WoW Loses 1.1M Subscribers, Down to 9.1M
Activision Blizzard latest earning call revealed that World of Warcraft lost another 1,100,000 subscribers last quarter, bringing us down to 9.1 million players. Some things they made note of on the call are below.
16.9 million Battle.net users logged in last month, up from 10 million just 3 months ago.
10 million D3 copies sold, with 1.2 million of those from the Annual Pass. It was the best-selling PC game for the first six months of 2012.
Most of the WoW Subscription losses were from the East.
Losses are from people playing Diablo 3 and leaving for other things to do until the new expansion.
Mists of Pandaria will utilize TV and online ads leading up to the launch.
The China launch Mists of Pandaria will launch as soon as possible, not likely in Q3.
4.7 million people watched the event at MLG for Heart of the Swarm.
At June 30, 2012, the worldwide subscriber base for World of Warcraft was 9.1 million, compared to a subscriber base of 10.2 million at March 31, 2012, and 11.1 million at June 30, 2011, with a greater loss of subscribers in the East than in the West for both the 3-month and 12-month periods (in which the “East” includes China, Taiwan, and Korea, and the “West” includes the regions of North America and Europe).
Contributing factors to the lower subscribers were likely the launch of Diablo III in the quarter, which provided consumers with an alternative gaming experience to World of Warcraft (although Diablo III has not yet launched in China), as well as the lack of new content patches in all geographies resulting in less overall game play. Looking forward, Blizzard Entertainment expects to release World of Warcraft: Mists of Pandaria™ on September 25, 2012, which will deliver new game content in all regions that is expected to further appeal to the gaming community (with availability in mainland China to be announced at a later date).
Treant Form no longer frees the caster of movement impairing effects.
Dream of Cenarius now works with instant casts. Now increases the damage done by your next 2 Moonfire or Sunfire casts by 100% or by your next 2 melee abilities by 30%, rather than your next damaging spell by 70% or by your next melee ability by 30%.
Nature's Swiftness (New) When activated, your next Cyclone, Entangling Roots, Healing Touch, Hibernate, Nourish, Rebirth, or Regrowth becomes instant, free, and castable in all forms. The healing and duration of the spell is increased by 50%. Requires Level 30. Instant. 60 sec cooldown.
Arcane Barrage damage increased by 10%. Arcane Barrage's damage is increased by 20% per Arcane Charge, down from 25%.
Arcane Blast's damage is increased by 20% per Arcane Charge, down from 25%.
Arcane Charge now only grants 20% additional damage per charge, down from 25%.
Arcane Missiles' damage is increased by 20% per Arcane Charge, down from 25%.
Inferno Blast now spreads any Pyroblast, Ignite, and Combustion effects to up to 2 nearby enemy targets, down from 5.
Pyromaniac (New) Your Nether Tempest, Living Bomb, and Frost Bomb spells now also apply the Pyromaniac effect. Pyromaniac Increases the damage done by your Fireball, Pyroblast, Inferno Blast, and Frostfire Bolt on the target by 10%. Lasts 12 sec. Mage - Fire Spec.
Holy Nova (New) Causes an explosion of holy light around the caster, causing 0 Holy damage to all enemy targets within 0 yards and healing up to 5 targets within 10 yards for (2,564 + 24.7% of SP). Healing is divided among the number of targets healed. These effects cause no threat. 2.6% of Base Mana. Instant.
Death Blossom Each bolt that strikes an enemy inflicts 25,000 Physical damage.
Destabilizing Energies (New) Exposure to Total Annihilation causes lasting negative effects, rooting the enemy in place and inflicting 125,000 Arcane damage every 2 seconds until the target is healed to full health. Instant.
Devastating Arc Strikes in a hemisphere focused to the left, inflicting 100,000 Physical damage and reducing armor by 10% for 30 sec.
DischargeInflicts 47,500 Arcane damage to all enemies.
Eerie Skull The Sha throws a skull at a player's location, inflicting 39,000 Shadow damage to enemies within 0 yards of the impact point.
Alliance Pandaria Introduction
The latest beta patch added the Alliance introduction and reopened Jade Forest, now with a new starting quest line for the Horde and Alliance, as well as new and reworked quests throughout the zone. Today we are taking a look at the first few quests in the new Alliance introduction. Don't miss the part starting from 8:55!
Free 8 Captive Pandaren Cubs from Twinspire Keep by slaying the demonic eyeballs that watch over them.
Elite and Heroic Elite Items
The latest patch added a few items that were higher item level than the normal items for that difficulty and tagged as Elite. Now we know that they come from doing the Protectors of the Endless encounter in a harder way. You can see the full listing of the Elite items on the Protectors of the Endless page.
Originally Posted by Blizzard
(Blue Tracker / Official Forums)
These items are obtained by defeating Protector Kaolan last on the Protectors of the Endless encounter.
Raid Release Schedule
Originally Posted by Blizzard
(Blue Tracker / Official Forums)
We’ve been keeping a very close eye on the feedback players have shared for both Cataclysm and Mists of Pandaria raiding. We saw a lot of evidence and heard a lot of feedback which indicated that raid content was a little overwhelming at the beginning of Cataclysm. Our goal is to smooth that out a bit in Mists of Pandaria. Keep in mind, Mogu’shan Vaults opens up one week after Mists of Pandaria launches. And with its Heroic mode even the most seasoned raiders should be pretty busy. Once the raid dungeon has been cleared by a group on normal mode they’ll unlock Heroic mode, a definite ramp up in challenge. Also note, similar to Dragon Soul, Raid Finder mode for Mogu’shan Vaults will be available about one week after the normal raid has been opened.
Rather than putting a lot of pressure on players by opening up sixteen raid bosses in three separate difficulties upon release of the expansion, we hope you’ll have a chance to really dig into the lore, the gorgeous new continent, the amazing new quests, and all of the other goodies that are far too numerable to mention. Our intention here is not to artificially extend the life of the 5.0 content, but rather to pace it better than we have in previous releases. This is why we noted that a few weeks after Mogu’shan Vaults opens, raid instances Heart of Fear and Terrace of Endless Spring will become available. These dungeons will still very much be hot on the heels of Mogu’shan Vaults, particularly for the large majority of players progressing through Pandaria.
Here’s a basic breakdown of the pattern we’d like to follow for all upcoming raids: Dungeon opens on normal difficulty —> Heroic mode is unlocked once normal mode is completed —> the Raid Finder version becomes available about one week after the raid’s initial opening. To review all of the latest Mists raid release details, everyone is encouraged to check out our latest blog, Blizzard Insider #45 – Mists of Pandaria – Raid Preview, which has a wealth of exciting new information.
On a final note, thank you to everyone who has been testing the new content, sharing your feedback, and helping us bring you the most epic game possible! It cannot be said enough, but we genuinely appreciate it.
Just curious, why is raid finder being released a week after normal version?
This is a matter of striking a balance between preserving the feeling of guild progression and making the content accessible to players outside of organized guilds. We definitely want to see everyone have a chance to experience Mists of Pandaria raid content, so holding Raid Finder mode for a week feels like a reasonable window of time to accommodate players of all stripes.
For everything that thinks this is a good idea: Get ready to wait months for the second set of raids.
We thought our intent was made pretty clear in the Blizzard Insider article, as well as in my original post. But, if it’ll ease your concern, I’ll be more specific!
Raid dungeons Heart of Fear and Terrace of Endless Spring are scheduled to be released on normal difficulty four weeks after Mogu'shan Vaults has been opened.
So to be clear, the full schedule for US realms is:
September 25: MoP launches October 2: Mogu'shan Vaults (normal) opens October 7: Mogu'shan Vaults (LFR) opens, those who cleared normal Vaults can access heroic mode October 30: Heart of Fear and Terrace of Endless Spring (normal) open, with Terrace only accessible by clearing Heart November 6: Heart of Fear and Terrace of Endless Spring (LFR) open; queuing for Terrace requires clearing Heart. Those who cleared normal Heart can access heroic Heart, same for Terrace.
Yup, this is the plan! Barring there aren't any 1s where there should be a 0, you've done your math well.
The reality? The raids won't be completed for September 25th, and they're giving themselves an extra month to actually finish them.
This is 100% untrue. All 16 bosses are on the beta right now and have been tested. To be absolutely clear about why what you said has no basis in reality, once Mists is released we won’t need to apply a patch to the game before we can activate Heart of Fear and Terrace. This means we won’t have an extra month to continue working on these raids, as you’ve suggested.
Originally Posted by Blizzard Entertainment
Upcoming Damage Reductions
You are soon going to see damage go down for several classes and specs in cases where we overshot our targets or fixed bugs that required adjustments. Hunters are likely among these.
I am mentioning this because what inevitably happens is a host of posts across the Internet saying that x is now gutted, won't get a raid slot, needs to reroof, was middle of the pack at best, and so on. It is most helpful to us if you want to argue that your DPS is too low (or high if you are being unusually honest) that you are specific about what situations you are talking about, against who you are comparing numbers and what those numbers are. If the Windwalker is doing 300,000 DPS in your challenge run, chances are that is not our new target.
(As I told my team recently, had I better access to a PC at the moment (I'm a long way from home as you can probably guess by the posting times), I would make a new version of the Ned Stark brace yourself meme image.) (Blue Tracker / Official Forums)
Content Difficulty and Consumption Speed They are adding a FoS for killing heroic bosses in MoP without the nerf. One can only hope that this FoS will disappear once the next tier comes out, otherwise it's a pretty pointless feat of strength.
Yes, those feats of strentgh you mention are the "Cutting Edge" achievements that you may have seen already in some fansites. The idea the developers have right now is that these won't be available once a new raid tier is introduced.
And currently the intention of the developers is to stick with these for future raid tiers.
I have always wondered why on earth blizzard releases % based nerfs that lower the difficulty of a fight through a buff or debuff. I mean by the time the nerfs are released ppl are hardly even geared in normal gear. Wouldn’t a better way to nerf content be to up the drop chance of items in the normal version? After all items are just another way of giving players a buff. Items are supposed to be the hidden in game nerfing that happens all the time jet it seems to hold no weight anymore.
When the time comes where blizzard says ok we have to nerf a raid zone now, they could increase the drop chance of loot in normal to maybe double of what usually drops(or more) then you will gear people faster and they will then be able to enter heroics. This way you are not making normal mode irrelevant to players, your actually making it more relevant.
You buffs/nerfs will be player/guild based and more importantly it will not feel like blizzard is stepping in and dumbing down the fights for you. You still killed the fight unnerfed just like the best guilds, it just took a bit longer.
The decision to implement the debuff is driven by the data the devs have access to. They can see participation and progression and how the numbers change every week in regards to completion rate.
And that data showed them that a large number of raiders was stuck at some point in their progression for multiple weeks and participation was declining.
The developers are aware that not everyone will agree with them (which is something I'll touch a bit later on this reply), but it's important to point out that they're making informed decisions based on comprehensive stats. And those stats tend to validate their reasoning for implementing the debuff/increasing it.
As I've mentioned on this thread in the past, the most advanced raiders that either rarely encounter something they can consider a true block in their progression or can work on them for weeks perceive the debuff as a nerf to content that is already doable (which it certainly is, for them), but it's not reasonable to ask the same from the majority of casual raiding guilds that would like to progress. Those players can't really wipe for weeks or months on a given boss without eventually giving up.
The developers feel it's better, overall, to make those goals in your progression feel more attainable over time before that discouragement to keep raiding comes into play.
Simple answer is of course that they don't know. All that stuff about devs and data is nothing but smoke and mirrors. The planned debuffs are well proclaimed months in advance for one reason only. To keep the majority of the player base subscribed through yet another carrot on a stick.
Boss too hard? "Don't worry lads and lasses it gets nerfed in two weeks time". Ah thats alright then, back to faceroll.
You ask for answers, you get them. And since you don't like them, you just conclude that it's a diversion and that you know what's truly going on. I wonder, why are you replying to the thread, then? I mean, I have the feeling that then, no matter what we say, it's a lost argument unless we say what you want to read. It certainly feels that way.
1.Will there be an achievement or are they planning an achievement for clearing all bosses of the raid on heroic without nerfs? (Cutting the Edge Heroic: for example).
2. Will the be any title rewards from these FoS achievements or are there any plans?
Both questions have the same answer, there're no plans right now. (Blue Tracker / Official Forums)
Attunements and Daily Quest Cap Did I miss something? The daily cap is being increased from 25 to at least 48? Is that just the pandaria quests, or does that also include the non-pandaria dailies?
Not increased, removed. And the "around 48 quests available on any given day" means just for Pandaria dailies. Basically, in MoP you decide how many dailies you want to do, it's totally up to you.
How about the attunements for SSC and TK that became Guild wide? Why not implement such attunements?
The developers don't have any plans at this point to bring attunements back. (Blue Tracker / Official Forums)
What Purpose Does LFR Have? Raiders complain they have to raid LFR to get the improvements.
They don't, really. The set bonuses are there in normal and heroic as well, and the item level is even higher.
Actually, in Mists of Pandaria, each new LFR tier will have an increased minimum ilevel requirement, so there'll be a natural progression path as the expansion goes on. This means that players will start running Heroic dungeons in order to gear up to hit the minimum ilevel for the first tier of LFR, then get gear from this first LFR tier to access the second, and so on.
However, it won't be mandatory to go through the LFR system if you're raiding normal or Heroic raids.
And since you'll probably ask, I'll answer pre-emptively, at this moment the developers are not ready to talk about possible 5-man Heroic dungeons with higher requirements that might come in future Mists of Pandaria patches. (Blue Tracker / Official Forums)
I'd have to agree with the earlier observation that mana is simply a resource, whereas health is essential, and the existing bandages can be a last minute life-saver.
A few questions that popped into my mind: Why should mana users get another way to regenerate their resource on top of all the regen abilities and potions they already have available? Isn't the ability to conserve mana and use it wisely part of the challenge of the game? Wouldn't it give mana users an unfair advantage over the classes that don't use mana? Are you suggesting all classes have a bandage-esque way to regenerate their resource? What about classes that regenerate their resource differently, wouldn't this new method be either practically useless or very overpowered? (Blue Tracker / Official Forums)
Beta Class Balance Analysis it's[healer dps] ignored for the sake of game balancing.
It's not ignored. It's just not as big a priority. We know that if choosing e.g. a Resto shaman instead of a Resto druid increases group dps on fights where grasping for every point of damage is relevant, then it could be a stacking issue. You just have to keep these things in perspective. There haven't been historically many fights where stacking healers for their DPS benefit was relevant, and even if we're talking about 10k DPS you might get the same benefit by having your actual DPS characters step up their game by a teeny bit.
Now the original post about whether Enhance has a no-brainer talent tier is of more concern. It's less of a concern if Resto's spell damage is comparable to Enhancement's spell damage, given that the latter has a lot more going on.
Shaman (Forums) As an Enhancement Shaman, I'm much more concerned about whether Windfury is supposed to activate off special attacks or not (far as I can tell we haven't gotten an answer about that yet).
We’ve just fixed it for the next build to proc off Primal Strike, Stormstrike, and Lava Lash.
Is it intended that stormblast isn't included in that list? Please tell me it was simply an oversight.
Stormblast is included; it should trigger everything that Stormstrike does. (Blue Tracker / Official Forums)
Shaman (Forums) Telluric Currents
As I said in the other thread, the intent of Telluric Currents is for free Lightning Bolts. If the trivial amount of mana gain interests you, that doesn't offend us. We don't believe or intend for it to be a mandatory glyph.
To clear up th history of the mechanic, it was originally intended to be a way for Resto shaman to feel like they could contribute DPS when they didn't need to heal. It wasn't intended as a mana regen mechanic. It absolutely became one when mana pools became high. We try not to make changes just because the design ends up being something not originally intended, as long as we think the gameplay is acceptable. It was reasonably acceptable in say 4.2 and got to the point where we didn't like it in 4.3, but still not worth chnging -- we try to reserve changes for expansions and not patches unless we think they are important. In 5.0 it is time to return the mechanic back to an optional way to contribute some damage for Resto. A glyph isn't the right way to deliver active mana return for a healer. It's not fair to shaman to have to take the glyph or to other healers who don't have that option. (Blue Tracker / Official Forums)
Monk (Forums) Upcoming Windwalker Monk Changes
In an upcoming build we’re essentially doubling the healing (healing only, not damage) of Expel Harm. We’re also increasing the healing done by Chi Wave, Zen Sphere, and Chi Burst. We want the level 30 talents to be an interesting choice for all monks, but they should not become DPS rotational abilities in PvE for Windwalker monks, as it would complicate their rotations to a degree we aren’t comfortable with. Our vision for PvE Windwalkers in regards to Chi Wave, Zen Sphere, and Chi Burst is that you’ll use them rotationally or in replacement of Blackout Kick in situations where your survival is more important than DPS (say, in situations like Chimeron).
That said, Zen Sphere (and that talent tier) was never intended to be analogous to Recuperate, more so Word of Glory. Some mild to moderate self-healing is acceptable for the Windwalker in PvP, but it isn’t intended to be their forte. Their forte is intended to be their strong mobility and the fact that their damage is mostly upfront and instant, as they have very little to no periodic damage. (Blue Tracker / Official Forums)
Monk Mistweaver Feedback Spinning Crane Kick does not proc Eminence!
It is a bug that Zen Sphere, Chi Burst or Chi Wave don’t proc Eminence. This has been fixed internally. We also put an AOE cap on Zen Sphere’s detonate. Chi Burst not generating Mana Tea stacks has also been fixed.
Cutting Edge Achievements
One of the blue posts tonight mentioned the new Cutting Edge achievements, which are awarded from doing an encounter without a debuff similar to the on active in Dragon Soul. These will be unavailable after a new tier of raids is introduced, and new achievements for the new raid tier will be added.
Different Rules for Spells in PvP and PvE Is there a reason damage spells can't effect players differently?
We do this already. Look at abilities such as Colossus Smash and even the concept of PvP CC durations, which has been in the game for a long time.
It's not our option of first resort because it's not intuitive for players and it means anytime we want to make balance adjustments, we must change two sets of numbers. (Blue Tracker / Official Forums)
Content Difficulty and Consumption Speed That way, maybe some of the prestige of killing bosses pre-nerf, or on lower levels of nerf stay.
Other than world firsts, was there ever any prestige to killing a boss? (outside the guild itself achieving that kill)
Heck, even people following the race don't care who killed a boss 2nd in the world, much less 20th...
No, but they care on their own servers, even if they don't raid themselves. It's a bit like Britain's surprise medal in the gymnastics yesterday; I don't like gymnastics so don't care about that at all. However, if one of those gymnasts lived on my street, I would be interested.
Sure, realm firsts might also have some prestige on the realm level, you're absolutely right. But as before, other than that... (and perhaps the first faction kill on the realm, as well).
Sounds like you are admitting that realm communities have been killed. By LFD and LFR.
You're reading too much into that post.
Actually, challenge dungeons will help bring back that realm community feeling that might be missing for some of you, as groups for those dungeons have to be manually formed.
This comment alone, shows that you have no idea what is going on on realms regarding raiding.
You didn't understand my post at all. I said it very clear, outside the guild itself (which is what you mention in your post), not many players really care about who killed a boss other than world first and perhaps their realm first.
Any reason as to why we're not seeing a developer respond in this thread to some of the proposals made to revive aspects that should already be there.., but aren't due to some clear direct "features", one would think they could squeeze in a few minutes considering they have all the time in the world to reply on us forums?
These forums are for you, the players, to interact between you and discuss almost anything you want. And we're taking care of noting the feedback we can find, as in this thread, and sending it to them (which we're doing not just with this thread, also others).
It is abundantly clear to even the slowest of individuals that you have absolutely no clue as to what drives players Draztal which is quite astounding after 185 pages, and even more clear that you only serve a purpose of ridiculing what people here say.
I understand it, I honestly do. I'm a raider myself and I share some of those desires you have expressed here. But there must be a reason for it that can be based on something else than "taking something away from others" or "prestige", etc. And there've been individuals here that have spoken clearly about those reasons, and we've noted them and we've sent feedback to the devs with the most common points here.
The response quoted and the fact that you claim challenge dungeons will bring some realm community back is testament to incompetence at the highest level for reasons already highlighted many times over the past 100 pages, but I'll happily point one out for you. If challenge modes aren't completed to a gold medal standard by a sufficient amount of characters we will see "balancing" (normal people would call it nerfs) so that you can ride the high horse claiming success just as is the case with lfr / lfd.
You're making assumptions, and judging my posts based on those assumptions. You're also forgetting that on challenge dungeons you're actually competing against the clock, and you'll be able to prove that you've been faster than everyone else.
I also feel my comment was ignored. Just as the people above me stated, i dont see any facts you base your comment on regarding almost no one caring beyond world firsts, apart from a very broad and ( in my opinion ) unjustified generalization.
Well, in that case, I guess it won't take you long to show me a forum post cheering someone for the world 36th kill of Heroic Hagara, right?
I think it's actually you that does not understand how much people care about those. The more I read your posts the more I think you absolutely have no clue.
Ah, but that's the thing. And that's why I'm still posting on this thread. I understand why people care so much about those. But I can't find an objective reason to back it up (I'm speaking about arguments like only a minority should see the content, etc, not the whole thread). Some concerns did have objective reasonings to back them up, and that was great. Some others can only really relate to nostalgia (wanting TBC back without mentioning the downsides it had) or wishing to retain exclusivity/prestige in a way that is demeaning to others.
Are you kidding me? When i tried to give an idea, i was ignored. By Draztal too, he said world firsts matter only. That was the reply to my idea of a design change. Now, thats how much they care, in my experience.
I can't comment on your ideas. But I've certainly haven't said that world firsts are the only thing that matter. What I've said is that for the community at large, it's usually just that what's mentioned. And you can check that by yourself visiting the most popular fansites out there. You won't see them mention that X guild has been 10th in the world killing a boss.
Both of them care immensely about what position they are inside their faction, realm and world.
Read my post again, that's not what I meant (and I even specified it on that post). Of course your guild cares about its position. People outside your guild, though, probably don't (unless they're looking for a guild to apply to) unless you're world first/realm first/country first/etc. Hopefully now what I was trying to get through makes sense? It's not about how your guildmates feel about your position.
The fact that people mention TBC has little to do with nostalgia, it has to do with the idea that there was a lot more content available back then. TBC had a certain policy when it came to progression and that policy was changed in WotLK.
A policy that had side effects that have been discussed in this thread at length. Those are the downsides that noone has really mentioned during this discussion.
There should always be ongoing competition in WoW, and something for people to aim towards, as soon as there isn't there won't be any drive to improve yourself as a player.
You tell us that we can't speak for an entire population, alright, but then don't doing it yourself telling us what we do and don't care about.
If you look at popular community tools such as wowprogress, there're always new kills being made every day, so to me that looks as ongoing competition.
Not gonna quote the rest of your post, but it's a spot on explanation of how gamers think and act. We are competitive by nature and we do care of our own performances, even if its no 134 in the world.
Of course, but not everyone is interested in the raid race and just want to experience the encounters at the pace they can.
I get what you mean, but people do care if they pass another guild that was faster than them on the last tier. So your point is not entirely true. If you pass another guild they do care that someone else did that, if it makes them fall behind in the race of killing bosses first in their realm. It does work the other way around aswell, when we manage to kill something people rush fast to see if others managed to do that on the same night.
I agree with this. My post was talking about the prestige perspective specifically, which is a different one than this. Of course, if your guild advances over another in the realm rank, you'll cheer about it, and the other guild most likely will try to advance as quickly as possible to retake that position.
You're not serious about being in a raiding guild yourself are you?
I am, as I said, I've been raiding since 2005, still do, and have no intention of stopping in Mists of Pandaria.
Do you honestly believe those sites would have such high hit numbers when people really don't care as much as you suggest? The numbers prove you wrong. Last tier though, even wowprogress was more for "who got it fastest" (on our realm) then who is furthest, which is directly reflecting on the main concern, too little content for the expected amount of time and the dilution of raiding as a whole.
Of course they care about their own progress and how they compare against them. But once you leave that specific case, people in your realm that is raiding at a different pace most likely don't really care about what your guild is doing (and care about theirs, obviously) and care about what's happening to the guilds around their same place.
I'm quite frankly stunned at how it seems to be acceptable to demand nerfs and easier, simplified gameplay, but asking for a challenge is tantamount to sacrilege.
Asking for a challenge is right, and the answer is that you have that challenge there. You can turn the debuff off at any time and face those bosses without the Power of the Aspects. But that's an answer some of you don't like. And while it's fine that you don't like the answer, it's not right to say that there's no way to have content that you feel is challenging for you today.
Okay. Nobody cares what guild killed Heroic Ragnaros heroic 4th, but they will care about AoE fest speed runs? What is the point of Blizzard adding Challenge mode dungeons when competition does not matter?
You're mixing competition with prestige... (Blue Tracker / Official Forums)
The Purpose of LFR However, LFR does make a person get sick and bored of DS extremely quickly... running it lfr and normal on multiple chars each week has removed alot of peoples passion for raiding DS
If you are running LFR and normal every week on multiple chars, I don't think it should be a surprise you eventually lose the passion for raiding the place... After so much of doing the same, you'll get tired, be it LFR, HC raiding, dailies... anything, really.
Yes i could skip LFR altogether, but the tier bonuses are something most players want and are needed to become competitive.
You get the same tier bonuses (and higher item level) from Normal and Heroic DS.
and yet, you guys have made running older tiers obsolete, with forcing (by gear i mean) to chain run the latests tier raid.. feels kind of silly, yes?
You can run older tiers whenever you want. Not just for experiencing the content these days, also for the gear for transmogrification (if you like a particular tier set that you're missing), achievements and so on.
Any game that cannot pose even a slight challenge before completion is pretty messed up development wise.
And even with the 30% debuff on DS, the game poses a challenge (perhaps not to you, but certainly to others).
appease people who think that paying for a game entitles you to see all the content
And why are they wrong on that thought? On which basis should someone think that he can not see the content even if he's willing to pay the subscription for it?
Why not just mail everyone the BiS items and rarest mounts?
Is that what the players are demanding? I'm yet to see someone ask for that (that is not trolling, either). (Blue Tracker / Official Forums)
Priest (Forums) PW: Solace change?
We think it is possible to balance active vs passive regen. The key is in how healers use mana. Nobody needs infinite regen. You just need enough to heal a fight. If you consider a fight where you never have to heal, then Solace will crush any other mana return because you have so many free GCDs in which to spam it. However, you also don't need that mana for healing in the contrived fight with no healing. As fight intensity increases, the need for mana increases BUT the time available for Solace decreases. Solace will work best on fights where there is very intensive healing followed by quiet periods in which you can nuke. But depending on the timing, Mindbender might work for those fights just as well.
We don't like Solace with a cooldown because then you feel like you must use it on cooldown. With no cooldown, then is there is a continuum between fights where you have free time but need mana and fights where every cast time must be spent on a heal. The choice becomes the priest's.
I'm still seeing a lot of "I need to spam Solace so make it more spamable" responses. You're not going to convince us with that argument. Let us know in what specific situations you are struggling with mana and what types of spells you are trying to cast. That is the actual issue in our minds.
I am also still seeing a lot of "we have provided you with the evidence." I wouldn't be asking if you had. There are maybe 3 links to parses and a couple more with any kinds of numbers at all. If you feel it is that easy to make your case, then make it.
As an aside, the only thing we didn't like about Telluric Currents as active mana generation was that it scaled too well with gear (in 4.3) and would have been a mandaory glyph (in 5.0).
It's a very common thing that when people feel they aren't being listened to they complain louder and more frequently.
I have been in this business for 15 years, so I can say with certainty that that strategy does not work. You run the risk of your entire point being dismissed if you come across as too uninformed to make an argument with some substance to back up the sweeping claims. If you are trying to convince anyone in a situation where you can't just order them to do something, whether that person is a boss, teacher, co-worker or government official, you'll do better with logic and reason than insults and hyperbole.
Beta Class Balance Analysis Paladin (Forums)
Judgement is once again a melee attack that has a 30-yard range. (Yes, re-read that to make sure you didn’t misread it...)
Edit: Judgement is also spelled Judgment now. The developers are playing nasty tricks on me to make sure I'm awake.
It's a PvP nerf. Now it'll trigger Frost Armor and Nature's Grasp again.
Correct. This is the primary purpose of the change.
Warlock (Forums) As a result of the change to Malefic Grasp's mechanics, Agony now takes twice as long to ramp up, since the ticks are no longer faster under MG's channel. Is this additional nerf intended?
No, this should be fixed in the next build. (Blue Tracker / Official Forums)
SWTOR Will Soon be Free to Play
Starting in November, SWTOR will have a limited free to play mode. During the EA earnings call today, we were reminded that the game needs 500,000 subscribers to break even. Subscription numbers have declined below one million now, making a free to play option a good way to allow players turned off by the subscription fee to continue playing. The game's price will be reduced to $15 and it will still come with one free month of gametime, allowing anyone who purchases the game to experience the full version before deciding which level of play they would like. You can find more information in the Free-To-Play FAQ.
The free version of the game allows players to experience all of the class stories through level 50, but free players will have no access to Operations. Free players are also limited in the number of character customizations they can access, as well as the number of Warzones, Flashpoints, Space Missions, and auctions that can be posted. You can see a quick rundown of the limitations in this chart.
Players who continue to pay will also gain Cartel Coins, a new currency that will allow purchase of character customization, faster leveling, and other conveniences. Some restrictions can also be "unlocked" with Cartel Coins. Current players will get a number of bonus coins and Fan's Choice item for being active before July 31, 2012. Players who want more Cartel Coins will be able to purchase them from the SWTOR website in the future.
Originally Posted by SWTOR
Starting this fall, there will be two different ways to play Star Wars: The Old Republic:
Subscription — A service designed for players who want unrestricted access to all the game features via ongoing subscription or by redeeming a Game Time Card. In addition to gaining access to all game content as our current subscribers do now, subscribers will receive ongoing monthly grants of Cartel Coins, the new virtual currency that will be introduced later this fall. Cartel Coins can be used to purchase valuable in-game items including customizable gear and convenience features that will enhance the game play experience.
Free-To-Play — The first 50 levels will be Free-to-Play, with restrictions on access to new content and advanced player features. Some restrictions can be "unlocked" with Cartel Coins.
As the first step towards adding the new Free-to-Play option this fall, Star Wars: The Old Republic will go on sale in August for $14.99 USD, including one-month of free subscription.
Current and former players will also find additional benefits as part of this program. BioWare will be increasing the frequency of game content updates, with the first of many new releases coming in August. In addition, current subscribers will receive Cartel Coin grants and qualify for access to special in-game items. Even former players who re-activate now will qualify for special benefits. To learn more about these rewards, please visit www.StarWarstheOldRepublic.com/FREE.