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by Published on 2014-03-07 03:28 PM

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Twitter Followup Q&A
Originally Posted by Blizzard Entertainment
Cataclysm Healing
Looking forward to the changes. I think this is going to vastly widen the gap between low-skill & high-skill players, thoughts?
So the top 20% go "awesome" and the bottom 30% shelve their healing spec and join the 2 hr que for 5 mans
I see it as a mandatory design constraint that the so-called "bottom 30%" can still have a fun healing experience. (WatcherDev)
It may give exceptional healers more room to distinguish themselves. But we plan to avoid the pitfalls of early Cata healing. (WatcherDev)
Can you elaborate on this? (Given the 140 character limit, that is...)
Mana regen was a huge issue early Cata, along with overtuning. Created a trap for many healers; too easy to OOM. (WatcherDev)

So, Cata all over again, unless you're homogenizing the classes so every healing spec has a triage-capable toolkit?
It's possible for every healing spec to have a triage-capable toolkit without every healing spec feeling/playing the same. (WatcherDev)
I'd argue that HoTs are an essential triage spell, for the injured player who probably isn't taking more damage soon. (WatcherDev)
I would like to think so, but triage and HoTs don't play well together, and Druids are all about the HoTs.
Also a world in which more people are partially injured more of the time is a world in which HoTs can do much more effective healing (WatcherDev)
I'm also a "survivor" of Cata's healing mindset, so I'm colored by those experiences, which were highly painful.
Completely understood. We're definitely not approaching this saying "Cata healing was perfect, let's do that again!" (WatcherDev)

Atanae the core problem of Cata healing had to do with LFD and the GO GO GO mentality of players from WOTLK
Core problem was high damage output paired with weak regen in blues. Felt better in epics by 4.2 but the damage was done. (WatcherDev)

healing felt terrible when Cata started, oom often, feeling behind the 8ball every pull. We wont be revisiting that again r we?
Nope. Cata's healing had upsides and downsides. We're capturing the upsides, and preventing the downsides. (Celestalon)
For example, triage healing is good. Caring about which heals you cast is good. Easily going OOM in low gear is not good. (Celestalon)
On the flip side, how do you make it so that these changes aren't irrelevant by the last tier due to outgearing?
By giving healers more room to grow with added regen. Right now you become time-limited, not mana-limited, on some classes. (Celestalon)
Interesting - I assume you mean added regen earlier on, being removed in later tiers? I appreciate your response.
Take current MW for example, in first tier. Now double her mana regen. How much does her throughput go up? Not a lot. (Celestalon)

Triage healing wasn't fun in Cata, doubt it will be fun in WOD. Feels like a constant emergency, stressful.
On the contrary, that's what we're trying to get away from. Currently, we have to hit everyone so hard, that anyone who has to tank virtually any damage is in immediate danger of dying. Constant emergency healing. That's because you have the ability to heal someone back up to full from low health so fast. We aren't just going to nerf healing and continue tuning incoming damage the way we have been. Damage is going to be slower; you'll have time to heal people back up without emergency heals. (Celestalon)

Absorbs
If everyone is constantly in a state of partially injured, don't absorbs inherently lose a lot of value?
Yes. (Celestalon)

are we going to be sat out for absorb healers due to no mobility at all, loss of our utility (raw power)? very worried
When people are injured more often, absorbs don't trump other heals nearly as much. Healer spec balance is important to us. (WatcherDev)

Instant Heals
The nerfs to instant heals might be overkill and hard to balance. Isn't longer CDs a better solution for them?
Longer CDs lowers your throughput, which is not the goal of that change. A cast time does not lower throughput, but rather mobility. (Celestalon)

mainly wondering from PvP side. all instant heals getting a cast time? Or is the goal like 1or2 instant s per class?
There'll still be some instant heals, just not as many. (Celestalon)

Smart Heals
"smart"?
Probably will have a target cap of 6 for better client/server performance. Will hit 6 random injured players. (Celestalon)

Wouldn't turning smart heals into "not-so-smart heals" make them too random and unpredictable?
That's the point. It also emphasizes single target heals in supplement. (Celestalon)

Smart heals are changing, does that mean you will be changing or pruning abilities like healing stream/tide and healing rain?
It's safe to say that we're changing all smart heals. (Celestalon)

Regen and Items
Will the mana pool for healers change relative to regen? 4m fights vs 10m fights with the same initial mana is pretty different.
Intentionally so. Fight duration is a strong differentiator between fights for healers, and will stay. (Celestalon)
are we possibly going to see haste affecting global cooldown? Classes with instant dps spells loses dps with it not reducing it.
Haste already does reduce the GCD for spells, as a general rule. (Celestalon)

With spirit being buffed, it just means you need less spirit on gear, but is it still primary mana regen?
Baseline regen will be higher, Spirit will still be good where you can get it. (WatcherDev)

Regarding the healing changes, won't gear for a healer matter less now? We already gear dps first as it is..
No, this will not make gear matter less for healers. (Celestalon)

so healers are gonna be the the last to be geared in a raid group cause they don't benefit as much on gear?
No. These changes aren't making gear less valuable for healers. Can fit healing progression in a smaller regen-space. (Celestalon)

Healing
If these healing changes are going in with the 6.0 pre-patch, will Thok become significantly harder w/o instants? Retuning him?
We'll do a tuning pass on SoO once 6.0 changes are finalized to make sure nothing gets harder as a result of systems changes. (WatcherDev)

How do you plan to counter that "players <100% is fine" (no instant deaths) puts more responsibility on healers, less on DDs?
Avoidable damage will still kill you if you fail to get out of the fire. But now we can be more moderate with unavoidable damage (WatcherDev)

Just to confirm are the healing spells that are listed the ONLY healing spells (have you removed lifebloom/swiftmend)?
No, those are just some of your healing spells. That's not a complete list of all heals, by any means. Just examples. (Celestalon)

*Appears* and *Will Actually* be nerfed; brought down to be in line with all the other nerfed heals is still power loss
%-based heals will not be nerfed any more or less than all other heals in general. (Celestalon)

Will abilities like death pact be nerfed? Currently feels weak in pvp however the blog said percentage based spells=nerfed.
That's a complex paragraph; give it another read. The blog is explaining why they'll *appear* to be nerfed, but aren't actually. (Celestalon)
*Appears* and *Will Actually* be nerfed; brought down to be in line with all the other nerfed heals is still power loss
%-based heals will not be nerfed any more or less than all other heals in general. (Celestalon)

W/ health pools scaling w/ healing power, how will you make healers feel more powerful as the expac progresses?
Faster casts, able to do more expensive heals, crit more, able to use more cooldowns, more mastery effects, multistrike more. (Celestalon)
So damage as % of total health will increase each tier just not to the extent of previous expacs?
It will increase a bit, but not remotely as much as previous expacs. 20%->40%, instead of 20%->70%, maybe ballpark. (Celestalon)

When healers can top off critically injured players in seconds, encounters have to try to kill players before healers can react. Not ideal. (WatcherDev)
no, but when healing becomes harder, it does not become more fun. Thats what happened at the beginning of cata. Wasnt good.
The goal isn't to make healing harder, actually. I'd say it's to replace testing reaction time with testing decision-making. (WatcherDev)

Low throughput heals served a role of feeling like the auto attack for healers. Do healers frequently do nothing during combat?
Your efficient single-target heal (Healing Wave, Holy Light, etc.) should still be a mainstay. Unrelated: Big fan of Healer:ALitD (WatcherDev)
Having a heal you can always be casting without worrying about the mana cost seems important to prevent healers just watching.
Agreed, I see the value there. For some, a DPS filler can work fine (free Lightning Bolt for shaman, Atonement for Disc, etc.). (WatcherDev)

PvP
Proc on crit effects could be nerfed to compensate. Or could just nerf other 2nd stats too
You'd have to double crit chance, which there isn't room for. The problem is just PvP burst; focused solution. (Celestalon)

So wait? the 200% Crit dmg and healing bonus is nerfed to 150% across the board?
150% crits is PvP only. Still 200% in PvE. (Celestalon)

Yeah, I can see how that could be interpreted both ways. : 150% crit, only PvP?
PvP only. (WatcherDev)
I.e. Will open orld PvP still see 200% crits? Or 150% against all players, anywhere?
150% against player-controlled units, anywhere. (Celestalon)
What about heals out in the world? How do you determine if they are PvP?
Same as Battle Fatigue does currently. (Celestalon)
so what happens in open world pvp? Does it look at PvP flag to determine crit #? Can I heal my questing group 200%
Same as current Battle Fatigue. It's based on whether they're engaged in PvP combat. (Celestalon)

You guys sure you want to fiddle w/crit instead of shaping burst (e.g. y=(x^3)/100)?
Burst in the abstract is often controlled. But crit is random and we need to keep the worst-case chain-crit combos in check. (WatcherDev)

Classes
Whats the point to add cast time for EF/LoD? We already have the worst mobility from all healers and you are still nerfing it .
We're bringing down mobility across the board, not just for you. (Celestalon)
Does that mean baseline movement from WW Monks and Feral Druids are going away?
I meant to healers, wasn't talking everyone. (Celestalon)

Also, is that 1.5s without haste? No more haste breakpoints, so does that mean it doesn't affect cast spd?
All of the cast times mentioned in the blog are pre-haste. Haste still increases cast speed. (Celestalon)

In 6.0+ monsters will hit harder, but my %-heal (and everyone else's heal) will be for less.
Yes, very much intentionally. That's not at all related to them being % heals though. (Celestalon)

how will the 150% crit affect crit heavy classes like mages, warriors and ele shamans?
Their sustained damage will feel higher relative to their burst damage. (holinka)

How do these healing changes affect tank self-heals? Will they be on some sort of CD or just not as effective as today?
Tank self heals are currently very much related to Vengeance, which we're changing (mentioned a lot about before). (Celestalon)

Healing bloggy didn't overtly touch on non-healer heals. Will those see proportional adjustments identical to healer heals?
Yes. Healing changes aren't restricted to just healers' heals. (Celestalon)
Is Gift of the Naaru going to be reduced to 12.5% instead of 25%?
Gift of the Naaru heals for 4% of your max HP, every 1sec, for 5sec. (Celestalon)
Is it instant cast?
Yes. (Celestalon)

Good moves I like them, I would like to see more class differences like we did with Pali and druid healers in TBC.
Agreed, though overspecialized niches are no good either. E.g. raiding resto druid in BC was often just rolling Lifebloom forever (WatcherDev)

Druid (Forums / Skills / WoD Talent Calculator)
Efflorescence is listed as a healing spell for druids. What happened to Shrooms & Swiftmend it was tied to
Efflorescence is on Shrooms baseline now. (Celestalon)

with removal of a lot of insta casts is NS staying? For resto or all specs?
Yes, but as per the aforementioned CC changes, it won't be usable on CC spells. (Celestalon)

Yeah, we talked about Innervate specifically in that context on Resto discussion.
Yeah, there's not a lot of gameplay involved currently with Innervate and similar. Hit it on cooldown... (Celestalon)

Is Efflorescence an active spell now?
No, it's just baseline attached to Shrooms. (Celestalon)
Ah ok. So referring to it as higher efficiency in WoD means using shrooms?
Yes. (Celestalon)

Will Rejuvenation and Lifebloom stay instant casts?
Yes. The only currently planned changed to cast times are the ones listed in the blog. (WatcherDev)

Monk (Forums / Skills / WoD Talent Calculator)
No mention of melee healing for Monks, can you tell us if we should get our hopes up or not?
Fistweaving (via Crane Stance) is still planned. (Celestalon)

What do you think if mistweavers picking up chi explosion and use it in place of uplift as it would not have a cast time?
It does have a cast time. (Celestalon)
Is it 1.5sec like Uplift is then?
Yes. (Celestalon)
Will Uplift and Chi Explosion Be able to cast instanlty while using it like Chi Surge and Enveloping Mist? Thanks for responding
Haven't decided yet. Mistweavers are seeing several interconnected changes, so evaluating any one in a vacuum is difficult. (Celestalon)

And Chi Explosion will not have a cast time for Windwalkers and Brewmasters correct?
Correct. (Celestalon)

Is Enveloping mists being removed or just not mentioned in the post? Without it MW lack a single target chi finisher.
Enveloping Mists is still there. (Celestalon)

Uplift is usually a monk's #1 or #2 throughput spells. Will its numbers be adjusted to reflect the new cast time?
Yes. (Celestalon)

when you say you're making smartheals more random, that makes me concerned about mistweavers! renewing mists even more clunky
Mistweavers will be seeing other improvements -- we're not looking to leave their effectiveness at the mercy of random jumps. (WatcherDev)

Paladin (Forums / Skills / WoD Talent Calculator)
Also if you plan to increase value single target heals . Any plan to change HP generations or we will have to spam HR anyway ?
Holy Radiance will not be your optimal way to generate Holy Power for single target healing. (Celestalon)

Why does it have Holy Light listed 4 hpally, but not Divine Light, when you said you're removing lowcost heals ie. Holy Light?
Divine Light has essentially been renamed to Holy Light. DL = big, efficient heal; Flash = big, fast, but less efficient heal (WatcherDev)

Heavily disagreeing on the need of a 1.5 sec cast time to EF/LoD. Paladins already feel immobile and this makes it worse
Maybe compared to monks and druids doing midair flips while they heal.... In any case, this is a starting point for beta iteration. (WatcherDev)

Priest (Forums / Skills / WoD Talent Calculator)
Why has divine star never been nerfed? 15sec cd, no DR. Disc was supposedly being nerfed, then DR was removed and SoO = broken.
Divine Star is probably the most overpowered spell in the game, currently. It will be nerfed in 6.0. (Celestalon)

Cautiously optimistic about the healing blog, but can you tell us what's the new Disc-only Holy Nova do?
Similar to what it does today, except decent, efficient healing. Damage still likely to be trivial. (Celestalon)
still just an explosion around you?
Yes. (Celestalon)
Cooldown like COH? Or spamable? 1.5 Cast time I assume....
No cooldown. Still deciding on instant vs 1.5s cast. (Celestalon)

Can you shed any light on the intention for Atonement healing? Intended only as filler or can it still be my main healing?
Atonement will not be as much healing throughput as normal healing. Does significant damage when you don't need as much healing. (Celestalon)

holy priest ---, reduced throughput, PoM Casttime, 90 Talent Cast Time - mana regen nerf - confused?!?
Mana regen nerf? Also we didn't reduce throughput; increased player health pools and buffed heals by less. Affects all healers (WatcherDev)
"and a new focus on efficiency decisions." which means holy priests with lack of efficient heals = regen prob(nerf wrong word)
Holy Priests will have as many efficient options as other healers. This is a broad set of changes that affects all specs. (WatcherDev)

Shaman (Forums / Skills / WoD Talent Calculator)
Is shaman healing output being rethought? Considering >80% of our healing is all smart healing. Also any spells getting casttime
Shaman has far fewer instant heals than most. And yes, between CH, HR, and HST, too much of a Shaman's throughput is smart atm. (WatcherDev)

Warlords of Draenor Dev Watercooler: Building Healthy Gameplay
Originally Posted by Blizzard (Blue Tracker / Official Forums)

Last week, we talked about squishing stats and pruning unnecessary complexity as part of our ongoing design goals for World of Warcraft: Warlords of Draenor. This time, we'll look at a few topics all related to one vital element: health.

Player Health and Resilience
In the next expansion, we’re planning several interconnected changes designed to provide better-tuned gameplay for healers and improve the healing dynamic in PvP.

The high amount of base Resilience and Battle Fatigue in Mists of Pandaria currently causes characters to feel much weaker in PvP than they do in PvE. To address this disparity, we’re approaching Warlords of Draenor with the goal of shrinking that gap as much as possible. To reduce dependence on Resilience, we needed to increase player survivability against other players, and we chose to do this by essentially doubling (post-squish) player health.


On its own, that increase in health would make players more survivable in the world at large, so we’re also increasing creature damage and the effectiveness of healing spells to balance things out. The net result of these changes is that individual attacks will knock a smaller chunk off of a player’s health pool in PvP, but your survivability in PvE won’t be affected.

Doubling player health gave us room to reduce Resilience and Battle Fatigue, but our goal was to be able to remove them entirely. In order to achieve that, we’re also reducing PvP spike damage across the board by lowering Critical Damage and Critical Heals to 150% of their normal effect (down from 200%).

Our hope is that these changes allow us to reduce Base Resilience and Battle Fatigue to 0%. It’s possible that we’ll still find a need for some minor amount of Base Resilience and/or Battle Fatigue, and we’ll be testing these changes extensively and adjusting as needed.


Retuning Healing Spells

One of our goals for healing in Warlords of Draenor is to tone down the raw throughput of healers relative to the size of player health pools. Currently, as healers and their allies acquire better and better gear, the percentage of a player’s health that any given heal restores increases significantly. As a result, healers are able to refill health bars so fast that we have to make damage more and more “bursty” in order to challenge them. Ideally, we want players to spend some time below full health without having healers feel like the players they’re responsible for are in danger of dying at any moment. We also think that healer gameplay would be more varied, interesting, and skillful if your allies spent more time between 0% and 100%, rather than just getting damaged quickly to low health, forcing the healer to then scramble to get them back to 100% as quickly as possible.


To that end, we’re buffing heals less than we’re increasing creature damage. Heals will be deliberately less potent compared to health pools than before the item squish. Additionally, as gear improves, the scaling rates of health and healing will now be very similar, so the relative power of any given healing spell shouldn’t climb so much over the course of this expansion. For those concerned about what this means for raiding, don’t worry—we’re taking all of these changes into account when designing Raid content for Warlords of Draenor.

It’s also important to note that spells that heal based on a percentage of maximum health are being effectively buffed by the massive increase to player health pools, so we’re lowering those percentages to offset the effect. That may make them appear to have been nerfed—however, the net result is that those percentage-based heals stay about the same as before relative to other heals.

All of these changes apply to damage-absorption shields as well. Additionally, we're toning down the power of absorbs in general. When they get too strong, absorption effects are often used in place of direct healing instead of as a way to supplement it. We will, of course, take these changes into account when tuning specializations that rely heavily on absorbs, such as Discipline Priests.

We also took a look at healing spells that were passive or auto-targeted (so-called "smart" heals).

We want healers to care about who they're targeting and which heals they're using, because that makes healer gameplay more interactive and fun. To that end, we're reducing the healing of many passive and auto-targeted heals, and making smart heals a little less smart. Smart heals will now randomly pick any injured target within range instead of always picking the most injured target. Priority will still be given to players over pets, of course.

Another of our goals for healing in this expansion is to strike a better balance between single-target and multi-target healing spells. We've taken a close look at the mana efficiency of our multi-target heals, and in many cases, we're reducing their efficiency, usually by reducing the amount they heal. Sometimes, but more rarely, raising their mana cost was a better decision. We want players to use multi-target heals, but they should only be better than their single-target equivalents when they heal more than two players without any overhealing. This way, players will face an interesting choice between whether to use a single-target heal or a multi-target heal based on the situation.

Finally, we're removing the low-throughput, low-mana-cost heals like Nourish, Holy Light, Heal, and Healing Wave, because we think that while they do add complexity, they don’t truly add depth to healing gameplay. (We’re also renaming some spells to re-use those names. For example, Greater Healing Wave is being redubbed Healing Wave.) However, we still want healers to think about their mana when deciding which heal to cast, and so the mana costs and throughputs of many spells are being altered to give players a choice between spells with lower throughput and lower cost versus spells with higher throughput and higher costs. Here are some examples from each healer class:


Druid Higher Efficiency: Healing Touch, Rejuvenation, Efflorescence
Druid Higher Throughput: Regrowth, Wild Growth

Monk Higher Efficiency: Soothing Mist, Renewing Mist
Monk Higher Throughput: Surging Mist, Spinning Crane Kick

Paladin Higher Efficiency: Holy Light, Holy Shock, Word of Glory, Light of Dawn
Paladin Higher Throughput: Flash of Light, Holy Radiance

Priest Higher Efficiency: Greater Heal, Circle of Healing, Prayer of Mending, Holy Nova (new Discipline-only version), Penance
Priest Higher Throughput: Flash Heal, Prayer of Healing

Shaman Higher Efficiency: Healing Wave, Riptide, Healing Rain
Shaman Higher Throughput: Healing Surge, Chain Heal

All of this discussion of efficiency may cause most healers to start worrying about mana regeneration and their mana pool. To allay those concerns, we’ve increased base mana regen a great deal at early gear levels, while having it scale up less at later gear levels. This will make all of these changes play well even in early content such as Heroic Dungeons and the first tier of Raid content, and also play well in the final Raid tier without mana and efficiency becoming irrelevant due to extremely high regeneration values.

That’s a lot of big changes for healers: reduced throughput, more triage, less powerful “smart” heals, weaker absorbs, fewer spells, and a new focus on efficiency decisions. We’re confident that we can apply lessons learned from previous expansions to make this the best healer experience yet: more dynamic, engaging, non-punishing, and frankly a lot more fun.


Instant-Cast Heals


Over time, healers have gained a bigger and bigger arsenal of heals that they can cast while on the move, which removes the inherent cost that movement is intended to have for them, while also limiting players’ ability to counter healing in PvP. This left silences and crowd control (which we’re trying to curb—see "Pruning the Garden of War") as the only ways to actually limit an enemy player's healing output. We're still preserving the option to instantly heal, but are reducing the number of instant-cast healing abilities overall. Here are some examples:

Druid
  • Wild Growth (Restoration) now has a 1.5-second cast time.

Monk
  • Uplift (Mistweaver) now has a 1.5-second cast time.

Paladin
  • Eternal Flame and Word of Glory now each have a 1.5-second cast time when specced Holy.
  • Light of Dawn now has a 1.5-second cast time.

Priest
  • Cascade, Divine Star, and Halo now each have a 1.5-second cast time.
  • Prayer of Mending now has a 1.5-second cast time.

All of these changes taken together are intended to make gameplay more consistent between PvE and PvP, and invigorate healers with more dynamic gameplay.

These are only some of the many changes that you’ll be seeing as we continue development, and what we’ve shared so far is only one piece of a much larger puzzle. We hope that as we share more with you here, on the official site, the forums, and on Twitter, you’ll get a good understanding of what’s to come in Warlords of Draenor and the direction we’re working toward. As always, keep in mind that any of this information could change over the course of the testing process. We look forward to seeing your constructive feedback!
by Published on 2014-03-07 09:26 AM

Upcoming Hotfixes, Reaper of Souls First Look: Exploring the Blood Marsh, Blue Posts

Golden Heroes Coming Soon!

StarCraft Heroes Preview

Warlords of Draenor - No Realm First Achievements
As mentioned in the Patch 5.4 Dev Interviews, realm first leveling and profession achievements won't be added for Warlords of Draenor.



Battleground Honor Increases Coming Tuesday
We now have a date for the battleground honor increases.



Battle.Net Desktop App Chat
We recently got some updates on chat in the Battle.Net Desktop App and the Appear Offline mode from a while back.

A recent update to the client removed one of the older chat display styles, added and tweaked avatars, modified some chat related things, and removed the Beta label.


Originally Posted by Blizzard (Blue Tracker)
If you're an astute observer, you'll note from various postings on the internet that there is indeed chat functionality inside the client, but it is disabled.

The reason why it isn't enabled is simple. The servers aren't ready to handle it yet.

Having said that, chat will be ready soon(tm)

Better answer would be "chat is not ready yet" than "servers can't handle it"
You're right, poor choice of words. Chat was definitely not ready, but it is closer now.

The problem with the chat system was related to when you're logged into multiple games at the same time. For purposes of this discussion, Battle.net app is considered another game.

See who is online (You'll need friends for this). In a future update (coming soon) you'll be able to chat with them too. (Source)

Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
"We want to reduce the amount of buttons required to play and make the game easier for players who come back." WHY DUMB IT DOWN?
Reducing the number of buttons required is not the same as dumbing it down. (Celestalon)

More behind the scenes of class design:There are hard many parts of designing a spell, but most people wouldn't guess one of the hardest. Naming it. Giving a spell a good name is paramount. It has to be representative, awesome sounding, appropriate, etc. (Celestalon)
One of the most difficult things is resisting the urge to use "Divine" or "Holy" on a Paladin/Priest spell, *again*. (Celestalon)

Keeping 100% uptime on DOTs and performing a filler rotation is not engaging. Intelligently using procs is
Intelligently using procs isn't going away. (Celestalon)
Don't mistake snapshotting's removal for procs not benefitting you. Procs' effects are just restricted to their duration now. (Celestalon)
if that is the case are we looking at dynamic updating of DOTs in Warlord's?
Yes, that's what removing snapshotting is. (Celestalon)
Since it Dynamically updates there's no other point. Basically DoT classes are boring now?
No, pretty sure you're misunderstanding something fundamental. DoTs are updated on every tick, not when they wear off. (Celestalon)

Art
will you update the character login backgrounds along with the new models? The UD one is very outdated. Thanks!
I agree those need some love, maybe not at same time as characters but its something we've wanted to do for a while now. (artofcgrobinson)

Hello good sir, with the new character model updates in WoD i was hoping to see an option for long beards for my casters!
cool idea, not adding extra options with this pass, hope to do so in the future. (artofcgrobinson)

Proving Grounds
Any plans for handling scaling of CMs/PGs different in WoD? Scaling down 120 ilvls makes classes play very differently.
We're investigating the potential of scaling PGs up to your ilvl. Not a guarantee, just an investigation. Has Pros/Cons. (Celestalon)

PvP
Will most classes only have one viable spec for pvp (like warriors) in WoD? would be easier to balance?
It is a decent goal for classes that only have one role, but not for classes that have multiple. (holinka)

Can you implement the SotA bomb extra action button in IoC as well?
Yes eventually. (holinka)

you know why resi should be in gear? Smooth resi scaling. Suddenly added big resi feels bad. Takes time for gear to fix.
Certainly true. But the whole player base doesn't gear at the same rate, specifically ungeared players entering the game. (holinka)

Was leaving resilience on heirlooms an oversight? Maybe it could be replaced with something more useful?
Resilience is on all lower level gear (holinka)

why didnt you reset mmr?
We don't reset MMR because it is system designed to match up players of equal skill. We do reset inflation however. (holinka)

Hearthstone - Golden Heros
Starting with the next patch, 500 ranked wins will earn a golden hero for you, complete with animations. You can find out more on Hearthpwn.



TCG Art Update
Blizzard has updated the TCG art gallery to feature ten new pieces.


by Published on 2014-03-06 04:14 AM

Warlords of Draenor Gameplay Videos
It seems there were more gameplay videos at the recent press events!

Orc Character Creation



Hunter Talents



Dungeon Journal



Gameplay Videos (Playlist)



Connected Realms Update - 05/03 (EU)
Originally Posted by Blizzard (Blue Tracker / Official Forums)
The following realms are scheduled to be connected next:

English Realms
  • (PvP) Sunstrider and Shattered Halls/Balnazzar/Ahn'Qiraj/Trollbane/Talnivarr/Chromaggus/Boulderfist/Daggerspine/Laughing Skull
  • (PvP) Darksorrow and Genjuros
  • (RP) Moonglade and The Sha'tar

French Realms
  • (PvE) Elune and Varimathras
  • (PvE) Marécage de Zangar and Dalaran

Plans for these connections may change at any time. We’ll provide additional updates for future connections here as soon as we can.

To see a list of all realms connected so far, see our other forum post.

Free Character Migrations Available (EU)
Originally Posted by Blizzard (Blue Tracker / Official Forums)
If you're on one of the source realms listed below, you can move your characters to one of the designated destination realms and avoid the queues—for free!

By initiating one of these transfers, you will be moving your character to a new realm and home. This is a one-time, one-way move. If you wish to move your character elsewhere, you will need to use the paid transfer service.

  • Silvermoon => Magtheridon / Azuremyst
  • Kazzak / Outland / Stormscale => Auchindoun

Please be aware that, due to the unpredictable nature of free transfers, we may close down any Free Character Migrations at any time and without warning if the target realm becomes full. If you plan to move with friends or your guild, we suggest that you coordinate the effort to reduce the chance of any stragglers being left behind.

Early closures aside, this set of Free Character Migrations will end on Tuesday, March 11

Begin a Free Character Migration now! We recommend reviewing the FAQ, as it details what is or isn't allowed for transferred characters.

Blizzard Holiday Gift
It looks like the people at Blizzard got their 2013 Holiday gifts in today! You can see it glowing here.

by Published on 2014-03-05 05:29 AM

[Updated] Patch 2.0.2 Now Live

Hearthstone Beta Test is Coming to an End

Warlords of Draenor Currencies
There were a few developer interviews at the recent press events, so today we are taking a look at an interview with Ion Hazzikostas from PCGamesN. This interview was short with some paraphrasing, so Bashiok provided some additional clarifications below.

  • Valor Points were previously used to offset bad luck in getting raid drops, but the bonus roll system now fills that role.
  • The bonus roll system might get a little bit smarter, with less of a chance to get duplicate loot
  • PvP currently has two currencies, and the team is trying to get rid of one of them. Randomly assigning PvP gear wouldn't make sense, but Conquest Points work well.

Originally Posted by Bashiok (Blue Tracker / Official Forums)
We're not quite ready yet to talk specifics, but the plan is not to just remove currencies, let bonus rolls stay as-is, and expect everything will work out fine. We're keenly aware of how gearing works in the game. I think the changes we have planned will assuage your fears once we are ready to lay it out.

(It's pretty cool. I think you'll like it.)

Until you are ready to talk about it, its doing you guys a disservice talking about half of the big picture. You're causing more chaos than anything. Im a normal/heroic player and I don't get to hung up on gear (Im used to RNG from D&D days), but as you can see, a lot of people get confused and frustrated at it.
Many people enjoy being upset and arguing about ifs, ands, or buts (or in the case of character models, actual butts).

A quiet and content forum is a sad and wanting thing.

I guess we're gonna have to agree to disagree there. When it comes to controversial changes, posting only the BAD half of the full picture just to get a (mostly negative) reaction is not the right way.

Want to get people talking? Post some of the stuff we can be HAPPY about. While we don't need to know everything all the time, getting only the bad side with none of the good doesn't do any favors to anyone either.

Well, actually, good news doesn't really create much interest, if you want to dissect it. But that's beside the point. We're obviously not intentionally releasing bad or angering information to try to get people riled up. That'd be silly. We do want to try to manage expectations. Letting people know far in advance that currencies are being streamlined gets that into people's brain meats early, and gives it time to sink in so that when they start seeing or playing that change it ideally isn't jarring and upsetting at that moment.

My point was that people discussing a change they have partial information about, debating the specifics, and questioning what it means, are not necessarily negatives. In cases where those are becoming destructive we'll generally try to provide some guidance to at least direct it back to a constructive conversation.

Patch 5.4.7 - Battleground Honor Increases
It looks like we won't see those battleground honor increases this week.



Patch 5.4.7 Hotfixes - March 4
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Raids, Dungeons, and Scenarios
  • Siege of Orgrimmar
    • Paragons of the Klaxxi
      • Kil'ruk the Wind-Reaver’s Reave should now cancel properly if he's defeated while channeling the ability.

Battlegrounds and Arenas
  • Twin Peaks and Warsong Gulch
    • Focused Assault debuff is now applied to flag carriers once both team’s flags have been picked up starting at the 1-minute mark (down from 3 minutes).

Blue Posts
Originally Posted by Blizzard Entertainment
DPS Deltas
Wont begin to matter till you do heroics though, unless you basically straight stack your 25 man raid with ~17 shadow priests.
The thing about discussing "worst" vs. "best" dps these days is that the delta between worst and best is quite narrow, probably the narrowest that it's ever been. As others in this thread have pointed out, different classes tend to perform better or worse depending on the fight. Also, even classes that might not have the best single target damage can contribute in other ways. For example, Shadow Priests have multi-dotting potential, and provide some healing as well. (Blue Tracker / Official Forums)

Non-Raiding Players
I don't think we really view the game as being for raiders or non-raiders. At this point raiding is a large piece of end-game progression for everyone, not just those with dedicated guilds and hours of dedicated raiding time. You can jump into raids quickly now, and finish individual wings within a short amount of time. That doesn't mean everyone has to do it of course, you can play however you like, but the accessibility of LFR and now Flex mean that if you're not seeing that content you are stopping short of big chunks of content that the game has to offer for you. It's available for everyone to enjoy in many different difficulties and modes of accessing it.

I guess my point is I wouldn't label yourself. You're a World of Warcraft player, not casual or hardcore, or a raider or a non-raider. Jump into content you think will be fun, and explore, and try new things.

The person who doesn't want to ever step into a raid, even LFR has long been treated with a neglect. Benign or not it's still neglect.
I would ask why they don't want to step into a raid, and work back from there. Like I said it's a part of the game for everyone. Someone choosing not to ever step into a raid is choosing to avoid a huge chunk of character progression that is purposely created to be accessible for everyone playing. Stopping short of level 90 would also result in fewer options and availability for character power improvements.

There are many ways to hit 90 - there is only two ways to experience raid content. Either being matched with a bunch of strangers, or having to find people who can play when you play.
As an MMO it's not cruel and unusual that many of the games primary systems expect people to play together. I understand that a lot of people like to essentially solo-play the game, but ... well I guess that's a discussion on what this game is and to what degree we support each playstyle, even if that playstyle is contrary to the game's genre. I don't think there are any easy answers there.

I will say that our intent with Warlords is to offer more outside of raiding at max level. That may not be craftable gear, but ideally it'll be compelling solo and dungeon content throughout the expansion for everyone, and even more so for those who choose not to raid. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
WoD Since hit/exp are gone, remove the parry (facing) penalty from melee to bring them closer to casters?
We're significantly reducing, but not completely removing it (except for tanks). We still want melee DPS behind the boss. (Celestalon)
Glancing blows do create variance between white vs yellow crit, but that just seems pointlessly complicated
We've effectively removed Glancing Blows. Won't happen except against +4 levels. (Celestalon)

Don't get why caster = guaranteed hit, whereas melee = glancing + parry potential. Just seems pointlessly uneven
We're effectively removing glancing, and you won't get parried from behind. (Celestalon)

Art
Any current plans for order that player models (beyond dwarf / Orc) will be implemented? Also, they look fantastic so far!
Hard to say because we're working on a lot of them at the same time and its a fairly organic process. They're actually not "finished" when put up on Artcraft, just a point where I'm pleased with the current state and want to hear community thoughts (artofcgrobinson)
Can we expect them every month/fortnight then?
no, we're planning on releasing them whenever we have something to show (artofcgrobinson)

So I hope moonkin is included in the model revamps, because its been a long time since bear and cat got theirs
I agree, unfortunately not part of PC revamp, but definitely on the radar. (artofcgrobinson)

Warlords of Draenor Stats
I fully trust the stuff you guys are talking about, but what about people that lock at 60,70,80 to do "current" old raids?
The squish will not make it harder for those either. (Celestalon)

I'm sure it's been covered somewhere, but are secondary stats set in stone, or random like tertiary?
Set in stone, other than the rare random suffix items that you occasionally find ("of the Beast", "of the Tiger", etc.) (Celestalon)

Proving Grounds
Will current proving ground rankings carry over to WoD, or will we need to do them again for heroic dungeons?
There will be new Proving Grounds achievements in Warlords. (Celestalon)
Interesting, does that mean new title and old ones/titles becoming Feat of strength?
Still determining those details, sorry. (Celestalon)

PvP
What do you think about rolling all hard CC into 1 DR, and becoming immune for 10s after being hit by 2?
I don't like it (holinka)
Do you think re-CCs immediately after trinket should be full or DR'd?
They should still be DR'd. We have a lot of Trinket like effects out there. Better to be consistent with DR system (holinka)

After Warlords release, will the Fire-Watcher's Oath's bloody coin gain be upped and last longer when Timeless is less visited?
The area will probably be CRZ'd and feel pretty full. Not sure what's been decided there though. (holinka)

Would you ever consider raising 2s MMR across the board? Tougher to get up than 3s, especially if you're not a "tier 1" 2's class.
We increased the scaling in 5.4 to be on par with 3s. I don't think we need to do it further. (holinka)
but then how come getting 2.2 in 2s is like 100 times harder than it is in 3s seems like your doing alot more games
More competition (holinka)

can I ask why blizzard doesn't do tourtments though out the season just fun ones like do? The people like then!
We work with partners like that want to run tournaments. Make sure to support them if you want to see more! (holinka)

50% Bonus XP In Diablo III – Limited Time Only
If you have put off leveling in Diablo III, now is a good time to pick that back up. You can earn an extra 50% experience from now until March 24th.

by Published on 2014-03-03 06:08 PM

Update 2: Celestalon added some more clarifications:
Originally Posted by Celestalon (Blue Tracker / Official Forums)
Regarding Berserking and Blood Fury, also remember that we’re reducing the amount of cooldown stacking in the game, and more importantly, removing DoT snapshotting. That is effectively a significant nerf to Berserking and Blood Fury, since you'll no longer be able to extend their benefit long past their intended duration. We expect that these changes will bring Trolls and Orcs in line with other races (but not underpowered, either).

Regarding Touch of Elune, we're making all secondary stats useful to everyone (aside from Spirit for non-healers and Bonus Armor for non-tanks), and more closely balancing their value. As others have pointed out, there are no more haste breakpoints, so this doesn’t imply any gear changes should be made based on time of day.

Additionally, we do still want there to be some difference and choice between the racial abilities, which does mean that players who want to min/max to that degree may still find more value in another race. We don’t feel the difference, even in a worst case scenario, is going to be large enough that someone who wants to play a Night Elf should feel like they're making the wrong choice, but players who are only interested in what they feel are the best racials for their class or spec will have other race options available.

Update: Celestalon clarified why no changes to Every Man for Himself are listed:
Originally Posted by Celestalon (Blue Tracker / Official Forums)
Unlike the other racials that provide some type of CC-dispel, Every Man For Himself actually replaces a CC-Break PvP trinket; it isn’t in addition to it. So what you gain with EMFH is actually a trinket slot. Thus its power is very much related to what trinkets there are available. We're still determining our plan for PvP trinket itemization, so haven't decided on what to do with EMFH quite yet. It’s quite strong, and we agree that it looks unfair from those patch notes; we just haven't decided what to do with it yet. So, don't take that list as a statement that EMFH won't be changing somehow.

Warlords of Draenor Racial Traits
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We’re planning some changes to racial traits for Warlords of Draenor. We recently posted a Dev Watercooler (Pruning the Garden of War) that dives deeper into the philosophy behind these changes, and now we wanted to give you the full details of what’s coming.

In order to keep racials more in line with one another, we’ve decided to bring down a couple of high outliers, then establish a fair baseline and bring the other racials up to that. We’re accomplishing this by improving old passives, replacing obsolete ones, and adding a few new ones where necessary. Ultimately, our goal is to achieve much better parity among races.

There aren’t any current plans to change Pandaren or Worgen racials.

Blood Elf
  • Arcane Acuity is a new racial passive ability that increases Critical Strike chance by 1%.
  • Arcane Torrent now restores 20 Runic Power for Death Knights (up from 15 Runic Power), 1 Holy Power for Paladins, or 3% of Mana for Mage, Priest, Warlocks (up from 2% of Mana). Other aspects of the ability remain unchanged.

Draenei
  • Heroic Presence has been redesigned. It no longer increases Hit by 1%, and instead increases Strength, Agility, and Intellect, scaling with character level.
  • Gift of the Naaru now heals for the same amount over 5 seconds (down from 15 seconds).

Dwarf
  • Crack Shot has been removed (was 1% Expertise with ranged weapons).
  • Mace Specialization (was 1% Expertise with maces) has been replaced with Might of the Mountain.
    • Might of the Mountain is a new racial passive ability that increases Critical Strike bonus damage and healing dealt by 2%.
  • Stoneform now also removes magic and curse effects in addition to poison, disease, and bleed effects, along with reducing damage taken by 10% for 8 seconds. It remains unusable while CC'd.

Gnome
  • Expansive Mind now increases maximum Mana, Energy, Rage, and Runic Power by 5% instead of only increasing maximum Mana.
  • Escape Artist’s cooldown has been reduced to 1 minute (down from 1.5 minutes).
  • Shortblade Specialization (was 1% Expertise with one-handed swords and daggers) has been replaced with Nimble Fingers.
    • Nimble Fingers is a new racial passive ability that increases Haste by 1%.

Goblin
  • Time is Money now grants a 1% increase to Haste (up from only attack speed and spell haste).

Human
  • Mace Specialization has been removed (was 1% Expertise with maces).
  • Sword Specialization has been removed (was 1% Expertise with swords).
  • The Human Spirit has been redesigned. It no longer increases Spirit by 3%, and instead now increases two secondary stats by an amount scaling with character level. You can choose which two secondary stats it increases. This has not yet been implemented.

Night Elf
  • Quickness now also increases movement speed by 2% in addition to increasing Dodge chance by 2%.
  • Touch of Elune is a new passive ability which increases Haste by 1% at night, and Critical Strike Chance by 1% during the day.

Orc
  • Axe Specialization has been removed (was 1% Expertise with axes).
  • Hardiness now reduces the duration of Stun effects by 10% (down from 15%).

Tauren
  • Brawn is a new racial passive ability that increases Critical Strike bonus damage and healing done by 2%.
  • Endurance now increases Stamina by an amount scaling with character level, instead of increasing Base Health by 5%.

Troll
  • Berserking now increases Haste by 15% (down from 20%).
  • Beast Slaying now increases XP earned from killing Beasts by 20% instead of increasing damage dealt versus Beasts by 5%.
  • Dead Eye has been removed (was 1% Expertise with ranged weapons).

Undead
  • Will of the Forsaken’s cooldown has been increased to 3 minutes (up from 2 minutes).

Mists of Pandaria Digital Deluxe Edition Heading into the Blizzard Archive
Originally Posted by Blizzard (Blue Tracker)
In approximately one week (no sooner than March 10), the Mists of Pandaria Digital Deluxe edition will be earning a bit of much-deserved rest in the Blizzard Archive. If you’ve been thinking about upgrading your standard edition for the in-game extras or contemplating coming back to the game to check out the latest content, you might want to consider snagging the Digital Deluxe Edition now before it heads into the vaults.

If you already own the standard edition of Mists of Pandaria and are interested in upgrading, you can head over to your account management page to do so now. The Digital Deluxe edition might come back out of the archive in the future, but even the jinyu waterspeakers don’t know if or when.


The Digital Deluxe edition of Mists of Pandaria includes the Imperial Quilen Mount, the Lucky Quilen Cub pet, a Mists of Pandaria–themed Diablo III banner sigil and accent, and Horde- and Alliance-themed StarCraft II portraits. Learn more about the Digital Deluxe Edition here.
by Published on 2014-03-02 10:24 PM

Reaper of Souls Launch Party Invitations are Out!, Diablo III Originally Had Branching Storylines, Wizard and Barbarian Builds

Top 5 Plays of the Week, Weekly News Recap

Skin Previews: Bone Abathur and Char Abathur

Warlords of Draenor Developer Interviews
There were a few developer interviews at the recent press events, so today we are taking a look at interviews with Ion Hazzikostas from Yogscast.

Warlords of Draenor Starting Experience
  • Everyone will have a starting experience in Warlords of Draenor, which will take place before the gameplay in the recent videos.
  • The normal experience takes place at the Dark Portal, having you go through to stop the impending Iron Horde invasion. You aren't able to defeat the Iron Horde, but you do stop the imminent threat.
  • Characters that are boosted to Level 90 will have a slightly different experience, with most of the skills removed from their bars and then having abilities unlocked again as they play.

Garrisons
  • Garrisons should give you access to portions of other professions without making the people that actually have the profession useless.
  • The mounts in your garrison's stable will be mounts that you own, based on the ones that you use the most.
  • Garrisons have a new NPC AI system that allows NPCs to behave less like the scripted NPCs we have now.
    • For example, the Blacksmith could wake up and go to work, work at his forge and become thirsty, eventually taking a break and going to the tavern, and ten finally going back to the barracks to sleep.
    • This improved AI was made necessary when the team decided to allow players to select where they place buildings in their garrison, making it impossible to pre-script and pre-place all of the NPC interactions.
    • This system might be used with NPCs in cities and other places in the future.
  • The location of buildings in your garrison is mostly for personal choice, as the gameplay element of garrisons is selecting which buildings you want for your limited plots.
  • The team is aware of the problem with the farm in Mists of Pandaria and doesn't want players to feel the need to have garrisons on their alts just to funnel resources to their main.
  • Players will want to check in with their garrison once per play session, maybe when they log in or out. It won't be a place to idle like cities currently are, as there is no auction house or bank.

Raiding / Misc
  • There aren't any plans for Mythic only bosses in the Patch 6.0 raids, but there will be some Mythic only elements of the fights, similar to the extra phase on Heroic Garrosh. Mythic only bosses will continue to be added when they make sense.
  • Ra-den didn't work out as intended. The boss wasn't tested publicly to ensure it remained a surprise and Ion wasn't able to spend as much time as he would have liked watching the internal testing sessions. This resulted in some loopholes in the fight making it live and Ra-den being easier than intended.
  • The team is aware that the timeline in older content is a little bit inconsistent, but updating the Burning Crusade and Wrath of the Lich King content would take away from Warlords of Draenor development.


Patch 5.4.7 Hotfixes - February 28
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Classes
Death Knight (Forums / Skills / WoD Talent Calculator)
  • Dancing Rune Weapon's summoned rune weapon should no longer incorrectly cause NPC guards to attack the target instead of the Death Knight that summoned it.

Monk (Forums / Skills / WoD Talent Calculator)
  • Zen Pilgrimage: Return is no longer automatically removed from Monks that leave the Peak of Serenity.

Battlegrounds and Arenas
  • Resolved a pathing issue with Intervene for Warriors with Glyph of the Watchful Eye equipped while in the Temple of Kotmogu.
  • Resolved a situation where players were able to retain the Readiness effect from trinkets without equipping them while in a Battleground.

Bug Fixes
  • Resolved a crash in the client that affected users running Windows XP: Service Pack 3.
  • Resolved a crash that could occur while loading into an area or instance.

Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
I can spec leeching&paralytic but only use 1, bad design or intended? (lock tal accounts for players taking link & sac)
We're OK with *occasionally* one talent making another talent a bad choice. (Celestalon)

Arcane Mages and Destruction Warlocks. Such mindless, spammy, 2-button specs. Really disheartening to watch, nevermind play.
If you think those specs are mindless 2-button rotations, you're not playing them even remotely to their fullest. (Celestalon)

Touch of the Grave doesn't act like other life steals in pvp, and mortal coil doesn't benefit from PVP power +healing. Intended?
Touch of the Grave I'm not sure; we'll be taking a close look at it following the racial changes.Mortal Coil sounds like a bug. (Celestalon)

Hunter (Forums / Skills / WoD Talent Calculator)
think all the hunter specs are very similar and only few skills change. What about making BM Melee ? BM God Rexxar had axes, too
We definitely agree that the hunter specs feel the same, and are taking steps to address that. Not melee BM though. (Celestalon)

Monk (Forums / Skills / WoD Talent Calculator)
Do you consider boss spinning / mob-ball movement to grab Gift of Ox legit concern, or just intended part of mastering spec?
Intended part of mastering the spec. (Celestalon)
The penalty for a brewmaster moving to grab orbs is inflicted on melee/raid rather than the brewmaster tho...
No it's not. If your Brewmaster is moving the boss, or cleaving the raid/melee, he's moving more than he needs to be. (Celestalon)

Is there a Cooldown on Chi Explosion?
No. (Celestalon)
Does it replace Blackout Kick? Purify still has a purpose but BoK seems redundant with Chi Explosion.
We're still debating that. The reason not to is if you want to sometimes pool 1 chi for emergencies, so not spend all at once. (Celestalon)
Now that I think about it, will it function with the 5th chi from Ascension?
If you cast Chi Explosion with 5 Chi, your explosion hits the whole server....or you're just left with 1 Chi. One of the two. (Celestalon)

Paladin (Forums / Skills / WoD Talent Calculator)
Also! Speaking of, any word on Paladin changes/L100 abilities since Blizzcon?
We put Seal of Faith back on our Shelf of Ideas That Have Potential But Aren't Ready For Primetime Yet. (Celestalon)

Rogue (Forums / Skills / WoD Talent Calculator)
please tell me some of the upkeep is being rolled in for sub rogues. Between that and positioning, it drives me away!
Upkeep? The upkeep of keeping your poison up? o.O (Celestalon)
meaning both rupture and snd - I meant in general not related to the new talent.
Ohhhh, sorry, just assumed due to timing.Sub upkeep: That's the point of subtlety. Subtlety gameplay is defined by that. (Celestalon)
Interesting I feel like many players would say FW is sub's defining mechanic.
FW is just one of the things that Subtlety asks you to juggle. (Celestalon)

PvP
Horde pvp population: are you just going to let things continue to get worse? Tilting AV and IoC to favor Horde will not help.
We're very concerned about the imbalance and queue times. We have plans but expacs are often the time when people switch. (holinka)

FYI: 1. The ladder is used to calculate rating thresholds for granting titles. 2. We then give titles to people with appropriate rating. (holinka)
Step 1 didn't take low level characters into account. Step 2 accidentally gave titles to low level characters with correct rating. (holinka)
So removing rewards from low level characters doesn't mean more people will get rewards. (holinka)

Good thread about H:A map imbalance in Random Battlegrounds
Forgot to mention Twin Peaks is down hill when running the flag as Horde. Slowfall + speed boost.
pretty sure slow fall has a speed cap on it for just this reason (holinka)
Not in normals afaik.
RBG win rates are very close to 50/50 on all of these maps (no matter which faction plays Alliance or Horde). (holinka)
Thats not very telling? Your system is designed to adjust ratings until 50:50 is achieved.
No that just further proves the point. In RBGs, team skill is equal and map balance would be the only variable. (holinka)

Will PvE realms face PvP realms in Ashran since PvP realms are horde dominated and there won't be enough allies?
It's possible that this will happen in some cases. We'll try to minimize that crossover as much as possible. (holinka)

Fan Art Update
Blizzard has updated the art gallery to feature ten new pieces.



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