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  1. #1

    Nov 12 Hotfixes, Mythic Raid Difficulty, Blue Posts, WoW Source Needs Your Questions

    Recruit A Friend Program Offers New Rewards

    Blue Post Round-up, Blue Tweets, Hearthstone Beta Key Giveaway

    Diablo III Remote Play on PS Vita, More Details on Adventure Mode, Few More Details on Expansion Features

    Next Connected Realms - 11/13
    Originally Posted by Blizzard (Blue Tracker / Official Forums)
    We will be connecting the realms listed below on Wednesday, November 13th during a scheduled maintenance beginning at 6 a.m. PST through approximately 11:00 a.m. PST. Once maintenance is finished, these realm connections will be complete.

    • Aggramar and Fizzcrank
    • Echo Isles and Draenor
    • Gul'dan and Skullcrusher/Black Dragonflight
    • Malorne and Firetree/Rivendare/Drak'Tharon
    • Scilla and Ursin

    Please note that as a part of the connection process realm times may change to match each other.

    Patch 5.4 Hotfixes - November 12
    Originally Posted by Blizzard Entertainment
    Classes
    • Priest
      • Class Armor
        • Resolved an issue that sometimes caused Holy Spark from the Discipline/Holy Priest Season 14 2-piece set bonus to not function correctly while in a Battleground.

    Quests
    • At the Stonemother's Call: Players should now be able to accept this quest from Terrath the Steady after completing Resonating Blow.

    Creatures
    • Elder Lin and Sage Whiteheart have learned to respect each other's personal space should no longer occasionally try to occupy the exact same spot in the Shrine of Seven Stars.
    • Visual effects for Flamestrikes cast by NPCs should no longer incorrectly appear twice as large as its actual area-of-effect.

    Pet Battles
    • Battle Pets
      • Murkalot's Righteous Inspiration should no longer incorrectly affect the entire team instead of just the swapped-in pet.

    Raids, Dungeons, and Scenarios
    • Siege of Orgrimmar
      • Paragons of the Klaxxi
        • Skeer the Bloodseeker's Bloodletting ability should now correctly spawn blood creatures even if the player has an immunity effect on them.
      • Garrosh Hellscream
        • Players who are dead will now continue to emanate the full effects of Malice for the remainder of its duration.
        • Resolved an issue with creature pathing during the Realm of Y'Shaarj phase in the Temple of the Jade Serpent.

    Battlegrounds and Arenas
    • Armsmaster Holinka and Roo Desvin have returned from their vacations and will offer to sell Season 14 gear for honor points to players who have obtained a 2000 rating and earned the Grievous Conquest achievement.

    Items
    • Contemplation of Chi-Ji should no longer incorrectly disenchant into Haunting Spirits.

    Mythic Raid Difficulty
    Originally Posted by Blizzard (Blue Tracker / Official Forums)
    We recognize that, for some guilds, the transition from 10-player Heroic raiding to 20-player Mythic raiding is going to be something of a challenge. This wasn’t a decision we made lightly. Ultimately, we feel that the long-term benefits for everyone, such as better-tuned raid encounters, a faster encounter design process, and more variety in raid mechanics, are worth the short-term consequences – even for players in guilds facing this transition.

    That said, I think there are several key factors worth bringing up that will help make the transition less frightening overall. For example:

    1) This change is coming with an expansion. Historically, an expansion release has always been a volatile time for guild rosters – and a great time for recruitment. When everyone’s gear is suddenly equalized, the pool of potential recruits swells dramatically. It's also a time in which a lot of former players, friends, and guildmates return to the game. Sure, maybe not all of the above will be of the caliber you’re looking for as a Mythic-minded raiding guild, but you only need 10.

    2) On a similar note, we’re continuing to roll out the Connected Realms feature. As more realms are connected, the potential recruitment pool on those realms will grow.

    3) While 10-player guilds who want to do Mythic will need to pick up an extra 10 people, current 25-player guilds will need to shed some. That’s yet another thing that will lead into a higher pool of potential recruits.

    4) Flexible scaling for Heroic (or Mists of Pandaria's "Normal") difficulty will allow many guilds to "ease in" to a 20-player raid size. Granted, if you’re planning on zoning into Mythic the first day it’s available, this won’t help you much, but for the guild that will spend a few weeks or months on Heroic (MoP Normal) difficulty before eventually clearing it and starting on Mythic, you’ll have plenty of time to expand your roster. What’s more, those new recruits won’t be expected to just warm the bench while they wait.

    I think that’s an easy one to forget about. It’s easy to make a mental comparison between a Warlords of Draenor 10-player guild trying to recruit up to 20 for Mythic, and a Mists of Pandaria 10-player guild trying to recruit up to 25. But that comparison doesn’t really work, because the absolute biggest challenge that the MoP guild in this example faces is finding people who are willing to wait around and possibly not even raid as the guild expands its roster. That’s not a problem in Warlords – while you’re still working through and gearing up in Heroic, player 11, 12, 13, and so on will be able to join you. It’s much easier to keep recruits around when they’re actually getting to play.

    Seeing a lot of debate about the number 20. Let me take a stab at clearing up a few things:

    We chose to put Mythic at 20 largely for the function of raid design. One of the biggest issues we're currently facing with 10-player Heroic raiding is that of raid composition. It's impossible for every group to have every class, and often that means they're lacking in certain tools, which in turn means that we can't design encounters around those tools (or if we do, it becomes extremely frustrating for the 10-player Heroic guild that suddenly needs a Paladin for Hand of Protection).

    We want to be able to use those sorts of mechanics again. Those of you who have been with us for a while might remember things like Mage tanks on High King Maulgar, or Priests using Mind Control on Instructor Razuvious. We want it to be okay when, say, the Paladin can use Hand of Protection to clear a dangerous debuff, because we can reasonably assume that most guilds will have at least one Paladin in their raid. We like it when someone gets to feel awesome and have a special task on a fight because of class abilities that otherwise wouldn't get much use.

    We can't do that when we're designing with a 10-player raid size in mind. We don't think we'd be able to get away with it at 15 either. At 20, it becomes a lot more acceptable for us to say "you should probably bring a Mage to Spellsteal this." And honestly, that's just one example of the sort of encounter mechanics we can start to utilize in a larger group size.

    I'd also call into question the statement of "It's easier to drop people than it is to recruit them." It's technically true, yes -- finding new raiders is harder than just not inviting the ones you have -- but totally ignores the fact that cutting people from your roster often means losing people you like. Which feels better: making new friends, or telling your current ones that they don't get to play with you any more? We're already asking a lot of many 25-player Heroic groups to cut 5 people.

    As I mentioned before, this was not a decision we came to lightly. It's definitely going to be a very scary transition for a lot of people. We knew that when we made the decision. We just also feel quite strongly that, when the dust settles, we'll be able to provide a better raiding experience for everyone.

    Blue Posts
    Originally Posted by Blizzard Entertainment
    Warlords of Draenor
    If you want to talk about the content we've previewed thus far for the upcoming expansion, that's awesome. We're reading.

    Try to boil everything down to a negative catch phrase all you want. We're still going to spend countless hours making Warlords of Draenor the most epic expansion possible.

    Your feedback to help us achieve that goal is most welcomed. Your sideline semantic criticisms of what makes an expansion an expansion aren't very meaningful.

    it bassically is the same map but a new coat of paint on it and a few new areas which is fine by me thats all a zone is an area with some paint haha
    It's cool that that's fine with you, but I want to reiterate that Draenor is being constructed literally from scratch. This isn't a Cataclysm-style revamp of Outland like we did with Azeroth. The artists used Outland landmarks as a reference point. That's about where the relationship between Outland and Draenor ends in terms of environment design. (Blue Tracker / Official Forums)

    Realm Population Issues
    Just dropping in here to let you know we're aware of this situation, and we're hoping Connected Realms will help with it significantly as we go forward.

    Those of us on high population realms enjoy the busy atmosphere, not to mention the people and community we've come to know and love, but having to queue up each night is a pain, for sure. Previously, the Free Character Migration (FCM) offer was unappealing to many of you because we used to offer the move to realms that needed players the most, and that usually meant you'd end up on a realm with very few players at all.

    Now, we offer free moves to medium population realms, so this shouldn't be the case any more. However, even medium population realms can sometimes feel a little quiet, especially after being on a very busy realm. But going forward, thanks to the Connected Realms technology, all realms will have ideal population levels. This means that FCMs from high population realms in future will be much more tempting for those of you wanting to move.

    We won't be making any big changes to the FCM process while Connected Realms are being implemented, but we'll certainly be monitoring the system as a whole during the process and after everything is in place. (Blue Tracker / Official Forums)

    WoW Source Needs Your Questions
    Originally Posted by Blizzard (Blue Tracker / Official Forums)
    We're doing another WoW Source (watch the first one here) and are looking for your questions. This is a BlizzCon wrap-up episode, so we're going to talk about all the announcements, parties, competitions and contests that went on. Get your questions in, and feel free to use the “thumbs-up” Like button to support questions others have asked that you’d like to see answered. Your question could be featured on the next episode!

  2. #2
    Just made heroic Garrosh so much harder. lol

  3. #3
    Quote Originally Posted by moveth View Post
    Just made heroic Garrosh so much harder. lol
    Changed to prevent exploiting the Sacrificial Dagger most likely.

  4. #4
    I actually don't think it will change anything. Because you can just run away from everyone and do it, cant you? Or does it do something horrible if you just die?

  5. #5
    Seems like sound reasoning on Blizzard's part for the changes they are making to raiding.

    Originally Posted by Blizzard Entertainment
    Your sideline semantic criticisms of what makes an expansion an expansion aren't very meaningful.
    Sounds almost like it's directed at a particular MMOchamp thread haha.

  6. #6
    No the pulse from Malice needs to hit players or it hits the boss and gives extra energy.

  7. #7
    Merely a Setback Kaleredar's Avatar
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    Quote Originally Posted by Beecup View Post
    Changed to prevent exploiting the Sacrificial Dagger most likely.
    I thought they had changed it so you couldn't use the dagger in raids
    “Do not lose time on daily trivialities. Do not dwell on petty detail. For all of these things melt away and drift apart within the obscure traffic of time. Live well and live broadly. You are alive and living now. Now is the envy of all of the dead.” ~ Emily3, World of Tomorrow
    Quote Originally Posted by Wells View Post
    Kaleredar is right...
    Words to live by.

  8. #8
    WoW source questions that are picked tend to be very 'safe' and don't lead to any new information.

  9. #9
    Brewmaster Outofmana's Avatar
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    They still haven't come up with a good reason as to making Mythic 20man instead of 25 other than having to screw them as well to be "fair" to everyone. With scaled heroic being 25man it still doesn't make any sense whatsoever.

  10. #10
    Quote Originally Posted by Kaleredar View Post
    I thought they had changed it so you couldn't use the dagger in raids
    The dagger can still be used. The War Banner can not be used anymore.

    [18:23:11] [Nifredil] confesses: I once punched a gnome. No reason. I was just having a bad day.

  11. #11
    I am Murloc! Kaneiac's Avatar
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    Quote Originally Posted by Outofmana View Post
    They still haven't come up with a good reason as to making Mythic 20man instead of 25 other than having to screw them as well to be "fair" to everyone. With scaled heroic being 25man it still doesn't make any sense whatsoever.
    20 man always felt like the logical, "easiest" number. 10 times 2. 25 made no sense.

  12. #12
    Quote Originally Posted by Outofmana View Post
    They still haven't come up with a good reason as to making Mythic 20man instead of 25 other than having to screw them as well to be "fair" to everyone. With scaled heroic being 25man it still doesn't make any sense whatsoever.
    This is what you get from all the 10m 25m griping about each other. Blizzard said take this 20m it is and I love them for it. No more back and forth just good ole 20m.

  13. #13
    Quote Originally Posted by MossMonster View Post
    This is what you get from all the 10m 25m griping about each other. Blizzard said take this 20m it is and I love them for it. No more back and forth just good ole 20m.
    Well actually you can go back in time and find numerous comments when they first killed off 40 man raids and later changed the loot/lockouts for 10/25 man predicting that we would end up with 20 mans - it really was a self-fulfilling prophecy - and in a few years they'll be back justifying a transition to 15 man raid - you heard it here first - it obviously has to do with resources they are willing to spend on raids - now RF / Normal / Heroic Flex will be mild variations of the same crap and they will only have to tune one truly heroic version to meet one size group eliminating a lot of extra work for themselves and the constant debate about inability to tune 10 / 25 heroic to be "equally" difficult.

    It will also help them churn out more content faster (probably) to appear to be giving you more when they are actually giving you less.

    Could have seen this one miles away - surprised so many are shocked / surprised by it.

  14. #14
    Deleted
    Quote Originally Posted by Sensa View Post
    Well actually you can go back in time and find numerous comments when they first killed off 40 man raids and later changed the loot/lockouts for 10/25 man predicting that we would end up with 20 mans - it really was a self-fulfilling prophecy - and in a few years they'll be back justifying a transition to 15 man raid - you heard it here first - it obviously has to do with resources they are willing to spend on raids - now RF / Normal / Heroic Flex will be mild variations of the same crap and they will only have to tune one truly heroic version to meet one size group eliminating a lot of extra work for themselves and the constant debate about inability to tune 10 / 25 heroic to be "equally" difficult.

    It will also help them churn out more content faster (probably) to appear to be giving you more when they are actually giving you less.

    Could have seen this one miles away - surprised so many are shocked / surprised by it.
    I doubt there will be another downsize along the way, IF 20m works out, which I think it will!

    In terms of "to appear to be giving you more when they are actually giving you less" : It is the same number of difficulties, we already have 4x the same (LFR, Flex, 10m, 25m)
    Concerning different IDs it's in fact 1 more, because LFR, normal, heroic and mythic are different IDs in comparison to LFR, flex, nhc/hc today

    imho that is the best change to raiding that they could've made!

  15. #15
    Before they "killed off" 40-man raids, you would indeed have seen people predicting 20-man raids, because they were already the other size of raid.

  16. #16
    Ah, so they've finally officially abandoned the: 'bring the player not the class' thing and are admitting they're going to design encounters that require certain classes and probably specs in the group again. How interesting.

  17. #17
    Deleted
    I hope these class mechanics are going to stay in Mythic only. Not every guild is blessed with every class and some nights that class can't turn up.

  18. #18
    Also I'm impressed that Sensa has the magic key that lets you raid the same difficulty in 10 and 25 right now - as that's the only way they're going to be getting less content from this.

  19. #19
    "Please note that as a part of the connection process realm times may change to match each other."

    So yeah, server merge, not 'connecting'...

  20. #20
    I find it somewhat sad that such mechanics that will make a return to mythic was not being used because of 10 man. I hope such mechanics can still be used on the easier difficulties. Even Cata used some of class specific mechanics to gain an advantage.

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