World of Warcraft News and Raiding Strategies RSS Feed

Beta Key Giveaway Week 3: Winners have been selected!

by Published on 2013-06-26 09:42 AM

Console Exclusives' Stats Fixed, Blue Posts, Open World is a Real Possibility

Lorewalker Cho Tutorial Voiceovers, Class Icons

Submit Questions for the Devs

Patch 5.4 - Season 14 Priest Set
Keep in mind that this is just a preview and the final sets may be different!

Patch 5.3 Live - Build 17116
A new live patch is on the way, which may be related to the odd Wednesday maintenance for the US.
Originally Posted by MMO-Champion
Spell Changes
Druid (Forums)
  • Force of Nature had Balance treant Wrath damage increased by 25%. This may reflect an old 5.3 hotfix.

Automated In-game Mail
  • Automated In-game Mail #392 - Iron Hitching Post: Your Iron Hitching Post has arrived.
  • Automated In-game Mail #393 - Seesaw!: Congratulations, $n!

    You are now the proud owner of the latest lovingly-assembled and hand-tooled Wonderworks original: the X-241 Teeter Board, aka THE SEESAW!

    Have fun!

    - Jepetto

    WARNING: Seesaw may not support fully grown and/or armored adventurers. Seesaw may launch overly enthusiastic riders into the lower atmosphere. Seesaw may result in bruised egos and/or fannies.

Patch 5.3 Hotfixes - June 25
Originally Posted by Blizzard (Blue Tracker / Official Forums)
  • Send Word to Phaoris: Players should now be placed into the correct phase after the cutscene, allowing the quest to be completed.
  • Slash and Burn: Players should now be placed into the correct phase after the cutscene, allowing the quest to be completed.

Raids, Dungeons, and Scenarios
  • Throne of Thunder
    • Durumu the Forgotten
      • Hidden Fogs leading up to the Durumu encounter should now be more responsive while engaged in combat with players.
    • Horridon
      • Reduced the health of Gurubashi, Amani, Drakkari, and Farraki combatants by 10%, and reduced the damage of their abilities like Sand Trap and Frozen Orb by 20% for the Horridon encounter on 10-player Normal difficulty.

50% Off Moonkin Hatchling Pet - This Week Only
Originally Posted by Blizzard (Blue Tracker / Official Forums)
The googly-eyed Moonkin Hatchling, which comes in unique Horde and Alliance versions, is on sale this week for just $5. These adorable little creatures will occasionally plant flowers at your feet and happily /dance with any willing partners. This sale ends July 1, 2013 at 11:59 p.m. PDT, so pick up an egg of your own while the moon is right.

Arena Pass Reward
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Just wanting to add in some information here to avoid any false expectations from the Arena Pass rewards. Unfortunately at this time we have no plans to change up the pet that is rewarded for participating in 50 games in this years Arena Pass . This means that the pet you get rewarded in the mail will be Murkimus' Tiny Spear.

Blue Tweets
Originally Posted by Blizzard Entertainment
Don't you think big reason people stuck in capitals instead of exploring world is absence of LFG and Trade channels?
In Cat? No. They had no need to chat with anyone because they could random queue for all the gear they'd need. (Source)
We'd be willing to try a global LFG channel again, but I think you'd be buried in (ahem) anal spells and Chuck Norris jokes. (Source)
you say in CAT, but all the queues for heroic dungeons and LFR etc are still here. Yes, we have more dailies.
But you can earn things like valor or charms by going out into the world. Dungeons and raids don't deliver every single reward. (Source)

Disagree. CRZ puts several servers worth of griefers into one zone, causes zone disruption. leveling becomes impossible.
We aim to combine enough realms with CRZ to make each feel full. If there are a lot of folks around, that is kind of the goal. (Source)
That was the intended and often real experience when more folks were leveling and the pop wasn't so skewed to max level. (Source)

Are you really trying to say that having cross-server 90s camping all low level zones is the intended experience?
That wasn't what I said. I was remarking that you seemed surprised to have players attack you while leveling on a PvP server. (Source)

So GC, the all-faction multi-tap is nice, but i still got an issue. Could you see a future solution?
We're not big fans of all-faction tap overall. You should be angry that a Horde tapped your mob! (Source)
What about on PVE servers where that just makes it a pointless race? I want to play -with- my peers, not against them.
If you are Alliance, Horde are not your peers. At most you should consider them a tool to be used, then discarded. (Source)
care to explain why we're not burning org to the ground and slaughtering orc women and children in 5.4 then?
You can be enemies without resorting to genocide. (Source)

Aren't profession catch-up mechanisms against goal of "making the world feel populated"? Why visit old world if not for AH?
We want players out in the world. That doesn't have to mean high level characters in low level zones. (Source)
You want to take away reasons for 90s to visit lowbie zones? Players would be missing out; an excuse like AH gets us to visit.
What we have typically seen up until now is those players just don't level up their professions. It's not worth going back. (Source)

Many players hate CRZ - are you absolutely sure, game needs it?
Yes. (Source)

Trivia: Kalgan single-handedly made almost all of the vanilla talent trees. Trivia: Kalgan still leads the team. (Source)

why do so many long time players (me included) feel BC was the best xpac even though it was the least accessible?
I suspect because even basic elements of WoW still felt new and shiny then. Even the best things in life aren't immune from fatigue (Source)
Players say they like a certain expansion, but what Blizzard wants to know is WHY they like that expansion?
True. But often the answer is "Those were the glory days of WoW for me," which is hard to recreate with just new content. (Source)

He's worried that the Alliance in 5.4 will just be along for the ride while the Horde gets all the glory.
I understand the concern, but it's one of those no-win battles for us. (Source)
Red & Blue are both certain that the other gets special treatment. But as I said, a lil' Red v Blue rivalry aint bad. (Source)

with features such as LFR people have a 'log on, dailies, LFR, log off' attitude now, this is where I lost my ingame friends
Yeah it's a tough thing to solve, because that play style works very well with some people's real life commitments. (Source)

Some way to regain the lost sense of server community would help. Right now we only play with guildies and random strangers.
I think that is well put especially the second sentence. (Source)

even a 'history' of party members would help: "you grouped with X,Y,Z in yesterday's dungeon and X is online now"
Totally. (Source)

Any chance of toning down other players spell effects on boss encounters, or having a setting for that. Can hardly see boss!
Yes. Working on it. (Source)

Two things that the forum posting / tweeting community tend to overestimate: number of multiboxers, number of players interested in raiding. (Source)
Not sure if it's an echo chamber effect or if posters / tweeters tend to be hardcore or what. Just an observation. (Source)

Suit Up collapsed. Exodus collapsed. I've been in 3 25 mans this tier, all have collapsed. Please do something.
My understanding was that Exodus did not "collapse" from a 10 v 25 issue. Is that what you're implying? (Source)
They're not collapsing from 10 vs 25 issues. Burnout is happening, less raiders are around and 10s result. Or they disband.
They put in 100s of attempts and demand multiple fully geared alts per player. That's not something most heroic raiders deal with. (Source)
it was my understanding in their interview it was their own fault that type of gameplay was too much to bear.
I wasn't trying to blame them if that was the impression I gave. I think it's just the natural evolution of the competition. (Source)

Curious, After we goto Argus next expac (wink) theres no more wow zones in lore to give us.Redoing old zones the expac future?
You don't think we can keep whipping continents out of thin air? (Source)

Span and Port are diff lang. Why put them both in Chi Data Cntr? US servers there now have to deal w/ 2 lang barriers. Why?
I don't know in this case. Usually it is to have a large enough group to support matchmaking. (Source)

If Players want old school: aka no lfr, flying, w/e, Is worth trying a new realm type for old school? pvp/rp/pve/"classic".
No LFR and flying wouldn't be too hard. Going back to old talents, weapon skill, old quests would be very hard. (Source)

Voice com. required turns me off. Would love a challenge and not put on headphones,rand-bgs are getting there
Yeah, that's a tough challenge for gaming in general. Typing is just really slow. (Source)

Do you think you should publicly announce when bots have been banned. It will show the system works and might deter botting.
I think the head on a pike strategy can work as a deterrent. (Source)

SWTOR got random groups correct. It is server based. Server based leads to accountability.
Realm based groups would have a very long queue time, especially on off-peak hours. How long are you willing to wait? (Source)

Dark Legacy Comics #395
DLC #395 has been released!

by Published on 2013-06-25 09:32 AM

White Items on PC, Community Commentary: Post-1.0.8 Farming Routes, Blizzcon Art Contest Rules

Hearthstone Live Stream: Community Choice

Submit Questions for the Developers
We might have the opportunity to ask the developers some questions in the near future.

If you have any questions you think we should ask, be sure to add them to the comments of this news post for consideration. We will pick the best questions and add them to our list!

  • These should be questions about MoP and Patch 5.4, not future expansions or far off changes.
  • General Tank/DPS/Healing Role questions are fine, but no class specific questions please. This includes things like balance between the different healing/tank/DPS classes.

Patch 5.4 - Kor'kron War Wolf Mount
Patch 5.4 gives both Horde and Alliance players the chance to earn a Kor'kron War Wolf Mount for killing Garrosh while the tier is still current.

Patch 5.3 Hotfixes - June 24
Originally Posted by Blizzard (Blue Tracker / Official Forums)
  • Shaman (Forums / Skills / Talent Calculator)
    • Enhancement
      • Stormblast damage has been normalized. Overall damage remains the same, but the damage range is narrower, and is more consistent now.
      • Unleash Wind's damage has been normalized. Overall damage remains the same, but the damage range is narrower, and is more consistent now.

  • Going Bearback: Players should no longer be able to take Icefang outside of the intended quest area.
  • Seeds of Discord: Players attempting to talk to Karr'gonn should now properly receive a dialogue option to distract them.

  • Ice Caller Briatha, Heretic Bodyguard, and Heretic Emissary can no longer be killed.

Pet Battles

Raids, Dungeons, and Scenarios
  • Throne of Thunder
    • Horridon
      • Hex of Confusion can no longer cause players to critically hit themselves.
    • Lei Shen
      • Mages who cast Alter Time while under the effects of Discharged Energy will no longer incorrectly retain the debuff.

Account Security Warning
Over the weekend, several people reported having their gold stolen. Bashiok has posted in this thread letting people know that there was an account security issue with logging in to the Mobile Armory AH (which is now disabled) and Blizzard account site that has been fixed.
Originally Posted by Blizzard (Blue Tracker / Official Forums)
There’s been a recent increase in unauthorized World of Warcraft account-logins via our website and the World of Warcraft mobile armory app.

We’re in the process of notifying any account holders who were not using an authenticator and whose account showed signs of unauthorized access (e.g., logging in from an unusual IP address). If you are among this group, you will receive an email describing how to reset your account.

As a result of these activities, access to the World of Warcraft auction house via the mobile app has been taken off-line temporarily. Upon request, our customer support team will restore in-game items and gold for any accounts impacted.

While no means of account security is guaranteed, every precaution you take to secure your computer and your account—including changing your password periodically—adds another defensive barrier. We strongly encourage everyone to take a few moments to read through the security tips available on our support website and follow the suggestions posted there.

Blue Tweets
Originally Posted by Blizzard Entertainment
how do you feel about pvp medals like in halo. Provide no player power but encourage skillfull play. Current ones anyone gets.
We like the idea. Just have to avoid encouraging strange behavior. "Nobody help me - I'm going for solo defender!" (Source)

little thing that would make everyone happy and I don't see hurting anyone: reset all CD's after a duel ends. What you think?
Yeah we like that idea in general. It does have risks we'd need to avoid. "Dude, duel me to reset my CDs." (Source)
yeah, but maybe only reset when a duel truly ends, not for forfeit (if technically possible)
Yeah, we agree. As I suggested, it is solvable. Just needs a fair bit of bulletproofing. (Source)

then why undermine value of first two lvls of pvp gear (crafted/Mal) and start focusing on end game pvp perks?
If we buff the first tier of PvP gear, it becomes the only gearing option for players interested in any content. (Source)
So we tried adding more tiers of PvP gear, but that just stratified the eligible players even more. (Source)
By flattening all PvP gear to a fairly low ilevel (as long as it beats PvE gear at the high end) we hoped to solve the problem. (Source)
We worry that it caused different problems though so we'll likely try yet another solution in the future. (Source)

Blizz logic: Adds PvP Power. Not better than normal stats in PvP.
That wasn't the goal of PvP Power. It was to make certain items good in PvP but less so in PvE. Not a prob with gems. (Source)
If the best gems were only available as raid drops, then it might be an issue as raiding for trinkets for PvP would be. (Source)
What feels odd about it is that now there is no build/playstyle that gemming PVP power is advantageous
Sort of wish we had pulled the PvP Power gems since they are dominating so much of the conversation. (Source)
Never understood why PvP Power gems were made in the first place. Same purpose as primary stat, choice is pure math.
Overall we were trying with gems to go the opposite direction with enchants. Enchants = pretty much one option per piece. (Source)
Gems = so many options! Not sure either system is super awesome though. We have some ideas for the future. (Source)

So, it's *not* an issue when PvP power isn't attractive enough to PvP players? Huh.
When PvP Power on gems isn't attractive? No. Are you feeling bad for the gems? (Source)
As a JC, I feel bad for the gems when I accidentally learn them (mostly kidding ) (mostly)
I think there are probably just too many kinds of gems overall. (Source)

The question should be why isn't pvp gear upscaling in raids/dungeons so we can PVE in PVP gear ?
A better solution might be that each gets scaled down in the "wrong" content. Then PvP gear doesn't have to have such so low ilvl. (Source)

Really just thinking of big periods of PvP participation. Anecdotal, but I remember friends doing it a ton in TBC due
My friends in BC literally said "I'm not raiding tonight. Gearing through losing Arenas is much faster." (Source)

Why was elite gear 512 reduced to 496 ilvl? If pvp gear is superior to pve gear in instanced PvP, then why not same wPvP too?
Because (at least at the moment), the PvP gear is not capped in PvE. If Honor was ilevel 500, everyone would gear that way. (Source)
Is that a problem? Would raise PvP participation, and Normal PvE would still be higher ilevel than Conquest.
It would mean no dungeons, scenarios or other means to gear up. Running random BGs would be the dominant path to progression. (Source)

I hope you understand that to many of us, BG & area are only a way to get pvp gear. Equilibrium of world PVP is what we care.
But how can world PvP ever be balanced? It's all about who caught whom unaware and how many friends they had... (Source)

You've said skirmish wasn't played much but i know for a FACT that is not true. Skirmish 2vs2 ques were ALWAYS instant 24/7.
I have no motivation to lie about stuff like this. Overall, the feature was not widely used. We understand some really like it. (Source)

I wonder in some 6.0 raid tier you'll hear "We can't do that; that set bonus would break PvP" or vice versa.
We would just disable or nerf the PvE set bonus if it would break PvP. (Source)
We want to reduce the barrier to crossing over without making the "wrong" gear dominate either. (Source)

Since ppl complain about heroic pvers winning pvp outdoor: Why not boost pvp gear to 522 and throttle in instances?
That would be another solution. We could also cap the ilevel of each in the "wrong" content. (Source)

you dont want people to gear up for pve by honor but it currently IS the most efficient way once you hit 90 #justiceisuseless
It may be mathematically, but it's not the preferred way to do so. If it became the one true way, we'd change it. (Source)

when do you guys plan on fixing healing in PVP since you ruined PVP gems ..aka pvp power and pvp resilliance so no one uses em
I don't understand the connection you're trying to make between PvP Power gems and healing...? (Source)
PvP power is now the worst stat for healers. Not so coincidentally that's also why PvE gear is better than PvP.
PvE gear is not better than PvP gear in Arenas or BGs though except maybe for tank flag carriers. Maybe. (Source)
With the change to pvp resi everyone is using dps gems.That along with the healing nerf has made it tough on healer's in arena
The value of a resilience gem has not changed. They provide the same survivability they did before. (Source)
We think players miss that because the number moves so little when you add in the 65%. Percents of percents often trips folks up. (Source)

do the devs like the amount of CC in PvP right now? is it where they want it? personally I think it's too much but im curious
We think it feels like too much when you get a comp with a lot of different DRs - stun, fear, root, blind, horror. (Source)
We've talked about reducing the number of DR categories, but that's too big for a 5.4 change. (Source)

high-end pvp must reward players with real gear, not that cosmetic stuff. pvp is not interesting atm. you've ruined it.
This is a tough problem for us, because there are so many other players that want gear to be far secondary to skill. (Source)

Raid Testing Schedule - June 25
Don't forget to stop by tomorrow to see Nazgrim and Immerseus!
Originally Posted by Blizzard (Blue Tracker / Official Forums)
On Monday, June 24, and Tuesday, June 25, we will begin our testing of raid encounters in the Siege of Orgrimmar raid. We'll begin with 10-player Normal testing, and then move on to Heroic and then 25-player mode as the PTR cycle progresses.

Tuesday, June 25
Immerseus - 10 Player Normal - 10:30 PDT (13:30 EDT, 19:30 CEST)
General Nazgrim - 10 Player Normal 16:00 PDT (19:00 EDT, 01:00 CEST)

TCG Art Update
Blizzard has updated the Trading Card Game art gallery to feature ten new pieces.

by Published on 2013-06-23 05:11 PM

Blossoming Ancient Giveaway: PMs have gone out to the winners. You have 72 hours to reply if you won.

Update: Dave Kosak confirmed that we get some kind of legendary before we kill Garrosh for the quest line.

Archon on Demon Hunters and Powerful Builds, The Art of TeknoKyo Customs, Curse Weekly Roundup

Patch 5.4 - Legendary Quest Line Update
Wrathion is back again in Patch 5.4, first asking you to meet him at the Tavern. He has learned of the new Timeless Isle added in Patch 5.4 and wants to further augment your cloak by "time-locking" it.

You will have to head to Timeless Isle and collect 50 x Timeless Coin for one step in the quest. While you are doing that, you also have to defeat the four August Celestials of Pandaria in combat, which likely requires a group.

Once you have completed both steps, you head to the Seat of Knowledge so that Wrathion can augment your cloak once more. This will likely use the upgraded cloak models added a few patches ago.

After having your cloak upgraded, there is one final quest to kill Garrosh. Wrathion reveals to you that this was his plan all along, but he has no more rewards for you. The Golden Lotus may have a reward for you though, but the current rewards on the quest are just placeholders and it isn't part of the legendary quest line.

Wrathion's audio isn't in yet, but the audio for the Celestials is!

Raid Testing Schedule - June 24-25
Originally Posted by Blizzard (Blue Tracker / Official Forums)
On Monday, June 24, and Tuesday, June 25, we will begin our testing of raid encounters in the Siege of Orgrimmar raid. We'll begin with 10-player Normal testing, and then move on to Heroic and then 25-player mode as the PTR cycle progresses.

Each encounter should be available at approximately the listed times below for all Public Test Realms.

Monday, June 24
Fallen Protectors - 10 Player Normal - 10:30 PDT (13:30 EDT, 19:30 CEST)
Kor'kron Dark Shaman - 10 Player Normal - 16:00 PDT (19:00 EDT, 01:00 CEST)

Tuesday, June 25
Immerseus - 10 Player Normal - 10:30 PDT (13:30 EDT, 19:30 CEST)
General Nazgrim - 10 Player Normal 16:00 PDT (19:00 EDT, 01:00 CEST)

As this is our first testing session of many to come, there is probably a slightly higher than usual risk of bugs or other issues interfering with the planned testing, so thank you in advance for your patience. If you're unable to participate in this session, don't worry, there will be plenty of other opportunities to check out these bosses. Also note that several of the art assets and sound associated with the encounters being tested are non-final, but we'd like to get started testing and gathering data and feedback on the mechanics as early as possible in the process.

As always, this testing schedule is very fluid and subject to the realities of a beta environment. We might have to change the time of a testing session, change the boss being tested, or cancel a test entirely, due to bugs, server hardware issues, etc. Keep an eye on this forum for the latest information, and thank you in advance for testing and providing feedback.

Important Testing Notes
Q: How do I get into the raid zone?
A: In northeastern Vale of Eternal Blossoms, in the exposed foundations of the Mogu'shan Palace, there is a staircase descending towards an instance portal. That is the entrance to the Siege of Orgrimmar raid.

Q: What gear do I use to test the raid?
A: Whatever gear you have. As we did for Throne of Thunder raid testing, we will be scaling players' gear inside the raid in order to facilitate testing. Gear will be scaled (up or down, as appropriate) for the purposes of testing the encounters, depending on difficulty and their location within the zone.

Blue Tweets
Originally Posted by Blizzard Entertainment
Character / Items
Can you say anything about new character models? I'm sure you get asked this a lot. But even a maybe will make my day!
There is no maybe. It's happening. We just haven't announced when it will be done. The Pandaren model alone took months. (Source)

Need a non-RNG "salaried" character advancement. RNG should only be used for "bonus" advancement.
The non RNG element is supposed to be Valor. (Source)

2hand to polearm transmog will be on 5.4?
Hopefully. I can't promise. (Source)

Is there any reason why the legendary cloak is unique? As ms healer I would love to buy one for my ret os for brawlers guild.
Do you mean the epic cloaks? (Source)
yeah i havent encountered this yet but that does seem odd. i can get tank/dps meta but only one cape?
No promises, but I could see changing that rule. It is a little harsh for hybrids. (Source)

Can u elaborate what you mean by end-game gearing direction? It was pretty stream-lined in the past
In the past it was so streamlined that WoW ceased to feel like an MMO. It was an instance-based game, in our opinion. (Source)
It's hard to see how you can make the gearing process take a variety of actions but also make it streamlined at the same time
MoP fixed that by offering a lot of outdoor content and other options but it was a crazy quilt that was hard to navigate. (Source)
in MoP, it was hard for some players to navigate the end game gearing options. We didn't provide enough direction at 90. (Source)
Particularly when e.g. 5.2 came out and it wasn't clear if you were supposed to run older 5.0 content or newer 5.2 stuff. (Source)

is there any chance to avoid drops at 10man that doesnt fit to anybody in raid? Like: "no rogues" then "no dagger(agi)"
What if you then stacked 8 rogues to make sure your real rogue had a good chance at a dagger? (Source)
We don't want you to feel obligated to game your comp to try to force different loot options. (Source)

LFR does not count as increasing raid participation, this flawed assumption is hurting the game (+participation=durable subs)
Why is it hurting the game? It gives many players something fun to do that they didn't have access to before. (Source)

His main point about LFR is "2 days played time at 90 and i've killed Lei Shen already. what's left in the game?"
How about content that actually challenges you? If that's not your thing, then stick to LFR. Everyone's happy? (Source)

It's the fact that so many players are now simply content to do LFR, and it's harder to find normal raiders.
Most of the players doing LFR just didn't raid at all before. They were never really eligible for recruitment. (Source)

and the trivial nature of seeing completing content /no difficulty curve in general is negatively impacting that.
In my experience, most players complaining about LFR aren't doing so with the noble goal of the new player experience. (Source)
They didn't claim to be noble. Just that they believe LFR reduces interest in tier quickly & hurts raid recruiting.
Maybe, though I suspect some of it is they feel LFR devalues their raiding accomplishments or it just offends them. (Source)

do you feel that LFR has limited the mechanics we can see in bosses? I doubt we'll ever see a Chimaeron or Atramedes again
Or normal and heroic can just have different mechanics.... (Source)

It is definitly worth the cost cause it's way more fun. No one talks now. What was wrong with the LFG tool in TBC?
It wasn't fun to spend your night of WoW hoping an Arcatraz group would form. Could literally be your whole night. (Source)

Heroic Raids
Those who want challenges have heroic raids; you held this view in WotLK, and now it's changed. Worth the cost?
Challenges are very personal. Normal raiding may be challenging for me but gold challenge modes are for you. (Source)
But that felt bad both for players who had accomplished a lot and those who never got to finish. (Source)
This gets back to progression - as long as everyone has some, players tend to be happy. Everyone need not be at the same place. (Source)

Only 1% of players are playing in hardmodes: are you absolutely sure, game needs them?
Yes. I don't think your arguments here work. You are equating popularity with whether something is good for the game. (Source)
For example, an invulnerability toggle in the outdoor world would, I bet, be very popular. It's hard to argue the game needs it. (Source)

I was always a fan of "hardmode via approach (Ulduar)" Not sure if I love or hate flexraids yet...Only one way to find out...
Ulduar, was cool, but we could only do the "interesting approach" so many different ways. We even copped out on Mimiron. (Source)
I dont know, being the guy that pushed the big red button that said "dont push" was kinda fun.
No doubt. But don't you think it would lose its charm if Horridon and Durumu and Iron Qon all had big red buttons too? (Source)

Not being able to do any scenarios until I've gotten some friends together to do a heroic scenario that day really bites
We are reconsidering that design. We were trying to give players less to do, but the problem you describe may be worse. (Source)

How about we skip 3-4 months over widespread debate and just make the H Scenario's "random-able"?
Because then everyone will demand we nerf the difficulty or let them kick the players that offend them. (Source)

I do want to debunk the myth that hard content (with no other options) will force socialization. (Source)
We are experimenting with that idea a bit with heroic scenarios. We'll see what the response is. (Source)

Re: Cataclysm heroic dungeons. As a player, I liked them. I like strategy > gogogo. (Source)
But, Cat dungeon difficulty did not play well with random matchmaking, and those players felt like we offered them no alternatives. (Source)
One strategy is to hope players stick with the tough dungeons but bail on the random matchmaking and find friends and guilds to run them. (Source)
But that's not what happened. A lot of players just gave up on heroic dungeons and then had no other PvE endgame. (Source)

Fast food since cata, MoP did a great change, but still lacks enough non-raiding content outside of leveling.
We haven't yet found anything else that provides the longevity of raiding. Possibly completing PvP Conquest gear. (Source)

why is it that we see this attitude of "more difficulties = more content" when it really doesn't? it seems to cause less
I could see that argument in the ToC era, but ToT is a big raid (and so is the next one). (Source)

In old days you were able to get tier sets and good nonsets via VP. Isn't is what players want now?
We wanted looting the boss itself to be more exciting. Valor eclipsed the dragon horde. (Source)

What's the reasoning behind CDs resetting after kill/wipe if >5 min, but not if >3 min?
We felt by the time you recovered and rebuffed that 3 min wasn't long to wait. (Source)

Id have to say that this expansion's dungeons are the least unique of any expansion to date. Rehashed plus reused.
Gate, Brewery and Jade were dungeons first that were inserted into the outside world for consistency. (Source)
Siege IIRC was added after the outside world was done. (Source)

Imperfect, but a quick and dirty analysis of what you're doing to raiding.
We appreciate the effort, but it's comparing raids at very different points in their life cycles. (Source)
Totally - it's the inference from T14 and on that people seem dramatically more willing to give up than before.
Your data (I assume that's you) doesn't show player willingness to give up though. It shows boss kills. (Source)
Then how do you explain the dramatic drop off in raiders starting the expansion with a boss kill and not moving to Jin'rokh?
Part of it is that the new tier requires higher ilevel (literally in the case of LFR) and not everyone is there yet. (Source)
No, thats not part of it. Jinrohk started with 20k kills and has 23k ones now. You wont see a flux of ppl doing it
I don't understand where the 20K number is coming from. Is that a theoretical example? (Source) 20k was what Jinrohk had after 4 weeks and its both 10 and 25 man.
I should add that I am excluding LFR and I am talking about accounts not alts in those examples. (Source)
So, slower gear catch up, less alts and linear raids are the cause of the drop, not difficulty? That seems your implication.
Not sure how alts figures into it. Our data suggests difficulty is about where it has been for some time. (Source)
You guys can debate whether finishing an old tier first or jumping right to a new tier is more fun. Not cut and dried IMO. (Source)
But faster patches and no instant catch up means guilds can't switch on a dime to a new raid tier, which they could in Cat. (Source)
I prefer the cata way. I really wonder if you just listened to an echo chamber those days.
The problem we had then was players would give up quickly on a tough boss because they knew a new patch would bring tons of gear. (Source)
It was if they were just gearing from patches and not from killing bosses. That's an effective but not very fun way to play. (Source)

In the (recent) past we would have immediately invalidated all previous content when a new patch hit. (Source)
ToT LFR felt like it invalidated T14N, was that the intention or should they have been efficient catch-up raids?
LFR makes it very complicated to have traditional normal tier progression. (Source)
Even if you ignore the gear, it's a little weird to be fighting N Sha of Fear in and killing LFR Lei Shen at the same time. (Source)

In MoP we tried for a slightly more vanilla feel where you finish 5.0 before going to 5.2. We provide more catch up than vanilla. (Source)
The problem with MoP catch up is that it's entirely random; there's literally no guarantee a player will ever get gear up.
Most of our rewards are random. As long as the income rate is okay, it works out. (Source)

I thought the new coin system was in to prevent bad streaks, I used 3 coins last week and 2 so far this week and still nothing
Our concern is that player expectation is to get loot frequently, but epics are just about the best reward we have in the game. (Source)
That's the biggest problem of raiding - casuals want to get loot at 5ppl's rate. That's why LFR can't replace 5ppls.
There is some truth to that. To earn a new boss kill in normal might take hours, maybe days. In LFR you burn through it all fast. (Source)

Are you happy with world bosses? Or wont we see many more in the next expacs?
We're happy with the "easy" Sha / Nalak verion. Still iterating on the "harder" version: Galleon / Oondasta. There will be more. (Source)

Weekly News Recap
Lots of news this week, so here is your chance to catch up!

by Published on 2013-06-22 09:04 AM

White Items on PC, Community Commentary: Post-1.0.8 Farming Routes, Blizzcon Art Contest Rules

Patch 5.4 - Tier 16 Mage and Season 14 Paladin Sets
Keep in mind that this is just a preview and the final sets may be different!

Patch 5.4 Raid Finder Item Level Requirement
Currently on the PTR the Siege of Orgrimmar raid requires item level 496 to queue. Keep in mind this can and will likely change, as it started at 500 in a previous build.

Originally Posted by MMO-Champion
  • Vale of Eternal Sorrows - Venture through the scarred Vale of Eternal Blossoms, exploring unearthed mogu ruins to discover the source of the destruction.
  • Gates of Retribution - War has come to the gates of Orgrimmar, as Alliance forces and the Darkspear Rebellion seek revenge against Garrosh Hellscream.
  • The Underhold - Within a secret Kor'kron base carved into the sweltering caverns beneath Orgrimmar, Garrosh is assembling his ultimate army.
  • Downfall - Wielding the dark power that lay dormant beneath Pandaria, Garrosh seeks to bring a new order to Azeroth. He must be stopped!

Patch 5.3 Hotfixes - June 21
Originally Posted by Blizzard Entertainment
Raids, Dungeons, and Scenarios
  • Throne of Thunder
    • Ji-Kun
      • The Golden Egg can now only be passed to other players.
      • The Soft Hands achievement should now be properly awarded to Priests in Spirit of Redemption form as well as players that are dead.
  • Dungeons
    • Resetting a Challenge Mode will now reset the cooldowns for Invisibility and Lesser Invisibility Potions.

  • Xan'tish's Flute now should properly only able to be used once every 5 minutes and cannot be used while the character is dead.

Isle of Thunder
  • Fixed an issue where players were sometimes unable to use incantations to summon bosses.

Blue Posts
Originally Posted by Blizzard Entertainment
Qiraji Guardling Spawn Rate
Increase the spawn rate of the pet that spawns only in summer in Silithus please, with CRZ, there are just too many ninjars so there's no point even trying.
It's supposed to be fairly rare. The spawn rate is determined while factoring in things like zone population (including how many people are coalesced cross-realm). Competition is to be expected.

These are things to consider when frustrated by not catching a rare spawn within the first few hours it starts spawning for the season.

There's a difference between "supposed to be rare" and frustrating game design. Frustrating game design is saying we're ok with having 100's of people farming the same location for hours, days, months, years...etc...because...we want it to be rare. Not frustrating game design is when its rare but you're only competing with a few people because you chose a server to begin with that is not high pop - just medium.
You make a good point in your first couple of sentences, and that's something we're evaluating. That said, I don't agree with your conclusion that the "good game design" option is the one where the world is just under populated to the point that competition isn't much of a factor. Having low-pop realms wasn't a design decision -- it's a symptom of numerous variables. It's not acceptable for us to say that game design should be such that players can decide how rare something actually is by choosing the most accommodating realm to play on.

What we want to do is continue to ensure the world feels populated, but that seeing people around you doesn't always feel like a negative thing. You've seen some of this in the way we've been experimenting with mob tapping the last couple of patches. Seeing people from your own faction in the world, especially, should be more of a positive thing. It's part of the fiction that you're supposed to be allies, not nuisances to each other.

We don't have any specific plans to share for how we might change the way rare pet spawns work, though competition is likely to remain an inherent factor. But we'll continue to look for ways we can mitigate some of the annoyances of competing for some types of rare spawns with large numbers of players.

It's important to note, however, that tinkering with these types of design decisions requires a metaphorical scalpel, when most of the feedback we get is akin to demanding the use of a butcher knife. No, we're not going to hastily redesign entire systems in the game because people are interested in catching a rare spawn, and can't all seem to succeed within less than 24 hours out of the (approximately) 2160 hours it has a chance to spawn this year.

Why? What benefit is served by having open world pets be so difficult to find?
There are hundreds of pets out in the world, most of which are easily caught. Rarity is a big part of what makes some pets more valued and desirable than others.

Follow-up questions:

Do you need this one? Should everyone be entitled to obtain any pet in the world with ease?

If it's a pet that spawns during a 3-month window, what percentage of people who try to get it in the first 24 hours should succeed? Even if it's 99%, would this thread not still be filled with complaints from the 1% who keep failing? (Blue Tracker / Official Forums)

Raid Mount Drops
There is a difference between removing a reward without advance notice, which is something we do indeed want to avoid doing, and introducing rewards that are stated up-front as being limited-time-availability (e.g., Gladiator mounts, the Kor'kron War Wolf, WoW Anniversary companion pets, etc.).

We want to strike a balance between permanently available rewards that encourage players to go back and revisit content at a later date, and carving out some things that signify an accomplishment in a particular time and place. Years from now, when people see you riding a Kor'kron War Wolf, they'll know that you defeated Garrosh when he was the biggest threat to the safety of Azeroth. There's something to be said for that.

There will be two other mounts from the Siege of Orgrimmar raid that will be available via more conventional means: First, there's the Reins of Galakras from the "Glory of the Orgrimmar Raider" achievement, which will no longer require Heroic boss kills, and thus be available to any interested players who can pass the various skill checks involved, on Flexible mode or above. (This also lets Heroic raiders who want the achievements or associated mount pursue those goals without compromising their Heroic progression or gear needs, as many of our "kill the boss in an unusual way" achievements have unfortunately tended to be nearly impossible to do on Heroic while the content is relevant.)

Second, there will be a separate 100% drop mount from Heroic Garrosh, which will eventually be reduced to ~2% once the fight can be overpowered, in the same vein as Invincible or Mimiron's Head.

Not a fan of removing the heroic kill requirement from the Glory meta. The glory metas have been a nice reward for heroic raiders in previous tiers when there wasn't a 100% heroic drop mount.
But there is a 100% Heroic drop mount (yes, more than one will drop on 25-player kills). And we'd like to offer those more consistently going forward. I'd say it was a misstep on our part that Heroic Sha of Fear and Heroic Lei Shen did not offer one.

The "Glory of the ____ Raider" achievements honestly have not made much sense or worked out particularly well for quite a while now. That structure was designed in a world with a single difficulty (3.0 Naxxramas), where guilds that had the zone on farm could make things harder and more interesting for themselves as they pursued those supplementary goals for a cosmetic reward.

But nowadays we have Heroic mode, and as I mentioned above, a good number of achievements aren't really compatible with Heroic mode when done at the intended gear level (I'd like to meet the group that did "Like an Arrow to the Face" on Heroic mode during 5.0/5.1). The result is that the people who get Glory of the Raider achievements are a subset of those who finish the entire zone on Heroic while it is relevant. And often those people don't even get the achievement during that tier. Guilds will either take a week off from Heroic clearing after completing the zone and do an achievement run (often to the chagrin of raid members who don't particularly care about achievement points or mounts and would much rather have a chance at a Heroic Thunderforged weapon upgrade), or wait until the next tier entirely, and then go back with a smaller group and get the achievements on Normal. That really isn't what the "Glory of the Raider" achievements were intended to be.

Without the need to worry at all about even the pretense of making them fair or completable on Heroic mode, we can also make sure that the achievements generally require a certain baseline level of execution (a la "Show Me Your Moves!" or "The Mind-Killer") that will keep them feeling challenging and rewarding. The original Wrath of the Lich King 5-player dungeons were not terribly challenging, yet many of the original Glory of the Hero achievements certainly were in their time. (Blue Tracker / Official Forums)

Hunter (Forums / Skills / Talent Calculator)
Patch 5.4 Hunter Changes
So what do you guys think of the readiness change? I personally think they are finally tackling the problem and readiness and other class equivalents makes balancing the game extra messy, but I'd like to hear your views!
Having 3 “trinkets” was definitely messy; I think hunters really needed this change. We just need to make sure that this isn’t one of those cases where something was so overpowered that its removal means we have to buff it somewhere else to keep everything in balance.
Feedback from the PTR will be very important at this stage, if you have the time please do tell us what you think, is there a need to compensate for this nerf somewhere else, or is there any other class/ability that you think might be flying under our radar? (Blue Tracker / Official Forums)

Hearthstone Beta Patch
Hearthstone was patched today, adding some achievements and making many changes to the cards, including the new class card backgrounds!

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