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by Published on 2018-09-18 10:42 PM

Season 15 Launch

New Classic Cards Coming to Hearthstone, Tournaments On Hold, Halloween, New Welcome Bundle, New Paladin Hero

Team League Changes, Patch Notes - September 19, 2018, Weekly Hero Rotation & Sales

Elemental Shaman Changes in Patch 8.1
Originally Posted by Blizzard (Blue Tracker / Official Forums)
As the patch 8.1.0 information starts to comes out, we wanted to share the current plans of what is being changed for Elemental Shaman.

Core Ability Changes:
  • Shifted some damage from Earth Shock to Lightning Bolt.

    Elemental Shaman is the only lightning based spell caster. However, over time, Lightning Bolt has gone from being a significant portion of your total damage to one of your least damaging abilities. It should be a powerful and effective spell for you to cast, and not something that feels like a burden to your rotation. Earth Shock will still be your hardest hitting spell, but Lightning Bolt should feel a bit better as part of your rotation.

  • Lava Burst has had its functionality changed behind the scenes to allow an in-flight Lava Burst to gain a guaranteed critical strike from a Flame Shock cast after the Lava Burst has been cast.

    This change should help your initial spells cast against a monster, boss, enemy player, or whatever else feel much better. You can cast Lava Burst before combat, and when it finishes, cast Flame Shock, and the Lava Burst will gain the critical strike benefit from your Flame Shock.

Talent Changes:
  • The level 15 talent Elemental Blast will now always pick a different secondary stat buff when causing an Elemental Overload.
  • The level 30 talent Master of the Elements can now also benefit a Physical damage spell, allowing it to increase the damage of an Earthquake.
  • The level 100 talent Stormkeeper now also increases the damage of your next two Lightning Bolts by 250% in addition to its existing effects. This damage bonus will also apply to the Elemental Overloads of Lightning Bolt from Stormkeeper.

    The Master of the Elements and Stormkeeper changes are primarily to help keep balance between single target damage and area damage of the talent rows. Master of the Elements will now affect your next Earthquake spell to keep the talent more competitive when dealing area damage, and Stormkeeper will grant you two really powerful Lightning Bolts that also cause Elemental Overloads when fighting just a single target.

  • The level 15 talent Exposed Elements has been removed, and the level 90 talent Earthen Rage has taken its place
  • The level 60 talent High Voltage has been removed.
  • New talent in the level 60 row: Call the Thunder
  • New talent in the level 90 row: Surge of Power

When looking at the whole sum of changes made to Elemental Shaman this expansion, we feel that some of the passive talent choices weren’t holding up well, and had no interaction with how you played the game at all. We’re adding some experimental new talents that should allow some additional decision making on how you choose to use some of your abilities. Please keep in mind that both of these new talents, as well as all of the other changes, are still under iteration and may change entirely throughout the patch 8.1.0 PTR cycle.

Just as a quick update, here's the current version of the experimental new talents that will be hitting the PTR soon. Reminder that these are experimental, the PTR is for testing, we'll probably iterate on or completely replace these designs, etc.

Call the Thunder - Your maximum Maelstrom is increased by 30, and the Maelstrom cost of Earth Shock and Earthquake is reduced by 10.

Surge of Power - Earth Shock also enhances your next spell:
  • Flame Shock: The next cast does not incur a cooldown.
  • Lightning Bolt: Your next 3 casts will cause an additional Elemental Overload.
  • Lava Burst: Reduces the cooldown of your Fire (or Storm) Elemental by 6 sec.
  • Frost Shock: Roots the target in place for 6 sec.

Account Wide Reputation Achievements
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Does this mean for example I'm halfway through honored with 7th legion on this toon. If I get on another alt and level through the 3 zones doing the questline that also give 7th legion rep that will count towards rep on this toon as well and I should be revered? Or vice versa all my alts should be halfway honored when they enter bfa?

Rep gain won't be account wide, however progress towards the achievement will.

Say for example I have Character A that I haven't touched since Wrath, that has all of the previous reps exalted (not using exact numbers here just making an example). Let's say we have 20 reputations at exalted on this character that are unique.

Now I play Character B that I haven't touched those reps with, because I just don't want to grind them again. Let's say this character has 40 unique reputations that Character A doesn't have at exalted. Since its the highest progressed character the achievement only looks at this character. Meaning that I just have 40 reps as far as the achievement is concerned.

Now once I've logged into both of those characters when this change is added into the game, I will then receive credit towards the achievement tracker and I would now show as having 60 reputations on that achievement. So I effectively don't have to go back and get those reps again, unless I want to make my Rep window look pretty.

Any word on how it will treat faction exclusive reps?
They will uniquely act as a singular rep to avoid double credit, similar with how mounts are tracked.

So if you have exalted 7th Legion on your Alliance character, and exalted with Honorbound on your Horde. Then your account only has credit for 1 of those 2 reps in the achievement tracker. Account wise they're the same rep.
by Published on 2018-09-18 05:56 PM

Upcoming Content Patch - Developer Live Stream
Patch 8.1 - Tides of Vengeance is coming to the PTR this week!



Tides of Vengeance
  • The Horde and Alliance conflict may feel more distant right now, but that's all about to change.
  • Tides of Vengeance is the next update!
  • Coming to the PTR by the end of the week!

New Content
  • The War Campaign continues.
  • Incursions are coming - Similar to Legion Assaults. Horde/Alliance forces will invade an area, turning off World Quests, and adding an objective for the area.
  • New World Quests are coming.
  • Saurfang, Tyrande, and Vol'jin story lines will be advanced.
  • Heritage Armor is coming for other races: Dwarves and Blood Elves. It is unlocked via a racial quest, Exalted and Max Level? You can log in, do the quest, and unlock it!
  • New Warfront - The Battle for Darkshore. Night Elves vs Forsaken. New Structures and Upgrades. Darkshore will have max level character content and zone updates.

Island Expeditions
  • Two New Island Expeditions - Jorundall (Vrykul) and Havenswood (Gilnean City)
  • Island Expeditions will have new events and enemies, more variety, holdouts that can be triggered, and Azerite Extraction points that you'll have to depend.
  • Island Expeditions will have major spawning improvements. Won't be uniformly blanketed by spawns. More clusters and hubs, more gaps, more navigability between hubs.

New Raids
  • Siege of Zuldazar
    • Different than any raid before.
    • The enemy is the opposite faction, with separate faction experiences.
    • Alliance start at the docks and climb the pyramid, eventually fighting King Rastakhan.
    • The Horde will defend the city, starting outside on the far north of the pyramid. They fight towards Rastakhan, which will be the middle of the raid for them. They then fight Alliance forces down towards harbor, ending with Alliance commanders and Jaina on the high seas.
    • This is two separate six boss experiences.
    • After completing the faction specific experience, you'll be able to experience the other 3 faction bosses that you didn't get to experience firsthand.
    • There are a total of nine new boss encounters.
    • We'll see a new interior of the pyramid that we've never seen before.
  • Crucible of Storms
    • This raid has two bosses and is located under Stormsong Valley,
    • It will be released after Zuldazar.
    • There will be supporting world content.
    • Hints at influence of Queen Azshara

System Improvements
  • Class updates, new Azerite Traits, new profession recipes, Gnomeregan Pet Battle Dungeon, and more!
  • Team has learned from the Azerite Traits, current ones are a floor in terms of complexity, new traits with more complexity coming.
  • Replacements are coming for traits that are not interesting or effective.
  • In the past, first Tier set bonuses were simpler, with more complex ones coming later.
  • Map and Reputation improvements are coming.
  • Champion of Azeroth reputation will be effectively account wide. If you are already Revered, you can level an alt and go get your upgrades right away at Level 120.
  • Reputation restricted transmog items will have restrictions removed.
  • Progress towards the X Number of Exalted reputations achievements will be account wide.
  • In the events following the raid, we should be able to recruit the Kul Tiran and Zandalari Allied Races. If you are Exalted with the Zandalari / Proudmoore and played through the War Campaign, that's enough, nothing additional to do.


by Published on 2018-09-18 03:17 PM

Vanilla WoW Developer Q&A - Submit Questions for John Staats

Challenge Rift - Week 64

The Hearthstone Global Games Week 7

Heroes of the Storm PTR Patch Notes - September 17, 2018

Reminder - Developer Live Stream Today at 11 AM PDT
Originally Posted by Blizzard (Blue Tracker / Official Forums)
With Battle for Azeroth in full swing, we’re sitting down with Game Director Ion Hazzikostas to get a peek at the next content update.

Join us live on Twitch Tuesday, September 18 at 11:00 a.m. PDT.

Patch 8.0.1 Hotfixes - September 17th, 2018
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Classes

Dungeons and Raids
  • Shrine of the Storm
  • Uldir
    • G’huun
      • Bursting Boils should no longer spawn close to the boss.

Items

Player versus Player
  • Hook Point Arena has reopened for play.
  • Epic Battlegrounds now award bonus Conquest for first win of the day (was the first win of the week).
  • Fixed a bug that caused Enlistment Bonus gained from participating in battlegrounds as a Mercenary to not increase Honor gain from some sources.
  • The absorb granted by Mchimba's Ritual Bandages is reduced by 55% while engaged in combat with enemy players.
  • The absorb granted by Xalzaix's Veiled Eye is reduced by 70% while engaged in combat with enemy players.

Professions
  • Hydrocores now have a chance to drop off the final bosses of BfA dungeons in Heroic difficulty.
  • Inscription
    • [With weekly maintenance in each region] The strength of Vantus Runes has been reduced to the same potency they had in Legion.
      • Developers’ notes: Vantus runes are a unique consumable that provide an extra boost when your raid group is focusing on a single boss. But if they’re too powerful, they can create a sense of regression as you try to re-kill the boss without their aid in subsequent weeks.

Quests

PvP Scaling Clarification on Twitter
PvP Game Designer Chris Kaleiki clarified on Twitter how PvP scaling works!






In Remembrance: The Harvest Festival Has Begun
Originally Posted by Blizzard (Blue Tracker / Official Forums)
The yearly Harvest Festival is now underway in Azeroth. This is a solemn time when the Alliance honors Uther the Lightbringer by lighting a candle at his tomb in the Western Plaguelands, while members of the Horde show their respect to Grommash Hellscream by leaving a bottle of spirits at the base of the Hellscream Memorial in Demon Fall Canyon in Ashenvale.

When: September 18-25
Where: Outside Ironforge and Orgrimmar

Commemorate those who have sacrificed their lives to help friends and allies. Feasts are also held outside Ironforge and Orgrimmar in honor of these fallen heroes.

Azurethos, The Winged Typhoon - Tiragarde Sound World Boss
Azurethos is this week's BfA world boss!


LevelTypeSlotNameModel Viewer
355TrinketTrinketPlume of the Seaborne Avian
355TrinketTrinketGalecaller's Beak
355TrinketTrinketAzurethos' Singed Plumage
355ClothFeetSandals of Rustling Rage
 Modelviewer
355ClothHandsWindcaller's Down Handwraps
 Modelviewer
355LeatherChestChestguard of Dire Winds
 Modelviewer
355LeatherFeetFootpads of the Encircling Storm
 Modelviewer
355MailHeadFeathered Galeforce Crest
 Modelviewer
355MailWristsBindings of the Winged Typhoon
 Modelviewer
355PlateLegsRoost-Defender's Legguards
 Modelviewer
355PlateFeetGalebreaker's Sabatons
 Modelviewer



Island Expeditions for Week of September 18th, 2018
The islands expeditions for the week are Verdant Wilds, Whispering Reef and Skittering Hollow!




Weekly Bonus Event - Pet Battles
Originally Posted by Blizzard (Blue Tracker / Official Forums)
An extra weekly quest and rewards are here— the Pet Battles bonus event is underway!

This Week
All week, get out there and fight with your mighty minions. When the time comes to take on other players, open your Pet Journal and hit the “Find Battle” button to be matched up with an opponent whose team is competitive with yours.

Look for the following all week long:

  • The Adventure Guide has a quest for you.
  • Passive bonus: All Pet Battle experience gains are increased by +200%.

Call to Arms: Drustvar
This week's Call to Arms is Call to Arms: Drustvar or Call to Arms: Drustvar. Head to Drustvar with warmode enabled to kill 10 players of the opposing faction. You no longer have to loot an air supply! This will reward you with conquest and 75 reputation for either 7th Legion or The Honorbound.

Also, if you capped your conquest last week you can now work towards this week's reward, a pair of ilvl 355 gloves!


PvP Brawl: Shado-Pan Showdown
The PvP brawl for the week is Shado-Pan Showdown, so use the PvP Group Finder to complete Something Different!
Originally Posted by Blizzard Entertainment
Step into Tiger’s Peak Arena and get ready for the Shadow-Pan Showdown. You’ll race for control of a center control point to activate one of two bosses. The first to kill the other team’s boss wins!
by Published on 2018-09-18 02:10 AM

Vanilla WoW Developer Q&A - Submit Questions for John Staats

Azerite Trait Tuning September 17
Originally Posted by Blizzard (Blue Tracker / Official Forums)
As mentioned in the Reddit AMA last Friday, we’re working on balance tuning for Azerite Armor traits. We’re planning to make the following changes during this week’s maintenance period. Note that there are more changes already in the works; this is just a first pass, focused on bringing some of the biggest outliers up (or down) to more acceptable levels.

General

Death Knight (Forums / Skills / Talent Calculator / PvP Talent Calculator)

Druid (Forums / Skills / Talent Calculator / PvP Talent Calculator)

Hunter (Forums / Skills / Talent Calculator / PvP Talent Calculator)
  • (Beast Mastery) Feeding Frenzy: Damage increased by 400%
  • (Marksmanship) Arcane Flurry: Duration increased to 10 seconds, damage reduced by 45%

Mage (Forums / Skills / Talent Calculator / PvP Talent Calculator)
  • (Arcane) Brain Storm: Duration increased to 30 seconds, Intellect bonus reduced by 75%
  • (Fire) Firemind: Intellect bonus increased by 30%

Monk (Forums / Skills / Talent Calculator / PvP Talent Calculator)

Rogue (Forums / Skills / Talent Calculator / PvP Talent Calculator)

Shaman (Forums / Skills / Talent Calculator / PvP Talent Calculator)
  • (Elemental/Enhancement) Natural Harmony: Secondary stat bonuses increased by 40%

Warlock (Forums / Skills / Talent Calculator / PvP Talent Calculator)
  • (Affliction) Sudden Onset: Damage bonus reduced by 30%
  • (Demonology) Demonic Meteor: Damage increased by 200%
  • (Destruction) Flashpoint: Duration increased to 10 seconds, Haste bonus increased by 25%

Warrior (Forums / Skills / Talent Calculator / PvP Talent Calculator)
by Published on 2018-09-17 11:04 PM

Vanilla WoW Developer Q&A - Submit Questions for John Staats
John Staats, Bo Bell, Alexander Brazie, and Sam Lantinga recently answered questions on /r/classicwow. John Staats has an ongoing Kickstarter for a book about Vanilla WoW development. You can see other interviews with John here.

We'll have the opportunity to talk to John Staats this week, so submit questions for him below!




Raids
  • When the team was building Vanilla there wasn't much of a focus on what players would do for the endgame. Once Burning Crusade came along there was a better idea of what endgame should be. (Source)
  • The Karazhan crypts were designed as an additional quest area but was never utilized. (Source)
  • Karazhan took years to finish. (Source)
  • The portals to Molten Core and Blackwing Lair were a band-aid to the annoyance of clearing a dungeon to zone into them. (Source)
  • AQ had the most revisions before going live, though Karazhan had so many issues it didn't launch until the first expansion. (Source)
  • John believes AQ was conceptualized as an open world dungeon.
  • The designers hated designing around Decursive. (Source)
  • John found the fan theory that standing too close to each other is what caused Onyxia to deep breath amusing. (Source)

Cities
  • Nuking the "useless" night elf quarter in Stormwind was a positive of Cataclysm. (Source)
  • Stormwind was going to have gondolas at some point.
  • The city arenas (such as the one in Orgrimmar) originally were going to have events, but this never came to pass. (Source)
  • The water above Deeprun tram was just to make the ride less boring. They also didn't realize until too late that it went east to west instead of south to north, but it wasn't a big enough bug to fix. (Source)
  • Old Ironforge wasn't particularly needed and so it was never finished.

Classes and Races
  • Blood Elves were based on a STRONG request from a poll of Asian players where many remarked on the Horde side that they and their girlfriends wanted a non-creepy femme race to play (Source)
  • Runemaster, Necromancer, and Death Knight classes were among the original classes that never made it. (Source)
  • Hunter was the last class added and barely made it in. (Source)
  • Warlocks and Paladins had class mounts just for flavor. Their classes had archetypal steeds. (Source)
  • Originally, Druids were meant to be constantly switching forms, during a battle, but the fact that designers put so much mana costs on shape shifting, dissuaded players from doing so.
  • There was going to be a huge quest line where Warlock Players needed to perform a global collection effort to rebuild Medivh's spellbook and perform a group ritual to open the Dark Portal while players on the server protected them from enemy attacks. That was cancelled after the Gates of AQ. (Source)
  • The Vanish bug was various class abilities added to the Rogue that didn't have the "don't break vanish" flag set. Getting the flags right was something that became part of the routine, but early on it was easy to miss interactions between spell types. (Source)
  • The early class weapon quests were a great idea, that ultimately got cut so they could ship Burning Crusade. (Source)

PvP
  • The battles in Hillsbrad Foothills were completely unexpected.

Expansions
  • Outland was never part of the vanilla WoW plan. The early Hellfire map was most likely someone playing around with assets. (Source)
  • Northrend and Outland were "cut" from vanilla as the team knew they would be doing content updates later. (Source)

Emerald Dream
  • The Emerald Dream was cut early in development because the trees and flowers didn't fill up the space as one would expect in a dream setting.
  • The Emerald Dream had portals around the world to enter it, similar to the one in Twilight Grove. It was one of the last zones on the list, Metzen wasn't sure what he wanted to do with it, so Bo got approval to cut it. (Source)

Dungeon Design
  • Dungeon layouts are more precise now to tailor to the average player and make it easier to naviagate, though he preferred exploring less straightforward dungeon layouts. (Source)
  • The unused door in Blackrock Depths that is guarded by a molten giant was put there as an excuse to have the road leading to the city. The thought was that what was behind it might eventually be turned into another raid.

World Design
  • The most satisfying design changes was realizing that a room was boring and going back and making it interesting.
  • The Undead areas were the last to get added to the original game.
  • By speeding up leveling, they found out that it wasn't necessary to have as many zones and dungeons. Most weren't cut, they were saved for later. Grim Batol, Tol Barad, Karazhan are good examples. Some places weren't ideal for Warcraft lore, or well-built (like Dragon Isles) will unlikely see the light of day. (Source)
  • The designers had lots of freedom while designing a zone. Metzen gave them the story and a few key PoIs for Durotar and then let them just build it. (Source)
  • There were a lot of camps in the zones built early on because there weren't a lot of assets to use. Elwynn ended up with Gnoll camps because tents were the only asset the designers had. (Source)
  • Early zones were done by an entirely inexperienced team, with a map of PoIs that Metzen drew years ago as a starting point. (Source)
  • The Darkshire roofs were tested to make sure you couldn't get on them, even with mounts. This testing was before epics mounts were around though. (Source)
  • Bo built out Duskwood with Darkshire and then expanded outward, adding a cool graveyard. By the time he got over on the other side of Twilight Grove, he remembered Ravenhill and made a "real" graveyard. (Source)
  • Duskwood had a ton of lore, while Moonglade and Shimmering Flats had almost none. (Source)
  • Silverpine Forest was created several zones in, so Bo had learned a lot by then. It had a similar vibe to Duskwood but a better layout and flow, so it was almost like a Duskwood 2.0. (Source)
  • The team was originally going to do something with the Dark Portals, but Metzen kept changing his mind. They ended up with one in the Blasted Lands that wasn't functional. (Source)
  • Azjol-Nerub as a zone was supposed to have wall climbing mounts, but this was widely out of scope for the team at the time of Lich King.
  • The team wanted the quests and zones to tie in with the dungeons, but there was a ton of content to finish and that got in the way. (Source)
  • Shimmering Flats was supposed to be an interesting and fun wasteland. It was finished ahead of schedule. (Source)
  • When it came to griefing, the question asked before Blizzard intervened was: Do the players who are being impaired have the ability to fix the situation? (Source)

Tech
  • The interior spaces were built in 3DStudioMax and the exterior levels were built with an in house tool called WoWEdit.
  • Originally the character animation was done in world coordinates which made them act funny outside the starting zones. They were then changed to local space calculations. (Source)
  • The debuff limit on mobs was a tech limitation. (Source)
  • Mike Morhaime asked Sam to stop work on the Linux client because they were about to launch the game and didn't have the support resources to handle the Linux client. (Source)
  • Lua was extremely fast, extremely flexible, extremely small, had minimal additional modules, so it was easy to secure. Python would have been much harder. (Source)
  • WoWEdit has source control built in, as well as permissions based on your job role. (Source)
  • Minigames were a desired feature in Vanilla, but the programmers were slammed as it was. (Source)
  • WoW shared engine technology with Warcraft 3 very early in development. (Source)
  • Eyes of the Beast's main problem was it was disrupted by crossing server boundaries. The tech has improved since it was removed so it could likely return for WoW Classic. (Source)
  • There wasn’t a proper way to store arbitrary scripted information on the server for longer than a frame at the time. So you used spells and NPCs to track this stuff for you. So rats would wear a buff for each boss defeated and eventually would tell Major Domo he could spawn Ragnaros. It was cleaned up in the future.

Misc
  • Creating content as fast as players consume it isn't a realistic goal. (Source)
  • Blizzard had no editing requirements for the book. He got a few things wrong, removed one of the quotes, and added an afterward because they thought the book should have a "what happened to John Staats?" section. (Source)
  • If John was still working on the game he would keep the dungeon finder, slow down flying mounts, slow down leveling, ax the teleports, would probably go with class balances that were better than Vanilla WoW, very hybrid class builds.
  • John thought flying mounts were too fast. (Source)
  • There were AoE stomping infernals that would teleport out of bounds players to GM Island and destroy their hearthstone. GMs would log in, see them, give them a verbal tongue lashing and then teleport them back to civilization. (Source)
  • Undead not being able to show bones in China may have been an attempt to slow down WoWs implementation by rival companies. (Source)
  • Sam doesn't believe there will ever be a WoW 2 as it is too big an endeavor. (Source)
  • Blackrock Depths was built before the Lord of the Rings movies were released but LBRS was a tribute to Moria. (Source)
  • The AQ event and corrupted blood incident stand out as the funniest unexpected glitches.
  • "Resistance" moments that were challenging spots where you get stuck for a few minutes have somewhat disappeared. Elite quests used to require you to wait around or find a group to complete them, leading to social interaction. (Source)

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