get the rolling mechanic it has.
It’s currently intended to not do that, though it’s something we’re considering.

Are these accurate? I only ask because since the hotfix sub is proccing as slow as combat now and you didn't say anything about it in your hotfix updates post.
Which hotfix? Nothing has changed with this recently.

Shaman (Forums / Skills / Talent Calculator)
When I use the Unleashed Elements attack with Frostbrand Weapon and the Unleashed Fury talent, I go up to 150% speed (according to my character sheet). However, when I switch to Ghost Wolf while in this form, there is no additional speed increase; it stays at 150%, and then after 4 seconds it goes down to 130%. They don't stack. Is this intended?
Is Ghost Wolf's speed increase intended to stack with anything?

This should be fixed soon. Ghost Wolf should stack with other speed increases.

Echo of the Elements appears to duplicate Unleash Flame casts, but not Unleash Frost. Intended?
This should also be fixed soon. Unleash Frost should be able to Echo.

Searing totem is still a 35yd range for Elemental. Could we please see it bumped up to 40 yds? Thanks!
Sure. We recently changed Searing Totem to 25 yard range base (so 40 for Elemental).

Healing Stream and Healing Tide totem pulse speed is based off of only spell haste right? or does it vary by spec?
Only spell haste.

Also is Fire Elemental's attack speed based off of spell haste or melee haste?
Only melee haste.

I'd really like to know exactly how Stormlash functions.
There is a quote from Bismark or Saxe or someone about how laws are like sausages and it's best not seeing them getting made. I used to work with Bruce Shelley, and he said the same thing about game design.

Stormlash is complicated. You do not need to understand or remember all of this to benefit from the spell. We're just sharing the insides of the sausage because it was asked for theorycrafting purposes.

Stormlash. Chapter One...

  • The base damage is 20% of AP or 30% of SP, whichever is higher.
  • That amount is multiplied by 0.2 for normal pets, and by 0 for guardian pets.
  • Next, if it’s an autoattack (or spell that we count as an autoattack such as Wind Lash or Shadow Blades or Tiger Strikes), then it’s multiplied by 0.4, and then by WeaponSpeed / 2.6. And if it’s an offhand attack, it’s then multiplied by 0.5.
  • If it’s periodic damage, it doesn’t Stormlash, unless it’s Mind Flay, Malefic Grasp, or Drain Soul.
  • For all other spells, it’s then multiplied by BaseCastTime / 1.5 sec, with a floor on the BaseCastTime of 1.5 sec.
  • And then there are multipliers for certain spells: 2x for Lightning Bolt, 2x for Lava Burst, 2x for Drain Soul, 0.5x for Sinister Strike.
  • Finally, that’s the average damage it deals. It will actually deal that +/- 15 %.
  • It also has a 0.1 sec ICD on triggering, and can miss based on spell hit.

Warlock (Forums / Skills / Talent Calculator)
Quick point of interest. Succubus and Grimoire of Supmremacy talent: shivarra, for Warlocks. Tooltip says that Seduction/Mesmerize will be applied to target who stun/silence/fears the master. noticed that as a rogue stealthed, sapping a warlock causes the seduction/mesmerize to occur and pull the rogue out of stealth.
Bug, or Working as Intended?

Bug. The Succubus and Shivarra were autocasting Seduction / Mesmerize on the CCer, without bothering to check if they could actually see the target.

Fix the pet aggro issues! Let me at least raid as Demonology using Grimoire of Supremacy!
Should be fixed now. There were some issues with threat from pets in Dragon Soul specifically.

Warrior (Forums / Skills / Talent Calculator)
cleave is its not worth using cleave at all as SMF as the damage of heroic strike is 17645 and cleave on two targets is 17643 which is 11 damage difference, although it isn't much at all it still isn't worth using cleave at all, maybe add the do more damage when using one handers like heroic strike has.
We recently made Cleave do 1.4x damage when using a 1H weapon, just like Heroic Strike.

Does heroic throw reset the swing timer anymore? If not, please make it do that again, or attach a very minimal rage cost to it. Due to the ability costing 0 rage and not resetting the swing timer (So we think.), it has snuck its way into our single target rotation to fill up empty-gcds.
We purposely left Heroic Throw (and Storm Bolt) not resetting the swing timers for warriors who absolutely can't stand to have idle GCDs. As long as Heroic Throw doesn't push other abilities out of your rotation, we don't have a problem with it.

Beta Dungeon and Raid Testing
Originally Posted by Blizzard Entertainment
FEEDBACK: Mogu'shan Palace (Challenge)
In this beta build, we will be unlocking the Challenge mode for the Mogu'shan Palace instance.

A few relevant testing notes:
  • You must have completed the Heroic version of the dungeon once in order to attempt the challenge mode.
  • Item level will be normalized to 463.
  • There is no queue system for challenge modes; groups must be formed manually and you must zone in from the outside world.
  • While the challenge is active, the group leader may Reset the dungeon at any time via a drop-down accessible by right-clicking your unit frame.
  • You may want to dig up those dusty keybindings for things like crowd control and interrupts.

Please use this thread to share feedback regarding the dungeon, including information on group composition and completion times. (Blue Tracker / Official Forums)

FEEDBACK: Heart of Fear (Raid Finder)
The two Looking For Raid segments of the Heart of Fear raid zone are now open, and should remain open until at least the end of the weekend, but likely longer.

Please use this thread to post any feedback regarding your experiences with the LFR version of Heart of Fear. (Official Forums)

Blue Posts
Originally Posted by Blizzard Entertainment
Mobile Armory Remote Guild Chat Update
The issue affecting connectivity has been resolved. Thank you for your patience. (Blue Tracker / Official Forums)

Healers and Hit Bonuses
To clarify, monks will keep their Spirit to hit conversion. Other healers will just have enough free hit to hit. (Blue Tracker / Official Forums)

New LFR Loot System Feedback
I'm betting they've put some sort of minimum in (e.g. at least 5/25 people will always get loot). They aren't completely stupid.
Nope. There is a small chance nobody will get loot and an infinitesimal chance everyone will get loot. Random is random.

I had thought the loot system was supposed to favor a person who actually needs the loot. I ran 2 LFRs yesterday and got 3 pieces of gear I already had.
The game doesn't analyze your character and come up with a list of potential upgrades. It just makes sure it doesn't give priest gear to a paladin.

It doesn't favor anyone and that's the point. All loot rolls are individual and not affected by anyone else.
Correct. Remember the goal here was not to make gearing up faster or to provide players a way to force certain loot drops. The goal was to remove potential drama that results when a group of strangers in a fast-moving raid doesn't have the time or inclination to site down and agree on who should get what loot. Nobody can accuse you ever again of "ninjaing" an item that was a better upgrade for them. Players can be angry at the laws of probability (or even us) instead of each other.

I understand some of you liked the wheeling and dealing of deciding who should get an item. We just think that will work better for a pug in normal difficulty where you have more control over group composition, can agree on some ground rules, and generally move at a slower pace.

It would be nice if the loot was at least trade-able within the raid. I ran on my mage yesterday, and although I need gear, I got pieces I already had. I then looked at the DPS meters and noticed someone who had very good APM and was at least trying to DPS but was lacking and gear and attempted to toss it to them but alas I could not.
It's great that you're willing to help out your fellow player, but as soon as the possibility for that exists, it undermines our attempt to remove drama, because it would allow players to try and argue with you that they deserve the item you won.

And players are going to flip a conniption when no one gets any loot off a boss.
As I said, we'd rather you get frustrated because RNG isn't working in your favor rather than get frustrated because someone who doesn't even care whether they won an item that you desperately want refuses to trade it to you.

But i need to SEE what I didn't win. Right now it seems like the boss died, and I got 25g in a sack. that's it. I don't care that I didn't win any loot, but I DO need to see WHO did, and WHAT they won.
We considered this, and still might, but part of what we didn't like with the old system was how spammy the messages were. If 10 people win loot, it still might be pretty spammy. As other players point out, there is also a secondary consideration that it might be more frustrating to see a couple of guys win an item that you wanted rather than just not know.

I expect the common lack of understanding of statistics will be directed firmly at Blizzard over and over again.
Yep. Players mad at us is a superior situation to players being mad at each other.

They wont tell us. one post said 5%, then another post said not 5%. 4 per 25 would be 16%, but I doubt its that, because they dont want people gearing that fast and there is Charm or good fortune tax. So its probably around 10% but there is no way to know for sure till blizz fesses up.
Off the top of my head, I believe the chance is 15%. That does not include the Charm of Good Fortune.

New roll results frame added. This new feature can be accessed by clicking the word "[Loot]" in chat, or by typing "/loot". What does this do? And does it apply to LFR?
If you want to see the results of a loot roll, you can look at the [Loot] link. This system replaces the spam of having a bunch of rolls in chat. This is particularly helpful under Master Looter when you invite individuals to roll. It does not apply to Raid Finder. If we decide that announcing who won what in Raid Finder is a good idea then we could add it.

Personally I never found an instance where someone got mad because they didn't win what they wanted. However I did find circumstances where someone would win a piece that they already had or didn't need such as having the normal or heroic version of the piece. But honestly, the solution to that problem is sooo easy to fix. Just don't allow players to win loot if they already have the piece on their character or in their bags, it is that simple.
You're lucky. I've seen plenty of ugly arguments in the Raid Finder runs I have been on. (I always pass on everything, because I'm just there to observe.) If you're running with friends, then there is a big incentive to not be a jerk. If you're running with some dude from another realm who you'll never see again, then there's much less reason to be nice to the guy.

I'll also challenge the "it is just that simple." Some warriors want two copies of Gurthalak. Do we always push two-handed weapons to warriors? Just Fury warriors? What about caster shaman who might want to gem their Elemental and Restoration sets differently? What if you don't have the LFR version of the item, but you have the normal version? What if you don't have that exact item, but you have a better item for the same slot? We can come up with rules for all of those, but they're not simple rules and players may not understand them. Today you can roll on an item that you already have. Maybe you want to disenchant it. Maybe you're just greedy.

Furthermore, if we don't let you get an item you already have, we're not going to give you the other item that you want -- that just lets you gear up more quickly. Instead, we'd give you gold instead. When fishing for a particular item, I think it would feel better to get an epic item that I already own rather than to get nothing but gold over and over again. But I understand that might be subjective. (Blue Tracker / Official Forums)

Golden Lotus Reputation Grind
If you've ever worked in a large company before as part of a development team, you've probably been in the situation where you come up with a great idea, work hard at making it a reality and then have management come back at you saying "Thanks for all the hard work but we decides things will be like this instead. Make it happen".
Our management doesn't work that way. You can blame me for anything you don't like about the game.

But, if you're saying that you like to play WoW by just running raids and nothing else or you expect your alts to be as powerful as your mains without having to actually play them, then that is going counter for the direction we're taking for Mists. I'm trying to explore a little bit in this thread what some players are looking for. You can consider the Golden Lotus faction to essentially be another questing zone (Vale of Eternal Blossoms in fact) but a maximum level zone for reputation instead of leveling zone for experience. Players don't often suggest that they should be able to skip whole leveling zones, even on alts, so I want to understand the desire to skip over this content. If the issue is just that "faction grind" and "daily quests" leave a bad taste in your mouth from previous experiences, then that's totally reasonable, but give us a chance to show you how much better these new ones are. (Blue Tracker / Official Forums)

Numbers Tweaking
We're working on Kill Command for Dragon Soul. It works fine on all of the level 90 raid bosses.

As we often caution, there is a big difference between target dummies and raid bosses. We aren't going to (and don't want to!) guarantee that every spec does equal DPS on every encounter. We think it's interesting and fun that encounter mechanics can play into the strengths and weaknesses of various specs, so long as the delta isn't gigantic.

Also remember that while we test for a variety of skill levels, the numbers that tend to get tossed around are the highest possible numbers for a skilled player playing flawlessly. Very few of us can play flawlessly. Improving your individual play will almost always have a greater impact on your DPS than the kinds of buffs we typically hand out. (Blue Tracker / Official Forums)

New LFR Loot System
Is there no more drops or what ? I did several attempts now and still no drop other than 25 g what is wrong ?
The drops are there! The Raid Finder now uses a new looting system introduced with patch 5.0.4, called Personal loot. You can read more about it on this blog article by Ghostcrawler. (Official Forums)

Warrior (Forums / Skills / Talent Calculator)
Beta Warrior Feedback
We felt like the uptime that a warrior had on a target in PvP was high enough without changing Heroic Leap to be a snare breaker.

We considered a variety of ways we could lower uptime, but ultimately settled on the PvP set bonus. One reason was because nobody actually had it yet, so it would feel like less of a nerf than changing something like the Charge talents. The other reason had to do with clarity. As I have said recently, one of my biggest concerns about the talent changes effect on PvP is that it makes it so much harder, perhaps even unreasonable, to learn the toolbox of every potential opponent. As a caster, a warrior that is at range and immobilized should be the visual trigger that it's okay to start casting, but you already have to mentally account for so many things, from trinkets to Spell Reflect, possibly Storm Bolt and perhaps even Disrupting Shout depending on range. Having to also mentally keep track of the warrior's Heroic Leap cooldown erodes clarity even further.

We don't find the argument that you need a dispeller to handle roots and snares to be compelling. You're not supposed to be a one man army. You're supposed to be glad that you have teammates to help you out. We don't think this one change is going to mean warriors don't have sufficient time to perform melee attacks (even sans dispeller).

I'll admit it was a very cool bonus and one I was looking forward to on my warrior, but on top of the overall package that warriors have, it looked like it was going to become a problem.

I don't expect many warriors to agree with our logic, because that would ultimately mean admitting that you were too powerful in PvP, but you asked for it, so there it is.

That said, I DO think what GC said about Stormbolt is silly because of course you'd want to use it in your rotation as a PVE DPS Warrior if you spec'ed into it. Otherwise it'd be nearly useless in PVE situations.
Yeah my comment was unclear. Storm Bolt doesn't reset the swing timer because we don't want warriors to have to worry about when it's okay to use or not. Use it. We let Heroic Throw not reset the swing timer because it's a small source of damage you can use when nothing else is available if you hate having empty GCDs. It will be a very small percent of total damage.

You honestly think Warrior mobility was higher than other Classes ? I think you should go look at Druids then because ours is about half as good as their is right now.
That's not the issue. The issue we were concerned about was warriors being too good in PvP, and that the leading contribution to that was that they were almost impossible to control. Warriors have a lot of mobility and a lot of answers to being controlled. Nerfing a set bonus that nobody actually has on live and few players have gotten used to seemed like the appropriate place to address that.

If we conclude that druids are too dominant in PvP, then we can look at whether their mobility is the main contributing factor, or whether it's something else like crowd control or healing.

If you think that warriors are weak in PvP or that other classes are too powerful, then that's an appropriate thing to bring up, but I don't expect to see a very diverse set of opinions in a thread that has been about warrior issues for 46 pages. I know it's not fun to be nerfed, and I don't honestly expect many players to say "Yeah, it's true, we were probably too good." That happens, but it's very rare. It's easy to look at a toy you almost had that slipped away and be disappointed. I get that. (Blue Tracker / Official Forums)

Paladin (Forums / Skills / Talent Calculator)
Build 16030 Retribution Changes
I dont mind the DS nerf near as much as the mastery nerf as 1; its a double dip nerf to DS as DS is on the mastery and 2: a mastery nerf is a straight up damage nerff to all pally abilities so its not just the 3% for 1 or 2 spells its 3% from CS, HotR, HoW, TV, and DS. Which is the entire ret rotation. even small nerfs to mastery have large repercussions to ret cus its effects as so wide spread into the ret spec.
Ret mastery was not nerfed. It has been 15% for quite awhile. You're probably just seeing a tooltip correction. (Blue Tracker / Official Forums)

Death Knight (Forums / Skills / Talent Calculator)
Stamina Buff for Death Knights
As Reltus quotes, we were worried about DK spike damage. With this change we feel that all of the tanks are pretty close in terms of surviving spikes, but at the moment DKs and Brewmasters require too little healing and warriors and druids require too much healing. Paladins are in a good place and serving as our target. Our solution to the rage tanks is probably going to be to give them more rage to use their defenses more. We haven't decided what to do with DK and monks yet. We're not considering major mechanics changes -- just numbers adjustments. (Blue Tracker / Official Forums)

Shaman (Forums / Skills / Talent Calculator)
Chain Lightning Changes
I believe my post said:
  • Chain Lightning now deals 17.5% less damage to the primary target, but chains 80% of the damage to each successive target, up from 70%. This should help spread the damage better, and also reduce the damage against a single target. The total damage remains the same, when glyphed.

In other words, it does less damage to one target but that is offset by more damage to subsequent targets. We want to keep it an AE ability. (Blue Tracker / Official Forums)

Trading Card Game Art Update
The Trading Card Game art gallery has been updated to feature ten new pieces.

by Published on 2012-08-30 09:54 PM

Mists of Pandaria Beta - Build 16030
A new beta build will be deployed on beta realms soon. We will be updating these notes frequently, so keep checking back!

This build is Patch 5.0.5 and has "lots of tweaks and fixes from both the beta and stuff that's occurred on live".

Spell Changes
Originally Posted by MMO-Champion
Death Knight (Forums)


Druid (Forums)
  • Hurricane base damage increased by 27% and SP scaling increased by 7%.
  • Swipe now does 400% weapon damage, up from 375%.
  • Thrash damage increased by 7%.

  • Dream of Cenarius now increases the damage done by your next 2 Moonfire or Sunfire casts by 50%, down from 65%.

Hunter (Forums)


  • Burrow Attack now costs 50 Focus, up from 20. Base damage reduced by 50%..
  • Froststorm Breath now costs 50 Focus, up from 20.
  • Rabid now increases your pet's attack power by 25% for 20 sec, down from 50%.

Mage (Forums)
  • Ice Lance base damage increased by 13%. SP scaling increased by 13%.
  • Mana Attunement increases mana regeneration by 400%, up from 150%.

  • Frostbolt causes the target to take an additional 5% damage from your Frostbolt and Ice Lance, and your Water Elemental's Waterbolt, down from 8%.

Major Glyphs
  • Glyph of Ice Lance: Your Ice Lance now hits 1 additional target for 40% damage, down from 50%.

Monk (Forums)
  • Chi Torpedo damage increased by 10% and healing increased by 25%. AP scaling increased to 51.8%, up from 41.4%.
  • Spinning Crane Kick now does damage every .75 sec and lasts 2.2 sec, rather than every 1 sec for 3 sec.


  • Stance of the Sturdy Ox now increases Energy regeneration by 10%, down from 30%. Stagger now causes 80% (was 70%) of the damage to happen instantly and the remaining 20% (was 30%) to be divided over 10 sec.

Paladin (Forums)

Priest (Forums)
  • Mind Sear damage and SP scaling increased by 30%.

Rogue (Forums)
  • Blade Flurry now reduces energy regeneration by 20% when active, down from 30%.

  • Premeditation now allows additional combo points to last 18 sec, down from 20.

Shaman (Forums)

Warlock (Forums)
  • Seed of Corruption base seed damage reduced by 30%. Damage target needs to take before explosion and SP scaling reduced by 30%.


  • Seed of Corruption base seed damage reduced by 30%. Damage target needs to take before explosion and SP scaling reduced by 30%.


  • Fire and Brimstone: Your next Immolate, Incinerate, Conflagrate or Curse will hit all targets within 15 yards of the target and deal 43.4% of their normal damage, down from 55.8%.
  • Havoc now has a 25 sec cooldown, down from 45 sec.

  • Felstorm now does 100% weapon damage, down from 150%.

Warrior (Forums)

  • Dragon Roar now does a .5 sec knockdown, down from 3 sec.

Raid & Dungeon Abilities
  • Stomp Splits 750,000 Splits 675,000 damage between all targets within 25 yards.
by Published on 2012-08-30 05:47 AM

A Unique Collection, Blizzard at PAX Prime this Week, Diablo III Chrome Themes, What Paragon Level Are You?

Dragon Soul Difficulty Change - 35%
The Power of the Aspects buff has been increased to 35% as of Patch 5.0.4. As there was no official announcement yet, see the previous 30% post for more information.

Misc Patch 5.0.4 Changes
There are a few changes we haven't mentioned recently, and new changes that have popped up since the patch went live.

Into the Vale In Game Cinematic
This is a short and simple cinematic that plays when you unlock the Vale of Eternal Blossoms zone. This is the final zone you will progress through while leveling to 90 and it contains the Horde and Alliance Pandaria capital cities where you will learn to fly in Pandaria. It is unlocked by completing a quest chain in Kun-Lai Summit.

Get Ready to Saddle Up
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Many exciting new mounts will be hitting the skyways and byways of Azeroth when adventurers set sail for Mists of Pandaria on September 25. From Cloud Serpents to Water Striders to your own flying clouds, mount collectors will get to ride off into the sunset on a plethora of exotic rides.

What is a plethora?

Heroic Ragnaros Health Decreased
Ragnaros had his health decreased in Patch 5.0.4, down to 63 million from 74.2 million in Heroic 10 man mode. Normal mode remains unchanged.

Blue Posts
Originally Posted by Blizzard Entertainment
Mobile Armory Remote Guild Chat Update
The Mobile Armory Guild Chat and Auction House recently went free to all World of Warcraft subscribers giving access to many great features including the Remote Guild Chat. We are aware of issues affecting connectivity to this feature and have temporarily disabled it until we can resolve the issue. A fix should be in place very soon. (Blue Tracker / Official Forums)

Alterac Valley NPC Difficulty
From this post, are you saying that the NPC's on beta are deliberately weaker than they're intended to be so that the levelling bracket isn't punished? I always thought - and it certainly seems that way if you level through the brackets - that the NPC's have their own stats based on the bracket, not a direct scale down based on the max bracket... maybe I read the post wrong!
As I said, it's complicated, but essentially in order to make the bosses appropriate difficulty at level 90, they have to be either very strong or very weak at level 85. We went with the latter. Check them out at level 90 and see if they feel better.

Could you take a few minutes to address the concerns in the main post as well please? AV just isn't fun now and if things stay the way they are looking to stay based on the beta - won't be fun for Mists. I think a lot of players all over the world would really appreciate it.
There are two big relevant topics for Alterac Valley. One is that the BG is scary to work on. What I mean is that it was super ambitious, probably over ambitious, for when we released it. It is probably the single most complicated design in WoW in terms of how it was built. Some days I am surprised it works at all. Brave designers run in terror when they peer into the dark recesses of AV to try and figure out a bug or even dare to hope to understand how many of its complicated parts work. We've known for a long time that AV needs to be rebuilt. The good news is that we have many more powerful tools these days. While they still aren't as complex as AV, the new BGs took a fraction of the time to build. I think we could rebuild AV with less duct tape and baling wire these days, which in turn would make it a lot more reasonable for us to test out changes.

So, we can fix the functionality. The second question is, can we fix the design? Should we? This is a very big topic, so I don't expect it to be fully resolved even in a thread of this length. Obviously AV has changed a lot over the years. It rarely lasts 7 hours anymore and you don't see bombers and scrap turn-ins and Ivus. I personally thought it was a lot more fun when you engaged the opposite faction instead of running past them. We could have a long discussion about what the role of the towers and mines and graveyards should be and how much difference players playing defensively should be able to make. Should the bosses behave like raid bosses or should they just be speed bumps? Some players like AV's size and scope because it's easier to blend into the background -- it's a great beginner's Battleground. Other people think it would be more fun if it was smaller (maybe in geography and team size). Maybe we need a small rated version and the 40-player unrated version.

One of the new features we just introduced is the ability to thumbs down certain BGs. You better believe we're going to monitor that data closely and see which BGs players actually like and hate. (We'll compare that data with completion rates, and honor per time and so on -- we won't just delete or overhaul the two least popular maps.) Maybe AV ends up as the most popular BG, which means that changing it might make a lot of people mad. Maybe the right answer is to leave AV as it is and just make a new BG that plays the way we think AV should be played. I doubt that will be our conclusion, but we do want to gather some more data before we do anything drastic.

I'm sorry I can't burrow into every single suggestion, but I do like the idea of turning the (non-scaling) trinket into a tabard. We do appreciate all of the feedback. We really do pay attention to it. (Blue Tracker / Official Forums)

New Talent System Feedback
We have these sorts of concerns and threads every expansion or every major patch that makes additions and changes. We understand that there are those that love and embrace change and others that don't or take a bit longer to adjust. It's the very nature of these types of development for MMOs.

There are a few things to keep in mind though as you're experiencing these things for the first time (if you are experiencing it for the first time.)

First off, it's important that everyone remembers that feedback needs to remain constructive. Telling us that you don't like something without specifics is just unhelpful. Also, using profanity in your posts, no matter how strongly you may feel about something, is not appropriate for the forums. Again, if you want to share your thoughts and ideas, we're always open to what those are.

Next, it's important to keep in mind that much like with previous expansions, you're only getting one part of the overall picture. There's a lot more coming with the release of Mists of Pandaria, and we are aware things aren't going to feel "quite right" right now to some people. As the rest of the systems and design are released with the expansion, some of that unease or apprehension may well go away.

Lastly, we have been doing our best to convey what's coming for some time now. We have the beta going and the PTR that was available for those that wanted to test things out. We've taken into account a lot of that feedback on many fronts over the development of this expansion, and as always, we don't plan to simply stop working on it just because we've patched. The design team is always working on finding ways to improve the experience for all players. This is no small task though.

This isn't a new game. It's an evolving one and much like a fine wine, we'd like to think it's only getting better with age. It's understandable though that not everyone will enjoy the changes we've made, but we'd like to hope that if they don't they'll take the time to get a good feel for the changes and go into it with an open mind. Hopefully, the next step for these people is to share their constructive feedback as always. We just released the patch after all, and we'd hope that people would give it a little time before immediately deciding they're unhappy. We are also not unaware of things that may need fixed or adjusted. Again, constructive feedback is key and we'll continue to smooth things over as quickly as possible.

I like change, but this is way too easy. When I was choosing my talents it was a no brainer on all of them. I liked the old talent tree way more, being able to spec wrong is apart of the learning experience, which is gone now. There is no learning curve anymore, and its sad
I think you're making the same error that others are in this regard. There's going to be something to being able to switch out abilities as the situation needs. So, you may decide that a certain talent is better against one boss than another, or in PvP, or for soloing. You won't just simply set your talents and leave them for every and ever untouched because someone told you it was THE spec to be in. You'll be able to define your experience from situation to situation. I think there's a subtle sort of complexity available that many are overlooking because they just see a simple streamlined interface.

Maybe you will just set your talents and forget them, but from what I've seen in beta, it's very easy to slip into the idea of "this isn't working for me, I think I'll change it up with this instead". It's very freeing and at the same time, makes you think about things just a little more before just jumping into the fray.

Are you really trying to sit here and suggest that this is a matter of "some people don't like change"? No, this is a matter of people don't like the development decisions. We want change, we have for a long time, just not the changes that you're making. There is a huge difference.

Part of the problem here, I feel, is lack of acknowledgment coming from the developers toward the part of the community that disagrees with their current vision of the game. Chalking that up to a personality trait is really ludicrous and insulting.

For example, There was a LOT or constructive criticism about this new "talent" system and class design. Specifically that the entire system was too dumbed down and we'd really like an actual talent system. How was that taken? Clearly, we still have the same system in place.

There are a lot of little things I could say about design, but at the end of the day, as the OP said... the train goes on regardless. Sure, there may be some turns here and there .. but at the end of the day we're still on the same set of tracks.

No, it's not absurd. It's a simplification of the sentiment perhaps, but not absurd. Keep in mind, sharing constructive feedback doesn't mean that change is going to occur. It's no guarantee the developers will agree with your thoughts, but it does help shape future endeavors. Sometimes the answer is "no, we don't agree" sometimes the answer is , "interesting but we can't do that right now" and sometimes it's "good point, we should look into that." Sometimes your feedback leads us to unintended changes or bugs that need fixed. Sometimes, it's the spark of something for another time. This is why we have these conversations with you all. It may be frustrating not to see the change you want. It may be frustrating to not agree with the direction the design team is taking too and that is understandable as well.

But in the end, the development team has the health and well-being of the game as a whole in mind and we will continue to talk to you all about what those things are as much as we can. As far as developer feedback goes too, we've been sharing it on a regular basis both in these forums and on the beta forms (Ghostcrawler himself in many cases). We may not be hitting every topic you want, or telling you what you want to hear, but we haven't been avoiding these conversations. There are just a lot of conversations to be had or at least a lot of desire for conversations. In some cases, there's just not much we can say either. We sometimes just want to wait and see how something plays out before taking anything further.

(As for the avoiding profanity comment I made earlier, it was a reminder for those who have been posting other threads or are thinking of posting their own.)

For those that feel there may be specific talent choices that are missing that you had in 4.3, could you share what those are? I think that could lend itself to a more interesting discussion at this point. I think we've gotten too far off the tracks with people arguing about whose opinion is more valid.

We're still keeping an eye on the thread and would love to see what your thoughts are.

I miss all the talent options
Which ones specifically?

Honestly......its like there are zero talents for PVE. Look at the hunter talents not a single one seems to benefit, in any way, the PVE player.
Specific examples of what you feel is missing is key. (Blue Tracker / Official Forums)

Account-Wide Titles
So..I have this old title Corporal on this old rogue and my other toons don't have it. What gives? Do they have to be on the same server?
Not all titles are available to use account wide, PvP titles being one of them. There are exceptions that apply to mounts as well (in particular a couple of PvP mounts.) (Blue Tracker / Official Forums)

PvP Power
Hopefully 11% damage is enough to offset Ilevel and set bonus differences on legenderies as well unless they pack some outrageous procs.
PvP power is actually not counted in the stat budgeting of an item and this causes the Ilvl to be lower. So do not worry, the increase in damage from PvP power is designed to offset the Ilvl difference between PvP and PvE items.

Any news on this? I checked the armory site, looked up my pvp chars after last night's 5.0.4 patch and my weapons do NOT have pvp power, only pvp resillience. Is this gonna be different for lvl90 gear? PvP power is only on level 90 gear. As you can see it is on Malevolent Gladiator's Bonegrinder (season 12) but not Cataclysmic Gladiators Bonegrinder (Season 11). (Official Forums)

Blizzard at PAX Prime this Week
Originally Posted by Zarhym (Blue Tracker / Official Forums)
PAX Prime begins this Friday in Seattle, WA, and with all of the madness that’s sure to ensue we’d be remiss if we didn’t make a cameo of our own. We do hope you’ll come visit Bashiok and me at the Intel booth, and Nethaera and Vaeflare at the NVIDIA booth. You can’t miss us. We’ll be the bright-eyed idealists ready to share a conversation or two.

In addition to what Intel and NVIDIA have planned, we’ll have hundreds of Mists of Pandaria beta keys to randomly giveaway, as well as playable demos at both booths! We look forward to meeting with those of you attending. All Seattle’s a stage.

Follow us on Twitter to see what we’re up to and chat with us during the festivities:

View the full event map (Intel booth 6109; NVIDIA booth 3747).

Diablo III Poll: What Paragon Level Are You?
With only one week to level at this point, how many paragon levels have you earned on one character?

Curse Weekly Roundup
Nintendo powers down, Guild Wars 2 releases to celebrate with some swag, Curse hosted the biggest WoW tournament in NA, Iron Sky the Movie looks to be awesome, MineTV could change it all, and don't miss this years Curse PAX party!

by Published on 2012-08-29 06:59 AM

Korea Players to get MF and XP Bonuses at PC Bangs, Monks Stunlock Inferno Diablo, Meet Svetlana Quindt, Community Thoughts on the Paragon System

Battle of Theramore: One Week at Level 85 and Patch 5.0.4 Class Guides / WoWDB Addon

Mists of Pandaria Digital Deluxe Mount and Pet Released
If you bought the Digital Deluxe version of Mists of Pandaria you should receive your mount, pet, and achievements when logging in after Patch 5.0.4.

Gamescom Interviews
There are few more interviews from Gamescom that have some interesting bits of information. If you want to read the entire interview, check out Millenium and Judgehype.

  • The Sha of Anger respawns every two hours and will drop PvP and PvE gear, similar to Tol Barad bosses. You should be able to do this boss once a week.
  • Salyis's Warband will only respawn once every four to five days and drop items you can't find anywhere else such as mounts and pets.
  • Proving Grounds (solo instances to try out new specs, train yourself and earn achievements) are not forgotten, just something that has to be done right. There is no specific announcement date yet, but it is something they might come back to after Mists of Pandaria is released.
  • Playing with lower level friends is something that would still be nice to do, and part of the tech needed was added with challenge modes. This is not a high priority for the moment, so there is no specific announcement to be made about it.
  • The goal for Mists of Pandaria is to deliver the next major content patch right as players are finishing up the first one. They should be spaced out more evenly with a shorter time between patches, maybe even a little more content than in previous expansion patches.
  • There are no current plans for a system of veteran's rewards for older players.
  • Mists of Pandaria won't be bringing back any old bosses.
  • There won't be any server merges, as cross-realm zone technology will be applied to the problem.
  • The legendary questline will start in Patch 5.0 with Wrathion who traveled to Pandaria. After completing the questlines, you will be rewarded with a powerful gem that will let you upgrade specific items dropped from raid bosses. The questline will not finish here and will continue with Patch 5.1, after the Horde and Alliance really settle in Pandaria. The questline available after the release of Mists of Pandaria will end with a cliffhanger.
  • PvP/Arena spectator mode is a functionality that developers would like to add but no real plan for now.
  • Pet Battles could be available on mobile platforms one day. Blizzard thought about it but developers are currently focusing on the extension for PC and Mac. We will have to wait to know more.

Patch 5.0.4 Class Guides
There were a lot of class changes in Patch 5.0.4 and Icy Vein's class guides are a good place to start catching up.

These guides give a more in depth overview of the changes and new status of each class than the some of the guides in our Patch 5.0.4 preview, so they are worth a look if you already read some guides yesterday!

Originally Posted by MMO-Champion

Known Issue: Master Looter in Raids
Originally Posted by Blizzard (Blue Tracker / Official Forums)
With the release of patch 5.0.4 Players who utilize the Master Looter option in Raid groups may encounter a known issue under certain conditions in which loot cannot be assigned to players outside of the Master Looter’s own group.

We are currently working to resolve this issue in an upcoming fix.
To work around this issue, Master Looters will need to move players they wish to award loot to into their own group. Please note that normal loot trading between players in Raid groups will still apply once the loot has been awarded by the Master Looter.

Account-wide Mounts, Pets, and Achievements
Originally Posted by Blizzard (Blue Tracker / Official Forums)
It’s finally here, and you’ll be able to enjoy just about every mount and pet you own on any character, and any license, under a single account. You can also work on a wide variety of Achievements from multiple characters. Please be aware of the rules and guidelines we’ve just posted for how you can coalesce your account-wide pets and mounts smoothly and safely.

*To see all of your achievements, pets, and mounts, you’ll want to log into every character at least once.

Blue Posts
Originally Posted by Blizzard Entertainment
Alterac Valley NPCs
This is going to be a rather confusing explanation so bear with me.

The BG NPCs have to be nerfed both on beta and on live to make sure they aren't too deadly in the 85-89 bracket. This nerf also applies, perhaps unintuitively, to the level 90 bracket on beta. However, once you are legitimately in the level 90 bracket on live, the NPCs should be more challenging.

To complicate this explanation, we found that the 85-89 bracket for IOC was not nerfed correctly, but we have just fixed that. The IOC NPCs should be as weak as the AV ones now.

But again, when you hit level 90 on live (not beta), they should be more challenging. (Blue Tracker / Official Forums)

Making all Pets and Mounts Account Wide
You have to log into the character that has that mount first
Indeed, and it’s highly recommended you log into all of your characters on every realm just to be sure every pet and mount is accounted for. (Blue Tracker / Official Forums)

Unable to Ride Some Flying Mounts
Do you have the appropriate level riding capability (flight) for it? Also: Be sure to log onto the character that found it and learned it first. You have to log onto all your alts for their items to be shared.

It's also worth noting that the violet proto-drake no longer grants the flying skill associated to ride it.

Oh, and this too: You can't ride a flying mount at level 37 unless it is classified as both a ground/flying mount. The TLPD is not. (Blue Tracker / Official Forums)

Account-wide Pets with Patch 5.0.4
You can have more than 4 of a particular pet type in your journal.
This is correct. The migration was allowed to exceed the limit. It is a limit on the player collecting pets, going forward.

Is the only way to get rid of the excess (I have so many rocket bots) releasing them?
Yes. Please note that there are many pets that will have significant value once they can be caged (after Mists of Pandaria). (Blue Tracker / Official Forums)

Game Design and Character Progression
This is a cop-out. I can't tell you how disappointed I was when I read this from a company that has claimed it believes giving players options to enjoy the game the way they want suddenly saying that options are a bad thing and shouldn't "count".
I think you're taking that out of context. For the players saying "I want something to do after I finish my raid for the week," providing them very optional content (the examples I used were maxing out professions or achievements) isn't something that fits the bill for them. Telling them they can always find something to do if they try hard enough would be fairly considered a cop-out. They want some kind of directed gameplay with a sense of character progression.

Options as a general philosophy are a great thing. We love options and we have tried to provide lots of options for max level players to progress their characters, such as scenarios, challenge modes, Raid Finder and daily quest hubs, in addition to options you've always had, such as dungeons, PvP and professions, and some new types of content that aren't tied to character progression, most obviously pet battles.

We never want players to feel locked in to a character so we are making things account wide! *locks vp gear behind rep grinds that are not account wide*
That's a tricky balance to strike. At the end of the day, the reason most players make alts is to have additional characters to play. I could just as easily say "I feel locked to my priest because she has so much better gear than my rogue. I should be able to give any gear I pick up to my rogue and I should be able to share valor and conquest points among all my characters." Or you can take it to a silly extreme "I already leveled up one character to 90, so I shouldn't have to do it for a second character." That really isn't that different from saying you don't want to do the level 90 quest content a second time.

As I've said before, we don't think leveling an alt (and by "leveling" in this context I am technically including all of the progression you need to do to max out a character including level 90 content) needs to take as long as leveling your first character, but it should take some amount of time. Maybe we're erring on the side of being too conservative, but it's always easier to make game rules more forgiving than it is to tighten them up. (Players like gaining power and freedom by they hate to lose it.)

For example, a compromise might be that you could buy an item at Exalted level that you could mail to an alt to give them a headstart. Maybe we re-introduce the tabards, but at Exalted level, but have them only work on quests, not dungeons, and make them bind-to-account to help a second character. Maybe it's okay to have factions be shared across accounts the way mounts and achievements are, but currency should only stay on the character who earned them. Or maybe it's the currency that should be BOA and not the factions. (Those are just brainstorming ideas -- not announcements.) (Blue Tracker / Official Forums)

Hunter (Forums / Skills / Talent Calculator)
Aspects and the GCD
As I said above, we're still not convinced the Aspect design is working as intended (which is to provide a decision for the hunter) and long term, we will likely continue to iterate on it.

In the short term, our plan is to revert the recent change and return Aspects to off the GCD. Yes, you might just macro them again, but that seems to be the lesser of two evils compared to having them on the GCD.

I can't provide any information on when this will happen. Hopefully we can fix it before you start leveling from 85 to 90. No promises. I'm just sharing our intent. (Blue Tracker / Official Forums)

Guild Wars 2 Hits 400,000 Concurrent Users and First Level 80
Guild Wars 2 was released on the 28th, but before release time even rolled around the game hit the 400,000 concurrent users mark from just the people with early access! More than one million copies were pre-ordered, giving the game a successful start.

We also recently saw the first Level 80 character, Surfeuze! GW2Guru has an interview with him talking about how he accomplished this speedy leveling.

If you want more frequent updates, check out GW2Guru or find some other players to play with in our Guild Wars 2 forum. If you are looking for maps or anything else that can be found in a database, check out GW2DB!

World of Warcraft Exclusive Look (2001)
SamuraiSmurfette provided us with scans of one of the earlier looks at World of Warcraft from a 2001 edition of Computer Gaming World. Enjoy a look back almost 11 years ago at what WoW was planned to be during the earlier stages of development. If you are interested in the rest of that issue, or any others, you can find them over at Computer Gaming World Museum.

by Published on 2012-08-28 06:31 PM

UPDATE - Realms Live!
Originally Posted by Blizzard Entertainment
Realms are now live. See you all in game!

Update - Patch 5.0.4 Maintenance Extended - 3PM PDT
Originally Posted by Blizzard Entertainment
We are continuing to perform internal testing on all realms as a part of the 5.0.4 Patch release. We will be extending the regularly scheduled maintenance until approximately 3:00 p.m. PDT.

Update - Patch 5.0.4 Maintenance Extended - 2PM PDT
Originally Posted by Blizzard Entertainment
We are continuing to perform internal testing on all realms as a part of the 5.0.4 Patch release. We will be extending the regularly scheduled maintenance until approximately 2:00 p.m. PDT.

Patch 5.0.4 Maintenance Extended - 1PM PDT
Originally Posted by Blizzard (Blue Tracker)
We are continuing to work on updating all servers with Patch 5.0.4 and will be extending the scheduled maintenance by approximately two hours. We anticipate all realms will be available for play at 1:00 p.m. PDT.

Patch 5.0.4 Today
The Mists of Pandaria systems patch will be going today and it brings a lot of changes!

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