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  1. #1

    TCG Blood of Gladiators Loot Cards, Blue Posts

    PTR 3.1 - WoW TCG Blood of Gladiators Loot Cards
    The next World of Warcraft Trading Card Game expansion, Blood of Gladiators, will launch worldwide on March 24th. Blood of Gladiators also contains new Loot cards, giving World of Warcraft fans access to exclusive online items! The Loot items will be live with Patch 3.1 but players can try them out on the Public Test Realm now!

    Sandbox Tiger
    This super common Loot card brings out the kid in everyone, offering playground-like rides on an adorable toy Spectral Tiger. Once you place the tiger, anyone can join in the fun and ride the Tiger. But be sure to share! Take the Sandbox Tiger for a test ride on the PTR by entering code 1111 with Landro Longshot, a goblin on the docks of Booty Bay.


    HTML Code:
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    Center of Attention
    Tired of hiding in the shadows? Ever feel like no one is paying attention to you? When you’re ready to make a scene, it’s time for the “Center of Attention.” This uncommon Loot card is sure to capture every eye as you don an epic purple shirt and strike a pose! Draw a crowd in the PTR by giving Landro code 2222.


    HTML Code:
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    Foam Sword rack
    When someone decides not to share their Sandbox Tiger, break out your foam sword and teach them some manners! The “Foam Sword rack” rare Loot card let’s you break out big foam sword and battle anyone near you. Once you bring out the rack, anyone can pick up a sword and start swinging! Get your own foam sword rack on the PTR from Landro with code 3333.


    HTML Code:
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    Blue posts
    Originally Posted by Blizzard Entertainment
    Achievement - Wintergrasp Grand Black War Mammoth
    It's quite a possibility that this will be removed from the meta achievement at some point too, we'll have to wait and see. (Source)

    Achievement - Immortal-style achievement in Ulduar
    We will see what achievements we decide to make for Ulduar, but honestly I would not be surprised if an immortal-style achievement was one of them. There can be some frustrating scenarios that cause this to fail like disconnects, but unless it is a mass disconnect it can be worked around a lot of the time. Overall, in my experience, it is almost always a player's fault for failing on Undying/Immortal by getting a little careless and not remaining focused on the achievement goal. (Source)

    Random Number Generator and its effect on the game
    This is a good summary. We have no problem with RNG to a point. WoW is an RPG and we think part of that is having a random component to the outcome of some events. We realize some players would like to remove most RNG from the game, but that isn't our stance. Where RNG is a problem, especially in PvP, is when the outcome has too much influence. RNG is bad when it feels like who wins or loses an Arena match too often comes down to a single random roll.

    A few examples:

    -- The dispel system started to feel too random. Chance are you wouldn't be able to dispel something, but once in awhile you could, and that changed everything.
    -- Random stuns became a problem. An ability with a 100% stun chance can be balanced around say its cost or cooldown. Random stuns are just an unpredictable bonus.
    -- Too much random damage. Sudden Death (the Arms warrior talent) was a problem here. It approached the point of having a percent chance to kill a target or a percent chance to do almost nothing. (Don't confuse the fact that Arms damage is too low at the moment with their burst being too high before we changed this ability.)

    One of the keys is whether you are talking about a few random rolls or many. If it is many random rolls, then the probability tends to even out over time. A 50% chance to proc something will happen about half the time as you approach infinity. We don't think the RNG nature of Windfury is a huge problem because it isn't always coming down to a situation where if WF had proc'd, you would have won the match. (Having that happen once in awhile is fine -- that is probably the definition of a very close, exciting match.) Over the course of an Arena, WF tends to proc with about the same frequency. If WF was a 2% chance to boost damage by 50X, then that would be too much RNG. The balancing problems we've had with Windfury have a lot more to do with its total contribution -- whether it does too much or not enough damage overall, and less about the random nature of the proc.

    We have also backed off the design where all certain specs bring to PvP is MASSIVE DAMAGE LOL. We have been trying to give more specs more utility-based abilities (say on-demand CC, or on-demand CC breaks). If Enhancement is not competitive in PvP, we'd rather address the problem through this direction. (Source)

    PvP Itemization and resilience budget
    We increased the budget of resilience because we felt like PvP gear was too attractive in Burning Crusade. Because of that, and because this gear was initially too easy to get, it forced a lot of players to feel like they were supposed to head to the Arena to improve their character, even if they had no business or interest in trying to compete in there.

    The problems we feel like we had with resilience at the start of Lich King were different:

    1) We launched relatively easy PvE content before PvP gear was available. As a result, players entered PvP with really awesome Naxx gear.
    2) Introductory PvP gear was too difficult to get and not available from day one. As a result, some players were going into Arenas with almost zero resilience and getting blown to bits.
    3) Burst damage was initially too high, which 1 and 2 just compounded. We think it will be in a better place when 3.1 ships. We are already seeing plenty of "invulnerable healer" threads, which suggests that just burning people down is harder now. (And I don't mean to imply that is our sole measurement on how balance is working out.)
    4) BC brought a lot of free stamina to almost everyone. We didn't increase health as fast as we increased damage in LK, which ended up making players feel a little fragile initially.

    Ideally (and what we very well might do next time) is to try and launch the first tier of raid content at the same time as the Arena season, or at least give players a head start on accumulating PvP gear before the season starts. It's also likely you will see player health increase more, and PvE content balanced accordingly.

    Now resilience is a tricky thing. Some players are going to blame any loss in Arenas on resilience being too weak. It is sometimes difficult to sort out the effects of skill from the effects of the game balance. You are going to die in Arenas a lot, even if you are a great player and everything is working as intended (which as I said above, is not currently the case). (Source)

    Dual-specialization and raid composition requirements
    Our design direction is not to change our designs at all as a result of this change. We are going to design instances and talent trees while pretending this feature does not exist.

    Examples of things we will NOT do:

    1) Have a fight that requires 8 tanks, because you know, half the raid can change specs.
    2) Have a fight that requires some obscure talent, because surely someone can afford to swap into it.
    3) Let Arms be the PvP tree and Fury be the PvE tree, because warriors can just switch out.
    4) Have a buff spec with low dps and a damage spec with high dps, and expect players to buff then swap specs.

    While realistically we predict almost every high level player will use a dual-spec, we aren't assuming you have access to it. Furthemore, all the feature does is make it easier for you to do something you could already do, which is hearth back, respec, and get summoned back. (Source)

    Replenishment is causing strange acrobatics to be taken with regard to regeneration balancing. Blizzard has made an assumption that all raid group members will have access to a replenishment buff. If that is the case, then why not just build it into the class?
    Because it makes classes with Replenishment someone you want to invite.

    While WoW permits and encourages soloing to some extent when compared to some other MMOs, the endgame for both PvP and PvE are designed around grouping. We like that it matters who you are grouped with. We don't want you to be able to just bring all of your buffs with you. We like that you are much more powerful when grouping, in part because you benefit from the stacking effects of so many different buffs.

    Replenishment is a very powerful and unique buff, meaning it' isn't just another version of more attack power or spellpower. However, you can't stack more than a couple of Replenishment classes and gain additional benefits from Replenishment alone. For 3.1 we expanded the number of classes who offer Replenishment to give you more flexibility in how you earn the buff.

    Now all that said, you can group without it. There isn't a guardian at the door who checks for Replenishment before it lets you pass. Mana regen will be harder for you than a group with the buff however, and you may need to compensate in other ways, such as how you gear or the other buffs you have. If your dps is high enough and your tanks survive, then the threat of running out of mana won't be so scary. (Source)

    Death Knight (Skills List / Talent + Glyph Calc.)
    Dual Wield changes in 3.1
    We don't have a problem with DW tanking or DW dps. Whenever I say something about DW tanking it is usually to say that we don't want DW tanking to dominate. Before the Stoneskin Gargoyle rune, having two tanking weapons was a big benefit to DW, and in a world with crushing blow, "parry instagibs" are much less scary now.

    That said, the Howling Blast changes were much more about DW dps builds. Death knight dps was just too high across the board, especially with certain hybrid builds. If we're convinced we fixed the problem, then we might improve Howling Blast damage again (though we might imcrease its cooldown). (Source)

    Hunter (Skills List / Talent + Glyph Calc.)
    Marksmanship mana issue
    Marks running OOM too often we feel is a legitimate problem and something we plan on improving. (Source)

    Wild Hunt
    Wild Hunt is being changed to 10/20% extra AP from the master. There was a bug where the talent was just applying the hunter's AP to the pet twice, which is too generous. If you have 6000 attack power, your pet probably gains 1320 attack power from you. With 2 ranks of this talent, it should gain 1580 attack power instead. Your pet's attack power will be higher than this by a few hundred from other sources. (Source)

    Paladin (Skills List / Talent + Glyph Calc.)
    Retribution DPS in 3.1
    Retribution dps, especially in PvE, is lower in 3.1 than we want. (Source)

    Priest (Skills List / Talent + Glyph Calc.)
    Warrior rage generation while Power Word: Shield is active in 3.1
    This is a buff to warriors versus priests. However, warriors also received a pretty hefty nerf versus priests that not many players are talking about. Specifically, you will no longer be at zero armor in PvP situations. (Source)

    Warlock (Skills List / Talent + Glyph Calc.)
    Pandemic - DoT crits damage bonus
    We have posted a couple of times that we don't think the Affliction changes make sense unles dots can crit for 200% damage. However, we are probably more likely to just allow Pandemic to grant that bonus rather than make taking Pandemic also force you to pick up Ruin. (Most PvE locks do anyway, but not all PvP builds include it.) (Source)

    Warrior (Skills List / Talent + Glyph Calc.)
    Arms changes
    We still plan on making some Arms changes for 3.1. (Source)

    1 Minute Shield Wall
    The cooldown of Shield Wall is not intended to be that low. (Source)

    Rage loss on stance dancing
    Most likely, rage loss with regard to stance dancing will not change in 3.1. We don't think the system we were exploring has enough benefits over the current implementation to warrant the change. (Source)

  2. #2

    Re: TCG Blood of Gladiators Loot Cards, Blue Posts

    Updated my previous post on EJ (http://elitistjerks.com/1120275-post243.html) about pandemic to include the possible 200% crit modifier that Ghostcrawler hinted at.

    oh, ill just post the post here then:

    Update:
    Included the possible change to pandemic crits from 150% to 200% (World of Warcraft - English (NA) Forums -> Change Ruin to affect all spells) - these numbers will appear in [ ]-brackets in the PTR-part of my post.

    Pandemic on the Public Test Realm: - 150% crit modifier. 200% crit modifier shown in [ ]-brackets.

    In a 300s fight (5 minutes) assuming 100% up time on Unstable Affliction and Corruption:

    Corruption
    Assuming 28% crit chance (15% from gear, 5% moonkin, 3% totem/pally debuff and 5% from ISB/Scorch/Winter's chill):

    In raid settings the 'normal' corruption tick for a well-geared warlock is around 2200 (more with trinket procs, less without), which leaves us with 1100 [2200] dot crits.

    Corruption ticks every 3 seconds so out of those 100 ticks, 28 would crit:
    1100x28 = 30800 dmg [2200x28 = 61600 dmg]

    If we divide that by the length of the fight (300 secs) the dps gain from corruption alone is ~103 dps [~205 dps].

    Unstable Affliction
    If we do the same with Unstable Affliction (avg tick ~1700, crits for 850 [1700] extra), the dps gain from Unstable Affliction is ~79 dps [~159 dps].

    Those 2 put together is a net gain of ~182 dps [~364 dps] from 1 talent point, which is quite nice.


    Pandemic on Live servers: - 200% crit modifier.

    Assuming 20% crit total (15% from gear, 5% from a moonkin):

    Corruption: ~146 dps
    UA: ~113 dps

    Net dps gain: ~259 dps for 3 points.

  3. #3

    Re: TCG Blood of Gladiators Loot Cards, Blue Posts

    "Retribution dps, especially in PvE, is lower in 3.1 than we want."

    Hm. I would like to know about this.

  4. #4
    MuTe
    Guest

    Re: TCG Blood of Gladiators Loot Cards, Blue Posts

    Fix BM hunters, Fix MM hunters, Fix Survival hunters! Ever tree has something wrong with it, and its only getting worse with every patch note.

  5. #5

    Re: TCG Blood of Gladiators Loot Cards, Blue Posts

    still waiting for the arms warrior changes


  6. #6
    High Overlord Nidhöggr's Avatar
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    Re: TCG Blood of Gladiators Loot Cards, Blue Posts


    1 Minute Shield Wall
    The cooldown of Shield Wall is not intended to be that low. (Source)
    Not THAT surprising :P
    And the raven, never flitting, still is sitting, still is sitting
    On the pallid bust of Pallas just above my chamber door;
    And his eyes have all the seeming of a demon's that is dreaming,
    And the lamp-light o'er him streaming throws his shadow on the floor;
    And my soul from out that shadow that lies floating on the floor
    Shall be lifted - nevermore!

  7. #7

    Re: TCG Blood of Gladiators Loot Cards, Blue Posts

    I'm kinda glad I don't follow the TCG anymore...
    If you set a man a flame, you keep him warm for a day. If you set a man aflame, you keep him warm for the rest of his life.

    Water is Life

  8. #8

    Re: TCG Blood of Gladiators Loot Cards, Blue Posts

    As a previous Hunter, you guys really need to get the hunter specs straight, you nerf one, then you nerf the next, pretty soon, there will be no hunters.


  9. #9

    Re: TCG Blood of Gladiators Loot Cards, Blue Posts

    Hi I am Ghostcrawler and I like nerfing warriors. What's your game? ;D

  10. #10

    Re: TCG Blood of Gladiators Loot Cards, Blue Posts

    Quote Originally Posted by Mstone86
    As a previous Hunter, you guys really need to get the hunter specs straight, you nerf one, then you nerf the next, pretty soon, there will be no hunters.

    Aye... Surv in 3.1 is a bit bloated imho... with bugged Piercing Shots you can't even try that and compare your DPS. And I hate BM because of pet dependency.
    Guess why I'm leveling my priest.

  11. #11

    Re: TCG Blood of Gladiators Loot Cards, Blue Posts

    It's very odd they're limiting the RNG issues strictly to PvP; haven't we seen enough frustration with regards to people/groups/raids continually getting screwed over in PvE due to the over-the-top RNG in WoW?

    Some randomness is great, but it's whacked out in WoW.

  12. #12

    Re: TCG Blood of Gladiators Loot Cards, Blue Posts

    WTB Sandbox tiger!

  13. #13

    Re: TCG Blood of Gladiators Loot Cards, Blue Posts

    I'm still checking mmo-champion for more news about low level crafted item stats rebalance.

  14. #14

    Re: TCG Blood of Gladiators Loot Cards, Blue Posts

    this has to be the worst tcg loot ever :-X

  15. #15

    Re: TCG Blood of Gladiators Loot Cards, Blue Posts

    Quote Originally Posted by Bruuin
    "Retribution dps, especially in PvE, is lower in 3.1 than we want."

    Hm. I would like to know about this.
    Ok. Here goes: Ret dps, especially in PvE, is lower in 3.1 than they want.

    zing... ! ;D

    But seriously, at least we finally get a straight answer why they're fucking destroying priests and druids mana regen -- it's so bad raid specs can feel viable and get invited to raids. Way to go Blizz, way to go. Fucking shelving my priest till they figure this out in 3.2.

  16. #16
    Deleted

    Re: TCG Blood of Gladiators Loot Cards, Blue Posts

    Ghostcrawler: "Rogues? huh who are them? Nevermind, they are fine anyway.."

  17. #17
    The Hedgehog Elementium's Avatar
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    Re: TCG Blood of Gladiators Loot Cards, Blue Posts

    Quote Originally Posted by Nasok
    Ghostcrawler: "Rogues? huh who are them? Nevermind, they are fine anyway.."
    Rogue tears? NOM NOM NOM.

    feels bad to be ignored huh? looks like Rogues were just the Flavor of the last 2 years.

  18. #18

    Re: TCG Blood of Gladiators Loot Cards, Blue Posts

    Quote Originally Posted by Bruuin
    "Retribution dps, especially in PvE, is lower in 3.1 than we want."
    and they still wanted to nerf us?
    Quote Originally Posted by TwistedFate15
    since I'm a DK, I don't understand

  19. #19

    Re: TCG Blood of Gladiators Loot Cards, Blue Posts

    It appears that caster DPS, yet again, is going to remain leaps and bounds ahead of melee DPS. I hope ulduar doesn't turn into another 90% ranged DPS, 10% melee DPS fun-fest.

  20. #20

    Re: TCG Blood of Gladiators Loot Cards, Blue Posts

    They're a very inconsistent company.

    They say they think arms warrior DPS is too low, but then they take ages to do anything about it, and it now seems like they're not going to be making many changes.

    So they say it's one of the lowest DPS (i.e. needs a buff urgently), then delay for ages, then say they won't make many changes.

    Bah..
    Easy way to handle gold sellers:



    No-one has ever replied to that :P

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