Lore, Mechanics and Beta Interview With Josh Mosqueira, Nephalem Trials Interview, Lylirra Tweets About the Expansion, RoS Concept Art
Beta Key Wave on Tuesday, World of Warcraft Trading Card Game Ends
Patch 5.4 Developer Interviews
Polygon had the chance to interview Tom Chilton at Gamescom. Gamebreaker recently had the chance to interview Greg Street and Ion Hazzikostas. You can find information from previous interviews on our Patch 5.4 Developer Interviews page.
- Mists of Pandaria was the first push to appeal to more casual players and it was very successful. If they had not done so, the game would be in bad shape.
- The audience has changed since Vanilla, so players wanting the game to stay the same wouldn't have had the same fun gameplay even if it did.
- Mists of Pandaria had a lack of new experiences for the hardcore audience, which is something that will be focused on in future expansions.
- It might make sense for WoW to go free to play at some point, but there is a lot of risk in doing so. Some games double their audience, but some don't or even if they do, the increase doesn't last after the initial interest wears off.
- The expansion ends on a high note for the Alliance. The full story has not yet been told!
- The population targets for Connected Realms are between an average and full realm, providing enough players that you can do PuG Flex mode raids from trade chat or see a real population in the capital city, but not so many people that you have a login queue.
- Reducing the number of buttons is a goal, but that has to be balanced with changing classes too much.
- Many players will be happy that they don't have to worry about Readiness anymore, but other players will miss it.
- The base healing spell that healers are supposed to use until they gear up enough to have a significant amount of regen and throughput might not have a role in the game anymore. They are situational after you are no longer in greens and blues.
- Mists of Pandaria removed some abilities, but ended up adding some of them back because of player outcry and legitimate concerns.
- One of the mistakes made when doing a pass of abilities in Mists of Pandaria was removing very situational or fun abilities. For example, Eyes of the Beast doesn't take up a keybind or important action bar slot, but it is something that players miss now.
- Players often ask for new abilities so that they are on par with other classes. For example, Paladins got a Kick like interrupt that they didn't have a few expansions ago, but maybe every class doesn't need an interrupt / disarm / silence.
- Every time the level cap is raised in WoW, the devs feel like players are owed some new spells. It wouldn't be any fun to go 5 levels without adding new spells.
- Trying to get rid of a lot of the silences didn't work out well, as no one was able to stop the healers. Changes to instant casts and silences are better suited for an expansion rather than a mid expansion patch.
- There have been significant improvements to the PvP gearing system. The goal going forward is to make sure the best PvP gear comes from PvP and the best PvE gear comes from PvE. A little bit of crossover is fine, but no high end PvP player should feel like they have to go and farm for a certain item from PvE to remain competitive.
- The Crowd Chose You!!! buff was added to shut down the really long drawn out fights in a reasonable way. The devs don't want players to change how they play arenas based on this buff, so if it has a detrimental effect it will be modified or removed.
- High King Mekkatorque will come and clear a large number of troops in the Barracks section of the raid, while the Horde actually has to fight through them.
- Nourshen has a Proving Grounds like component to the fight, as individual players must go through a role dependent trial at a certain point in the fight.
- It is important that players feel like their actions matter in raids, not that they are just cogs in a machine. At the same time, you can push this idea too far when a single individual can wipe the raid or the fight requires every person to master an individual check. A good example of this is Heroic Dark Animus or Thaddius. Ideally a raid leader could choose the stronger players in the raid to handle the responsibility of the individual dependent mechanics.
- Riposte was added to compensate for the weaker Warriors and Death Knight active mitigation mechanics compared to other tanks. It also helps to equalize tank damage output in the short term.
- In Cataclysm, building a legendary out of drops that came on a predictable schedule every week removed some of the excitement from getting a legendary weapon. Legendary weapons in the future will likely be distributed similar to older legendary weapons and less like the Cataclysm legendary weapons.
- If the devs were to use scaling to allow players to run older content at more appropriate item and character levels, it would not impact players who enjoy soloing old content.
- There is also a difference between the nostalgia of older dungeons and raids and what it would be like to do them again as part of the core game. People think back to the fond memories from BWL or Molten Core, but it doesn't mean that it would be fun to do with a group regularly anymore as an incentive activity.
- Heroic Scenarios worked out really well both in terms of the content and how they work, requiring you to find friends or other players to do the content with rather than just queuing.
- Blizzard would like to get back to a place where mechanics matter a little bit more, as there is a big audience for that type of cooperation in smaller organized groups.
Originally Posted by Blizzard Entertainment
World of Warcraft Trading Card Game
Originally Posted by Blizzard Entertainment
Hearthstone Wiki Beta Key Giveaway
Our friends over at Gamepedia are holding a Beta Key Giveaway for contributors of the Hearthstone Wiki. All you have to do to enter is make a useful edit to the Hearthstone Wiki. Winners will be chosen randomly, with each of your edits counting as an entry into the contest.
The giveaway is open to everyone, but due to legal restrictions, only residents of North America are eligible for the physical prizes. The prizes include a Beta Key, iPhone cases, a headset, mouse, and earbuds. Winners will be selected on September 2nd, 2013.
Penny Arcade - Hearthstone
Gabriel over at Penny Arcade seems to be enjoying the Hearthstone Beta as much everyone else!