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by Published on 2013-06-01 07:57 AM

A Reason to Fight Bosses, Breaks are Not a Bad Thing, Blue Posts, Curse Weekly Roundup

Shaman Card Reveal: Earth Elemental

Patch 5.3 Dev Interview
Today we are looking at an interview with Cory Stockton by WoWJuju.

Future
  • The big unannounced feature will have a cool impact on the game and is something they have been talking about for a long time.
  • Patch 5.4 should be on the PTR fairly soon, so we will know what it is soon!
  • The team is looking at ways to make getting in to PvP easier, similar to how LFR made getting in to PvE easier. One of the changes made towards this goal was the PvP gear and stat changes in Patch 5.3.

Pet Battles
  • PvP servers don't get any system changes just because they are a PVP server, so getting attacked while in a wild pet battle is just part of the PvP server experience.
  • There are a few auction house fixes on the list for filtering and displaying battle pets, some of which may end up in Patch 5.4.
  • The pet battle system is built around collection and advancement, with the battle being a fun game with strategy.
  • Models are reused between pets to increase the number of pets you can collect, with some using different skins on the same model.
  • The ICC buff was nice in that it helped you to defeat the bosses, but players felt weak in the outside world after raiding with that large buff. Debuffing the bosses rather than buffing the players was the solution to this problem.

Misc
  • The Troves of the Thunder King scenario worked out well and the devs will continue to experiment with more things like it in the future.
  • The new unlucky streak protection can be used in other areas where streaks of bad luck will make gameplay unpleasant.


Blue Posts
Originally Posted by Blizzard Entertainment
Heroic Scenario Rewards
Extreme bad luck with RNG can make things feel less rewarding, especially if players are used to 5man heroics always dropping some loot, so even if they don’t get loot, at least they see it dropping, which gives them a feeling of accomplishment (seeing what dropped instead of "if it dropped"), I understand that only seeing some gold at the end of a run can feel a bit… “meh!”

Having said that, there are measures we can take to at least provide a bit of protection against extreme streaks of bad luck if we think that they are necessary. We’ll keep an eye on this, it’s useful for us to know that some players are finding heroic scenarios interesting and challenging but not rewarding, and we’ll let devs know about it. (Blue Tracker / Official Forums)

Resillience and Low Level Characters
Just to touch on this topic quickly; Any characters below level 90 currently gets 40% base resilience, this is intentional. This is partially because there is lower level gear that we were not ready or unable to remove the resilience from. We’ll eventually strip the resilience off all the old gear if we don’t redesign the system for later patches and at that point we may make changes to the base resilience numbers for lower levels. (Blue Tracker / Official Forums)

Low Level Dungeons
It would be great to have much harder content for those who enjoy that kind of challenge while levelling, but I believe that the issue is if we make low level dungeons much harder, most players would avoid them altogether because they wouldn’t be competitive enough in terms of xp/time when compared to questing.

That’s a problem because it would probably have the unfortunate consequence of increasing the queue times for LFD. So in the end we would be faced with almost no one running dungeons while levelling.

Anyone wanting to run those harder dungeons would probably go through very few of them due to having very long waiting times, and these players would only represent a tiny portion of the total number of players that would be still levelling up.

Maybe what would be possible would be to tune the difficulty of heroic versions a lot higher and to provide a better xp/time ratio by compensating with an increased amount of xp per mob to actually make it competitive with questing. This would provide a nice alternative without removing any existing content for those who enjoy the experience of normal dungeons.

We need to keep in mind that dungeon attractiveness depends largely on the relationship between difficulty and rewards; this includes: xp/time ratio, gear and entertainment/fun level.

We would need to tune them to be challenging without feeling discouraging, that means we need to hit that sweet spot where a player that enjoys challenging content would always queue for the heroic version instead of the normal without feeling that he would be losing anything by making that choice, else, heroics would be plagued by high queue times and players would gradually stop using them.

The problem is we have finite resources, of course ideally we would love to put out content for every kind of player out there because we can actually do that with the scaling functionalities we have in place, but we like to do things the right way, we’re not just going to automatically increase the hp/level/xp of every mob and loot without properly checking everything about each dungeon, and this takes time, time that would be better spent on creating new raids and dungeons for level 90, because as many of you know, that’s one of the major things players have been asking us, that we stop putting so much focus on LFR and instead create challenging content with new 5mans for players that just dinged level 90 and dislike the low difficulty level and lack of social interaction of LFR. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
PvE
how come bosses always die at 1-2% these days? I get it for ones that go friendly at low health, but others?
Usually so we can do some kind of RP at the end. We'd like to have most bosses die at 0 though, even if some storytelling follows. (Source)

Heroic Scenarios
why does rand n-scen take away the epic box reward for rand h-scen? sucks that cant do scens waiting for friends to log on.
We wanted heroic scenarios to replace random ones for capable players, not be yet another task to do every day. (Source)

The one blemish on the face of Heroic Scenarios? No cloth (or anything, but only care about cloth) from trash mobs anymore.
We debated that a lot, but we have some timed objectives and that doesn't play well with stopping to loot everything. (Source)

How is people spamming trade with "LF2M HSC" any different than allowing us to queue? It's queueing in a more annoying way.
You have a chance to vet the group you're in and maybe more motivation to make it work once you have a group. (Source)
Maybe, just maybe, you'll add the good folks to your friends list and run future scenarios with them. #sneakysocialization. (Source)

Still not sure how I feel about requiring a pre-made group for random heroic scenarios. Feels like a step backwards.
We found in Cat that hard can be fun and matchmaking can be convenient, but the two don't work well together. (Source)

Still have LFR req 480 and queue'd. Heroic Scenario same 480 req. Why no queue? Same difficulty level.
There are a lot of other people to help cover for a weaker player in LFR. We also wanted to do bonus objectives in scenarios. (Source)

Dungeons
Why does it take so much more time to design a dungeon than a scenario?
Art is the big one, but the boss mechanics are also more complex and we have to make sure the loot and lock outs work correctly. (Source)

It'd be nice if you simply shifted LFR into 5-mans. We still see content. We still keep 5-mans. LFR clusterfudge goes away.
I just think they are different experiences. Having an army of characters is epic. (Source)
We even catch flak sometimes when major enemies can be defeated by just 5 folks. We brought back Anub'arak for that reason. (Source)

"Dungeons come with the expectation of new architecture, and some new art, and mechanics like that." I disagree!
To be fair, Jade Temple was developed as a dungeon first. (Source)
The discussion IIRC was whether we could just take chunks of terrain (as we do with scenarios) and call that a dungeon. (Source)
My suspicion is players would see through that so we'd only want to do it sparingly. (Source)

Raid Finder
How do you reconcile that with many players running LFR every week & having fun with it? Curious where LFR fits
LFR is more about seeing content and earning gear. There is less of a sense of boss progression since your success is never in doubt. (Source)

LFR is intended to display content. LFD is/was intended to be a catalyst for organized raiding. Why not merge them?
LFD wasn't intended to get people into raiding. That's one of those issues I mentioned about not everyone wants to raid. (Source)
LFD is a good way to gear up for raiding for sure, but at the time, heroic 5s were the endgame for many people. (Source)

ever feel LFR overexposes the raid to some players? ToT has been out for like 2 months but feels like i been there for a year
It's a risk. I personally feel like my kill tolerance is about 16 kills. Beyond that, I lose interest dramatically. (Source)
So if you're doing LFR every week, especially combined with N or alts, you can burn yourself out quickly. (Source)
LFR is a little worse for that because you see all the bosses quickly instead of working towards the last few. (Source)

RE: players ignoring mechanics in LFR in favor of more DPS - have you read this post? http://t.co/2AwEE6hYVi
Good post. Also remember that some players really just don't understand the mechanics. (Source)
True raiders sometimes forget just how much more they know about the game than many LFR players. (Source)
Some players get world firsts drunk wtf is your point? You don't understand something read up on it don't be stupid!
Raid Finder isn't about watching lots of strategy videos first. That's not the intent. (Source)
True you dont have to do tons of research b4 LFR but it's irritating to get tanks who have zero idea how a fight works.
That's fair. I think a common expectation is that tanks have some idea what is going on, especially several weeks into a patch. (Source)

Raids
can u clarify hotfix on lfr grouping when i entered lfr my friend left and the system kicked me
If you queue with a tank for short queues and then he or she bails, it kicks you as well, esp. if you have a history of it. (Source)
I don't know of course if that is what happened to you, but that is one possibility. (Source)

Is there any specific reason the Devs decided to put near impossible-to-kill trash (aka Ritualists ) at Animus?
I think the problem with that particular pull is that it's not clear how you're intended to do it. (Source)

Raiding in its current form has lost its niche among the players but i might be wrong. I mean from player participation %
Our numbers don't look very different. I am sure LFR stole some folks from 10s, but overall my suspicion is most didn't raid before. (Source)
There is some confusion about what you are supposed to do when a new tier comes out: finish the current one or jump to the new one? (Source)
We were trying to preserve the older tier a little, but that feels weird when you can jump into LFR and see everything. (Source)

Do you want heroic guilds to still have to work a decent amount day 1, or are you alright if they blow through it.
Generally blowing through it is fine since they out gear the content. (Source)
We would open heroic on day one except that it's nice to have a week to catch stuff. (Source)

as opposed to plowing thru lfr and getting stuck on normal modes?
The traditional raid experience was to spend several nights on a new boss. LFR you can finish in a couple hours. (Source)
So I feel like we're talking about different time scales of "plow through." Finishing N in a day or two for a non-H guild is odd. (Source)

But having harder 10s some tiers and harder 25s other tiers is schizo. Pick a thing, STATE IT, and stick with it.
never the intent; just the way tuning works out sometimes. As I've said before, PTR testing tends to skew to skilled players. (Source)

and why not make heroic epically heroic, so the HC boss goes down 2 month after patch not 1 day, eg: new spells, no DG journal
Heroic guilds these days might make 400 attempts on a boss. It is probably not possible to make that 4000. (Source)
The only solution is limited attempts, which we do a little, but overall can feel like artificial gating. (Source)
We could make e.g. Lei Shen require H T-forged gear for even Method to beat, but then nobody else will ever have a chance. (Source)

World
not complaining, but what do you think about CRZ? does it work as intented or did it become a flop?
Was questing through Vash'jir today and saw a lot of other players. In that respect, it's working great. (Source)
but did you engage with them, or is it just an illusion so we don't feel 'alone'? (and with no social benefit)
I'm not sure that I engaged with players in the Barrens in Vanilla. We helped each other out from time to time. (Source)
I'm sure some people met their lifetime guilds while randomly questing, but I'm not sure how often that happened even back then. (Source)

and there is no way to level an alt on pvp servers anymore because of the implementation of crz
That implies pre CRZ you weren't doing much PvP while leveling up, which isn't really the experience those servers were going for. (Source)

Pet Battle Poll



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

by Published on 2013-05-30 05:36 PM

Blizzard Store - Armored Bloodwing Mount Now Available
The Armored Bloodwing mount is now available for 25 USD on the US store and 20 EUR on the EU store.

It has been a while since our last giveaway, so we will be giving away 10 x Armored Bloodwing mounts!

  • The giveaway is for 10 x Armored Bloodwing mounts. You can obviously only win one.
  • To enter the giveaway, just reply to this post! Make sure to mention if you play on US or EU servers in your reply.
  • The giveaway will be closed on Friday at 11:59 PM EST and winners will be chosen randomly.
  • A note will be added to the top of the Friday news post when winners have been PMed.

Originally Posted by Blizzard Entertainment
Soar into battle atop the undisputed ruler of the night skies—the all-new Armored Bloodwing mount. This monstrous, flesh-eating bat is the perfect companion for trips that call for death and destruction. Once purchased from the Blizzard Store, the mount will be available to all present and future characters on a single Battle.net® account.



by Published on 2013-05-30 10:02 AM

Diablo III: Book of Tyrael Coming This October, CMs and Their Personal D3 Accounts, Titan Project Delayed Until 2016

Wall of Blue Posts

Patch 5.3 Dev Interview
Today we are taking a look at an interview over on Game Diplomat with Cory Stockton.

Pet Battles
  • There aren't any developers that work only on pet battles, so the entire team contributes.
  • The Lurker Below was going to be a Patch 5.3 battle pet, but it didn't look good when scaled down.
  • Patch 5.3 enhanced pet battle PvP because players were interested in the PvP side of pet battles, doing things like forming tournaments.
  • A very large percentage of level 90 players are doing pet battles, or at least trying them.
  • Patch 5.4 will let you see the health of pets when other players are doing pet battles in the world, as the spectating added in 5.3 does not let you target any of the pets.
  • If players are enthusiastic about pet battle PvP, there will have to be more focus on pet balance than there is now.
  • Miss and Dodge had been recognized as a problem since Patch 5.1 and were going to be addressed in Patch 5.2, but the devs ran out of time. The changes were finally put into place in Patch 5.3.
  • Pets dropping from old raid bosses worked well, as most people enjoyed collecting them.
  • Wrath of the Lich King raid bosses would be next for pet drops after the second set of Burning Crusade raid bosses get pets. This isn't guaranteed though, as there aren't solid plans in place yet for when the second set of Burning Crusade raid bosses will get pets.
  • Catching a Unborn Val'kyr will affect the spawn time and location of the next one.


Patch 5.3 Hotfixes - May 29
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Classes

Raids, Dungeons, and Scenarios
  • Wailing Caverns
    • Fixed an issue where Muyoh could be killed, preventing players from completing the dungeon.

PvP

Items
  • Meta and yellow gem sockets have been added to helmets created by combining Radical Mojo with a Latent Kor'kron Helm.
  • Greater Cache of Treasures, awarded for completing Normal difficulty Scenario should now properly have a chance to contain Motes of Harmony.
  • Tyrannical Gladiator's Greatsword and Tyrannical Gladiator's Decapitator now give 6,195 PvP Power. This is in-line with other Season 13 ilevel 498 two-handed weapons.
  • Ra'sha's Sacrificial Dagger can no longer be used while in Bizmo's Brawlpub or Brawl'gar Arena.
  • (CN, TW, KR) Upgrades for items from Terrace of Endless Spring on 25-player normal difficulty now should correctly cost 250 Valor Points.

Battlefield: Barrens

Brawler's Guild
  • Grandpa Grumplefloot's Bad Luckydos will no longer hop towards players that are not in the arena.

Patch 5.4 Battle Pet Abilities Adjustments
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Thank you to everyone who has shared their feedback with us so far, we appreciate it. Based on some of the comments we’ve received, here is an updated list of potential changes we’re hoping to include in Patch 5.4:

  • The Magic passive now caps damage taken at 35% of maximum health, buffed from 40%.
  • The Dragonkin passive effect now activates when the enemy is taken below 50% health, up from 25%.
  • The Aquatic passive now reduces DOT damage by 50%, up from 25%.
  • The Elemental passive effect now only affect negative, direct effects of weather (e.g. the accuracy reduction of Sandstorm won’t be applied, but the damage reduction will).
  • The Critter passive now makes critters completely immune to roots, stuns, and sleeps.

Keep that feedback rollin’ in!

Blue Posts
Originally Posted by Blizzard Entertainment
Running Out of Bag Space
Adding more space to put more stuff isn't a solution, it's just delaying the problem, and usually not by much. We've been talking about (and even telling all y'all) that solving the storage problem is something we've set our sights on. Of course I'm not going to make an announcement here so no specifics to share yet, or when that relief may surface, but it is something we want to tackle asap. (Blue Tracker / Official Forums)

4 set pve bonus > pvp Bonus
pls i don't wanna be forced into pve to compete in pvp versus players that take the advantage of pve equip versus pvp.
Firstly, I never said you had to. Secondly, PvE items are worse than PvP gear for instanced PvP. Thirdly, I said that if any outliers were found, we would investigate and make adjustments if we deem it necessary. Fourthly, I said that our goal was for PvP gear to be the best for PvP.

excuse me but I feel cheated!
Because raiders and freshly dinged level 90 characters are able to more easily enter the PvP scene, increasing participation and reducing queue times?

Your issue is that you feel PvE gear is a clear winner over PvP gear, I can assure you that PvP gear is better in pretty much all cases. There may be a few exceptions to this, but they are at best an incredibly minor increase in damage, but you sacrifice other bonuses to get that minor damage increase. All in all, no PvE items are a clear upgrade to PvP gear with almost all of them being a downgrade. To quote my last post: "If we find some PvE gear that is clearly outperforming PvP gear in instanced PvP, we will investigate it and take action if it's deemed necessary."

The difference so far is so minimal that pvp players feel shafted and feel as if they have grinded PVP gear for little to no difference when in competition with PVE players.
I think that an additional 35% damage through PvP power is definitely nothing to be sneezed at.

PVP gear feels useless, PVPing feels pointless. There is no reward, pvp players feels like they are always on par if not worse off than that of pve players. Just READ the forums, look at how people are feeling, screw the statistics, look at how fed up the PVP player base is with these changes!
I read this forum daily and I can tell you that I am well aware of the communities feelings on the topic and I do share some of those feelings and concerns as a PvP'er myself. However, many of the arguments that are used are either not rationalized, done in the heat of the moment with no reasoning and don't take into account all of the facts. We post here to try and help clearing up those concerns and preventing information that helps as well as passing on all of the feedback that we get and the developers regularly incorporate that feedback into design decisions.

Honour gear is USELESS!, it is POINTLESS. Anyone who grinds out honour for malevolent gear is kicking themselves in the teeth.
Why is it pointless? As I gear up a new alt, I use the honor gear and I find that while it is not optimal, it suffices till I get conquest gear. Honor gear to Conquest gear is a basic path of progression for gearing and without it you end up with the flipside of the coin: If there is no progression path for gearing, then some of the enjoyment is gone for players losing that opportunity to increase their characters power. You start out, you run battlegrounds to get honor and a bit of conquest on the side which you use to buy gear that allows you to participate in arena and RBG's, the conquest you get from that then goes into Conquest gear.

If you are struggling to find partners or teams, there are sources you can use to find some. You can use the "Looking for players - PvP" forum, Arena Junkies forums, General chat, Anook, Teamfind, your guild and more. The main idea is just to find like-minded players to play with.

Its just terrible at the moment, whats the point, i'm asking you, right now Nakatoir, WHY should i PVP when there is NO gear, NO rewards and a stalemate at 2k rating!
The progression pathing for gear has not really changed, crafted to honor to conquest, just the Elite weapon has been toned down to avoid ilvl inflation and gear disparity. So there is gear, 3 sets of it different sets. There are rewards, the PvP enchant, the cloak, the tabard, the elite gear and end-of-season rewards. We are also looking to add more rewards into PvP in the future.

I accept that the 2k rating push and beyond is a challenge, but it's not impossible. If you already have full Tyrannical, then it is simply a matter of skill and knowledge of the game that is holding you back. Just keep trying, learning from mistakes and pushing to get better and you will break past that window. (Blue Tracker / Official Forums)

Fan Art
Here are some more unofficial Fan Art pieces!

by Published on 2013-05-28 11:24 PM

Titan project "reset", delayed until 2016
Venturebeat broke the news earlier today that Titan has been "reset" and will be delayed until at least 2016. The decision was announced to employees a couple of days ago and sources close to the project gave us more details on the subject:

  • Blizzard felt that Titan wasn't going in the right direction and decided to make significant technological and design changes to the game. This happened in the past with Starcraft and Warcraft 3.
  • A smaller dev team will be in charge of redesigning the project and about 60 or 70 developers are being moved to other teams (WoW, Blizzard All-Stars, Diablo 3 expansion, Battle.net)

Blizzard didn't officially comment on the subject yet, hopefully this is a step in the right direction and Titan won't have the same fate as Starcraft: Ghost.
by Published on 2013-05-28 11:31 AM

TryHard 1.0.8 Monk Guide, Blue Posts, Diablo 3 Anniversary Art

Keywords and Card Relations

Patch 5.3 Dev Interview
Today we are taking a look at an interview over on WoWInsider with Ghostcrawler.

Future
  • The unannounced feature is on schedule for patch 5.4.
  • The new event in the Barrens is an experiment and another way to get players back out into the world, which we will see more of in Patch 5.4.
  • Appearing offline on Battle.net is still in the works.
  • Eventually all of the professions will have some sort of catch up mechanism.
  • The game could use some sort of reward for leveling now that the new talent system doesn't provide a talent point as often.

Dungeons and Raids
  • 25 player raiding feels more epic than 10 player raiding, as well as allowing you to bring in friends or newer players without as big of an impact on the raid.
  • 25 player raids can fall back to a 10 player raid size if they begin to fall apart, while 10 player raids will just disband if they start losing people.
  • Back during Molten Core there wasn't much going on in raids, making fights simpler and character optimization wasn't as big as it is now. Now fights have more mechanics to go with the new tools and more sophisticated players.
  • LFR has to make some of the mechanics more forgiving, otherwise most groups would not be able to progress or the failures would fall onto the backs of the healers. Reducing player damage through debuffs from standing in the fire can be done to punish players, rather than applying damage to them and punishing the healers.

Dungeons
  • Raids have a longer lifespan than dungeons because you can only run them once per week. Dungeons can be run multiple times per day, so players get tired of them much faster.
  • The team is growing to the point where in the future it may be possible to offer both a nice raid like Throne of Thunder and a dungeon or two in the same patch.
  • Players generally expect new architecture, art, and mechanics in dungeons, which makes them much more time consuming to create than scenarios.

Patch 5.3 Changes
  • The XP requirement reduction in Patch 5.3 was done to make alt leveling faster, as it felt like it slowed down when you hit Jade Forest.
  • Losing battlegrounds or arenas repeatedly to get gear so that you could be competitive in PvP wasn't fun.

Misc
  • Adding caps to things like Valor Points or Charms is a challenge, because you have to strike a balance between stopping people from playing ridiculous amounts to earn them and other players that would never be able to compete. Players see a cap and feel that it is mandatory to reach it, even though that is not what was intended. WoW is a game, not a job, so players should not have to feel like they have to be constantly playing to stay competitive.
  • Patch 5.3 isn't expected to increase subscriber levels very much, as that is generally what expansions and larger patches do.


Blue Posts
Originally Posted by Blizzard Entertainment
PvE Gear in PvP
So yes, we do feel that PvP gear should be the best for PvP, but we don't mind some cross-over as long as it doesn't break the experience of the game. With some rather loose mathematics it has been shown in this thread how some tier 15/14 set bonuses can offer varying damage min/maxing options for PvP, however as Brian points out, that is not the only thing that you need for PvP. These differing options for gearing aren't really a bad thing as they offer additional gear options and play styles that are in no way a clearly better, or an upgrade for PvP. The reason that they are not clearly better or an upgrade is because of the bonus resilience/PvP power prvoided by them and also the reasons listed by Brian.

Do understand though that we are listening to your feedback and keeping an eye out for any gear that we feel may need tweaking. If we find some PvE gear that is clearly outperforming PvP gear in instanced PvP, we will investigate it and take action if it's deemed necessary.

40s less CD on Dark Soul vs 10% more Damage (that also comes with the T14) .... yeah, no competition between T14 and PvP Set bonus.
You are ignoring the other bonuses that come from using the PvP set and just focusing on the "Changes x skill in y way." descriptions. You also lose out on almost 7.5% passive damage increase through PvP power, which is pretty big and the Twilight Ward change from the 2-piece PvP gear is pretty powerful survivability bonus as well. (Blue Tracker / Official Forums)

Casting While Moving
Its fun being part of that 10% not being able to cast while moving.
I might be wrong here but I got the impression from last time I checked top rated teams, that there was a very high representation of shadow priests in 3v3. Even though this was before the nerf to Void Shift, so we’ll see how things go from here.
What I meant to say is if SP representation was already high in s13 without them being able to run and cast at the same time, it would probably have been op if they could. Plus you have quite a few instant damage dealing abilities, shields, heals and CC. (Blue Tracker / Official Forums)

Heroic Scenario Loot
The developers didn't want these items (Heroic Scenario item level 516 loot) to be best in slot. They would like to see them replaced by more powerful items (even if those items are of the same ilevel).

Yeah it's quite silly that none of the scenario items have any sockets, Especially the helm.
These items have random enchantments, and there are some technical limitations to have random stats plus sockets on them. The developers definitely agree that the helms might be particularly unattractive without a meta socket. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
Since no talent system overhaul, any word on LOWERING the amount of buttons next cycle? How about more glyphs in lieu of...?
Would love to prune more buttons. It will cause many tears though if old favorites go away. (Source)

Plans to fix feral gear scaling? We always start strong early expansion and tapered off. SR buff in 5.3 is a bandaid at best.
We typically only worry about gear scaling if you tie at the start and then fall 5 to 10% behind at the end of a tier. (Source)
It was a bigger problem say in BC where coefficients wouldn't get touched for many patches. These days we reevaluate every tier. (Source)

Thoughts on tank swap mechanics? Nef/Morchok H was fun, taunting after every x debuffs on nearly every boss is not.
Really tough to solve. Tanks told us they didn't like the cleave soaking (Lan'athel) either, yet not every fight is gonna have adds. (Source)

Its not fully representative but, queue's seem to indicate the proportion of tanks/healers to dps isn't great.
I think it is also more likely for tanks or healers to have groups of friends since they are designed to work as part of a group. (Source)
By which I mean tanks and healers have less need for random matchmaking. (Source)

The new talent design actually sucks. Dont know a single person that likes it personally.
That surprises me. While it's not universal praise of course, the overwhelming majority of feedback is positive. (Source)

Why so much focus on making every hybrid spec viable for PVP AND PVE, while not the same for pures? I dream of SV PVP/MM PVE!
Every spec is the ideal, but we focus a lot on roles too. A mage probably minds changing spec less than a Shadow priest does. (Source)

Death Knight (Forums / Skills / Talent Calculator)
and there were other avenues available to tone down festerblight, such as tweaking Ebon Plaguebringer.
The UM change wasn't for Festerblight. We think Tricks fixed that. It was because Unholy DPS was higher than we wanted it. (Source)
Or more specifically, the UM originally was for FB. Then we reverted it. Then we added it back for a different reason. (Source)

Hunter (Forums / Skills / Talent Calculator)
Are you satisfied with the mobility hunters have since 5.1, or do you see either Fox or Sniper Training coming back?
No immediate plans for either. (Source)

How is Stampede NOT a flavor-fitting ability? I think hunters would rise up en-masse if Stampede disappeared.
We added Stampede because, like Titan's Grip, players* asked for it for years. (* = Not every player of course.) (Source)

And Blink Strikes is already simming as a loss over Crows. You've already nerfed that tier into oblivion, please don't do more
But in general we want passives to be lower DPS than actives since they ask much less of the player. (Source)

For a spec like MM that's behind enough to be 'bad,' wasn't mastery created for tuning to turn 5% delta into something closer?
The passives were created for that. If we buff mastery it can make you stack or avoid that stat depending on how we do it. (Source)

Mage (Forums / Skills / Talent Calculator)
burst is out of control had a fire mage frostjaw to a cs to dead which is just wrong. From full to dead. This is not balanced.
About 5 posts above someone says Fire is not longer viable. Can you guys work it out and report back to me? (Source)

Greg, something is wrong with Evocation. 10% of the times the whole Evo still won't get the buff. Can you check it?
Yes, there is something wrong with Evo not giving its buff consistently. It's not a simple fix but we are working on it. (Source)

Priest (Forums / Skills / Talent Calculator)
Why are Holy Chakras not considered a stance?
In what sense? With different action bars? We have discussed that implementation. Better / worse? (Source)

spriests, I can see the void shift nerf fine. the mass dispel is just too much, cant you guys bake it in for shadow as well?
The point was to nerf Shadow. Their damage, survivability and utility are all high. Hard for other specs to compete (PvP). (Source)

Re: Disc Borrowed Time change: Nerfs are ok, but why remove a fun mechanic that allows good players to set themselves apart?
If it was just a tough thing to do that rewarded skillful play, that would be fine, but it was like a secret trick you had to know. (Source)

why was voidshift removed from PvP? Good spell with a very long cooldown. I don't see the issue considering some better ...
It's not about the ability - it's the package. Shadow had great damage, survivability and utility in PvP. (Source)

I still don't understand how VE has a target cap at all. I thought it just converted DPS to HPS and split it amongst the raid
If it had no target cap, the healing per player would be so small that you wouldn't notice it or so large that it would be OP. (Source)

Shaman (Forums / Skills / Talent Calculator)
shaman enh damage seems to be where it should be now on ptr. we still have a glyph problem. couple of em should be baked in.
It's really hard with glyphs to hit that sweet spot between "mandatory / should be baked in" and "don't care about." (Source)

resto shaman mastery is very useless, why is it still a thing?!?
Uh... in what venue? It's a pretty good mastery.... (Source)

Warlock (Forums / Skills / Talent Calculator)
GC Warlocks are more than capable of tanking MoP heroics now, any chance warlocks will be to Queue as a tank?
No. They aren't a tank spec. If you want to tank with your friends, go for it. (Source)

Warrior (Forums / Skills / Talent Calculator)
Warrior is the only class that cannot get below 1,5 sec global cooldown. It hurts a lot when you log back from alts
Our main concern there is historically warriors are very sensitive to empty GCDs. At times you could even +HS off the GCD. (Source)
Going to a 1 sec GCD for warriors might elicit feedback that their rotation is too slow and they need more abilities to use. (Source)
Youre too concerned about too much rage. My hunter is drowning in Energy. Encourage rage pooling instead & adjust dmg
Rage pooling is cool. Treating the class as GCD limited and ignoring the resource completely is not. (Source)

Fan Art Creation
We often post different WoW fan art, but this time we are taking a look at how a nice piece of fan art was created.

by Published on 2013-05-26 10:44 PM

The Murlocket is Back, ZeroNine's Dashing Strike Monk Build, Imperius Fan Art, Curse's Weekly Roundup

A Look at the Warrior vs Paladin Duel

Patch 5.3 Dev Interview
Today we are taking a look at an interview over on Icy Veins with the WoW dev team.

Death Knight
  • Blood has some raid utility with Raise Ally, Death Grip, Blood Worms, and Anti-Magic Zone (which will be buffed in 5.4). Other than the AMZ change, there aren't any plans for improving their raid utility at this time.
  • They are the second most popular tanks, after Prot Paladins.

Druid
  • Resto Druids got some small buffs in Patch 5.3, but HoTs were a healing cushion in the past, and they have now been replaced somewhat by absorbs. Patch 5.3 also nerfed Discipline Priests and Holy Paladins, but absorbs are still likely too potent.
  • Patch 5.4 will emphasize HoT spells even more, especially for AoE healing in raids.

Hunter
  • Silencing Shot feels mandatory for Hunters, but giving it to all hunters would just let them choose another CC talent from that tier.
  • Aspect of the Iron Hawk is the strongest talent in that tier, but a passive talent. This goes against the idea that passive talents should be slightly worse than active talents, because active talents require attention and skill to use.
  • Blink Strikes may also be too good compared to other talents in that tier, as it is also a passive talent.
  • Hunters bring somewhat less raid utility compared to other classes, but they have good representation in raiding and are universal buffers.

Mage
  • Mages bring somewhat less raid utility compared to other classes, but they have good representation in raiding and many tools to escape fatal damage.
  • The Level 90 talent tier for Mages is too heavily tied to mana management overall, but the solution may be too large of a change for Patch 5.4.

Monk
  • Tanks are reluctant to use Avert Harm because it can result in death, but Brewmaster already has a lot of raid utility so it may just be removed in the future.
  • In the future, Windwalker may see healing become less of a personal DPS loss or Tigereye Brew benefit healing.

Priest
  • There are no plans to nerf Solace and Insanity, but a buff for the other two talents in that tier is possible.

Rogue
  • We are unlikely to see a set bonus that lowers the GCD often, but this tier it was an experiment. There were server lag problems during this tier that made it hard to tell how well it worked this time.

Shaman
  • Enhancement could see shorter ramp up times for AoE damage in the future.
  • The Patch 5.4 tier set bonus will increase both single target and AoE damage.
  • Resto is a little less attractive in 10 player raids due to weaker healing when players are not grouped up or movement is required. Totemic Restoration may be replaced in Patch 5.4, which could provide an opportunity to address range issues.
  • One Elemental change being considered is making Flame Shock tick crits cause Lava Surge instead of just a chance on a tick.

Warlock
  • Warlocks do great damage in most situations, mitigate a lot of damage, and provide a lot of utility, making them almost too attractive in raids. Damage mitigation may be the thing to be nerfed, but we will know more when Patch 5.4 hits the PTR.

Class Balance
  • Patch 5.4 will make another pass of talents that are unappealing or mandatory to move back towards having a choice on each tier.
  • Melee and ranged play styles were balanced fairly well this tier, with melee being good on some fights and ranged being good on others.
  • Melee used to be far better than ranged at doing damage while moving, but that has changed over time. Rather then going back to making ranged stand still while doing damage, the devs are looking at giving melee another niche that they can be good at.
  • There aren't any classes that are excluded from Heroic raiding due to a lack of utility. Underrepresented specs usually have another spec that plays similarly that is doing fine.
  • Healer representation is much better in 25 player raids compared to 10 player raids.

Tri Spec
  • When testing tri spec during the 5.3 PTR, the developers realized that it was mostly useful to avoid having to set up action bars again after changing specs.
  • Before adding tri spec, the developers want to be absolutely sure the game needs it, as it is very difficult to go back on that kind of decision. Currently the better solution is adding a system for saving action bars and having players visit their class trainer to change to a third spec.
  • If the Mists of Pandaria talent system had been in place before dual spec, it is possible that dual spec would have not been added. Instead, a system for remembering action bar setups may have done the job.
  • Adding a fourth spec would be very expensive in terms of the amount of learning that players would have to do. Both learning an entirely new spec for their class, as well as learning about every other classes new spec. It would also involve adding new spells, set bonuses, and a lot of changes to these new spells as they were iterated on to be tweaked just right.

Brawler's Guild
  • The Brawler's Guild was about as popular as expected, considering invites are throttled and that there is no power gain to be had from participating.
  • Players that aren't able to defeat all of the bosses can keep coming back as their gear improves to progress further.


Blue Tweets
Originally Posted by Blizzard Entertainment
Character / Items
Have you got any ideas on return to fixed ICD stuff or at least adding some active trinkets back? More degrees of freedom.
We kind of prefer RPPM overall. Actives tend to just get macro'd into CDs. ICDs end up feeling passive esp. with low ICDs. (Source)
RPPMs on the other hand can sometimes give you many procs in a row, which is exciting and lets smart players capitalize on them. (Source)

Are heirlooms no longer being supported for purchase through Argent Tournament? I see updates for JP, HP, and DMF but not AT.
We thought it was weird to get high level heirlooms from lower level content that you can do at lower level. (Source)

any plans on bringing points back to points back to Talents for leveling? Maybe taking two talents per tier by points?
We'd like some tangible reward for gaining a level, but it can't be 90 new spells to clutter your action bar. (Source)

As a warrior, I really miss ArP(armor penetration). Any chance we will ever see it back?
Doubtful. Can you explain why you found it fun other than just RAWR DAMAGE? (Source)
ArP scaled in an interesting way with most of your abilities. The current system is boring and RAWR damage.
Not sure how it was that interesting. Just got better the more you had. (Source)

Horrible response GC. So punish the people who have figured out what to do with your game for 8+ years?
If you have 1 character and I have 5, then either you won't have enough to do or I will have too much. (Source)
Unless we make 1 and 5 characters require the same time investment, which means when you're done with 1 you have little to do. (Source)
Instead we try to make 2-5 take less time than the first, but still more time than if you only had 1 character. (Source)

Forget trispec, just make ActionBarSaver like function to default UI. I'd be more willing to pvp if I could reconfig for it
We think there is a lot of sense in something like this. (Source)

PvE
Here is an interesting read from Korea about how separate lockouts affected them
We have seen this story of course, but I think you are overestimating the role separate lockouts had to play. (Source)
The dual lock out was attempting to support existing Asian play styles, not drive them. (Source)

Our 10M guild is one of these having major issues. Down Jinrohk easy. Been on Horridon for at least 8 wks.
We think in retrospect that Horridon had a lot going on for a second boss. We'd prefer a smoother difficulty curve. (Source)
Trekkie said it last night in Legendary. Normals are too difficult (when an entire heroic diff level exists).
We don't agree. If N is too easy, those guilds plow through N and then get stuck on the much harder H bosses. (Source)
The key, which is hard, is that everyone should always have a new boss to look forward to. (Source)

easy does not equal compelling, and will not guarantee more people doing at. Especially not for long.
Totally. *Progression* is fun. Too hard or finished too quickly both yield a lack of progression. (Source)

The theme of this xpac for 10N is roadblocks without detours. which cannot happen with faster supply of content.
We felt the first tier was fine in 10 overall. Dogs, Elegon and Garalon required some hotfixes. ToT was a little too hard on 10. (Source)
It's tough because our stated goal is to make 10 and 25 equal difficulty since they provide same ilevel. (Source)
But the majority of 25 guilds are heroic guilds. That means 25s overall tend to be more skilled than 10s. (Source)
So even if the difficulty is the same, 10s end up feeling harder to their actual audiences. (Source)
Yet nerfing 10s adds to the pressure of having 25s just give up and run 10s since effort per reward is easier. (Source)
Tough problem to solve, which is why I sometimes opine if the ICC model of lower ilevel for 10s worked better. (Source)

I figure internal studies corroborate this -- and not unlike the government of California, you're caving to unfounded whining.
Not sure I'm following you. I think 25s are more fun and probably better for the game. But. (Source)
So many players play 10 that we risk huge backlash by forcing them to change. (Source)
We'll risk backlash when we think it's the right call for the game. Not sure that changing the 10 v 25 model is a clear win. (Source)

Have you noticed if the intro of the Thunderforge system has had an impact on 25s raiding at all? (increase/decrease/no diff)
Hard to say. 25s are rarely created so it's more a question of how many didn't break up that might have. (Source)
~ I know the higher drop in 25s was a bonus for them, but not sure it was intended to increase the numbers.
You're right. The bonus was more to send a signal to 25s that we still value them and aren't trying to phase them out. (Source)

So Ion admitted 10N is too hard in MoP - I feel like you don't need to wait to solve this problem...
He mentioned some fights in ToT were too hard on 10. They have been fixed for the most part. (Source)
Separately, he speculated that there is an audience that might use LFR level difficulty without random matchmaking. (Source)

Have you considered using stuns/silences/disarms to punish failures instead of damage? Less pressure to healers more to DPS.
We do that some; it just gets a little gimmicky if overused. At some point, dragon fire should just burn you. (Source)

Issue: "player cannot be kicked for another 15mins" is unhelpful with afkers in 5mans that only take ~15 minutes to complete.
You can then also kick a true noob or a guy in blue gear or a spec you don't like. (Source)
SWTOR got random groups correct. It is server based. Server based leads to accountability.
Realm based groups would have a very long queue time, especially on off-peak hours. How long are you willing to wait? (Source)

if you can kick and AFK or jerk whenever you want there's a real danger people might stop afking/being a jerk
Would love to see that. But it would also be easy to kick someone who made a talent selection you thought was noobish. (Source)

Maybe we should go back to creating our own groups and making friends, and then we can decide who we play with?
I've always played with large, active guilds and still had to wait for hours to get enough people to run a dungeon. (Source)
I can only imagine the situation is worse for smaller guilds or folks between guilds. (Source)
I get that the group might be more less likely to fall apart once formed, but is that worth the cost overall? Is it fun? (Source)

LFR
Do you also feel LFR/ LFD has caused a disconnect betwwen players to just chat creating relationships that transcend content?
We'd like to improve this and have some cool ideas. Stay tuned. (Source)
I hope its an additional raid difficulty for friend and family guilds. And not the removal of lfr/lfd.
We wouldn't remove LFD/R. When I ask about it, I'm trying to get a sense for what those players are really looking for. (Source)
Some want to force socialization. Others want to preserve the prestige of the harder content. (Source)
Both are noble goals, but we think kicking so many players out of raiding would have graver consequences. (Source)

LFR Healer queue. Healer carries dps into instance, then quits: group never gets healers, eternal Lei Shen queue loop.
If you group with a tank or healer who quits (just to get you a fast queue) you get dropped as well. #whyyoucan'thavenicethings (Source)

Why did u opt to have the ILvl difference between LFR and normal 20 for this tier of content instead of 13 like previously???
Couple reasons. Helps LFR feel less important to N raiders. Also keeps some prestige for N gear. (Source)
So pandering to the few again? is this not part of the issue with making select few feel more important
If challenging content doesn't feel rewarding, the risk is players focus on easier content and then get bored. (Source)

Have you guys considered a 10m LFR?
Our concern is that the smaller the raid, the higher the likelihood of getting a weak link. (Source)

The foundation of WoW has become more and more about loot above all else. Social interaction? LFR/low pop realms=no.
Agree that low pop realms are a problem. Disagree about LFR. While no doubt some players transitioned from friends to LFR... (Source)
Overall, those players just didn't participate before. They didn't have the social groups capable of raiding. (Source)

What are your feeling of the fact that LFR has become end game for many players?
Before LFR, getting max level was the end game for many players, and one can only level so many alts. (Source)

LFR means that Normal mode raids provide no unique content. Weakens incentive to gear up or socialize with guilds. A problem?
Potentially. Many players seem to have the attitude that LFR steals players from normal. But. (Source)
Seen/talked to many skilled players that are in my shoes, all were grateful for LFR, wouldn't get to see the content otherwise
Is it the difficulty or having a group that is the barrier? Some players are arguing it's just the former that's an issue. (Source)

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Dark Legacy Comics #391 - Gone Fishin'
DLC #391 has been released!


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