HC Barb T6 Rift Guide, Confirmed: +% Damage Affix Bug To Be Fixed With Next Patch, Warning: Lethal Skills For Your HC Crusader

New Curse of Naxxramas Card - Poison Seeds

Skin Spotlight: Succubus Kerrigan, BlizzCon 2014 - Nov 7 and 8

Warlords of Draenor - Garrison Now in a Static Location
Mumper shared some more garrison information with us today, with the most interesting point being that you will not be able to relocate your garrison.


Originally Posted by Blizzard Entertainment
could there be a max level feature or quest line to move your garrison? Maybe raze/rebuild? Cost time AND resources.
That's an option we have discussed. (Source)

Wait so you mean my Horde character is going to be stuck in winter wasteland hell whether I like it or not
We are working hard to make it an awesome place you will want to spend time in. (Source)

will we need to do at least the main quest line in each zone in order to advance the garrisons properly?
We hope you will, but everything will unlock based on level as a fallback. (Source)
Whatever happened to them being optional content? This seems unnecessary, and takes away the fun of choosing a location..
Sill an option, still many choices. (Source)

Is there any plan on giving more profession slots to chars, so we don't have multiple alts to have them?
Garrisons will let you essentially have up to 4 more if you choose those buildings. (Source)
can you clarify, is that 4 more above what we currently have or 4 total?
4 more, if you choose to use all 4 of your small plots.
will the garrison profession slots be just like having the actual profession or will they be missing things the real prof could do?
Pretty similar to the normal profession. (Source)

Any chance of having racial-themed buildings (as least a few)? Or will it all be orc-themed for Horde?
We are integrating some racial hits into the profession hubs. Looking cool so far! (Source)

Is there going to be an easy way to get back there when you're in another zone?
For sure. No exact plan but we will give you a fast way to get back. (Source)

Warlords of Draenor Alpha Patch Notes Update - April 23
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Active Mana Regeneration (New)
Another part of the changes to healing is providing a way for them to better manage their mana. There are ways to spend more mana for more healing but, we’re also adding methods for healers to trade extra time or healing or more mana to use later in a fight when they really need it.

Druid
  • Innervate has been redesigned to now have a 2-second cast time with no cooldown, and causes the Druid to gain 2.5% of maximum mana every 4 seconds for 8 seconds. Spending any mana on a healing spell will cancel this effect.

Monk

Paladin
  • Divine Plea has been redesigned to be instant cast with no cooldown, and consume 3 Holy Power to immediately regain 7% of maximum mana.

Priest
  • Atonement is no longer triggered by Penance.
  • Penance now also refunds 1.1% of the Priest’s maximum mana each time it deals damage.
  • Chakra: Chastise in addition to existing effects, now also causes Smite and Holy Fire to restore 0.75% of maximum mana each time they are cast instead of costing mana.

Shaman
  • Telluric Currents is now a passive ability for Restoration Shaman and causes Lightning Bolt to restore 1.25% of maximum mana each time it is cast instead of costing mana.
  • Glyph of Telluric Currents: This glyph has been removed.


Ability Pruning (Updated)
  • Death Knight
  • Druid
    • Bear Hug has been removed.
    • Innervate is now available only to Restoration Druids. has been removed. Mana costs for Druids have been adjusted accordingly.
  • Mage
    • Polymorph cosmetic variants are now all learned as spells instead of having some as a Minor Glyph that alters the visuals of Polymorph: Sheep. All of these variants (except for the automatically learned one, Polymorph: Sheep) are now grouped in a Polymorph variants flyout in the Spellbook.
  • Paladin
    • Avenging Wrath is no longer available to Protection Paladins. now only available to Retribution Paladins.
    • Divine Favor has been removed.
    • Divine Plea is now only available to Holy Paladins. has been removed. Mana costs for Paladins have been adjusted accordingly.
  • Rogue

Tank Vengeance and Resolve (Updated)
Then, to keep tank DPS meaningful, we'll be raising their damage, since it would be meager with no Vengeance Attack Power (Vengeance accounted for 70-90% of a tank's damage on high-tank-damage fights in Mists). To do that, we're increasing the damage of several prominent tank abilities, as well as having tanks also gain increased Attack Power from Mastery and Bonus Armor, in addition to the stat’s existing benefits. That also helps keep secondary stats balanced in offensive value for them.

  • General
    • Bladed Armor is a new passive ability for Blood Death Knights, Guardian Druids, Brewmaster Monks, Protection Paladins, and Protection Warriors.
      • Bladed Armor increases Attack Power by 100% of the character's Bonus Armor.


Class Changes

Death Knight
We made several changes to compensate for abilities that have been removed by Ability Pruning. Blood Boil got removed and its effects were merged into Pestilence. This change in effect turned Roiling Blood into a passive ability; which we replaced with a new talent, Plaguebearer. For Blood specialization we removed Rune Strike and are adjusting the cost of Death Coil so it can be used in Rune Strike’s place.


There were also a few other miscellaneous changes. The Runic Power generation of Anti-Magic Shell was standardized, to make it more understandable and balanced. Level-60 and Level-75 talent rows have swapped places, so the important rune regeneration talents could be acquired earlier.


Druid
  • Dream of Cenarius
    • Guardian: No longer increases the critical strike chance of Mangle.


Monk

We also did some polishing on Brewmasters and Windwalkers and made Storm, Earth, and Fire, Transcendence, and Touch of Death easier to use. Fists of Fury has also been improved; sometimes brute force is the right answer. Gift of the Ox was changed to give value to the new Multistrike stat for Brewmasters. Lastly, Tiger Strikes was improved considerably, and made available to all Monk specializations.

There were several changes that affected multiple Monk specializations. We’d like to see Monks using Transcendence more often, so its usability has been improved (some baseline, and some in a Draenor Perk). For Touch of Death, we like that it’s a unique execute being usable only once, but found it impractical to use on bosses and have improved its usability. For Tiger Strikes, we buffed it to grant Multistrike ability which it was similar to already, and extended it to work with all Monk specializations.

We’re making a few changes that mostly affects Windwalkers, but has a minor impact on Mistweavers and Brewmasters as well. For energy-based gameplay to function well, the primary limitation on ability usage should be energy, not time. As such, we're making the following changes to address GCD-capping problems. First, we’re reducing the effects and mana increase of Ascension, because it became more powerful when combined with several of our other changes to healers. We believe that Ascension will remain as a competitive talent for Brewmasters. Second, energy cost of Jab has been increased for Windwalkers. And Third, we reduced the chance for Combo Breaker to trigger. Individually, these may sound like significant nerfs but Windwalker damage has been adjusted to compensate for these changes. The goal is not to reduce DPS while addressing the issue with GCD-capping.

  • Ascension now increases energy regeneration and maximum mana by 10% (down from 15%).
  • Combo Breaker now has an 8% chance to trigger, per effect, per Jab (down from 12%).
  • Stance of the Fierce Tiger now also increases Jab’s energy cost by 10.

A couple of additional changes for Windwalkers. Storm, Earth, and Fire, got buffed to make it smoother to use. We also buffed Fists of Fury because we felt that the ability wasn’t giving a strong enough damage boost given its restrictions and impact on the Monk's rotation.

  • Storm, Earth, and Fire no longer has an energy cost, and is off GCD.
  • Fists of Fury now deals 100% increased damage, and always deals full damage to your primary target; additional targets are still affected by the damage split.

For Brewmasters, Gift of the Ox has been modified to allow it to scale defensively with the new Multistrike stat. The Black Ox Statue has been modified to aid Monks in establishing aggro on new enemies.

  • Black Ox Statue now also passively attracts the attention of all enemies within 30 yards, causing a minor amount of threat each second.
  • Gift of the Ox now has a chance to trigger only from auto attack Multistrikes, instead of from all auto attacks. It has a 100% chance to trigger while using a two-handed weapon, and a 62.5% chance to trigger while dual wielding.
  • Glyph of Leer of the Ox now also causes Black Ox Statue to passively pulse a minor amount of threat to all enemies within 30 yards.


Paladin

We wanted to improve Seal gameplay for Protection and Retribution, so have made a few changes in that regard. Protection had three Seals, but only used Insight due to its defensive value. We’ve moved that defensive value into a passive for Protection Paladins, and expect them to primarily use a mixture of Seal of Truth and Seal of Righteousness now. To provide better gameplay between Seal of Truth and Seal of Righteousness, and effectively remove a button, we made Seal of Righteousness transform Crusader Strike into Hammer of the Righteous.



Priest
We swapped the Level-15 and Level-60 talent rows so players are presented with core Priest themed abilities earlier in the leveling process.

  • Level-15 and Level-60 talent rows have swapped places.


Rogue
Among some other changes to improve Rogue AoE damage, we made a couple of baseline changes, and added a few Draenor Perks that impacts their AoE. wanted to make sure that Fan of Knives benefitted from Seal Fate.


Shaman

We also made a couple quality of life improvements to Shaman Shield spells.

Rated Battleground MMR Hotfix
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Early on in PvP Season 15, we found and corrected a couple issues that were causing players to reach extremely high Personal Rating when compared to their Matchmaking Rating (MMR), particularly in Rated Battlegrounds. As an unfortunate side-effect of these fixes, some players started experiencing regular games in which they could lose Personal Rating for a loss, but not gain any on a win. This issue quickly resolved itself in Arenas through normal gameplay, but has lingered for a lot longer in Rated Battlegrounds.

To correct this, we’ve applied a hotfix that will increase everyone’s MMR in Rated Battlegrounds by 100. As this change is being applied to everyone (even players who have not yet participated in a Rated BG), there is no change to rankings – we’re just bringing the average up by 100.

This should allow players who were previously still earning 0 rating on wins to once again earn rating normally. As a result, players who were already earning rating normally will start seeing higher rating gains per win and lower rating penalties per loss until their personal rating is once again in line with their MMR.

Again, as this change is being applied to everyone, there should be no real impact on ladders as a result. Ratings will inflate briefly (much like they do as part of our normal rating inflation), but there should be no long-term damage to rankings.

Patch 5.4.7 Hotfixes: April 23
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Classes

Quests
  • Scourge Tactics: Increased the spawn rate of Webbed Crusaders.
  • The Embalmer's Revenge: Resolved an issue where Stitches was not resetting correctly.

Raids, Dungeons, and Scenarios
  • Siege of Orgrimmar
    • Malkorok
      • Resolved an issue where Ancient Miasma effects were able to persist after the encounter ended.
    • Garrosh Hellscream
      • During the Garrosh Hellscream encounter, Word of Glory no longer generates threat during stages 2 and 3 to address an issue that was making the encounter more difficult than intended for raid groups with Protection Paladin tanks.
      • Unstable Iron Stars now Fixate on players for 12 seconds (up from 10 seconds) during stage 4 of the Garrosh Hellscream encounter on Heroic difficulty.
  • The Eye of Eternity: Resolved an issue that could prevent players from being able to loot Alexstrasza's Gift after defeating Malygos.

Items
  • Potion of Luck: Reduced the amount of gold found in Plundered Treasures.

Blue Tweets
Originally Posted by Blizzard Entertainment
Character / Items
Will the only other utility poison being the talent leeching poison.....what is the point of the rogue PvP set bonus now?
we're changing almost all of the PvP set bonuses (holinka)

Warlords of Draenor Stats
What about spirit on current gear for Shadow, Balance, Elemental? Dead stat in WoD?
Removed from all gear except jewelry. Yes, you'll want to get non-spirit jewelry for Warlords. (Celestalon)

PvE
With the removal of expertise in WoD, will old school raid bosses still have a 3% parry chance, seems unfair for non tank solos.
3% won't stop you from being able to solo them. You'll be more than able to solo them, if you're able to now. (Celestalon)

Professions
what is going to stop engineering utility from dominating if other professions lose dps/stat bonuses?
Going to remove the combat utility, or allow it to be used by non-engineers. (Celestalon)
Point of being a engineer is then to?
Same as the other professions: To craft useful items. Engineering items are just more unusual and interesting. (Celestalon)

Pound Sterling Pricing Changes on Certain WoW Services
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We will shortly be adjusting the pound sterling prices of some of the optional services we offer for World of Warcraft. We regularly review our pricing and services around the world to make sure we’re offering what we feel is the best entertainment value for the cost, and the upcoming adjustments are being made with that goal still in mind.

The new prices will take effect on April 30. You can see a breakdown of the changes below:

  • Name Change - Current Price: £6 | New Price: £7
  • Pets - Current Price: £9 | New Price: No change
  • Helms - Current Price: £10 | New Price: No change
  • Appearance Change - Current Price: £12 | New Price: £13
  • Guild Name Change - Current Price: £15 | New Price: £17
  • Character Transfer - Current Price: £15 | New Price: £17
  • Race Change - Current Price: £15 | New Price: £17
  • Mounts - Current Price: £17 | New Price: No change
  • Faction Change - Current Price: £20 | New Price: £22
  • Guild Transfer - Current Price: £25 | New Price: No change
  • Guild Faction Change - Current Price: £30 | New Price: No change
  • Level 90 Character Boost - Current Price: £40 | New Price: No change
  • Guild Transfer and Faction Change - Current Price: £50 | New Price: No change

Dark Legacy Comics #437
DLC #437 takes a look at one of the downsides of having combo points on the player.

This article was originally published in forum thread: Garrison Location, WoD Alpha Notes Update, RBG MMR Hotfix, Apr 23 Hotfixes, DLC #437 started by chaud View original post
Comments 119 Comments
  1. Majestian's Avatar
    These kinds of changes are the reason I think Blizzard should provide only general features and not do these in-depth discussions either at Blizzcon or as the work on the expansion progresses; fluidity in development only leads to a roller coaster of excitement/disappointment to fans. Blizzard should roll a big trailer, show the biggest planned features with an asterisk (*Subject to Change), and clam up until a real Beta is ready to test.
  1. Azrile's Avatar
    Quote Originally Posted by Dawnseven View Post
    "will the garrison profession slots be just like having the actual profession or will they be missing things the real prof could do?
    Pretty similar to the normal profession."

    Ok, this irks me and I'm looking forward to the blogs for more explanation than Twitter can provide. If you don't get an ability benefit of any sort from professions, and everyone can nearly match a profession with a building (meaning I'm also going to make less gold with said profession(s) because the result of this is supply goes up and demand goes down), then what exactly are the benefits of having professions?
    Here is how I think it is going to work out.

    1. You have a profession building that is your real profession - you will get bonus recipes that nobody else can get, and you will get crafting mats without having to gather them

    2. You have a profession building that is not your real profession - once per day you will be able to craft an item from that profession. If you upgrade the building, you will be able to store the raw materials so you don´t have to craft each day, but you will still have very limited crafting attempts per week.

    3. Finally, it is important to note that there are other building types that are small. So if you do take 4 profession buildings, you are going to miss out on other things. It really depends on how useful those other buildings are, but for most serious players, we already have alts for other professions or don´t mind buying an item or two from the AH. For me, I am going to use 2 buildings on my main profession, and then the other 2 will be non-profession buildings because I have alts with all the other professions.
  1. Emberhunt's Avatar
    re: Dark Legacy Comics #437

    LOVED IT!
  1. Azrile's Avatar
    Quote Originally Posted by Aesahaettr View Post
    Pretty much this. I font get this farmville thing, and its hard to see garrissons as anything than an extension to the ranch. If you like that sort of thing it's great, but it's not why I play wow. Making it so central is a little annoying, I planned on doing the bare minimum and ignoring it, sound like it might be forced down our throats.

    Frankly the location doesn't bother me, the concept as a whole is the problem I have.
    Because most people don´t understand the actual gameplay of Garrisons. The gameplay is NOT plopping down 10 buildings and waving to NPCs.. the gameplay is going to be controlling an army of dozens, maybe a 100 followers and constantly sending them on missions to secure the continent for your faction. The gameplay is going to be finding and recruiting NPCs that have unique talents and traits to do certain missions and then forming groups with them to accomplish that mission. The gameplay is going to be leveling up and equipping your followers so they can do more difficult missions.

    The other part of Garrisons that people are missing is the trophies system. going on a raid and bringing back a dragon head on a spike that you can plant in the middle of your garrison.

    I am very disappointed that we won´t be able to choose our location. But I am willing to bet 10,000g right now that either at lvl 100, or for the 6.1 patch, we will be able to move it. I think that once they realized they wanted to integrate it with leveling and have it get started in your first hour of the expansion, they ran into the problem of ´what if someone at lvl 90 puts their garrison in the highest level zone of the expansion´.. You wouldn´t want someone who just started MoP to be running around the Vale dealing those mogu.

    - - - Updated - - -

    Quote Originally Posted by Majestian View Post
    These kinds of changes are the reason I think Blizzard should provide only general features and not do these in-depth discussions either at Blizzcon or as the work on the expansion progresses; fluidity in development only leads to a roller coaster of excitement/disappointment to fans. Blizzard should roll a big trailer, show the biggest planned features with an asterisk (*Subject to Change), and clam up until a real Beta is ready to test.
    That could happen. But I think most people should realize that a feature that is announced a year before an expansion launches is going to have a lot of changes.

    Also. Follow me on this one. Let´s assume they did what you said. And they told us nothing about Garrisons until beta started. That means, right at this moment, we would know nothing about Garrisons and we would not know that Garrisons are locked into the starting zones. We could provide no feedback. So they release beta, we see Garrisons, and players start saying ´ Why can´t we put our garrison in different zones´. Beta has started, the devs say it is a good idea, but there isn´t enough time to add it by launch. Now lets go to the current model. They announced yesterday that we can only put them in starter zones.. there is a TON of player feedback (before beta starts).. and I am fairly confident that they are listening to this feedback and going to give us back the ability to put our garrison anywhere at lvl 100, based on feedback they got before beta started. The devs now have an extra month or two to react to player feedback because they communicated with us early.

    Players just need to be a bit smarter about understanding game development, especially when the devs are talking about something that is a year away. If you can´t handle that EVERYTHING can change, then you shouldn´t pay attention to what is being talked about until right before the expansion launches. It would be stupid for the devs to announce garrisons, then design and test it, find out something needs to be changed, then not be able to change it because of 5 slides they included in a slideshow 6 months ago. Players also need to stop this ´promise´ bullshit. They devs never promise anything, they simply tell us what their current thinking is, and what their current plans are.
  1. Goron24's Avatar
    Anyone else see the hammer of the righteous thing as a nerf? I loved using HotR while stacking Chastise, anyone else feel the same?
  1. McNeil's Avatar
    Well, this pretty much killed my last bit of interest in garrisons off. I was already bummed that we don't get to pick our own theme for the base, the orc theme is just incredibly bland and boring. And now we can't even locate it in any zone we want... so this ''new'' feature is basically a bigger Sunsong Ranch. Might aswell turn it into another quest hub.
  1. mmoc12ebfdbb38's Avatar
    Lol. JUST LOL.

    Such lazy cunts these days - what did I tell ya? ;P
    You do realise that the reason why they even implemented Garrisons into leveling in the first place is to serve as "content filler" for gaining XP. Just like they can't be arsed with real questing anymore (outside of the main storyline chain), & balancing PvE min/max gameplay (by pruning/locking out abilities), they're just using this "new feature" as an excuse to fill out the content for grinding 10 more levels. In short, they just CBA.

    Ugh, so been tip-toeing on the fence about whether I'm even gonna bother with this xpac for the last few months (only real motivation is my guild/buddies) .... this, combined with the excessive ability pruning, the mandatory aspect of Garrisons (shoe-horned into the leveling process, no less), sameface models, & lack of real RPG questing content, just made it alot harder for me to justify even attempting to get into it.

    I seriously don't see how any good news is gonna come between now and the xpac's launch ... at most, will be just more bad news most likely.
  1. Majestian's Avatar
    Quote Originally Posted by Azrile View Post
    - - - Updated - - -

    That could happen. But I think most people should realize that a feature that is announced a year before an expansion launches is going to have a lot of changes.

    Also. Follow me on this one. Let´s assume they did what you said. And they told us nothing about Garrisons until beta started. That means, right at this moment, we would know nothing about Garrisons and we would not know that Garrisons are locked into the starting zones. We could provide no feedback. So they release beta, we see Garrisons, and players start saying ´ Why can´t we put our garrison in different zones´. Beta has started, the devs say it is a good idea, but there isn´t enough time to add it by launch. Now lets go to the current model. They announced yesterday that we can only put them in starter zones.. there is a TON of player feedback (before beta starts).. and I am fairly confident that they are listening to this feedback and going to give us back the ability to put our garrison anywhere at lvl 100, based on feedback they got before beta started. The devs now have an extra month or two to react to player feedback because they communicated with us early.
    I see your point. There are advantages to semi-democratized development, especially in a game with such a massive playerbase as WoW.

    I guess I've always been in the "take what you're given" camp because I grew up on the Atari and NES, playing games that were what they were (good or bad). Heck, I don't think developers should release public beta of their games, and even the WoW PTRs always rubbed me the wrong way. Then again, I'm just a player and not a developer, so I have no idea of the pressures related to game development.
  1. Bathtubs's Avatar
    Am I the only guardian druid sad to see bear hug being removed? That was one of my favorite abilities to use for MOP.
  1. Azrile's Avatar
    Quote Originally Posted by Majestian View Post
    I see your point. There are advantages to semi-democratized development, especially in a game with such a massive playerbase as WoW.

    I guess I've always been in the "take what you're given" camp because I grew up on the Atari and NES, playing games that were what they were (good or bad). Heck, I don't think developers should release public beta of their games, and even the WoW PTRs always rubbed me the wrong way. Then again, I'm just a player and not a developer, so I have no idea of the pressures related to game development.
    Just too many bugs would make it to live if they didn´t have a public beta. Twice now ( that I am aware), WOW has released a boss fight that never was tested by the public in a beta or PTR. Both times, the boss was crushed by raid guilds who found a way to bypass the fight´s main mechanisms and completely trivialize what was meant to be a difficult fight.

    I think people are just flat out wrong in their opinion of Garrisons though. So many people are comparing it to player housing (decorative) or sunset farm ( easy mats), when the biggest part of it is going to be a mini-game unlike anything we ever had in WOW. There are games out there who have similar gameplay (Stronghold Kingdoms) and we are getting all that gameplay INSIDE of WOW. The player housing part, and the sunset farm parts of Garrisons are a very minor part of it. So without having actually seen it or understanding how it is going to play, there is a lot of rubbish feedback going on.
  1. mmocf06effc4be's Avatar
    Prices go up, content goes down.
    But its okay, the good sheppard Blizzard wont lose their sheep.
    Soon you will have to swipe your creditcard everytime you wanna log in.

    - - - Updated - - -

    Quote Originally Posted by Faldric View Post
    And the cycle continues.
    Promise much, hold little.

    Oh man, I remember this forums during Blizzcon:
    No new class/race: Doesn't matter we get new character models.
    No noteworthy new mechanics: We got garrisons!!!! They are the most creative thing Blizz has ever done!!!!

    So with the character models not finished for release and Blizz taking the easy way to implement garrisons and take away lots of its appeal:
    Are we finally allowed to call this the cheap, puke-over-lore, quick cash-in, time travel expansion it is?

    "We regularly review our pricing and services around the world to make sure we’re offering what we feel is the best entertainment value for the cost, and the upcoming adjustments are being made with that goal still in mind."

    WTF. The entertainment value (whatever that is) remains the same because they do not change anything on the services. So the entertainment per cost actually went down by this change. Just write you are increasing cost because you want to make more money in the UK. The reasoning given is just laughable.
    Well atleast they havent scrapped it yet like previous features, some that they even dared to advertise on the actual box of the game, like Aerial combat, Dance studios, Path of the titans, etc. Promise much, hold little indeed. But hey, Bobby Kotick loves y'all tough.
  1. Sanctuaryu's Avatar
    So is healing going to be a repeat of the "do nothing, use raid CD, do nothing" that plagued Mists? Can't they make healers actually heal during the whole encounter, that's why we play the role, right?
  1. Aesahaettr's Avatar
    Because most people don´t understand the actual gameplay of Garrisons. The gameplay is NOT plopping down 10 buildings and waving to NPCs.. the gameplay is going to be controlling an army of dozens, maybe a 100 followers and constantly sending them on missions to secure the continent for your faction. The gameplay is going to be finding and recruiting NPCs that have unique talents and traits to do certain missions and then forming groups with them to accomplish that mission. The gameplay is going to be leveling up and equipping your followers so they can do more difficult missions.
    But I'm pretty sure that will boil down to clicking on a follower, or group of followers, then saying "do this" then waiting x time to get the reward. Doesn't sound that interesting to me. Same mechanic as the farm, dressed up differently.
  1. cptaylor38's Avatar
    Quote Originally Posted by Aesahaettr View Post
    But I'm pretty sure that will boil down to clicking on a follower, or group of followers, then saying "do this" then waiting x time to get the reward. Doesn't sound that interesting to me. Same mechanic as the farm, dressed up differently.

    LOL Ssssshhhh. Let him believe he's going to single-handedly pick an army of a hundred npc's and march with them into battle.
  1. mmoc12ebfdbb38's Avatar
    Quote Originally Posted by Aesahaettr View Post
    But I'm pretty sure that will boil down to clicking on a follower, or group of followers, then saying "do this" then waiting x time to get the reward. Doesn't sound that interesting to me. Same mechanic as the farm, dressed up differently.
    Exactly, something you essentially have been able to do already in SWtOR since launch. It's a lacklustre feature anyway, just a mesh of stuff you can already find in other mmos. Nevermind that though, them taking away an element that the fanbase clearly liked about it, was quite possibly the dumbest move they could've made, bar scrapping it ... oh! and making it mandatory...oh wait...they already did that, didn't they? INB4 "But you can skip it by not actually playing the new leveling content!" Yeah but sorry - I wanna actually play new quest content whilst leveling in a new xpac (that I'm shelling out for), thankyou very much - not queue for BGs and Dungeons on my main (like I've done on alts for previous xpacs).
  1. lll's Avatar
    I don't care about the numbers but I can't imagine the Jab energy increase for WW Monks isn't going to make it slower to play, and that is a huge misstep I think given the fast pace of the class was part of its design and its appeal.
  1. Marek's Avatar
    A few thoughts...

    Comic about Combo Points was pretty funny.

    I like how BF now applies poisons.

    I'm really really annoyed by losing FoK as Combat. I play combat exclusively and when I'm in farming mode in old content, I like to just run through hitting FoK repeatedly. It's a nice convenience. I would not mind if it required me to arm daggers, but now I have to make a different spec and switch back and forth, which while mildly annoying is just that, annoying. Sorry, it doesn't add more flavor or differentiate between the specs and it really wasn't much use in 99% of fights outside mass kill farming.

    Maybe for PvP it makes a difference, in that you can't spam it to knock someone out of stealth (Do combat rogues PvP?), or on the Le Shi fight, you can't spam it to dmg the Le Shi when she's hidden...so if there are any fights like that, just more pressure to run Mut, oh yeah.
  1. yolofaceroll's Avatar
    "Garrisons are visually distinct depending on whether you’re a Horde or Alliance player, and you’ll be able to place your Garrison in one of several zones on Draenor. "

    Taken from WoD Garrison article on their site, cant post links because I am still a new user


    Several, not one. But obviously blizz has removed that, along with quest texts from non-main storyline quests, along with a raid tier due to diverting resources to do the Azeroth Choppers show
  1. Trinora's Avatar
    So increasing the cost is "offering what we feel is the best entertainment value for the cost"
    I would have thought that meant the exact opposite.

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