Page 1 of 9
1
2
3
... LastLast
  1. #1
    not good with computers
    chaud's Avatar
    Join Date
    Oct 2007
    Posts
    7,116

    Pandaren Language, PvP Gear Vendors, Female Pandaren Hair, Blue Posts, SWTOR Future

    Diablo 3 - Demon Hunter - Inferno Diablo Build, Legendary Buffs, More Hotfixes, EU Account Security Alert: Riot Games, Blue Posts, Digital Strategy Guide

    Pandaren Language
    Even if you haven't listened to a Pandaren speak Pandaren, it might be familiar to you...



    Beta PvP Gear Vendors
    If you are one of the lucky players in Beta, you can now purchase ilevel 483 Gladiator's gear from the PvP vendors on top of the Gate of the Setting Sun! For a full lit of the PvP gear, including the Monk PvP gear, check out WoWDB! Wand spellpower values are accurate compared to what is displayed in game, but the value is very unlikely to be final.



    Female Pandaren Hair Updates
    Female Pandaren got some new hair options in the latest beta build, along with some earrings! You can see a larger amount of the color in the new textures.







    Account Security Alert: Riot Games / League of Legends
    Originally Posted by Blizzard (Blue Tracker / Official Forums)
    As some of you may know, Riot Games recently announced that certain League of Legends player account information in European databases was compromised by an illegal and unauthorized intrusion into their network: http://eu.leagueoflegends.com/news/l...security-alert

    The data accessed included email addresses and encrypted account passwords, and they have determined that more than half of the passwords were simple enough to be at risk of easy cracking.

    If you are a League of Legends player and happen to use the same password for your League of Legends account and your Battle.net account, we strongly encourage you to reset your Battle.net password at this time. To complete a password reset, go to Account Management > Settings > Change Password. You can also visit this page if you've forgotten or lost your Battle.net password: https://eu.battle.net/account/suppor...ord-reset.html

    Additionally, if you used your Battle.net email address to sign up with League of Legends, you may also wish to update your Battle.net email address via Account Management as a general security precaution. To update your Battle.net email address, go to Account Management > Settings > Change Email Address.

    If you are unable to update your password or email address and believe your account might be compromised, please contact our customer support staff by using the Account Recovery Form: https://eu.battle.net/account/suppor...-recovery.html

    For additional security tips and suggestions, be sure to check out the Account Security Awareness guide at http://eu.battle.net/en/security/

    Blue Posts
    Originally Posted by Blizzard Entertainment
    Rogue (Forums)
    Rogue Class Design
    What annoying things have we had to deal with that you're fixing?
    I'll just use one example because in our opinion it's the biggest. Layered ramping mechanics were the single biggest weakness rogues have in Cataclysm (and have had for some time). Some ramping is desirable, but too much can really hurt target switching, prohibit fast burst damage, etc. (Don't take this to extremes -- we don't need posts from every class pointing out situations in which they can't go from 0 to 60 when target switching and therefore arguing how they need to be redesigned.)

    In Mists, we want combo points to be the ramping mechanic. Deadly Poison doesn't need to be a ramping mechanic. Bandit's Guile doesn't need to be a ramping mechanic. We changed the way both of those work.

    You may not have thought it was a problem, but we did, and we heard about it a lot from rogue players, so we fixed it.

    I sincerely want to know by what measure and according to what data you conclude rogues are "fine" in PvP right now.
    What I meant was that we didn't see any crippling design flaws in rogues that needed overhauling in Mists. Sub rogues probably are too good in Cataclysm PvP, or at least 3v3 Arenas, which many players use as synonymous with PvP. It's hard to tell if Assassination and Combat are really weak, or if Sub is so strong that any sensible rogue just plays Sub. It's also entirely possible that it isn't even Sub that is too powerful but just Prep and Shadowstep. In any case, my comment was addressed towards the group of players that believe rogues have this giant list of issues that must be addressed, and at another (perhaps overlapping) group of players that just want us to change things up for the rogue because they're getting bored. Sorry for any confusion.

    The combo points issue is a symbolic one, though. This is something a large number of rogues have wanted for a very long time, and the issue gets consistently ignored. I often feel as if there's no point in giving feedback at all when the devs can't even see eye-to-eye with players on how our resources should work.
    The feedback doesn't get ignored. We just disagree, which we have to be allowed to do if we're actually going to design the game rather than just letting players vote on how every mechanic should work. We like the way combo points work (meaning on the target). I also suspect you're being a bit presumptuous assuming that all rogues want combo points on the rogue. Yes, rogues would be easier to play if you didn't have to worry about which target your combo points were on. Do rogues need to be easier to play? If so, are combo points the right change? We could eliminate combo points and just give Eviscerate a cooldown. Would that be easier? Would it be more fun? I'm not trying to be dismissive -- I think those questions are legitimately hard to answer.

    A lot of people say killing spree is poorly designed because it doesn't work on those fights, but I firmly believe those situations are a failure of encounter design, not class design. Killing spree and backstab are fine; Blizz needs to learn to take them into account when they design bosses.
    We do. But it is not our design intent that every spec can perform the exact same rotation on every fight. I'm certain that if we solved the backstab issue then the next complaint to come up (from some class) would be that every boss fight needs to have 3 targets, because multi-dotting works the best with 3 targets and their DPS will be lower when there is only one target. What do you think the DPS difference is among the 3 rogue specs on Ultraxion? (You can't just look at posted logs to answer that question, because mostly what those logs tell you are that most rogues (and presumably many of the best ones) go Combat for that fight.) What is an acceptable difference? 5%? 1%? 0%?

    Obviously I don't have the numbers Blizzard does, but we do know that at least before the legendary daggers rogue was one of the least active classes. No matter if that remains true or not I think it says something when one of the, if not the best designed classes is also one of the least popular. It says that maybe it works great from a design standpoint, but how is that translating to the players?
    We look at those numbers of course, but it's really hard to determine cause and effect there. Paladins are nearly always the most played class, but there are just as many paladin players demanding change as there are rogue players (actually, given the population sizes, probably more). So why are some classes more popular than others? It's probably a mix of need, power, kit, flexibility, visuals and a host of other objective and subjective criteria. The hybrid vs. pure issue plays into that a little bit, but it's not the whole answer by a long shot. I definitely don't think it's as simple as if we make a bunch of changes to rogue rotations, now more players will play rogues (consider for starters that we'd almost certainly lose some rogues as well).

    I agree that this is how the design should be, but this raises the question of whether or not our finishers are powerful enough to warrant this design decision. Compared to the power we lost by having the crit bonuses of our primary abilities taken away, they just don't feel like they're as strong as they should be right now. There are fewer combo points flowing in due to generating talents being taken away, so the gaps between finishers feel unrewarding because the finishers themselves feel unrewarding.
    I think it's safe to say that if we find we need to buff rogue damage for any of the specs that we'd look to finishers as a place to increase damage.

    My big problem right now is that I feel very similar to feral druids and Windwalker monks, without the added benefit of being able to radically change my gameplay on a spec switch. I don't need that radical change, I suppose, being a pure DPS. In PvP it's not a problem as I feel very much like a rogue there, but it's hard to translate into PvE and I end up feeling like a warrior in leather that attacks a bit faster.
    I hope Windwalkers feel different. Cat druids were designed from the outset to play like rogues, the same way Bears were designed to play just like warriors. We've eroded that a bit over time, but the bones of it remain.

    As far as the pure vs. hybrid thing goes, that is a really tricky problem to solve. We could turn all classes into hybrids of course, though I'm also not sure every player would rejoice at such a change. It has been very challenging to make pure specs play fundamentally differently. If the Mists warlocks work out well, then they may feel pretty different (of course they also run the risk I mentioned before of feeling like 3 separate classes and not like warlocks). Some players in this thread mentioned that mages play totally differently, but I think to be fair they feel more different than they really play because fire vs. frost vs. arcane is such a strong theme. It's harder for "I'm an assassination" to have a completely different feel from "I'm a swasbuckler" or "I'm a sneaky guy." We've had the same challenge with hunters. Presumably Marksman hunters are great at using ranged weapons. Okay, what does that mean for Survival? They use traps? Melee? Poison?

    Also, a lot of our skills are kind of boring and could use just an aesthetic change. Edit: Oh, the actual question is: Is updating rogue animations and making them more unique especially across specs on the table?
    I think that's a totally fair criticism, especially of rogues and to a lesser extent warriors. Melee classes just have fewer opportunities for very showy visuals. We could add them anyway, but then the classes feel like they're casting spells and aren't doing melee attacks with weapons. That said, we have tried to give rogues a few great-looking visual effects in Mists. Longer term (meaning it's unlikely for Mists) we'd like to do more with character animation so that all rogue attacks aren't using the same one-handed stab motion (Mutilate at least has its own animation). Historically, player animations have taken us a very long time, and that time only gets worse as we add races. However, for Mists we have some new techniques that let the animators apply the animation from one model more easily to another. It still takes a great amount of time -- just less than it did before. It is most easy to see the benefits of this advance in all of the new animations for the monk class. It's too early to call that technique a success, but assuming it is, we could do the same thing for rogues and warriors and have a lot more variety in the attack animations. (Animation in this sense has a very specific jargony term, which is the movement of the model itself. All of the spell effects are a different system generally handled by a different team of artists.)

    Then why did you make changes to rogue rotations? This is what people are complaining about. Go play Assassination on live and then go play it on beta at 85, then come back and tell us that Assassination is more fun without Puncturing Wounds and Ruthlessness.
    Puncturing Wounds is just crit. We can add more crit if we need too (like we recently did for warriors), but it also risks making crit unattractive at high gear levels. "Why did those stupid designers put crit on rogue gear? Don't they know we don't value it?"

    Puncturing Wounds (through Seal Fate) and Ruthlessness can deliver more CPs, but also contribute a lot to getting stuck at 4 CPs, which is something rogues have complained to us about, because it means you need to do a weak finisher or risk overflowing CPs on your next Mutilate. In Mists, Assassination does fewer finishers, but at the same time we introduced the Blindside proc to help the rotation from feeling too static.

    To use one of my soon to be patented bad analogies; I feel like every expansion is kind of like Winterveil (to not alienate anyone) and all the classes are opening their gifts to see what this expansion is going to bring them. Some are getting entire new mechanics, some are getting new flashy spells and skills, but rogues are getting Auntie Maven's sweater for the 5th time. Sure it's gonna keep you warm and get you by, but you kinda knew you were going to get it and it's certainly not flashy or exciting.
    I honestly believe this is one of those grass is greener deals though. As someone who receives class feedback from both barrels (not that I'm complaining), nearly every class argues that they got a lump of coal and the other guy got something awesome. You'll see a few players saying some new ability or talent is awesome, though they'll do so quietly for fear that we think they are content. In fact, I would challenge you to name those classes and specs (not counting monk) that you think got a really good deal in Mists. They'll be here in a second defending their argument that a new spell might appear flashy or sexy but it has Serious Issues or the Real Issues Have Not Been Addressed.

    That probably sounds cynical, and I'm honestly not a cynical guy, but it's also what we've come to expect. (Blue Tracker / Official Forums)

    SWTOR Going Free to Play?
    It definitely isn't set in stone yet, but SWTOR might be going free to play in the future! After announcing that the game will be free to play until level 15 and allowing free server transfers, lead designer Emmanuel Lusinchi had some interesting things to say in an interview!

    Originally Posted by SWTOR
    I think it’s more than the free-to-play model – it’s more that there is a lot of competitive offers. If it was just free-to-play games and they weren’t very good it wouldn’t even be a question but there are definitely good games out there and good games coming out, so of course all of this competition impacts your plan with what you want to do.

    Asked whether it would be feasible to adapt The Old Republic to a free-to-play model, Lusinchi coyly suggests that the wheels may be in motion for a drastic change.
    The MMO market is very dynamic and we need to be dynamic as well. Unless people are happy with what they have, they are constantly demanding updates, new modes and situations. So we are looking at free-to-play but I can’t tell you in much detail. We have to be flexible and adapt to what is going on.
    Last edited by chaud; 2012-06-15 at 06:16 AM.

  2. #2
    I am curious as to what "red" comes from, in that sea of noms

  3. #3
    Mechagnome Leviatharan's Avatar
    Join Date
    Apr 2010
    Location
    Trapped in the glass cage of emotion that is the Frostfire Garrison
    Posts
    626
    Quote Originally Posted by Mythaniel View Post
    I am curious as to what "red" comes from, in that sea of noms
    Red pandas.

    My question is, will Horde and Alliance Pandaren be able to converse in Pandaren?
    Leviatharan - Level 90 Blood Elf Unholy/Frost Death Knight - Inscription/Herbalism - <Summit> - Drak'Tharon US

    Now author of Morbid Musings, a blog dedicated to DK theorycraft.

  4. #4

  5. #5
    SWTOR going free to play maybe? Not even surprised.

  6. #6
    High Overlord Mazzic518's Avatar
    Join Date
    Aug 2011
    Location
    NY, USA
    Posts
    131
    Quote Originally Posted by Leviatharan View Post
    Red pandas.

    My question is, will Horde and Alliance Pandaren be able to converse in Pandaren?
    Highly unlikely

  7. #7
    Even F2P wouldn't bring me back to SWTOR.

  8. #8
    That actually for real of the pandaren language?

  9. #9
    I dearly hope that language is:

    1) Not fake
    2) Not a placeholder
    ~There's only two good parts in a dubstep song. The first is when it's not wubbing, the second is when it ends.~

  10. #10
    I called SWOTR going F2P during the Beta.

  11. #11
    Bloodsail Admiral Antherios's Avatar
    Join Date
    Oct 2010
    Location
    Costa Rica
    Posts
    1,043
    Im still waiting for SWTOR to kill WoW like many posters on this forum swore it would.

  12. #12
    swtor went F2P till 15??? Wut?!? sweet! my brother loves star wars universe, but has never played an mmo before. this might be the ticket.

  13. #13
    DAT FEMALE PANDAREN HAIR/EARRINGS/HIGHLIGHTS.

    Oh. My. God.

    I just might racechange all my non-DK/Paladin characters to female Pandaren.

    edit:

    And regarding SWTOR going F2P until level 15? Not news. WoW's been F2P till 20 for nearly a year now, and Rift's also done the same thing about 4-5 months ago. In fact I wouldn't even call it "F2P Till (low level cap)", just a never-ending game demo. Not really that game-changing/breaking.

    However, what WOULD qualify as game-changing is if SWTOR went FULL F2P. That would definately be worthy of being deigned as 'drastic change' as noted in that snippet there. But knowing that EA would be looking over such a transition, SWTOR wouldn't just go F2P, but it'd likely wind up being Pay-to-Win horsecrap.

    We'll see.
    Last edited by greyghost; 2012-06-15 at 05:31 AM.

  14. #14
    Fuck, I might be forced to racechange to Pandaren if that indeed is their language...

  15. #15
    Mechagnome Galdur's Avatar
    Join Date
    Oct 2009
    Location
    Muspelheim
    Posts
    502
    Once more the retard award goes to GC

    The feedback doesn't get ignored. We just disagree, which we have to be allowed to do if we're actually going to design the game
    Newsflash dbag, you design the game for the players not for yourself.


    Please don't flame anyone.
    Last edited by Sunshine; 2012-06-15 at 05:54 AM.

  16. #16
    ^ No, they design the game for themselves. Any developer or artist who starts to listen to media or the fan base goes wrong very quickly.

  17. #17
    Quote Originally Posted by Megara View Post
    ^ No, they design the game for themselves. Any developer or artist who starts to listen to media or the fan base goes wrong very quickly.
    Agreed, I am of the opinion that if the devs just told the community to shut the hell up, the game would lose many of its issues.

  18. #18
    Bloodsail Admiral Riavan's Avatar
    Join Date
    Sep 2010
    Location
    Australia
    Posts
    1,031
    I like how the female pandas have the hair styles fat emo girls do.

  19. #19
    sex panda... that is all

  20. #20
    Wow... bioware is really bad at customer relations.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •