MMO-Champion

xx 3.3 Release Date, Icecrown Citadel Interview

by Boubouille on on November 21, 2009, 10:01:54 am
Patch 3.3 Release Date
A couple of people linked me the following post from the tech support forum.
Quote from: Datth (Source)
We only provide mirror links for full client patches. Background downloads do not count. You have around 1+ month to download this file so we're not really worried about your speed. Smiley

Apparently, we have 1 month+ to download the patch on the background downloader before it hits the live servers ... And since a lot of people asked my opinion about that, I'll try to provide you with a decent answer. To be honest I doubt this information is true, most of the items are now implemented, the heroic modes are here, and new builds do not really add any new content. Blizzard already posted about pretty much everything (even Shadowmourne).

Actually the only "missing" parts of the patch are the Season 8 Armor Sets (the weapon models are here) and the end of the Icecrown Citadel storyline.

The end of the Arthas / Lich King storyline will not be used in-game before months because of the Icecrown Citadel Raid Access Progression, we won't see Arthas before months and there isn't any reason to include the end of the Icecrown Citadel in this patch. The Season 8 probably won't start before a few weeks either (it's been running for 11 weeks, the average duration of a WotLK season is 17~18 weeks).

At this point I would say that we can expect the patch in mid-December, on December 15th or December 8th maybe, with another minor patch after the holidays to complete / bugfix everything. Of course if something goes wrong it could ultimately postpone the release to 2010 but so far the PTR builds do not look too bugged. Keep in mind that it's just an estimation, not an information.


Bosstiary: The Frozen Halls
Quote from: Bornakk (Source)
They say that knowledge can be a greater boon than even the most powerful spells, or armor, or weapons. The battles that lie ahead beyond the gates of Icecrown will test your mettle like none before, and you will need all the help you can get. So arm yourself with knowledge, and discover the truth about the dangers that await you within the Frozen Halls in our new Icecrown Dungeon Bosstiary: http://www.worldofwarcraft.com/info/underdev/3p3/dungeon-bosstiary.html


The Heart and Souls of Icecrown Citadel
Quote from: Blizzard (Source)
With the final battle against the Lich King just on the horizon, Lead Content Designer Cory Stockton and Lead Systems Designer Greg Street discuss what awaits players inside Icecrown Citadel and offer a glimpse at the design process behind Wrath of the Lich King's ultimate raid and dungeon encounters.

What were you looking forward to most about developing Icecrown Citadel?

Cory: I think the most exciting thing about developing Icecrown Citadel was just knowing that we were working on the final chapter of the Northrend expansion, and that we'd really be able to give players that ultimate sense of completion of the storyline. Arthas is a huge character in Warcraft lore, so we took a lot of pride in making this the best experience we possibly could.

Icecrown and the Frozen Throne are important parts of the world of Azeroth and have quite a bit of history, especially for longtime Warcraft players. How do you convey the significance of these places and the events that took place there in design?

Cory: History was a large factor in the design of Icecrown Citadel from the very beginning. When we first sat down to discuss the layout of the raid itself, we immediately went back to Warcraft III: The Frozen Throne to think about how the spire from the ending cinematic could be translated into World of Warcraft. We decided to actually build Icecrown Citadel around the original spire to pull players even more into the storyline. This kind of thinking carried on throughout the entire design process.

Greg We want Icecrown to be an epic experience from top to bottom, and that includes the loot you get. We're not going to shower players in items -- well, more than we already do -- but we do want to make sure the items are sufficiently powerful so that they're upgrades for all of our players.

Is there an existing model in World of Warcraft for Icecrown Citadel's itemization or style of play? What lessons that you'd learned from earlier projects wound up being applied to Icecrown Citadel?

Greg The nice thing about Icecrown Citadel from an itemization perspective is that we have lots of bosses. That's something of a relief coming from the Crusaders' Coliseum, where we had only five bosses. For Icecrown, we can afford to have multiple options for a particular slot -- say a healing leather bracer or a melee trinket -- and even itemize some of the more unusual pieces. We have a pretty effective system for figuring out who is going to drop what to make sure that an individual boss will be interesting to a variety of players in terms of loot. Most of our lessons learned are in the realm of what differences there should be between 10- and 25-player itemization, the role of tradeskill recipes, and what kinds of items to place with badge vendors.

Cory: I think we learn lessons from every raid that we do. We didn't model Icecrown specifically after any of our previous raids, but you can definitely see influences. For example, we have a winged structure in Icecrown that players will remember from Naxxramas. Another example of an influence would be the teleporters from Ulduar. We know that players really loved that concept, so we brought it back in Icecrown.

Can you talk a little about how artists and designers on the team collaborated on the creation of Icecrown Citadel?

Cory: The design and art teams worked extremely closely throughout the entire development process. The biggest single influence on the look and the layout of the dungeon comes from our concept art, and there was no shortage of that for Icecrown Citadel. Once we locked down the layout, we were able to get to work on the final art extremely quickly thanks to the existing style we'd developed for the Icecrown zone. We really wanted the players to feel connected to the environment, but we wanted to make sure it still had an amazing look. Often times, these two things are hard to mix, but in this case, I think we've been able to pull off an amazing dungeon from both the art and design standpoint.

What sorts of new loot and item abilities will we see in Icecrown?

Greg There are three main sources of loot for Icecrown: the bosses themselves, the Emblem of Frost badge vendors, and a new faction, the Ashen Verdict, that will provide suitable rewards as well, particularly at the Exalted level.

As far as the items themselves go, we want them to feel epic. In addition to having favorable optimization, we also want to try a lot of experiments to make the items feel cool and unique. We are going to try to do a lot of weapon procs, for instance, which is something we haven't done much since the original World of Warcraft.

When you set out to itemize "sister" areas -- like the Icecrown Citadel dungeon and raid, or Halls of Stone, Halls of Lightning, and Ulduar -- do you take any steps to make loot from these places feel similar?

Greg Absolutely. We approach that on two fronts: the art and the names. When we did the Halls of Stone and Lightning, we hadn't completed the Ulduar raid yet, so the items there didn't necessarily have Titan-influenced art models for us to use. We are doing the Icecrown dungeon at the same time as the raid, and it's a style we already know pretty well, from Naxxramas and even the Warcraft RTS games.

Naming is something we've had a lot of fun with. There's a ton of lore to draw from for Icecrown loot and it has a very strong "kit." World of Warcraft players know to associate the Scourge with spiders, bats, and cultists along with more traditional forms of undead, like skeletons and liches.

Do you itemize Icecrown's "trash" -- the enemies between bosses -- differently from elites elsewhere in the world?

Greg We make sure there is epic trash loot -- specific items that only drop from trash. It helps keep players interested between bosses. However, we aren't doing Heroic trash, just Heroic bosses, so there won't be unique trash loot for Heroic versions of the 10- and 25-player versions of the raid. We try to construct the trash in such a way that it isn't trivial to go farm the first pull or whatever in hopes that an epic drops. We make our raids more accessible now in general, so I'm not sure the motivation is there to try stunts like that the way it once was. We want players who have raided so far in Wrath of the Lich King to be able to actually fight the Lich King, so chances are a lot of raiders will have plenty of opportunities to gear up. Now, the Heroics are another story -- those will be as challenging as they were in Ulduar and Trial of the Crusader, and the items will likewise be even better.

What have you done to make the tier-10 sets feel like a meaningful advancement from tier 8 and tier 9? How do they visually represent Icecrown's lore and history?

Greg Not only do we want them to be a meaningful advancement, but we want them to feel really awesome. This is Arthas loot you're talking about. We started by spending a lot of time on the concept art to make sure it tied into the type of creatures you'll encounter and the whole Icecrown art "kit" in general. For example, the rogue tier-10 set has a strong geist look to it, while the hunter set has strong Nerubian elements, and the mage set looks a lot like the Blood Princes. You can see the Icecrown look and feel in a lot of pieces, which itself drew strongly from the Lich King's original helmet. Look for lots of blue, ice, skulls, and spikes.

We have also spent a lot longer on the set bonuses than we usually do. It's important that they feel awesome for every class and spec. Going back to the Crusaders' Coliseum, part of the challenge we made for ourselves was to create an instance that didn't require as much time or resources as Ulduar to develop, yet was still cool. We had set bonuses for the tier-9 gear, but they were often simple -- more crit on a common ability was a typical one. For tier 10, we're really going for set bonuses that change your game up a little. At the very least, you should want to change your rotation a little, though this is easier with some classes than others.

If you had something like a mission statement or a slogan for itemizing Icecrown, what would it be?

Greg Epic. Cool things. Proc'y stuff.

Seriously, that's our mission statement. One of the risks of itemization is making things feel too formulaic. We know that when we step outside the bounds too much, players can have a bad reaction to it, like, "Why does my gear for this tier suck?" It's easy to fall into the trap of making the new gear feel just like the last gear with 20 more stat points. That is the exact design approach we use for the PvP gear, and left unchecked, it would be easy to go the same direction with the PvE gear as well. We're trying not to do that. We think we owe it to Icecrown for the gear to be memorable, but that means we're going to take a few chances.

Can you talk about any of the new mechanics we'll see in the raid?

Cory: One of the coolest new things we're doing in Icecrown is the gunship air battle. Players will be able to board their respective faction's gunship and then take to the air for a battle to the top of the citadel. They'll be fighting on the decks as well as using vehicles' cannon emplacements. If you're really daring, you can put on a goblin rocket pack and propel yourself back and forth between the two battling gunships. Needless to say, this will be a type of encounter that our players have never experienced before.

Icecrown Citadel's structure is extremely vertical -- what challenges does that present from a layout perspective?

Cory: Well, we knew from the start that the layout was going to be vertical, just due to the nature of the original spire. There are a number of things that we're doing to help players get around and not get lost. We're using elevators, teleporters, and even gunships to get players where they need to go in the dungeon. We are also going to have an in-game map with full support for all floors -- that should help too.

Icecrown is the last major raid and dungeon before the release of Cataclysm -- how has that affected the design?

Greg The major challenge from an itemization perspective is that the items have to last basically until Cataclysm. That means we can't afford to give them away too quickly, but they also need to feel powerful enough that players are motivated to keep trying for them. On the other hand, the really fun thing about doing a final raid tier is how it unties your hands. We can afford to make these items great because nothing needs to follow on their heels. It's cool to be able to optimize the items very well, because it's okay if players don't want to replace these items for a long time.

Cory: We are really pushing as hard as we can to deliver the most epic experience possible. We know that our players have been waiting for this for a long time, and we plan to deliver. Everyone should expect to see this sort of storytelling and attention to detail in Cataclysm as well. I think we are always striving to pull the people who play our game into the storyline and really give them an explanation for why they're there. It won't be too long before they'll get a chance to bring the pain to Deathwing!

Thanks, both of you - we're looking forward to playing through Icecrown Citadel after patch 3.3 is released!

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xx Citadel Loot Update, Blue posts

by Boubouille on on November 20, 2009, 03:19:51 pm
Update - Deathwhisper testing ended. See you in a few hours for Valithria Dreamwalker.

Icecrown Citadel Loot - November 20 Update
It's time for another update of Icecrown Citadel loot! I know there wasn't many updates about heroic modes in the past day but guilds are slightly more secretive about what happens here ... Information should be available at some point, but streams are harder to get.

Anyway, there is a handful of 25 and 10-Man heroic mode items here including an interesting item: Troggbane, Axe of the Frostborne King. The level of this axe is 271, it's too low for 25-Man hard mode and too high for anything else. At this point I'm pretty sure I can say this is the first item discovered in the Lich King 10-Man Heroic loot table.

I also included the Emblems of Frost rewards here, don't worry you'll have an easy way to check all the 3.3 articles "soon". As usual if you want to display the tooltips on your website add this anywhere on your site (preferably in the <head>):

Code:
<script type="text/javascript" src="http://db.mmo-champion.com/tt.js"></script>

And ... congratulations, you're done! This script works pretty much like the one first launched by Thottbot and widely popularized by Wowhead, it will pull all of the necessary CSS and Javascript file for your tooltips to work out of the box. You can now enjoy linking anywhere on your site. For more information check Adding & Customizing tooltips on any website! (This is the exact same script than the one used on MMO-Champion, it should be relatively bug free. Just report it in the post I just linked if something strange happens)

lvlTypeSpecSlotItemSource
251AxeMelee.DPSTwo-HandRamaladni's Blade of Cullingsaurfang-10
251AxePhys.DPSOne-HandBone Warden's Splittermarrowgar-10
251AxePhys.DPSOne-HandFrost Giant's Cleavergunship-10
251DaggerSpell MP5Main HandMidnight Sungunship-10
251GunPhys.DPSRangedStakethrowerqueenlanathel-10
251MacePhys.DPSOne-HandGutbusterfestergut-10
251MaceTankOne-HandBonebreaker Sceptermarrowgar-10
251ShieldTankShieldNeverending Wintergunship-10
251StaffSpell HitTwo-HandAbracadaverfestergut-10
251StaffSpellTwo-HandMag'hari Chieftain's Staffsaurfang-10
251SwordMelee.DPSTwo-HandCitadel Enforcer's Claymoremarrowgar-10
251SwordSpell HitMain HandFrost Needlemarrowgar-10
251PlateMelee.DPSChestBlade-Scored Carapacesaurfang-10
251PlateMelee.DPSFeetBone Drake's Enameled Bootsgunship-10
251PlateMelee.DPSHandsFestering Fingerguardsfestergut-10
251PlateMelee.DPSWaistFlesh-Shaper's Gurney Straprotface-10
251PlateSpell MP5FeetAncient Skeletal Bootsmarrowgar-10
251PlateSpell MP5HandsFestergut's Gaseous Glovesfestergut-10
251PlateSpell MP5WristBracers of Pale Illuminationgunship-10
251PlateSpellLegsCorrupted Silverplate Leggingsmarrowgar-10
251PlateTankLegsDeathforged Legplatessaurfang-10
251PlateTankWristGargoyle Spit Bracerssaurfang-10
251MailPhys.DPSChestHauberk of a Thousand Cutssaurfang-10
251MailPhys.DPSHeadTaldron's Short-Sighted Helmrotface-10
251MailPhys.DPSShoulderPauldrons of Lost Hopegunship-10
251MailPhys.DPSWaistLinked Scourge Vertebraemarrowgar-10
251MailPhys.DPSWristIcecrown Rampart Bracersgunship-10
251MailSpell MP5FeetShuffling Shoesrotface-10
251MailSpell MP5HeadIce-Reinforced Vrykul Helmgunship-10
251MailSpell MP5WristColdwraith Bracersmarrowgar-10
251LeatherPhys.DPSHandsScourge Stranglerssaurfang-10
251LeatherPhys.DPSLegsPlague-Soaked Leather Leggingsfestergut-10
251LeatherSpellChestChestguard of the Failed Experimentrotface-10
251LeatherSpellLegsLeggings of Unrelenting Bloodsaurfang-10
251LeatherSpellWaistCord of Dark Sufferinggunship-10
251LeatherSpellWristWrists of Septic Shockfestergut-10
251ClothSpell HitFeetIcecrown Spire Sandalssaurfang-10
251ClothSpellHeadThaumaturge's Crackling Cowlsaurfang-10
251ClothSpellHeadCowl of Malefic Reposequeenlanathel-10
251ClothSpellLegsKilt of Untreated Woundsfestergut-10
251ClothSpellShoulderBloodstained Surgeon's Shoulderguardsfestergut-10
251ClothSpellWaistCord of the Patronizing Practitionermarrowgar-10
251CloakMelee.DPSBackSaronite Gargoyle Cloakgunship-10
251CloakPhys.DPSBackShawl of Nerubian Silkmarrowgar-10
251CloakTankBackCloak of Many Skinsfestergut-10
251FingerPhys.DPSFingerSaurfang's Cold-Forged Bandsaurfang-10
251FingerSpell MP5FingerSignet of Putrefactionfestergut-10
251FingerTankFingerAbomination's Bloody Ringgunship-10
251NeckPhys.DPSNeckPrecious's Putrid Collarfestergut-10
251NeckSpellNeckSoulcleave Pendantsaurfang-10
251NeckTankNeckMarrowgar's Scratching Chokermarrowgar-10
251TrinketSpell DPSTrinketMuradin's Spyglassgunship-10
251TrinketSpellTrinketSliver of Pure Ice
251TrinketTankTrinketUnidentifiable Organgunship-10
lvlTypeSpecSlotItemSource
271AxeTankOne-HandTroggbane, Axe of the Frostborne Kinglichking-10-hard
264AxeMelee.DPSTwo-HandRamaladni's Blade of Cullingsaurfang-10-hard
264AxePhys.DPSOne-HandFrost Giant's Cleavergunship-10-hard
264DaggerSpell MP5Main HandMidnight Sungunship-10-hard
264MaceTankOne-HandBonebreaker Sceptermarrowgar-10-hard
264ShieldTankShieldNeverending Wintergunship-10-hard
264StaffSpellTwo-HandMag'hari Chieftain's Staffsaurfang-10-hard
264PlateMelee.DPSChestBlade-Scored Carapacesaurfang-10-hard
264PlateMelee.DPSFeetBone Drake's Enameled Bootsgunship-10-hard
264PlateSpell MP5WristBracers of Pale Illuminationgunship-10-hard
264PlateTankWristGargoyle Spit Bracerssaurfang-10-hard
264MailPhys.DPSChestHauberk of a Thousand Cutssaurfang-10-hard
264MailPhys.DPSShoulderPauldrons of Lost Hopegunship-10-hard
264MailPhys.DPSWristIcecrown Rampart Bracersgunship-10-hard
264MailSpell MP5HeadIce-Reinforced Vrykul Helmgunship-10-hard
264LeatherPhys.DPSHandsScourge Stranglerssaurfang-10-hard
264LeatherPhys.DPSLegsPlague-Soaked Leather Leggingsfestergut-10-hard
264LeatherSpellLegsLeggings of Unrelenting Bloodsaurfang-10-hard
264LeatherSpellWaistCord of Dark Sufferinggunship-10-hard
264ClothSpell HitFeetIcecrown Spire Sandalssaurfang-10-hard
264ClothSpellHeadThaumaturge's Crackling Cowlsaurfang-10-hard
264CloakMelee.DPSBackSaronite Gargoyle Cloakgunship-10-hard
264FingerSpell MP5FingerSignet of Putrefactionfestergut-10-hard
264FingerTankFingerAbomination's Bloody Ringgunship-10-hard
264NeckSpellNeckSoulcleave Pendantsaurfang-10-hard
264TrinketSpell DPSTrinketMuradin's Spyglassgunship-10-hard
264TrinketTankTrinketUnidentifiable Organgunship-10-hard
lvlTypeSpecSlotItemSource
264AxeMelee.DPSTwo-HandBryntroll, the Bone Arbitermarrowgar-25
264AxePhys.DPSOne-HandScourgeborne Waraxegunship-25
264DaggerPhys.DPSOne-HandRib Spreaderrotface-25
264DaggerSpellMain HandFrozen Bonespikemarrowgar-25
264Fist WeapMelee.DPSMain HandBlack Bruisefestergut-25
264Fist WeapPhys.DPSOff-HandKeleseth's Seducerbloodprinces-25
264GunTankRangedRowan's Rifle of Silver Bulletstrash-25
264MaceMelee.DPSTwo-HandCryptmakerbloodprinces-25
264MaceSpellMain HandTraumarotface-25
264Off-HandSpellOff-handShadow Silk Spindlebloodprinces-25
264ShieldSpellShieldBulwark of Smouldering Steelmarrowgar-25
264StaffPhys.DPSTwo-HandDistant Landfestergut-25
264SwordPhys.DPSOne-HandBloodvenom Bladesaurfang-25
264WandSpellRangedCorpse-Impaling Spikerotface-25
264PlateMelee.DPSChestGendarme's Cuirassmarrowgar-25
264PlateMelee.DPSHandsFleshrending Gauntletsfestergut-25
264PlateMelee.DPSHeadLandsoul's Horned Greathelmbloodprinces-25
264PlateMelee.DPSShoulderRaging Behemoth's Shoulderplatesrotface-25
264PlateMelee.DPSWristPolar Bear Claw Bracersgunship-25
264PlateSpell MP5HeadFaceplate of the Forgottenfestergut-25
264PlateSpell MP5ShoulderRusted Bonespike Pauldronsmarrowgar-25
264PlateSpell MP5WaistWaistband of Righteous Furygunship-25
264PlateSpellChestRot-Resistant Breastplaterotface-25
264PlateSpellWaistBelt of the Lonely Nobletrash-25
264PlateSpellWristCrypt Keeper's Bracersbloodprinces-25
264PlateTankChestBlightborne Warplaterotface-25
264PlateTankHandsTaldaram's Plated Fistsbloodprinces-25
264PlateTankLegsLegguards of Lost Hopemarrowgar-25
264PlateTankShoulderBoneguard Commander's Pauldronsgunship-25
264PlateTankWaistBelt of Broken Bonesfestergut-25
264PlateTankWristBracers of Dark Reckoningmarrowgar-25
264MailPhys.DPSChestCarapace of Forgotten Kingsfestergut-25
264MailPhys.DPSFeetTreads of the Wastelandbloodprinces-25
264MailPhys.DPSHeadSnowserpent Mail Helmmarrowgar-25
264MailPhys.DPSShoulderDual-Bladed Pauldronsrotface-25
264MailPhys.DPSWaistNerub'ar Stalker's Cordfestergut-25
264MailPhys.DPSWristScourge Hunter's Vambracesgunship-25
264MailSpell MP5ChestMail of Crimson Coinsbloodprinces-25
264MailSpell MP5HandsUnclean Surgical Glovesfestergut-25
264MailSpell MP5LegsLeggings of Dubious Charmstrash-25
264MailSpell MP5WaistBelt of the Blood Novasaurfang-25
264MailSpellShoulderHorrific Flesh Epauletsfestergut-25
264LeatherPhys.DPSChestIkfirus's Sack of Wondergunship-25
264LeatherPhys.DPSFeetFrostbitten Fur Bootsmarrowgar-25
264LeatherPhys.DPSHandsAldriana's Gloves of Secrecyrotface-25
264LeatherPhys.DPSHeadGeistlord's Punishment Sackbloodprinces-25
264LeatherPhys.DPSLegsGangrenous Leggingsfestergut-25
264LeatherPhys.DPSWristToskk's Maximized Wristguardssaurfang-25
264LeatherSpellFeetBoots of Unnatural Growthgunship-25
264LeatherSpellHandsHandguards of Winter's Respitemarrowgar-25
264LeatherSpellHeadHelm of the Elder Moonrotface-25
264LeatherSpellShoulderShoulders of Frost-Tipped Thornsbloodprinces-25
264ClothSpell HitHandsGunship Captain's Mittensgunship-25
264ClothSpell HitLegsPlaguebringer's Stained Pantsfestergut-25
264ClothSpellChestSanguine Silk Robesbloodprinces-25
264ClothSpellFeetPlague Scientist's Bootsfestergut-25
264ClothSpellHandsSan'layn Ritualist Glovesbloodprinces-25
264ClothSpellHeadCorp'rethar Ceremonial Crowngunship-25
264ClothSpellShoulderStiffened Corpse Shoulderpadstrash-25
264ClothSpellWaistCrushing Coldwraith Beltmarrowgar-25
264ClothSpellWaistLingering Illnessfestergut-25
264ClothSpellWristDeath Surgeon's Sleevesrotface-25
264CloakMelee.DPSBackWinding Sheetrotface-25
264CloakPhys.DPSBackShadowvault Slayer's Cloakgunship-25
264CloakSpellBackGreatcloak of the Turned Championsaurfang-25
264FingerMelee.DPSFingerSkeleton Lord's Circlegunship-25
264FingerMelee.DPSFingerMight of Blightfestergut-25
264FingerMelee.DPSFingerRing of Rotting Sinewtrash-25
264FingerPhys.DPSFingerBand of the Bone Colossusmarrowgar-25
264FingerPhys.DPSFingerSeal of Many Mouthsrotface-25
264FingerSPellFingerRing of Rapid Ascentgunship-25
264FingerSpell HitFingerLoop of the Endless Labyrinthmarrowgar-25
264FingerSpell HitFingerValanar's Other Signet Ringbloodprinces-25
264FingerSpell MP5FingerMarrowgar's Frigid Eyemarrowgar-25
264FingerTankFingerHarbinger's Bone Bandtrash-25
264NeckPhys.DPSNeckWodin's Lucky Necklacetrash-25
264NeckSpell HitNeckAmulet of the Silent Eulogygunship-25
264NeckSpell MP5NeckHoliday's Gracefestergut-25
264NeckSpellNeckBone Sentinel's Amuletmarrowgar-25
264NeckTankNeckSepsisrotface-25
264TrinketHealTrinketAlthor's Abacusgunship-25
264TrinketPhys.DPSTrinketDeathbringer's Willsaurfang-25
264TrinketSpellTrinketDislodged Foreign Objectrotface-25
264TrinketTankTrinketCorpse Tongue Coingunship-25
lvlTypeSpecSlotItemSource
264ThrownPhys.DPSThrownShrapnel Staremblems-frost
264PlateMelee.DPSChestCastle Breaker's Battleplateemblems-frost
264PlateMelee.DPSHandsGatecrasher's Gauntletsemblems-frost
264PlateMelee.DPSWaistMalevolant Girdleemblems-frost
264PlateSpell MP5ChestChestplate of Unspoken Truthsemblems-frost
264PlateSpellHandsGauntlets of Overexposureemblems-frost
264PlateSpellWaistLich Killer's Lanyardemblems-frost
264PlateTankChestCataclysmic Chestguardemblems-frost
264PlateTankHandsGauntlets of the Krakenemblems-frost
264PlateTankWaistVerdigris Chain Beltemblems-frost
264MailPhys.DPSChestLongstrider's Vestemblems-frost
264MailPhys.DPSHandsLogsplittersemblems-frost
264MailPhys.DPSWaistBand of the Night Ravenemblems-frost
264MailSpell MP5ChestMail of the Geyseremblems-frost
264MailSpellHandsBlizzard Keeper's Mittsemblems-frost
264MailSpellWaistWaistband of Despairemblems-frost
264LeatherPhys.DPSChestShadow Seeker's Tunicemblems-frost
264LeatherPhys.DPSHandsCat Burglar's Gripsemblems-frost
264LeatherPhys.DPSWaistVengeful Nooseemblems-frost
264LeatherSpellChestVestments of Spruce and Firemblems-frost
264LeatherSpellHandsGloves of the Great Horned Owlemblems-frost
264LeatherSpellWaistBelt of Petrified Ivyemblems-frost
264ClothSpell HitWaistBelt of Omissionemblems-frost
264ClothSpellChestMeteor Chaser's Raimentemblems-frost
264ClothSpellChestErmine Coronation Robesemblems-frost
264ClothSpellHandsGloves of Ambivalenceemblems-frost
264ClothSpellWaistCircle of Ossusemblems-frost
264CloakMelee.DPSBackMight of the Ocean Serpentemblems-frost
264CloakPhys.DPSBackRecovered Scarlet Onslaught Capeemblems-frost
264CloakSpell MP5BackDrape of the Violet Toweremblems-frost
264CloakSpellBackVolde's Cloak of the Night Skyemblems-frost
264CloakTankBackSentinel's Winter Cloakemblems-frost
264TrinketPhys.DPSTrinketHerkuml War Tokenemblems-frost
264TrinketSpell hitTrinketMaghia's Misguided Quillemblems-frost
264TrinketSpellTrinketPurified Lunar Dustemblems-frost
264TrinketTankTrinketCorroded Skeleton Keyemblems-frost
264IdolBalanceRelicIdol of the Lunar Eclipseemblems-frost
264IdolFeralRelicIdol of the Crying Moonemblems-frost
264IdolRestorationRelicIdol of the Black Willowemblems-frost
264LibramHolyRelicLibram of Blinding Lightemblems-frost
264LibramProtectionRelicLibram of the Eternal Toweremblems-frost
264LibramRetributionRelicLibram of Three Truthsemblems-frost
264SigilDPSRelicSigil of the Hanged Manemblems-frost
264SigilTankRelicSigil of the Bone Gryphonemblems-frost
264TotemElementalRelicBizuri's Totem of Shattered Iceemblems-frost
264TotemEnhancementRelicTotem of the Avalancheemblems-frost
264TotemRestorationRelicTotem of the Surging Seaemblems-frost


IgroMir 2009: Developer Panels
You can also find a few gameplay videos of Cataclysm in the following post :

Quote from: Wryxian (Source)
At the biggest Russian games event, IgroMir, which took place on November 5-8, Blizzard Entertainment presented two Blizzard games: World of Warcraft: Cataclysm and StarCraft II. Chris Sigaty (lead producer on StarCraft II) and J. Allen Brack (production director on World of Warcraft) visited IgroMir for the first time, taking a moment out of their busy schedules to talk to the Russian audience about these eagerly awaited games.

IgroMir coverage page:
http://eu.blizzard.com/events/en/igromir2009/coverage.html

World of Warcraft: Cataclysm panel:
http://eu.blizzard.com/events/en/igromir2009/coverage.html#Cataclysm

StarCraft II panel:
http://eu.blizzard.com/events/en/igromir2009/coverage.html#SCII

Blue posts
Quote from Blizzard staff
"Boring" Gear
I think gear might get really boring if you didn't have set bonuses (and perhaps trinkets) to look forward to.

Somewhat boring gear is okay... to a point... in PvP, where you need to strike a balance between skill and gear. Players want to enter PvP thinking they have a relatively level playing field, but we still use the gear reward as an incentive to participate.

PvE gear is already relatively inflexible on primary stats. If anything I wish there was more variability from tier to tier. Players have become pretty intolerant though of gear that doesn't feel like an unambiguous upgrade. That's not intended as an insult to anyone. It's just the state of a five year old game. (Source)

Gear Inflation
They're just numbers. We don't think it starts getting scary until the human mind literally has trouble processing the digits. If your new staff has 152,420 spell power, well, yeah that's a mouthful. But if your new staff has 4000 spell power, the only thing that can really be freaking you out is that 4000 is just a really big number compared to the 100 spell power you might be used to. Automobiles used to cost hundreds of dollars instead of tens of thousands of dollars too.... Smiley

When players say we had scaling problems in Lich King, what they mean (or at least what they *should* mean) is that we picked the end numbers we wanted for percentages such as crit and dodge and then picked ratings that would get us there. When we inflated the item levels to account for hard modes (with a little help from things like glyphs too) then the percentages ended up higher than we intended. That doesn't mean that exponential scaling on gear is bad. It just means that we misjudged our endpoints.

Gear inflation is just part of MMOs, or at least the kind of MMO that we make. Players are going to freak when they see the Cataclysm gear (because believe me, we did), but it's also exciting too. Smiley (Source)

Tanking Classes Disparities
Warrior tanks can tank every boss in the game, and more often than not get the world first and server first kills on those bosses. More raids use warrior tanks than any other. Most cutting-edge guilds use warrior tanks. We can't detect a higher "failure rate" on warrior tanks, and frankly I'm not even sure what that means given that most everyone here agrees there are far more experienced warrior tanks than other tanks out there. Some of you are arguing "when we switch to the undergeared paladin, we do better," yet very few groups are actually switching. The best we're stuck with is some kind of fuzzy "it's harder on the healers," which is pretty hard to quantify, especially since the healers aren't running out of mana healing anyone.

This is why the developers keep going back to what we are seeing happening in the game, which is warriors tanking stuff.

[...] Yes, if we see paladins or druids (or warriors or DKs for that matter) repeating what happened on Sarth or Vezax, then we will do something while Icecrown is still relevant.

When is the appropriate time to buff or nerf is something that is always going to be subjective. Buffing someone when we aren't convinced they need it (assuming it affects relative power compared to another class) is as dangerous as not buffing someone when they do need it.

And again, it's not as simple as guilds having a favorite tank for specific fights. Druids on Thorim or warriors on Anub adds didn't cross the line for us, though I understand why it might for some people. (Source)

Item stats on PTRs
Many of the stats have gone in relatively recently. If you tried out the PTR a few weeks ago, bosses weren't dropping loot at all. We recently went back and changed our paradigm for how we wanted to handle sockets on these items. Sockets have a budget and in this case the other stats were not adjusted correctly for the socket change.

We are adding over 1400 PvE items to the game in 3.3. There are going to be some bugs. Usually we catch them all before they go live, but some still slip through. We don't try to catch them all before we make a PTR build. Sometimes we're right in the middle of doing something (e.g. changing sockets in this case) and it's not worth holding up all the massive machinery that generates a build just for a few simple bugs that aren't really going to affect the PTR experience anyway. Also consider that item bugs generally aren't as serious as class bugs since the former only affect a smaller percentage of the latter. Bugs are bugs though. I won't try to justify them. (Source)

60 comments | Write Comment

xx Patch 3.3 Background Downloader, Blue posts

by Boubouille on on November 19, 2009, 08:02:03 pm
Update - And PTR testing is done for the moment! See you in a few hours for the US testing! (If I can get any stream)

Patch 3.3 on Background Downloader
The first part of the Patch 3.3 is now available on the background downloader, you can stop mailing me about that. ^^ (But you can mail me about everything else!)



Blue posts
Quote from Blizzard staff
Shadowmourne Quest (The Sacred and the Corrupt)
The quest requires friendly Ashen Verdict rep to begin. It may also only be acquired by Warriors, Paladins and Death Knights. (Source)

Armored Froswtyrms confirmed to be PvE Rewards
There will be a Frostwyrms up for grabs for Icecrown raiders, achievable in a similar way to previous rewards such as the Ulduar proto-drake. (Source)

Icewell "Radiance" (Chill of the Throne)
The "Icewell Radiance" is designed to account for very high avoidance levels. It lets us lower the damage bosses do per hit because their hits will connect more often, keeping boss dps the same but lowering spike damage.

However, I also know what that message says to some people. It says that if I go into Icecrown and wipe on a boss all night that Blizzard lied to me about boss damage. We're just sort of bracing ourselves for the inevitable "I couldn't beat Marrowgar because he hits so hard. I thought bosses wouldn't hit hard."

Bosses hitting less hard does not mean bosses can now be facerolled. It just means they hit less hard. To be fair, most of the folks posting in this thread understand the difference. But it's not uncommon for us to see our quotes misused in other forums where we can't necessarily bop in to correct the misunderstanding. (Source)

Druid (Forums / Talent Calculator)
Feral Tanks in Cataclysm
We talked about druids in bear form also getting AP from strength. Strength won't appear on leather and no piece should have Str and Agi together, so it's not like they would really double dip. That lets us still have tanking necks, rings and cloaks with strength on them that are attractive to all 4 tanking classes.

Almost all the items in the game are going to have to change. In many cases this is just a sweeping pass we can make on all gear, such as replacing the Agi + AP on leather with just Agi. So don't worry too much about what happens with old gear and talents mixed with the new stat system. The gear and talents in many cases must change. (Source)

Mage (Forums / Talent Calculator)
Fingers of Frost
The Fingers of Frost issue is really challenging to solve. It it procs on hit then the procs don't get eaten but you may have to interrupt a Frostbolt. If it procs on cast, the procs can get eaten. Those are really the only ways it can proc though. Mixing travel-time spells and instant spells can muddy things up. Things also get more complicated when you have silly amounts of haste, which through no fault of their own, many mages do.

Fingers of Frost seems to work fine so long as you have Frostbite, but due to some technical limitations, the two talents don't play well apart. A long-term solution might be to make Frostbite a prereq for FoF or just merge the two talents together.

Letting Fingers of Frost display its charges is a good idea. We might not be able to get that in for 3.3 but we'll put it on "the list."

Our thanks to Lhivera and others among you who have explored these issues so throughly. (Source)

Rogue (Forums / Talent Calculator)
Rogue Weapon Swapping Addon
We also killed the addon, but we didn't want to do it without also trying to fix the problem it was trying to fix. (Source)

Shaman (Forums / Talent Calculator)
Elemental Tier 9 Nerf
We don't want players to stick with older tier sets when new pieces become available. (It's one thing if it's a really good trinket -- it's another if it's your entire set..)

We balance some things around absolute values (we're shooting for a target) and other things around relative values (how X looks compared to Y). A lot of shaman were saying they weren't going to upgrade to tier 10 despite the, frankly, gratuitous stats on the new gear. We concluded that was because the T9 set bonus was too good and the T10 set bonus was too weak. We suspected the T9 was too good for some time, but didn't want to nerf it while the T9 was all that was available. We did the same thing with a few other sets (or relics).

We try to pick interesting set bonuses, but that means that they will sometimes end up being over or under-budget once players figure out the best ways to optimize their play style around the bonuses. A little of that is okay -- it's interesting when a new set changes your spell rotation a little bit. But when an older set is so good that players feel like upgrading is a bad thing (ignoring the pain of having to get new enchants and gems or whatever) then we think we have a problem.

From a player point of view, I can understand why the attractive answer is always just to buff the new stuff. But continually buffing an outlier instead of bringing the outlier back into the pack is a good way to lead to power inflation on gear. (Source)

Warlock (Forums / Talent Calculator)
Soul Shard System in Cataclysm Q&A (Source)
I can't answer Q&As like this all the time or even very often. I probably won't be able to keep coming back to this thread to answer follow up questions. Understand that when I do answer some questions and it drives expectations that everyone is entitled to have *their* questions answers, things get complicated. Sorry for all of the caveats, but I've kind of learned what to expect.

1. Will it be implemented in Cataclsysm or faded in through patches considering the seemingly huge gap in content?
Cataclysm.

2. Even with the new system will warlocks be given a secondary defense to fall back on, on a long CD should fear become useless?
You mean like Demonic Circle? Smiley

3. Are there plans to link the system to a warlock pet? I know fel domination is one of them, but popping soul shards for more power for the pet are being considered? Example- Refreshing CD's?
Sure. We don't have a lot of details we can share yet.

4. What is going to happen to those spells that required soul shards?
They won't. Some of them may change though. Perhaps the un-enhanced version will be weaker than the current shard version. Stuff like summoning (people and demons) just won't cost shards.

5. Are there plans to change hellfire to an AoE knockback snare like a secondary defense warlocks can fall back on or will it be outright removed?
No, there are no plans.

6. Are there plans to extend Inferno's duration similar to before where we have to enslave him, but with no capping prohibitions?
As I opined recently, IN-FER-NO probably just needs a different mechanic. The trade-off for getting the demon can just be the cooldown.

7. Are there plans to reduce slot problems with curses? Like CoT and CoEx being merged?
Yes to the general question, no to the specific example.

8. Are there plans to add dispel resistance to curses through talents?
Probably not. We'd rather tone down the potency of dispels in general, not require everyone to stack more defenses for them.

9. Will CoD be modified to be castable on players? If so will you modify the damage/duration/CD on it or will it remain the same?
We haven't talked about it.

10. Do you plan on fixing the debuff problems to pets. The fact the duration on debuffs remain the same until the pet is out on the field while buffs continue their duration course regardless of the pet being summoned or not?
This isn't really a soul shard question is it? That is more of a technical limitation and not a design goal. The answer has more to do with prioritization than intent.

11. Will soul link be removed from the demon should it despawn/dimiss?
Don't know yet.

12. What are the plans for drain soul in the new shard system?
Don't know yet. One idea is an emergency backup system for long fights or situations where you screw up. Ideally we don't need this though so we haven't resolved it.

13. Are there plans to make enslave demon a little more viable for PvP and example is the doomguard and inferno?
If you're talking about warlocks stealing each other's demons, I'm not sure that will lead to those demons getting more use. It might make you giggle when you steal one though.

11) Will the soul shard system allow you to empower our primary nukes chaos bolt/soul fire for increased damage on a short cd?
Yes. The example we used at Blizzcon was some kind of duration-limited or "your next spell" limitation. We haven't set this in stone yet.

12) What will happen to soul fire? Will it still require a shard to use? Could it find more acceptance in our normal rotation considering its potentially our most powerful nuke
It won't require a shard. It might require a shard to make it something you want to cast though (imagine a PoM - Pyro).

13) How will the soul shard change work in regards to different trees?
No idea yet. The talent trees aren't done. One thing we threw out at Blizzcon was maybe Demo gets an extra shard, but that's just hand-waving at this point.

123 comments | Write Comment

xx Shadowmourne

by Boubouille on on November 19, 2009, 02:11:07 am
Shadowmourne
Do I need to say more? Shadowmourne was datamined on test realms a few minutes ago.


460 comments | Write Comment

xx Icecrown Citadel Raid Access Progression

by Boubouille on on November 18, 2009, 06:26:42 pm
Icecrown Citadel Raid Access Progression
Quote from: Daelo (Source)
Icecrown Citadel testing has been progressing very well over the last few weeks, and this has been a huge help to the encounter design team. We want to thank everyone who has logged onto the PTR and tried the encounters there.

As we're now getting closer to the release of 3.3.0, we wanted to talk about our plans for access progression within Icecrown Citadel. Icecrown Citadel is going to be broken up into four distinct sections: The Lower Spire, Plagueworks, Crimson Hall, and Frostwing Halls. We plan on releasing these four sections of Icecrown Citadel over time and not all immediately when patch 3.3.0 goes live. At this point we can't give precise dates for these release dates as they are determined by when patch 3.3.0 goes live. Once dates are known with more certainty, I'll update the community so they can plan appropriately.

The first section that opens will include the Lord Marrowgar, Lady Deathwhisper, Icecrown Gunship Battle, and Deathbringer Saurfang encounters. Progress beyond that point will be prevented for several weeks. Then the Plagueworks will open with Rotface, Festergut, and Professor Putricide becoming available. After another period of time, the Crimson Hall will open and you can then fight the Blood Princes and Blood-Queen Lana'thel. The final Frostwing Halls unlock then occurs after that, making Valithria Dreamwalker, Sindragosa, and the Lich King available. We believe a staggered release of the content will allow players to experience Icecrown Citadel at a sustainable, measured, and ultimately more enjoyable pace.

There are other elements that gate access along the way. Players may not attempt any Heroic versions of 10 player encounters until they have defeated the Lich King in a 10 player raid. Similarly, players must defeat the Lich King in a 25 player raid before they can attempt a Heroic 25 player encounter. So players must master every normal difficulty encounter in Icecrown Citadel before attempting Heroic difficulty.

The Lich King may not be attempted until Professor Putricide, Blood-Queen Lana'thel, and Sindragosa are defeated. Furthermore, the Heroic difficulty of The Lich King encounter may not be attempted in any week unless the three aforementioned encounters have been defeated in Heroic difficulty that week.

The Ashen Verdict provides reinforcements and material for players to assault Icecrown Citadel, but this support is not endless. Raids will have a limited number of attempts total each week to defeat the four most difficult encounters in Icecrown Citadel: Professor Putricide, Blood-Queen Lana'thel, Sindragosa, and the Lich King. As these boss encounters are unlocked, the number of attempts available per week will increase. The initial number of attempts provided for defeating Professor Putricide is only five. When Blood-Queen Lana'thel unlocks, the amount of total attempts remaining will increase to 10. Then when Sindragosa and the Lich King unlock, 15 total attempts will be available to defeat all four bosses. After a raid has exhausted their attempts for the week, the Ashen Verdict must withdraw their support and the four most difficult bosses all despawn and become unavailable for the week. The limited attempt system is a feature of both Normal and Heroic difficulty.

There will be no explicit rewards for defeating the Lich King with a specific number of attempts remaining as there was with Trial of the Grand Crusader. There will also not be an achievement to complete Icecrown Citadel without being defeated by a boss encounter, or letting a raid member die. (i.e. A Tribute to Insanity).

In the weeks and months after all twelve encounters are unlocked, additional attempts against the final four boss encounters become available. This represents the Ashen Verdict growing more powerful and gaining a stronger foothold in Icecrown Citadel. To further help raids, Varian Wrynn and Garrosh Hellscream will begin to provide assistance by inspiring the armies attacking Icecrown Citadel. This is represented as an additional zone wide spell effect applied to all players that will increase their hit points, damage dealt, and healing done. This effect will also increase in effectiveness over time. Players may opt out of the spell's effect if they so wish.

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