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Carpie

join:2012-10-19
united state
kudos:4
reply to Carpie

Re: Today's MMO Champion RSS Feed

Patch 5.4 - World Changes
Two of the bigger changes to come to the world in Patch 5.4 are the corruption in the Vale of Eternal Blossoms and increased activity in Orgrimmar and Razor Hill.

The Vale of Eternal Blossoms has been drained dry of any water and corruption has spread throughout most of the Vale, damaging things. Unfortunately the Golden Pagoda did not survive, so you won't be able to do the Golden Lotus daily quests anymore! You can also see a new raid entrance under the center of what was once a lake.

Over in Orgrimmar, the Kor'kron Elite have taken over the job of guarding the city and have an increased presence throughout town. Meanwhile, in Razor Hill, you can find some Orgrimmar Refugees camped out, as well as Baine and Vol'jin standing in town with their troops.

Patch 5.3 Hotfixes - June 10

Originally Posted by Blizzard (Blue Tracker / Official Forums)

Classes
• Hunter (Forums / Skills / Talent Calculator)
General
Arcane Shot now deals 10% more damage. [Requires a realm restart]

Cobra Shot now deals 10% more damage. [Requires a realm restart]

Hunter Pets summoned by Stampede now only use auto-attacks against their target. [Requires a realm restart]

Steady Shot now deals 10% more damage. [Requires a realm restart]

Talents
Blink Strikes now has a 10-yard minimum range, and the teleportation effect cannot happen more than once every 20 seconds. [Requires a realm restart]

Quests
•Destroying the Altars: Master Summoner Zarod should once again drop Master Summoner's Staff, allowing players to complete the quest.

•The Might of Three: Buffs from the four celestials should now continue to work properly for players entering the Big Blossom Excavation area. [Requires a realm restart]

Creatures
•Bleeding Hollow Tormentor no longer summons a Bleeding Hollow Worg.

Raids, Dungeons, and Scenarios
•Throne of Thunder
Durumu the Forgotten
Elixir of Detect Lesser Invisibility will no longer allow players to see fog beasts while they are invisible.

Fixed an issue where Azure Fog may incorrectly trigger Flash Freeze at the end of the Light Spectrum phase.

Ji-Kun
Fixed an issue where players intercepting food globules were not properly gaining stacks of Slimed, preventing them from obtaining higher stacks of the Primal Nutrient damage buff.

Lei Shen
Lei Shen will now always drop a Titan Runestone or Secrets of the Empire for players that are on the legendary quest line. [Requires a realm restart]

Brawler's Guild
•Ro-Shambo should now properly display the UI for Rock, Paper, Scissors! if the character was casting a spell at the time.

Bug Fixes
•Rocketway rockets in Azshara should no longer be despawning too quickly after being summoned.

•Mac
Fixed an issue where changing the resolution settings could cause hot corners to not work correctly on Mac OS X 10.8.

Fixed an issue where binding a modifier key to a mouse button could cause the modifier key to become stuck.

Fixed an issue where certain circumstances could cause the cursor to become smaller than intended on the Retina MacBook Pro.

Blue Posts

Originally Posted by Blizzard Entertainment

Virtual Realms
can someone explain how this works, and which realms will be linked together etc? Will I be seeing people from WRA etc in Stormwind?
We're working on an article currently that will explain more about Virtual Realms in detail. We're hoping to have it out to you all soon and will do our best to answer as many questions as you have as possible.

Keep in mind, we've only released the PTR notes at this point and still have testing, refining, more testing, gathering constructive feedback, testing, and then... when we think it's actually ready, releasing this live. While we have an idea of when we think we are going to have the patch go live, it's no guarantee that everything will go as expected (*crosses her fingers*). This isn't something that's going to be out in a week or anything.

You mean listening to the complaints of the players and then promptly spitting in their faces?
I've never "spit" in anyone's face in my life, I assure you.

Ghostcrawler said it yesterday in a tweet, consider the PTR like a petri dish. We're going to put things on there from time to time to test out how they work. By doing this, we get to see the results without having to commit them and affect a larger population of players in a "permanent" way. Constructive feedback from testers is always a valuable commodity as is just having people go in to the PTR and playing like they normally would so that we can see the effect of the changes.

As I also said, Virtual Realms will not be releasing overnight. There's still time before we go live with them and we still have more to do to make sure they work in a way that makes sense and adds value to the community they serve. Again, I think once we get more details in front of people, and are able to answer more questions about it and what it will do, the more likely many of the concerns I've seen here will be addressed. And if they're not, we'll work to address them as much as possible.

Area 52 currently has queues as high as 1300 just to get on. Are these super high pop realms going to be merged with other super high pop realms? A52 is mostly horde, but if we merge with a mostly alliance server, we're looking at double the queue if we have another 1300 alliance also trying to get on. That's the major concern I have, is population and massive queues, especially with everything being 50% off and more people coming to our already flooded server.
I can't answer about specific realms or how they will be connected (or not) currently, but I can say that we're very aware of the need to balance between a having a healthy population and ending up with queues. We will want to make sure that people can get in and play when they want to and still have people and resources they can rely on to have a great play experience. (Blue Tracker / Official Forums)

Patch 5.4 Set Bonuses
I don't think these will go live in their current state in rated PvP.
You're correct, the numbers on set bonuses are actually just place holders for the moment. At this time try focusing your feedback for set bonuses around the actual mechanics rather than the tuning of the numbers. (Blue Tracker / Official Forums)

LFR and Flex Loot Restriction
Our very own “Crabby” recently tweeted (#1 #2) about loot options in Flexible Raids. Just in case some of you missed it, we’re considering the possibility of having certain pieces of loot drop only in Flexible, Normal and Heroic raids.

We know that Tier and Legendary items are both very appealing to all types of raiders, but removing either of those from LFR at this point in time would tamper with the consistency of this expansion, there are a lot of players that rely solely on LFR to get those items and they are expecting LFR to continue to have the same sort of philosophy and design until at least the end of the expansion. Drastic and unexpected changes that impact negatively on parts of the player base is something we should try to avoid as much as possible.

So, for now, instead of making tier pieces exclusive to F/N/H raids, we’re considering the possibility of giving exclusivity to F/N/H on certain valuable pieces that don’t belong to any Tier. We know this isn’t exactly what some of you have been asking for, and that is doesn’t solve the issue of players going into LFR for a chance to get a piece of Tier, but it does provide more value and exclusivity/prestige to raids other than LFR without undermining players that have been relying exclusively on LFR as their main endgame progression experience since the start of the expansion.

I’d also like to point out that LFR content has always been staggered, and FR follows that same pattern but at an accelerated pace; that will probably make it less likely for raiders to run LFR in search for Tier drops, unless of course, they still prefer the accessibility of LFR over Flexible raids. I know that being time efficient is what drives many players, and having tier bonuses at the cost of a lower ilvl might still look like a better option than having to organize a Flexible raid. In the end we like to give players more options, and despite what some might say, I don’t think they will be overwhelming with the addition of Flexible Raids.

May I ask what the reason is for the stagger in Flexi? Makes sense in LFR, but not so much for Flexi imo!

You didn't exactly say the reason for flexi, only LFR, but maybe its one and the same?
Same reason as LFR I would say. We want to make a distinction between Normal and Heroic from the rest, players shouldn’t feel very compelled to go into LFR or even FR if they’re into more serious raiding, it’s still ok if there’s some appeal to them just as long as it doesn’t feel absolutely mandatory, especially a few weeks after LFR has opened.

I don’t like to generalize that much and I think that sometimes I inadvertently fall into the trap of extreme generalization. What I mean is, not all raiders are the same. There’s players raiding normal at a very slow pace, others that clear content as fast as it opens, so I can’t really say FR or LFR will be appealing to normal or heroic raiders, I can only imagine that guilds with slower progress will probably go into FR and LFR to help with their progression much more often than a guild that clears all normal content in a week, so I suppose we can say that FR and LFR shouldn’t be very appealing to anyone at a moderate to fast progression rate, but it’s ok if others that are struggling a bit more or those that can’t commit to guild raiding schedules for more than 1 or 2 days a week feel more inclined to try FR and LFR. (Blue Tracker / Official Forums)

Hunter Hotfix Concerns

Originally Posted by Blizzard Entertainment

The changes we have coming for Blink Strikes are intended to assist with the regular complaint we hear about peeling Hunter pets. The change will mean that Hunter pets will only be able to Blink Strike once every 20 seconds and there will be a 10 yard minimum range to avoid the pet using it off cooldown when it's already close to the target. We hope that this will help with Hunter pets utilizing large amounts of glue to stick to their targets.

Our plans for Stampede are actually quite simple to explain; we are removing the ability for the pets summoned through Stampede to use any abilities. The end result of this change should be that the pets a Hunter summons from Stampede will only be able to auto-attack. As you are all aware, these changes will result in a quite the reduction of net damage for Hunters, because of this we have also done a minor 15% buff to the damage of Arcane Shot.

So we asked for hunter nerfs since their damage is ridiculously overpowered and instead they're pretty much getting buffed? Not sure if I'm catching your drift.
The damage gained from the buffs you can receive from using Stampede is no longer possible, which lowers Hunter damage. The pets summoned by Stampede can no longer bite/claw/nibble/tickle, they can only use auto-attacks, lowering damage during Stampede. Blink Strikes now has a 20 second cooldown making the pet easier to peel instead of them blinking all over the Arena to their target. These are all nerfs which are heavily targeted at pets which mainly effects Beast Mastery Hunters.

In regards to the "triple trinket" that BM hunters have; we have no plans to remove Bestial Wrath from Readiness at this time. Please continue to present your feedback on these changes though as we're always interested to hear your opinions on them. (Blue Tracker / Official Forums)

We’re aware that the latest round of hotfixes caused some confusion for many Hunters, and want to offer some insight into the logic and reasoning that led to these particular changes.

Patch 5.3 resulted in Hunters feeling a bit stronger in PvP than in 5.2, where we feel they were in a much better place overall. Stampede in particular has been proving troublesome. We originally designed it with an “empty your stables” theme primarily for flavor–we wanted you to be able to see all of your favorite pets. In practice, it turned into more of a “deck building” mini-game, where Hunters were managing their entire stable to bring as much crowd control, raid buffs, etc. as possible. That’s opposite of our intentions with the Mists stable redesign; we want you to be able to pull out whichever pet you feel is ideal for your current situation. If you’re instead filling your stable based on whatever’s ideal for Stampede, you lose that entirely.

Furthermore, this min-maxing led to Stampede being a bit stronger of a DPS cooldown than we’d really like, especially for Beast Masters (who are already quite bursty in PvP). The hotfix lets us tone Stampede back just a little, and once again allows Hunters to keep whichever pets they like in the stable.

With Blink Strikes, our goals with the original 5.3 changes were to reduce Hunter burst for PvP as well as give them a passive talent option. Generally speaking, we prefer active talents to be slightly superior to passive talents in the same tier. No one will choose an active talent if it requires more work for the same reward. So, we wanted Blink Strikes to be DPS-neutral. Instead, it ended up being a PvP buff, hence the hotfix.

Regarding the changes to Arcane Shot, Cobra Shot, and Steady Shot, we had originally only buffed Arcane shot, but there was some risk that it would change Hunter rotations, which wasn’t our intent. We simply wanted to compensate for the Stampede and Blink Strikes changes. Ultimately, our goal with all of these changes is simply to tone back some of the outlying behaviors that were causing Hunters to feel a little too strong in PvP in 5.3, without much impact elsewhere. (Blue Tracker / Official Forums)


--
Absölution -- 6/6 MSV, 4/6 HoF, 4/4 ToES, 1/12 ToT
Pride and Ego -- 6/6 MSV 1/6H, 6/6 HoF, 4/4 ToES, 1/12 ToT


Carpie

join:2012-10-19
united state
kudos:4
reply to Carpie

Siege of Orgrimmar Encounters, Patch 5.4 Item Levels, 5.4 Class Changes, Blue Posts

Follow WoWDB on Twitter to see things like Corrupted Garrosh's new weapon!

Edriel's Mystic Suggestions: Part 2, Demonic Essences' Drop Rate, Dealing With Constructive Criticism, Archon's E3 Recap

Patch 5.4 - Siege of Orgrimmar Encounters
Many of the bosses have unfinished or placeholder models. You can see a little bit more about why Garrosh looks like this during part of the fight in the encounter journal entries.

Popout

Patch 5.4 Item Levels
Ghostcrawler gave us an idea of the item levels we will see on Patch 5.4 loot.

Updated Garrosh Model
Ghostcrawler also replied to a question about new character models. You can reply to his tweet to let him know what you think!

Patch 5.4 Class Changes

Originally Posted by Blizzard Entertainment

Kil'Jaeden's Cunning Feedback
The simple fact is that the constant, passive ability to perform a complete DPS rotation while moving was never intended to be a core feature of the Warlock class. Those who remember the early days of Patch 5.0 will recall that, initially, Kil’Jaeden’s Cunning actually increased cast time whenever it was triggered. In those days, that extra cast time made the talent so unattractive that very few players actually took it. We decided to try it as only a snare instead, but that has had the opposite effect: in Patch 5.3, virtually all Affliction Warlocks are using Kil'Jaeden’s Cunning. Remember, we want talents to be meaningful choices. If one talent is far and away superior to its neighbors, there’s a problem. There were also some very strange side effects (such as the ability to cast something like Fear while ducking in and out of line of sight).

Now, as I mentioned, the ability to always cast on the move wasn’t intended as a core Warlock feature (otherwise, it wouldn’t have been a talent). However, that doesn’t mean we want Warlock DPS to plummet every time there’s a fire on the ground. One thing that may have gone under the radar is the fact that the new version of KJC is not on the global cooldown, and can be cast while another cast is already in process. So, for example, you won’t have to interrupt a Chaos Bolt to activate KJC should you need to react to something in a hurry.

Furthermore, it’s a change that we’re certainly going to balance around. Remember, we’re very early in what is likely to be a lengthy PTR cycle. There’s plenty of time to tweak and tinker with it. In fact, a recent change made internally allows Haunt to be cast while moving by default. The goal is most certainly not that Warlocks lose out on a ton of DPS or lose viability in raid encounters. We do encourage you to hop on the PTR, experiment with it, and tell us what think once you’ve gotten some hands-on time!

I dont know if this is an issue with implementation on the PTR or bad information, I tried the new KJC on the ptr and it was on the GCD and it did interrupt a current spell cast.
If it's acting that way on the PTR currently, it's just an outdated implementation of the spell. Again, we're very early in the PTR cycle. (Blue Tracker / Official Forums)

Patch 5.4 PTR Class Changes
"Moonkin Form no longer reduces all damage taken by 15%"
This is huge nerf for PvP... You need to compensate or something. Else I'm doomed to play arenas on alts again
We removed these because they were causing a lot of problems in PvE situations. Don't fret though as we intend to balance around this change as we can adjust the damage in PvP to compensate for this in many different ways, such as resilience.

To those wondering why Aspect of the Iron Hawk was only reduced in damage reduction rather than removed, this is because it's a talent and it still needs to have a purpose. We are happy that this change will mean that the other talents in that tier will be more attractive now.

In general I think that gamebreaking effects, such as the Warrior one, do not fit into PvP. Even if the chance of proccing is only


--
Absölution -- 6/6 MSV, 4/6 HoF, 4/4 ToES, 1/12 ToT
Pride and Ego -- 6/6 MSV 1/6H, 6/6 HoF, 4/4 ToES, 1/12 ToT


Bodybagger
Premium
join:2010-03-30
Saint Matthews, SC

Looks like they want to keep the KJC change and just work around it some. Time for AV again for PvP. Locks have always been kinda screwed on the last talents. I wish they would bring back the older trees... but not gonna happen.



cat666

join:2013-04-26

said by Bodybagger:

Looks like they want to keep the KJC change and just work around it some. Time for AV again for PvP. Locks have always been kinda screwed on the last talents. I wish they would bring back the older trees... but not gonna happen.

The things is KJC is one of the few things Blizzard have given to warlocks which makes them something other than a mage. I know the tier 6 talents are lacking otherwise but people obviously love using it so it just feels like a massive slap in the face to locks everywhere by making it work just like the mage/shammy version.

Make it baseline, make it reduce your speed by a little more than it does currently and nerf the damage of the filler spells by a couple of % if need be, but don't take away something that can define the warlock class. I'm fed up of being an "evil mage".


Carpie

join:2012-10-19
united state
kudos:4
reply to Carpie

From Sunday:

Death Knight and Druid Season 14 Armor Sets, June 14 Hotfixes, Blue Posts and Tweets
Follow WoWDB on Twitter to see a preview of the Siege of Orgrimmar raid!

The Blossoming Ancient Pet Giveaway ends today!

Scheduled Realm Maintenance, Console Version Was Almost a Twin-Stick Shooter, Official Support for Self-Found, Archon's 50 Million Budget Barb

Blue Posts - Spell Targeting, Adrenaline Rush Removed, Currency Systems

Patch 5.4 - Season 14 Death Knight and Druid Armor Sets
Keep in mind that this is just a preview and the final sets may be different!

Popout

Popout

Patch 5.3 Hotfixes - June 14
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Creatures
Kor'kron Commanders are now immune to charms.

Raids, Dungeons, and Scenarios
Throne of Thunder
Lei Shen
Bouncing Bolts that do not impact with a player will no longer cause Unharnessed Power to spawn on Raid Finder difficulty.

Pet Battles
PvP Pet Battles are now required to last at least a minute before the match is eligible for experience to be awarded

Items
Meta and blue gem sockets have been added to helmets awarded from Heroic Scenarios. Bonuses on the helmets have been reduced slightly to offset the addition of those sockets.

Brawler's Guild
Razorgrin should no longer slowly regenerate health.

Blue Posts
Originally Posted by Blizzard Entertainment
Flex Raid Rewards
Nothing is being removed from Raid Finder. In fact, the rewards Ghostcrawler mentioned in his tweets are something brand new that haven’t previously been available in any raid content.

We want there to be some incentives to “make the jump” from Raid Finder into something more organized. However, we’d like to do that in a way that doesn’t take anything away from Raid Finder. So instead of removing set bonuses, trinkets, legendary progress, or anything else along those lines, we decided to come up with something new.

Just to be totally clear: Raid Finder in Patch 5.4 will be itemized with all the same sorts of stuff you’ve come to expect over the last couple of tiers. There will, however, be a brand spanking new type of reward that is only available to players who choose to step up into Flex, Normal, or Heroic raiding. Hope that clears the air a bit! (Blue Tracker / Official Forums)

Sharing Development Progress
There's honestly a lot of reasons why we tend to keep things in extremely early development under wraps. A big one is that players tend to take "we're experimenting with something" as "it will be in the game in a couple months," no matter how many disclaimers or caveats we attach to it.

There's also plenty of situations where we just don't have enough nailed down yet to give players a clear idea of where things are heading. When we can't be clear, players tend to build up expectations about what they think the feature will be... and when it turns out to be something different, they're disappointed (even if the real feature is actually pretty cool). In most cases, we'd rather wait until we have something solid to share and avoid all of that confusion and heartache.

All that being said, we have a much more open development process today than we did when the game first launched. The PTR process starts earlier in the dev cycle, and is far more accessible. We have much more efficient means of gathering player feedback from the forums, fansites, social media, etc. Heck, we even have designers like Greg Street and Brian Holinka actively discussing changes with players on Twitter. We try to be as open as we can about what we can. (Blue Tracker / Official Forums)

Patch 5.4 Shadowform Change
This change (along with the other passive damage reduction changes) is something we're going to balance around. We're just extremely early in the PTR cycle at the moment, so that balancing hasn't taken place yet.

To give some insight as to where we're headed, we wanted to chill out on some of the passive damage reduction in favor of moving to more active sources of mitigation. It just doesn't feel very good to have certain players in your raid (for example) who always take more damage from the big hits than others, even though neither player is doing anything special. We'd rather the players themselves be more in control.

For those concerned about the impact this will have in PvP, there are plenty of other ways we can balance things out that do not carry over into the other parts of the game. Resilience is an obvious example, but there's plenty of knobs that can be tweaked to make that feel right.

You took the reduction from shadow priest and moonkins but not hunters? any reason hunters get love?
We did lower the passive reduction from Aspect of the Iron Hawk a bit, but since it's a talent, it wouldn't make much sense to remove it entirely. We're okay with the passive effect in this case since it's a choice (and we're hoping that this change will help make the other talents in the tier more attractive). (Blue Tracker / Official Forums)

Patch 5.4 PvP Scaling
Just sharing a tweet from Brian H. that you might find particularly interesting:

Q: “The new pvp gear is 522, but whats the point if it will get scaled down to 496?”
Holinka: “The ceiling will slowly go up next season (e.g. 1 point per week) but PvP gear will be exempt from the ceiling.”

What do you guys think of this change? (Blue Tracker / Official Forums)

Pet Battle Experience Bug
We’d like to thank everyone who submitted information to us about this issue. We can confirm that there is a bug currently that prevents Pet Battlers from properly earning experience on characters under level 90 through PvE encounters. While the issue currently persists in game, it has been addressed and should be fixed once realms are restarted.

We appreciate your patience during this time and if there are any other updates we can provide, we'll post them here in this thread.

Not sure if you know or not, but is there a time-frame on when this restart might happen or is that just going to be next Tuesday as usual?
I'd bank on Tuesday, but there's always that slight chance something could crop up and require restarts sooner. If that's the case, Breaking News should be updated to alert players. (Blue Tracker / Official Forums)

PvP Pet Battle Delays
This is actually something we're planning to address in Patch 5.4. Simply put, round timers in PvP Pet Battles will get progressively shorter for a player who takes more than 15 seconds to issue a command during their turn. This change is planned to take effect in a future PTR build, so please be sure to test it out and share your feedback with us! (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
Death Knight (Forums / Skills / Talent Calculator)
DPS dks have pretty crap utility compared to DPS warriors
Gorefiend's Grasp and battle rez are pretty potent utility. AMZ blocks a lot of damage if your timing is good. (Source)

Druid (Forums / Skills / Talent Calculator)
Can Boomkins get a buff on hurricane/astral storm pretty please. So weak I might as well heal adds.
It is pretty weak, but we worry part of that is because multi-dotting is just so strong. It's on our list to look at. (Source)

Hunter (Forums / Skills / Talent Calculator)
Is Focus a compelling resource? All it comes down to is Arcane vs. Cobra (compare to more Energy letting you do more stuff).
Feel like when we gave hunters enough focus to do their normal rotation that we made focus just an Arcane delivery tool. (Source)
"We do plan to add quivers and other art assets for hunters so they can have some cool art"... 5.4 or another bait n switch?
If you insist on calling everything a bait and switch, we will be unable to discuss anything until patch notes. Your call. (Source)
I don't even understand how that's a "bait and switch".
I guess broken promise is more accurate but still not actually accurate. (Source)

Hi GC, registered to ask re button bloat vs. removing ablities is sin. What do you think of turning most abilites into glyphs?
If those glyphs feel mandatory then it doesn't help with the button bloat. Consider hunters... (Source)
What would be an optional ability? Serpent Sting? Arcane Shot? Snake Trap? I'd probably glyph the first 2 and not the last. (Source)

Stampede was one of the reasons why I quit Hunter in 5.0. I absolutely hated the direction the class was going.
Can you elaborate? In a burst sense? Because it was one of those (like Titan's Grip) that players campaigned to get... (Source)

Wasn't Blink Strikes changed to reduce some of the button clutter? Does the dev team want to bring that back?
We are pretty happy with the new Blink Strikes. Just want to make sure the other talents are still taken seriously by hunters. (Source)

Mage (Forums / Skills / Talent Calculator)
Do the devs acknowledge the real issues with the Mage class atm? Heavy RNG/Crit scaling on Fire and poor scaling on Frost.
We're happy with the way crit works for Fire. We understand not every player is tolerant of RNG, but Fire's DPS is competitive. (Source)
Frost is as popular as any time I can recall lately esp. in 10s. Any scaling problems it has don't seem to be holding it back. (Source)
Recall, our guidelines for scaling concerns. We only care if gear scaling causes a 5-10% dps loss within a single tier. (Source)

Priest (Forums / Skills / Talent Calculator)
Would the team consider changing Hymn of Hope so that it returns mana to only healers?
Potentially. We'll discuss. (Source)

Rogue (Forums / Skills / Talent Calculator)
Can I demand you revert the change where recuperate sucks? I speak for everyone*! *Also I am a sollipsist today.
We've actually heard the Recuperate feedback a lot lately. We'll look into it. (Source)

Shaman (Forums / Skills / Talent Calculator)
When will Enhancement Shamans get a finishing move, like all the other melee dps have.
I tweeted about homogenization a bit ago. This is a great example where we could give in and give executes to all. Should we? (Source)
Why can't Shamans do extra damage for the first 20% or so? That's a different sort of Execute, but a neat niche?
It is a neat niche... and one already occupied by Marksman.... (Source)

Lava surge procs off crits not ticks. What elemental shaman takes crit? Comon dude. We're in need of QoL changes not nerfs...
This is a cart / horse problem. You don't stack crit b/c it's not a good stat for you. Why not make it a good stat? (Source)

Warlock (Forums / Skills / Talent Calculator)
Can you explain why Warlocks with Glyph of Demon Hunting are receiving the tank-exclusive debuff while carrying flags in RBGs?
We were worried it made them too survivable. Why are you using that glyph in PvP if not for the defensive benefits? (Source)

lock: "Damage mitigation may be the thing to be nerfed, but we will know more when Patch 5.4..." it's a joke right?
No. Guilds tell us they like to bring lots of locks because they require less healing but still bring lots of damage. (Source)

If they aren't a tank spec, why do they receive the tank debuff in RBGs?
Any flag carrier gets a debuff. The one on tanks is stronger to help compensate for their survivability. (Source)
So warlocks can be tagged as tank on pvp? What about a change in DA's PVP. so they get what realy they are? NOT a tank!
I'm trying to understand. Is the concern that DA warlocks make unbeatable flag carriers? (Source)
I thought DA warlocks got the 50% dmg debuff as well.
They do. (Source)

Warrior (Forums / Skills / Talent Calculator)
Are you guys happy with the current situation of arms warriors on pve? It's quite sad that everyone has better dps and utility
Skull Banner and Rallying Cry are pretty nice utility.... (Source)
Nice utillity every spec of warrior has. If your group needs banner or rally, you could just as easily bring fury
If raids feel like they have to bring an Arms and Fury warrior for utility they're going to run out of raid spots quick. (Source)

players dont play it because its not good compared to Fury. Arms got community. in DS most played Arms
Yeah, but every time Arms wins, even a little, all the Fury warriors come out to the forums. It's sort of a no-win situation. (Source)

I think you should read this thread and give people some advice
I don't think the 1.5 GCD is a big PvP balance problem and I'm convinced warriors would complain about empty GCDs. (Source)
I've never understood the fascination with a quicker GCD. If anything, you hand out shorter GCDs too often.
But many warriors hate having empty GCDs and with HS off the GCD, that gets even worse. (Source)
I think their wrists in 10 years will appreciate the empty GCDs! The price we may for responsive game play...
Back in I think it was Cata, warriors used the term RSI in trying to get their rotations improved. (Source)

But isnt that the way Rage has worked since...forever? Take damage=rage to spend on defense and/or offense?
Defensive Stance doesn't do that any longer for similar reasons. Tanking should be about mitigating / avoiding damage. (Source)

Why would any group bring an arms warrior that is struggling with a boss?
Because for nearly every guild, your group comp isn't what's holding you back. It's not meeting the encounter mechanics. (Source)

The problem is that neither fury nor arms are strong. Prot is in a weird spot because pally/monk. What do we do?
Fury is plenty strong in PvE. Arms is probably a little behind, but not so far that you can't play it. (Source)

WoWProgress Launches SimCraft DPS Rankings
Our friends over at WoWProgress have added yet another ranking, SimCraft DPS. This is somewhat better than an item level ranking, as it takes into account how you gem and enchant your gear. You can see the full details here.


--
Absölution -- 6/6 MSV, 4/6 HoF, 4/4 ToES, 1/12 ToT
Pride and Ego -- 6/6 MSV 1/6H, 6/6 HoF, 4/4 ToES, 1/12 ToT


Carpie

join:2012-10-19
united state
kudos:4
reply to Carpie

Siege of Orgrimmar Raid Preview, Toxic Behavior, Blue Posts, OpenRaid/Icy Veins Event
Interview With Josh Mosquiera, D3 PlayStation Q&A at E3, Density and MP Settings on Console, Differences on Console and Itemization Info

Blue Posts - Mulligans, Lord Jaraxxus, Mirror Matchups, Silence

Siege of Orgrimmar Raid Preview
We have already looked at the boss models and the dungeon journal, so now let's take a look at the raid environments! Keep in mind many things are unfinished and lack the final detail and polish you can expect when the patch goes live!

Please note that the raid starts in the Vale of Eternal Blossoms and then moves to Orgrimmar, not the other way around.

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Siege of Orgrimmar Raid Testing
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Raid testing is not quite beginning yet, but we're getting closer. We need another PTR patch or two to iron out some stability issues and get more of our internal updates to the raid zone onto the PTR, but once that happens, we'll begin with our usual schedule of focused boss testing, one boss at a time, one difficulty at a time.

In general, when we have a day of testing, we'll try to conduct two testing sessions: one at around 10:30 PDT/13:30 EDT/19:30 CEST that is designed to be more convenient for EU testers, and one at 16:00 PDT/19:00 EDT/01:00 CEST that works better for NA testers, though all regions' servers will be open for testing during both windows. We'll make every effort to announce testing at least one day in advance, and to only schedule testing when we're relatively confident the realms will be available and accessible, but as always, this is a testing environment that is subject to bugs, schedule changes, and unforeseen service disruption. There will inevitably be some inconveniences, and I apologize in advance for them.

We'll begin by testing 10-player Normal and then Heroic mode, before moving on to targeted 25-player tests. We begin with 10-player because we tend to see a wider range of skill levels and group types participating in those tests (whereas it tends to mostly just be the very best Heroic guilds that can muster a 25-player PTR raid), which help us to better establish a broad tuning baseline for the encounters, but we'll be testing everything (except Heroic Garrosh!) in both raid sizes in due course. Once an entire "wing" of the raid has been tested in Normal, we'll unlock that section for LFR and/or Flexible mode queuing with a more open-ended testing window, measured in days rather than hours.

See you in (and beneath) Orgrimmar!

Toxic Behavior in Random Groups
Originally Posted by Blizzard (Blue Tracker / Official Forums)
So I was in a LFR (yeah shoot me please) waiting for a tank on Dark Animus. A dps gets all upset because the queue is taking awhile and decides to shoot the 1 hp boss starter, leave group and make everyone wipe.

But lo and behold, there is no way to report a person for that anymore. It's not one of the choices for writing a ticket. The only way to report a person is by right-clicking their name, but he left the group so there is no way to right click his name. PLUS, if you could right click his name there is nothing for reporting something like this anyway. Even though this behaviour is kind of common (now I know why it's common).

Isn't this griefing? Isn't this part of the EULA? The only assumption I can make is Blizz is ok with this, they've certainly guaranteed no one will suffer for it.
The reality is that it's exceedingly difficult -- and not very sustainable -- to try and micro-manage player behavior to the level you want. Our Customer Support reps do not exist to police morals or, as you suggest, deny people access to content for long periods of time because they can be mean and cause others inconvenience.

Is what that player did cool? Absolutely not. It's a crappy thing to do to a group and it's happened to me.

So what we've done is developed a hidden system that tracks player behavior in matchmade groups on a number of different levels. We don't go into a lot of details about the system for a few reasons: A) we've been constantly evolving how intelligent the system is, B) the system is dynamic so that it can apply penalties based on varying factors -- it's analyzing trends as they change over time and accounting for them in some fashion -- and C) we don't want players to know exactly how the system starts penalizing people for less-than-average behavior and then try to game it.

Suffice it to say, the things you do in a matchmade group matter. If you're above the average in kicking players out of groups, being kicked from groups, or ducking out early (as described in the OP), deserter debuffs, kicking thresholds, and the like become increasingly less forgiving.

As for handing out suspensions or blocking people from matchmaking content for any lengths of time, that's a very different discussion. But the policies and procedures we have in place are considered with extreme care. We want to create the best and most fair environment possible in World of Warcraft, so friends and strangers alike can have a good time. And, as mentioned above, we try to put checks and balances into our game systems to ensure bad behavior isn't rewarded, and becomes very inconvenient for the instigator.

This is a social game and millions of people are playing. It just isn't feasible to expect us to have the personnel to judge every instance of player disruption and dole out whatever punishment the reporting player feels is warranted.

Note: Nowhere in my post did I say being a jerk is okay! I'm not sure how you were misled into believing that's Blizzard's stance based on the situation you laid out.

Just to check my understanding: the thread was not about griefing or players being given the all-clear to grief others, but was always about how it's not as simple to report a player as in the past. Is that right?
You bring up another point worth clarifying, regarding reporting options. If a player is reported for being mean by pulling a boss and then dropping group, verifying that behavior isn't a simple task. When I was speaking about feasibility, this is a good example. We don't have the time to take countless reports of this kind of behavior and pull game logs to verify that a player was, without a doubt, griefing. Looking at lines of code to verify that a jerk move took place is overly complicated and can't be applied effectively to every player going through the matchmaking system at any hour of the day.

The other option is for a GM, upon receiving a report of jerkishness, to watch the reported player for a given amount of time and see if he repeats the behavior for which he was reported. It's not a good means of actually catching people and still demands a lot of time.

But to reiterate, our goal is to curb bad behavior on the development side as much as possible through the way our systems are designed, by making acts of griefing as discussed here harder to pull off, or at least result in an inconvenience to the player that increases in severity for repeat offenses.

How long has this been running in one form or another?
The system has been around ever since matchmaking for dungeons was introduced in Wrath of the Lich King, though as I said, it's evolved quite a bit over time.

Why have I not heard about this until now?
I guess it hasn't really been out in front of everyone's faces, so I can see how you wouldn't have heard of it. That said, we've discussed it in the past many times. I know I've posted about several times since Dungeon Finder was released. I believe there have even been patch notes or hotfixes about it at times, as there was at least one occasion where some of the thresholds were off and overly penalizing, to the point that a number of players were posting concerns about it on the forums.

It sounds like the system is designed to prevent abuse towards other players, but by being that way it actually caters to the people who do abuse the system and punishes those who do not.
Getting kicked a lot isn't a good thing. But it is a factor that's monitored. I probably wasn't clear enough on that in my first post.

The thing is though, the developers can totally influence player behavior by the way they design the game.

Back when I played my first MMORPG, the rules were so strict that people couldn't afford to be jerks. They needed to form groups. Player reputation meant everything, because it was even possible to go backwards in progress and de-level.

It's the little things in WoW that ruin it, too. Things like mob-tagging. It's great that some mobs can be shared by players outside of the same party now, but it should be for all quest mobs(for your faction, at least).

Or even the gameplay itself. The team work is entirely based around performing your role well. Content is generally completed and you're rewarded or it's not completed. There's no "score" to reward us with--outside of Challenge modes. Therefore, there's nothing to encourage PUG players to really work together. This results in the culture we have where DPS players are only concerned about DPS charts, and what not.
You make a lot of good points. I'd just add that I've had countless discussions with some of our lead developers about this type of thing. They're aware of the social implications of things like matchmaking, the relative ease with which 25 strangers can complete raid content via LFR, etc., and they're absolutely committed to designing the game in such a way that it doesn't pay to be a jerk, and ideally rewards people for not only not being a jerk, but for being friendly and social. We may not always succeed. We may still have work to do. But the awareness, adeptness, and commitment are all there.

Blue Posts
Originally Posted by Blizzard Entertainment
Soloing Old Raids
We've specifically avoided ever setting the expectation that old group content will be adjusted such that it can be soloed, not only by a certain level, but by every class/spec in the game. The fact that old raids can be soloed is a side effect of the game's increasing level/power cap over time. If you can pull it off, awesome!

Dungeon and raid encounters are not designed to be solod. You can farm it with a group like everyone else.

Why should one class be punished for this when most of the others can solo it? It is old content and it should not have to be done with a group some people are on low pop servers as well and do not have the luxury of this.
I don't think the low-pop argument is a good one. We're talking about the difference between soloing something, and bringing one or more friends to help. (Blue Tracker / Official Forums)

Warlock (Forums / Skills / Talent Calculator)
Patch 5.4 Warlock Changes
Got a few updates for you guys. Standard disclaimer applies that this is all still in early testing and subject to change.

Fel Flame has gotten a slight rework. It now has a 1.5 second cast time, but can always be cast while moving. Also, it no longer extends the duration of damage over time effects (and, as such, no longer causes them to lose their "snapshotted" stats) and has gotten a small damage buff. The intent here is that you should be able to use this to keep up some damage when you need to move, but you'll want to stick to your standard rotation otherwise.

Looking specifically at Affliction, we're lowering the bonus damage that Malefic Grasp provides and moving that damage over into Haunt and the DoT effects themselves to compensate. We still want Malefic Grasp to be your primary filler for single target DPS, but this will make it a bit less punishing when you can't afford to channel it (especially in PvP). Haunt will once again be interrupted by movement, in favor of the Fel Flame change.

There's been a couple adjustments to the level 90 talents as well. Both Kil'jaeden's Cunning and Mannoroth's Fury have had their cooldowns and durations lowered to 60 and 10 seconds, respectively. Mannoroth's Fury now only applies to the core AoE damage spells (Seed of Corruption, Hellfire, Immolation Aura, and Rain of Fire), but increases their damage by 100% while active in addition to the range increase. Note that Rain of Fire is being changed to no longer generate enough Burning Embers to be worth using in a single target rotation (so, Destruction shouldn't feel forced into Mannoroth's Fury).

These should hopefully be hitting the PTR in the next build. Once again, please remember that we're very early in the 5.4 development process. Any or all of this may still change before the patch goes live. (Blue Tracker / Official Forums)

OpenRaid Event - Icy Veins
Our friends over at OpenRaid are running an event for both US and EU Horde players on Saturday that will give you a chance to raid with some of the Icy Veins staff, as well as ask questions. Even if you don't or can't attend, questions are taken in voice chat after the raid.

Be sure to sign up soon, as slots are finalized 48 hours before the raid!


--
Absölution -- 6/6 MSV, 4/6 HoF, 4/4 ToES, 1/12 ToT
Pride and Ego -- 6/6 MSV 1/6H, 6/6 HoF, 4/4 ToES, 1/12 ToT


cat666

join:2013-04-26

said by Carpie:

Fel Flame has gotten a slight rework. It now has a 1.5 second cast time, but can always be cast while moving. Also, it no longer extends the duration of damage over time effects (and, as such, no longer causes them to lose their "snapshotted" stats) and has gotten a small damage buff. The intent here is that you should be able to use this to keep up some damage when you need to move, but you'll want to stick to your standard rotation otherwise.

I really do give up!

Fel Flame is probably my most used spell. It is awesome for clearing low level mobs super fast, currently I'm one shotting pirates for Steamwheedle rep.

No warlocks use Fel Flame in raids since KJC has allowed casting whilst moving and you can currently cast Fel Flame whilst on the move as it's insta cast. Why does it need a cast time and a damage increase? By the time you've moved out of the fire, you'll get 2 Fel Flames in insta cast, but only 1 with cast time. Makes no sense at all, other than to irritate the low level mob farmers!


Immer
Gentleman
Premium
join:2010-01-07
Evans, GA
kudos:8
reply to Carpie

That LFR Lei Shen nerf will seriously improve success rates. I wish people would listen to /rsay, but they don't.
--
Intelligence is no substitute for Character.



Carpie

join:2012-10-19
united state
kudos:4
reply to Carpie

Hunter and Monk Season 14 Armor, Arena Pass 2013, Warlock Changes, Blue Tweets, Video
D3 - Console or PC Game, Town Portals on the PS3, Targeting With a Controller, Details on Xbox 360 Co-Op

Hearthpwn Updates - Heroes, Hero Powers, Forge Updates

Patch 5.4 - Season 14 Hunter and Monk Armor Sets
Keep in mind that this is just a preview and the final sets may be different!

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Arena Pass 2013 - Registration Now Open
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Registration for the 2013 World of Warcraft Arena Pass is now open!

Now is the time to get your teammates together and get registered for the biggest online Arena competition World of Warcraft has to offer.

Participants will be battling up the ladder to test their mettle against the best arena players World of Warcraft has to offer. Players that register for the Arena Pass will also be eligible to earn "Murkimus", the Armored Murloc in-game pet simply by playing! Also, the top 1000 teams will be given an exclusive title for their live characters as well.

If you have any questions or would like more details, please read the FAQ, and remember to check back here for more updates.

Patch 5.4 Warlock Changes Update
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We're going to try keeping Fel Flame as an instant, slightly buffed, with no DoT refeshing. Intent wasn't to nerf Fel Flame on top of nerfing Kil'Jaeden's Cunning. As long as locks don't become backpedaling Fel Flame spamming machines, we think this change should work.

Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
From strictly a design perspective, why does every class need a viable dps spec?
It doesn't. You could design the game without. Overall we reacted to feedback from the community that they want viable DPS specs. (Source)
But you could say e.g. priests are just healers or you could have buffer or support classes with low DPS. Just a different design. (Source)
Interesting, thanks! Followup: could you see WoW as ever having a class with a role other than tank/heal/dps in the future?
Yes, but it would be a big change. Another challenge for the blogs and forums out there to discuss. (Source)

I think GC has hinted previously that he thinks hunter specs should be more different
Yup. Hunter and rogue specs play too similarly in our opinions. (Don't expect massive overhauls.) (Source)

what would make a raid leader chose a rogue over all those classes? not mentioning they are the only melee single role
I don't know that you *need* a rogue or any class. We don't see rogues being sat though. Plenty of every class raiding. (Source)

WW monks need healing to be less of a dps loss?!? How about spriests? (just read icy veins interview)
Our thought was that Shadow has a lot of other utility for a group. Healing is one of Windwalker's main contributions. (Source)
Healing WAS shadow's main contribution. Nerfed to the ground for the sake of PvP.
It's not fair for them to have healing, mana, dispels and things like life grip on top of great damage and survivability. (Source)

I think Homogenization is good for core things like interrupts, but is bad for more iconic abilities.
That's actually what we aim for. We don't always nail it 100%. (Source)

(I will mail you one of my summer reading recommendations if you address that one and clarify the Icy Veins response.)Neina was right. It was energy capping during AR. Low GCD helps burn energy, but not a solution we will use often. (Source)
We are a bit defensive about GCD. Players always want less, because fast, responsive combat is fun. (Source)
And while WoW combat is responsive (hint one of the secrets of our success) we are a server game and can't do Street Fighter. (Source)

How do you balance CC that breaks on DMG when moves such as Howling Blast AE's everything and is apart of main rotation
Don't use HB if you absolutely can't afford to break the CC? (Source)

Reputation / Questing
Questing is designed for dps specs?
That was more true in Vanilla or BC. You can quest with just about any spec these days. (Source)
Even if you can't kill things as fast as DPS, you don't spend 100% of your time in combat and Ts and Hs have other perks. (Source)

I guess the officers in your guild don't mind if someone doesn't gem, enchant and reforge their gear as well?
That is expected because it is much less work and meaningfully impacts performance. Getting a belt slower does not. (Source)

Problem with caps: They make it feel like you need to meet them. If I get 500 VP one week, that's 500 VP gone forever.
Totally. And they aren't there as a target. They are there to discourage dude with too much time from grinding 10k a week. (Source)
Because the next thing we'd hear is: How am *I* supposed to grind 10K a week?! (Source)
do you find lesser->elder charm system worked well? And have you thought making Valor similar? (i.e limit SPENT, not GAIN)
Yes and yes. (Source)

Really enjoying the 5.3 Barrens questing. Weekly VP quest, random escorts, commanders, epic item drops are all fun!
Cool! If feedback is good, we'll certainly do more of it. Not all outdoor adventuring needs to be blue bangs. (Source)

Many players hate dailies - are you absolutely sure, game needs them?
No, but the game does need something to get players out of queuing for instances from Org /SW. (Source)

I'm tired of doing dailies?We are all tired of doing this.we play game to have fun,not tired.
So don't do them? What is the specific reward that you feel requires you to run so many dailies? (Source)
Honestly dailies are the quickest way to get lesser charms, I know there are other ways, but rng on those, dailies are boring
I'm not sure that's true. Last week I got my charms by making a group and farming Barrens bosses. (Source)
GC seems to be missing the point, what is the difference between farming barrens and dailies? Same thing.
If you never want to leave instances, just understand you're going to have a lot less content than other players. (Source)

There was nothing wrong with the rep tabard system. You changed it to dailies and dont like the fallout. GG
I've explained before why we didn't like the tabard rep system, but once again: (Source)
1) It removed the world from WoW by letting instances provide all rewards in the most efficient way. (Source)
2) It made you manage a bunch of tabards in your UI. "Oops. Left the one I wanted in my bank." (Source)
The champion system lets you get some rep from dungeons without item management. We like it better. (Source)

Also making you get rep with GL before SP was silly. If you didnt want ppl to be overwhelmed. Make GL have 5 not 12 a day.
It hasn't been that way in some time though. If you're still worried about GL rep, you might be missing out on a lot of content. (Source)
We're gonna be in 7.0 and people will still be crying about GL/dailies being mandatory
Just remember this tweet in a couple of weeks. (Source)

I don't find dailies fun and don't find coming in lower on the DPS chart than I should because I didn't do them fun either.
How is your DPS lower because you didn't do dailies? (Source)

This Week Only - Epic Summer Sale
Originally Posted by Blizzard (Blue Tracker)
Tensions between the Horde and Alliance are heating up just in time for the summer, and now’s the perfect time to get in the fight. This week only, the prices on select World of Warcraft products are getting slashed up to 75%. World of Warcraft®: Battle Chest® and Cataclysm® are just $5, and Mists of Pandaria™ is $19.99, meaning you and your friends can join the battle for Pandaria for half the regular price. Hurry, though—the sale ends June 24, 2013 at 11:59 p.m. PDT.

We Are The World Of Warcraft
Blizzard and WoW fans made an appearance on Late Night with Jimmy Fallon tonight to sing "We Are The World Of Warcraft".


--
Absölution -- 6/6 MSV, 4/6 HoF, 4/4 ToES, 1/12 ToT
Pride and Ego -- 6/6 MSV 1/6H, 6/6 HoF, 4/4 ToES, 2/12 ToT


Carpie

join:2012-10-19
united state
kudos:4
reply to Carpie

Patch 5.4 PTR - Build 17093
Update (11:30 PM EST): Cleaned up class notes.
Update (8:30 PM EST): Added sound files.
Update (7:30 PM EST): Cleaned up set bonuses, added note about rep requirements and Elite PvP gear.
Update (7:20 PM EST): Added new icons.
Update (7:15 PM EST): Added new models, maps, and client strings.

Patch 5.4 PTR - Build 17093
Build 17093 will be deployed to the PTR realms soon.

This patch appears to have removed all of the rep requirements from the Patch 5.0 and Patch 5.1 Mists of Pandaria armor. Keep in mind that nothing is final, and we won't know for sure until the PTR is online.

The patch also removed stats from Season 14 Elite PvP gear.

New Audio

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New Models

New Maps

New Strings
Originally Posted by MMO-Champion
BEST - Best
FLEX_RAID_INFO - Flexible Raid Info
FLEX_RAID_LOCKOUT_LABEL - Lockout
FLEX_RAID_LOCKOUT_TEXT - Flexible raids feature a seperate lockout from all other raid lockouts.
FLEX_RAID_LOOT_TEXT - Flexible raids use the personal loot system and drop item level 536 loot.
FLEX_RAID_SIZE_LABEL - Raid Size
FLEX_RAID_SIZE_TEXT - You need to have a raid of 10 to 25 players to start a flexible raid. The difficulty will scale based on the number of players in the raid.
POWER_TYPE_FOCUS - Focus
RAID_INFO_WORLD_BOSS - World Boss
SAVED_VARIABLES_TOO_LARGE - Your computer does not have enough memory to load settings from the following AddOn. Please disable some AddOns.\n\n|cffffd200%s|r

New Icons

New Items
You can see all of the new items on the WoWDB PTR site, including the new item level 536 Flexible Tier 16 sets.

Level Type Slot Name
25 Priest Glyph Glyph of Feathers
1 Companion Pets Essence of Chi-Ji
1 Companion Pets Essence of Niuzao
1 Companion Pets Essence of Yu'lon
1 Key Kor'kron Cage Key
522 Cloth Waist Grievous Gladiator's Satin Cord
522 Cloth Feet Grievous Gladiator's Satin Treads
522 Leather Waist Grievous Gladiator's Copperskin Waistband
522 Leather Waist Grievous Gladiator's Dragonhide Belt
522 Leather Feet Grievous Gladiator's Dragonhide Footguards
522 Leather Feet Grievous Gladiator's Copperskin Boots

Achievement Changes
Originally Posted by MMO-Champion
Cataclysm Raid
Dungeons & Raids
Holding Hands Destroy the final Crystal Conductor during Hagara's lightning phase on Normal or Heroic Difficulty, while all raid members players present are part of the final Lightning Conduit. 10 points.

Dungeons & Raids
Glory of the Orgrimmar Raider (New) Complete the Siege of Orgrimmar raid achievements listed below. Reward: Reins of Galakras. 25 points. Account Wide.

Feats of Strength
Ahead of the Curve: Garrosh Hellscream (10 player) Defeat Garrosh Hellscream on 10-Player Normal difficulty, prior to the release of the next tier of content.Reward: Reins of the Kor'kron War Wolf.
Ahead of the Curve: Garrosh Hellscream (25 player) Defeat Garrosh Hellscream on 25-Player Normal difficulty, prior to the release of the next tier of content.Reward: Reins of the Kor'kron War Wolf.

Pandaria Raid
Dungeons & Raids
Downfall (New) Defeat the bosses within Garrosh's inner sanctum in the Siege of Orgrimmar raid. 10 points.
Gamon Will Save Us! (New) Defeat General Nazgrim in Siege of Orgrimmar on Flexible, Normal, or Heroic difficulty while Gamon is alive and participating in the battle. 10 points.
Gates of Retribution (New) Defeat the bosses in the exterior of Orgrimmar in the Siege of Orgrimmar raid. 10 points.
Heroic: Fallen Protectors (New) Defeat the Fallen Protectors in Siege of Orgrimmar on Heroic difficulty. 10 points.
Heroic: Galakras (New) Defeat Galakras in Siege of Orgrimmar on Heroic difficulty. 10 points.
Heroic: Garrosh Hellscream (New) Defeat Garrosh Hellscream in Siege of Orgrimmar on Heroic difficulty. 10 points.
Heroic: General Nazgrim (New) Defeat General Nazgrim in Siege of Orgrimmar on Heroic difficulty. 10 points.
Heroic: Immerseus (New) Defeat Immerseus in Siege of Orgrimmar on Heroic difficulty. 10 points.
Heroic: Iron Juggernaut (New) Defeat the Iron Juggernaut in Siege of Orgrimmar on Heroic difficulty. 10 points.
Heroic: Kor'kron Dark Shaman (New) Defeat the Kor'kron Dark Shaman in Siege of Orgrimmar on Heroic difficulty. 10 points.
Heroic: Malkorok (New) Defeat Malkorok in Siege of Orgrimmar on Heroic difficulty. 10 points.
Heroic: Norushen (New) Complete Norushen's trial in Siege of Orgrimmar on Heroic difficulty. 10 points.
Heroic: Paragons of the Klaxxi (New) Defeat the Klaxxi Paragons in Siege of Orgrimmar on Heroic difficulty. 10 points.
Heroic: Sha of Pride (New) Defeat the Sha of Pride in Siege of Orgrimmar on Heroic difficulty. 10 points.
Heroic: Siegecrafter Blackfuse (New) Defeat Siegecrafter Blackfuse in Siege of Orgrimmar on Heroic difficulty. 10 points.
Heroic: Spoils of Pandaria (New) Complete the Spoils of Pandaria event in Siege of Orgrimmar on Heroic difficulty. 10 points.
Heroic: Thok the Bloodthirsty (New) Defeat Thok the Bloodthirsty in Siege of Orgrimmar on Heroic difficulty. 10 points.
Rescue Raiders (New) Rescue a set of caged prisoners, a group of unwilling combat participants, and Ji Firepaw before defeating the Kor'Kron Dark Shaman in Siege of Orgrimmar on Flexible, Normal, or Heroic difficulty. 10 points.
The Underhold (New) Defeat the bosses at the entrance to Garrosh's secret compound in the Siege of Orgrimmar raid. 10 points.
Vale of Eternal Sorrows (New) Defeat the bosses in the scarred Vale of Eternal Blossoms in the prelude to the Siege of Orgrimmar. 10 points.

Player vs. Player
Grevious Combatant (New) Win 100 Arena (3v3) and 40 Rated Battlegrounds in Season 14 15 points.
Grevious Combatant (New) Win 100 Arena (3v3) and 40 Rated Battlegrounds in Season 14 15 points.
Grievous Conquest Earn 27,000 Conquest Points in Season 14.10 points.
Grievous Conquest Earn 27,000 Conquest Points in Season 14.10 points.
Prideful Conquest (New) Earn 27,000 Conquest Points in Season 15. 10 points.
Prideful Conquest (New) Earn 27,000 Conquest Points in Season 15. 10 points.

Proving Grounds
Scenarios
Proving Yourself: Bronze (New) Successfully complete any of the Basic (Bronze) trials at the Proving Grounds. 10 points.
Proving Yourself: Bronze Damage (New) Successfully complete the Basic Damage (Bronze) trial at the Proving Grounds.
Proving Yourself: Bronze Healer (New) Successfully complete the Basic Healer (Bronze) trial at the Proving Grounds.
Proving Yourself: Bronze Tank (New) Successfully complete the Basic Tank (Bronze) trial at the Proving Grounds.

Spell Changes
Originally Posted by MMO-Champion
Companions
Aspect of Chi-Ji (New) Right-Click to summon and dismiss the cute and cuddly version of Chi-Ji. Instant.
Aspect of Niuzao (New) Right-Click to summon and dismiss the cute and cuddly version of Niuzao. Instant.
Aspect of Xuen (New) Right-Click to summon and dismiss the cute and cuddly version of Xuen. Instant.
Aspect of Yu'lon (New) Right-Click to summon and dismiss the cute and cuddly version of Yu'lon. Instant.
Rascal-Bot Right Click to summon and dismiss Pierre. If you give him a moment to heat up, he makes an excellent cooking fire. Battle Pet. Instant. Rascal-Bot. Battle Pet. Instant.

Item Set Bonuses

Death Knight (Forums / Skills / Talent Calculator)
Item - Death Knight T16 Blood 2P Bonus Every 4 Heart Strikes, Rune Strikes, Death Coils, Soul Reapers, or Blood Boils will add one charge to your next Bone Shield.
Item - Death Knight T16 Blood 4P Bonus Dancing Rune Weapon will reactivate all Frost and Unholy runes as Death Runes, and make your next 4 Death Strikes free. 2 Death Strikes free.

Druid (Forums / Skills / Talent Calculator)
Item - Druid T16 Balance 2P Bonus Arcane spells cast while in Lunar Eclipse will shoot a single Starfall Lunar bolt at the target. Nature spells cast while in a Solar Eclipse will shoot a single Sun bolt at the target. Solar bolt at the target.
Item - Druid T16 Feral 2P Bonus Omen of Clarity increases damage of Shred, Mangle, and Ravage by 20% for 6 sec. 50% for 6 sec.
Item - Druid T16 Guardian 4P Bonus Activating Frenzied Regeneration and Savage Defense will cause a heal over time on yourself for 10% of your maximum health over 8 sec. based on 25% of your Attack Power over 8 sec.
Item - Druid T16 Restoration 2P Bonus Ironbark increases your critical chance by 20% for 12 sec. Rejuvenation ticks have a 5% chance to grant a Sage Mender, reducing the mana cost and cast time of your next Healing Touch by 20%, stacking up to 5 times.
Item - Druid T16 Restoration 4P Bonus Rejuvenation, Lifebloom, and Wild Growth critical heals have a chance to cause all cast time heals for Casting Ironbark grants you Spark of Life, causing all cast time spells within the next 12 sec to cause grant a Living Seed on the target for 80% of the amount healed.

Hunter (Forums / Skills / Talent Calculator)
Item - Hunter T16 2P Bonus Arcane Shot and Multi-shot reduce the cooldown of Rapid Fire by 2 seconds per cast. 12 seconds per cast.
Item - Hunter T16 4P Bonus Explosive Shot casts have a 40% chance to increase the number of charges your next Lock and Load effect has not consume a charge of Lock and Load. Instant Aimed shots reduce the cast time of your next Aimed Shot by 50%. Offensive abilities used during Bestial Wrath increase all damage dealt by 2% you deal by 2% and all damage dealt by your pet by, stacking up to 15 times.

Monk (Forums / Skills / Talent Calculator)
Item - Monk T16 Windwalker 2P Bonus Combo Breaker: Tiger Palm now generates 1 Chi. Combo Breaker: Blackout Kick now generates 2 Chi. increases the damage of Tiger Palm by 5%. Combo Breaker: Blackout Kick increases the damage of Blackout Kick by 5%.

Paladin (Forums / Skills / Talent Calculator)
Item - Paladin T16 Protection 2P Bonus and Item - Paladin T16 Protection 4P Bonus have swapped (4P is now 2P and vice versa).
Item - Paladin T16 Retribution 4P Bonus Holy Power consumers have a 25% chance to make your next Divine Storm free.and deal 50% more damage.

Priest (Forums / Skills / Talent Calculator)
Item - Priest T16 4P Bonus Circle of Healing and Prayer of Mending casts increase the effect of your next Holy Word spell by 50% 15%, stacking up to 10 times. While Spirit Shell is active, you gain 10% haste and 3,500 mastery. 15% haste and 3,500 mastery.

Shaman (Forums / Skills / Talent Calculator)
Item - Shaman T16 Elemental 2P Bonus Fulmination increases all Fire and Nature damage dealt to that target from the Shaman by 4% 10% for 2 sec per Lightning Shield charge consumed.

Warlock (Forums / Skills / Talent Calculator)
Item - Warlock T16 2P Bonus Conflagrate has Conflagrate critical strikes have a 20% chance to increase the critical strike chance of Immolate and Incinerate by 15%. Unstable Affliction critical hits have a 40% chance to increase all damaging effects of Malefic Grasp and Drain Soul by 30% for 10 sec. Soul Fire has a 20% chance to increase you and your pet's damage dealt by 20%.
Item - Warlock T16 4P Bonus When a Burning Ember fills up, your critical strike chance is increased by 15% for 5 sec. Haunt has a 20% 8% chance to refund its shard when expiring. Shadow Bolt and Touch of Chaos have a 20% 8% chance to also cast Hand of Gul'dan at the target.

Death Knight (Forums, Talent Calculator)
Icebound Fortitude no longer costs a Frost Rune.

Talents
Anti-Magic Zone no longer has spec specific tooltips. Now reduces spell damage done to party or raid members inside it by 40%, down from 75%. Now lasts 3 sec, down from 10 sec / until damage absorbed. (There may be some changes not in the tooltip coming)
Death Siphon damage and AP scaling increased by 10%.

Blood
Dark Command now also increases threat that you generate against the target by 200% for 3 sec
Riposte (New) When you dodge or parry any attack, you gain 50% of your Parry and Dodge as additional Critical Strike for 20 sec. Death Knight - Blood Spec.
Sanguine Fortitude no longer makes Icebound Fortitude free.

Druid (Forums, Talent Calculator)
Growl now also increases threat that you generate against the target by 200% for 3 sec.

Talents
Dream of Cenarius now causes Healing Touch to cause your next Rip to deal 30% additional damage for Feral, up from 15%. Guardian perk tweaked as well, see tooltip.
Soul of the Forest Balance proc now grants 100 Lunar or Solar Power instead of advancing you to the next Eclipse. Guardian proc causes Mangle to generate 30% more Rage, up from 8%.

Hunter (Forums, Talent Calculator)
Distracting Shot now increases threat that you generate against the target by 200% for 6 sec.

Talents
Wyvern Sting now has an 8-40 yd range, rather than 35 yd.

Pets
Growl now increases threat that you generate against the target by 200% for 6 sec.

Mage (Forums, Talent Calculator)
Frost Bomb is now strongest when it can hit 5 or more targets with the explosion.
Living Bomb is now strongest when applied to 1 or 2 targets.
Nether Tempest is now strongest when applied to 3 or 4 targets.

Talents
Frost Bomb is now strongest when it can hit 5 or more targets with the explosion.
Living Bomb is now strongest when applied to 1 or 2 targets.
Nether Tempest is now strongest when applied to 3 or 4 targets.
Temporal Shield now also reduces all damage taken by 15%.

Frost
Mastery: Frostburn no longer gives bonus damage to all spells against frozen targets. Now Fingers of Frost now increases the damage of Ice Lance by an additional 16%, and Brain Freeze increases the damage of the instant Frostfire Bolt by 16%.

Monk (Forums, Talent Calculator)
Healing Elixirs now also heals the next time a damaging attack brings you below 35% of your maximum health.

Talents
Chi Brew now has spec specific tooltips and grants 3 Brew or Tea for your spec.
Healing Elixirs now also heals the next time a damaging attack brings you below 35% of your maximum health.
Power Strikes now also allows your next Spinning Crane Kick, Expel Harm, or Keg Smash to generate 1 Chi.
Ring of Peace now disarms and silences for 4 sec, up from 3.

Paladin (Forums, Talent Calculator)
Reckoning now increases threat that you generate against the target by 200% for 3 sec.

Talents
Eternal Flame initial healing reduced by 30%.
Sacred Shield (New) Holy: When you or your Beacon of Light target falls below 30% health, that target gains Sacred Shield, absorbing 30% of their maximum health. Sacred Shield can only occur once every 2 minutes. Protection, Retribution: When you fall below 30% health, you gain Sacred Shield, absorbing 30% of your maximum health. Sacred Shield can only occur once every 2 minutes. Paladin - LvL 45 Talent. 40 yd range. 6 sec cooldown.
Sanctified Wrath now has an extra perk for Holy, increasing the critical strike chance of Holy Shock by 20%. Prot perk is now a reduction of the cooldown of Judgment by 100%, up from 50%.
Selfless Healer now also works with Divine Light for Holy Paladins.

Holy
Divine Plea no longer reduces healing output.

Protection
Sacred Shield is now a Prot Paladin spell, rather than a talent.

Major Glyphs
Glyph of the Alabaster Shield causes successful blocks to increase the damage of your next Shield of the Righteous by 10%, down from 20%..

Priest (Forums, Talent Calculator)
Talents
Divine Insight now has a 40% proc chance for Holy, down from 100%.
From Darkness, Comes Light now has a 20% proc chance for Shadow, up from 15%

Minor Glyphs
Glyph of Feathers (New) Your heal spells momentarily grant you angelic wings. Minor Glyph.

Shaman (Forums, Talent Calculator)
Far Sight now has a 1,000 yd range, up from 500.

Talents
Conductivity now also works with Chain Heal. Now increases Healing Rain duration by 1 sec rather than granting more healing. DPS spells have a chance to proc this on cast now as well, including Stormstrike.
Healing Tide Totem healing increased by 50%.
Stone Bulwark Totem absorb increased by 33%.

Restoration
Purification now only increases healing by your Healing Stream Totem, not all Water Totems.

Warlock (Forums, Talent Calculator)
Fel Flame now costs 3% of base mana, down from 5%. Damage increased by 13%. No longer increases DoT duration.
Voidwalker: Suffering now also increases threat that it generates against the target by 200% for 5 sec.

Talents
Mannoroth's Fury now has a 60 sec cooldown, down from 1.5 min. Now also increases damage by 100% of your Seed of Corruption, Hellfire, Immolation Aura and Rain of Fire for 10 sec.

Demonology
Metamorphosis: Void Ray had a slight SP scaling increase, as well as no longer increasing DoT duration.

Warrior (Forums, Talent Calculator)
Impending Victory now always heals you for 20% of your maximum health.
Taunt now increases threat that you generate against the target by 200% for 3 sec.

Talents
Impending Victory now always heals you for 20% of your maximum health.

Protection
Riposte (New) When you dodge or parry any attack, you gain 50% of your Parry and Dodge as additional Critical Strike for 20 sec. Warrior - Protection Spec.

Raid & Dungeon Abilities
Corrupted Brew (New) Calls forth a great Calamity, striking all players for 0% of their maximum health as Shadow damage. This also removes Shadow Word: Bane from all targets. Unlimited range. Instant.
Shared Torment (New) Embodied Misery, Sorrow, and Gloom share health. Unlimited range. Instant.


--
Absölution -- 6/6 MSV, 4/6 HoF, 4/4 ToES, 1/12 ToT
Pride and Ego -- 6/6 MSV 1/6H, 6/6 HoF, 4/4 ToES, 2/12 ToT


Carpie

join:2012-10-19
united state
kudos:4
reply to Carpie

Liking the changes to Frosties! Not liking the 60 sec debuff from demonic gateway. How am I supposed to get back to the stairs quickly when a floating witch is after me on the bridges to Horridon?!? Ermagerd!

Patch 5.4 World Changes, 5.4 PTR Notes Update, Blue Posts, Pet Battle PvP, DLC Comic
Saving Games on Different Consoles, Dodging with a Controller, E3 Interview with Josh Mosqueira

In Dust We Trust - Crafting in Hearthstone

Patch 5.4 World Changes
This build brought a few more changes to Orgrimmar and Razor Hill. There are some new NPCs in Orgrimmar, as well as increase amounts of troops. Garrosh has abandoned his throne and is nowhere to be found. Vol'jin and Baine now also have a conversation in Razor Hill.

Originally Posted by MMO-Champion
Vol'jin: Almost all of da troops be here now.
Baine Bloodhoof: I am uneasy, old firend.
Vol'jin: An me as well. We dun know what Garrosh been plannin this whole time. What he's got in store for us.
Baine Bloodhoof: I fear for the safety of our people.
Vol'jin: Not everyone gonna come out of this alive.
Baine Bloodhoof: And for what? What did the Horde gain from such actions? Garrosh is a fool, and a betrayer. I should have killed him long ago, when he betrayed my father.
Vol'jin: You gonna get your chance mon. But first we gotta take da city.
Baine Bloodhoof: Have you been communicating with the humans?
Vol'jin: Both da alliance and da horde got ships sailin for da harbor. We gonna split der forces an assault da front gate.
Baine Bloodhoof: A bold plan. Let us hope we do not run into any surprises.
Vol'jin: I don't think we got a choice, mon.

Midsummer Fire Festival 2013
Don't forget that the Midsummer Fire Festival begins this morning! This year offers updated item level 480 loot. You can find a nice guide over on Icy Veins, and a list of coordinates in Aliok's guide on WoWDB.

Level Type Spec Slot Name
480 Back Tank Back Icebound Cloak
480 Back Melee Back The Frost Lord's Battle Shroud
480 Back Spell Spirit Back Cloak of the Frigid Winds
480 Back Physical DPS Back The Frost Lord's War Cloak
480 Back Spell DPS Back Shroud of Winter's Chill
480 Staff Spell DPS Two Hand Frostscythe of Lord Ahune

Patch 5.4 PTR Notes Update - June 20
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Classes
All taunt type abilities now increase all threat generated against the target while the taunt is active by 200%.

Death Knight (Forums / Skills / Talent Calculator)
General
Icebound Fortitude no longer costs Runic Power.
Riposte is a new passive ability learned at level 76. When the Death Knight dodges or parries any attack, they gain 50% of their Parry and Dodge as additional bonus to Critical Strike for 20 seconds.
Talents
Anti-Magic Zone has been redesigned. The talent now reduces magic damage taken in the area-of-effect by 40% for 3 seconds, there is no longer a cap on total damage absorbed, and the ability no longer scales with strength.
Death Siphon had its damage increased by 10%.
Plague Leech now tries to convert 2 fully-depleted runes (up from 1) into a Death Rune based on specialization.
Blood: Restores 1 Frost Rune, 1 Unholy Rune
Frost: 1 Frost Rune, 1 Unholy Rune
Unholy: 1 Blood Rune, 1 Frost Rune
Glyphs
Glyph of Enduring Infection now reduces damage dealt by diseases by 15% (down from a 30% reduction).
Glyph of Mind Freeze now reduces the cooldown of Mind Freeze by 1 second, and raises its cost by 10 Runic Power (down from 2 seconds and 20 Runic Power).
Glyph of Outbreak now causes Outbreak to cost 30 Runic Power (down from 40).
Blood
Sanguine Fortitude no longer reduces the cost of Icebound Fortitude.

Druid (Forums / Skills / Talent Calculator)
General
Cyclone no longer has a 20-second cooldown for Feral Druids.
Faerie Fire now has a duration of 20 seconds while in PvP combat (down from 40 seconds).
Innervate now causes the target to gain mana equal to 50% of the casting Druid’s Spirit every second for 10 seconds. The total mana gained from this ability can never be less than 8% of the casting Druid's maximum mana, and the amount gained is unaffected by Mana Tide Totem.
Talents
Dream of Cenarius has been completely redesigned to reduce complexity and increase usability, but maintain the spirit of the effects. Benefits now vary by specialization.
Feral: Increases the amount healed by Healing Touch by 20%. Casting Healing Touch increases the damage for the Druid's next two melee abilities by 25%. causes the Druid's next Rip to deal 15% increased damage.
Guardian: Increases the amount healed by Healing Touch by 20%. Mangle (Bear) critical strikes have a 20% chance to make the next Healing Touch or Rebirth instant, free, and castable in all forms. Instant cast version of Healing Touch now benefits from Attack Power instead of Spell Power.
Force of Nature Treant summoned by the Feral version of this talent will now cast Entangling Roots instead of Bash.
Soul of the Forest has been partially redesigned to make it more attractive to Balance, Guardian, and Restoration Druids.
Restoration: Now causes the Druid to gain 100% haste (up from 75%) on their next spell after casting Swiftmend.
Glyphs
Glyph of Ferocious Bite now causes Ferocious Bite to heal the Druid for 2% of their maximum health for each 10 Energy used (up from 1%).
Glyph of the Master Shapeshifter now reduces the mana cost of all shapeshifts by 100% (up from 90%).
Glyph of Pounce now increases the range of Pounce by 8 yards (up from 3 yards).
Glyph of Skull Bash now increases the duration of Skull Bash interrupt by 2 seconds, and increasing the cooldown by 5 seconds (down from a 4 second interrupt and 10 second increase to cooldown).
Balance
Moonkin Form now increases the Druid's armor by 60%, but no longer reduces all damage taken by 15%.
Feral
Predatory Swiftness no longer has a chance to make Cyclone instant, free, and castable in all forms.
Restoration
Living Seed effects can now stack, up to 50% of the casting Druid's maximum health.

Hunter (Forums / Skills / Talent Calculator)
General
Hunter's Mark now has a duration of 20 seconds while in PvP combat (down from 30 seconds).
Readiness now finishes the cooldowns on Rapid Fire, Feign Death, Deterrence, Disengage, and Camouflage when activated (was all Hunter abilities with a base cooldown of less than 5 minutes).
Revive Pet no longer requires the Hunter to have line-of-sight to their pet.
Talents
Narrow Escape root effect is now a nature spell (was a physical spell).
Spirit Bond now regenerates 3% of total health every 2 seconds while the Hunter's pet is active (up from 2%).
Wyvern Sting now has a range of 40 yards (up from 35 yards).
Glyphs
Glyph of Mend Pet now has a 100% chance of cleansing 1 Curse, Disease, Magic or Poison effect from the Hunter's pet on each tick (up from 50% chance).
Glyph of No Escape now increases the ranged critical strike chance against targets affected by the Hunter's Freezing Trap by 100% (up from 20% chance).
Survival
Explosive Trap no longer shares a cooldown with Black Arrow but can no longer activate Lock and Load.

Mage (Forums / Skills / Talent Calculator)
Talents
Frost Bomb now deals 70% damage to players (up from 60%).
Living Bomb now deals 85% damage to players (up from 70%).
Nether Tempest now deals 85% damage to players (up from 70%).
Temporal Shield now also reduces damage taken by 15% while active in addition to existing effects.
Glyphs
Glyph of Blink now increases distance travelled with the Blink spell by 8 yards (up from 5 yards).
Glyph of Remove Curse now increases the damage dealt by 15% after successfully removing a curse (up from 10%).
Glyph of Spellsteal now heals the Mage for 5% of their maximum health after successfully stealing a spell (up from 3%).
Frost
Mastery: Frostburn has been redesigned. Fingers of Frost now increases the damage of Ice Lance by an additional 2%, Brain Freeze increases the damage of the instant cast Frostfire Bolt by 2%, and damage done by the Mage's Water Elemental is increased by 2%.

Monk (Forums / Skills / Talent Calculator)
Talents
Chi Brew will now also generate 3 stacks of Brew/Teas based on the Monk's specialization. (Brewmaster: Elusive Brew, Mistweaver: Mana Tea, Windwalker: Tigereye Brew)
Healing Elixirs will no longer activate if the Monk is already at full health, and activate automatically when the Monk has less than 35% of their maximum health.
Power Strikes will now activate from all Chi generating abilities; Jab, Expel Harm, Spinning Crane Kick (when it hits at least 3 targets), Keg Smash, Crackling Jade Lightning, and Soothing Mist.
Ring of Peace has a new visual effect and now Disarm both enemies and those attacking allies within the Ring of Peace's area-of-effect for 4 seconds (up from 3 seconds); the Silence effect for casting spells remains unchanged at 3 seconds.
Glyphs
Glyph of Afterlife now increases the chance to summon a Healing Sphere by 100% (up from 25% chance).

Paladin (Forums / Skills / Talent Calculator)
Talents
Eternal Flame initial healing has been reduced by 30%.
Sacred Shield (Old) has been renamed to Holy Shield and is no longer a talent. Holy Shield is a Protection Paladin ability learned at level 85.
Sacred Shield (New)
Holy: When the Paladin or their Beacon of Light target falls below 30% health, that target gains a Sacred Shield absorbing damage equal to 30% of their maximum health. Sacred Shield can only occur once every 2 minutes.
Protection, Retribution: When the Paladin falls below 30% health, they gain a Sacred Shield absorbing damage equal to 30% of their maximum health. Sacred Shield can only occur once every 2 minutes.
Sanctified Wrath
Holy: Now also increases the critical strike chance of Holy Shock by 20%.
Protection: Now reduces the cooldown of Judgment by 100% (up from 50%).
Selfless Healer stacks now also work on Divine Light in addition to Flash of Light.
Bastion of Glory will now apply Selfless Healer bonus to healing to the casting Paladin as well as other targets and consume all stacks of Bastion of Glory in the process.
Glyphs
Glyph of the Alabaster Shield now increases damage for the next Shield of the Righteous by 10% per stack (down from 20% per stack).
Glyph of Denounce now causes Holy Shock to reduce the cast time of the next Denounce by 0.5 seconds, and the effect can stack up to 3 times.
Holy
Mastery: Illuminated Healing no longer activates from periodic healing effects.
Divine Plea no longer reduces the amount of healing done by 50%.
Priest (Forums / Skills / Talent Calculator)
Talents
Divine Insight for Discipline Priests now has a 100% chance to activate its effect after using Penance (up from 40%), and now displays an effect in the UI when it's active.
From Darkness, Comes Light
Discipline, Holy: Now also has a chance to activate its effect on cast for these following spells; Penance, Circle of Healing, Prayer of Mending, and Prayer of Healing.
Shadow: Now has a 20% chance to activate its effect for Shadow Priests (up from a 15% chance).
Glyphs
Glyph of Purify now causes Purify to heal the target for 5% of their maximum health after successfully dispelling a magical effect or disease (up from 3%).
Glyph of Reflective Shield now causes Power Word: Shield to reflect 70% of the damage absorbed (up from 45%).
Holy
Serendipity no longer displays a spell effect when in the UI when it's active.
Shadow
Shadowform now increases the Priest's armor by 60%, but no longer reduces all damage taken by 15%.

Rogue (Forums / Skills / Talent Calculator)
Glyphs
Glyph of Recuperate now increases the healing of Recuperate by an additional 1% (up from 0.5%).

Shaman (Forums / Skills / Talent Calculator)
Talents
Conductivity has been redesigned. Casting Healing Wave, Greater Healing Wave, Healing Surge, or Chain Heal, increases the duration of Healing Rain by 1 second. Damaging an enemy with Lightning Bolt, Chain Lightning, Earthshock, or Stormstrike increases the duration of Healing Rain by 1 second.
Healing Tide Totem now heals for 50% more.
Stone Bulwark Totem initial damage absorption shield now absorbs an additional 33% in damage.
Unleashed Fury
Earthliving Weapon effect now applies to the Shaman, not the target.
Restoration
Purification now only increases healing done by Healing Stream Totem by 50% (was healing done by all Water totems).
Warlock (Forums / Skills / Talent Calculator)
General
The debuff from using a Demonic Gateway has been increased to 60 seconds (up from 15 seconds).
Fel Flame now deals 13% more damage, costs 2% less mana, and no longer increases the duration of damage-over-time spells.
Rain of Fire now has a reduced chance to generate Burning Embers.
Talents
Kil'jaden's Cunning no longer reduces movement speed, and will now allow the Warlock to cast Incinerate, Malefic Grasp, and Shadow Bolt while moving. is no longer a passive ability. Kil'jaden's Cunning now has a duration of 15 seconds with a 1.5 minute cooldown.
Mannoroth's Fury is no longer a passive ability. Mannoroth's Fury now has a duration of 10 seconds with a 60 second cooldown, and increases the area of area-of-effect by 500% and increases damage by 100% for Hellfire, Immolation Aura, Rain of Fire, and Seed of Corruption.
Soul Leech can now also activate from Shadowburn, and caps out at 15% of the Warlock and their pet's maximum health (down from 100%).

Warrior (Forums / Skills / Talent Calculator)
General
Blood and Thunder now also increases the damage of Thunder Clap by 50%.
Hamstring is no longer on a global cooldown.
Riposte is a new passive ability learned at level 76. When the Warrior dodges or parries any attack, they gain 50% of their Parry and Dodge as an additional bonus to Critical Strike for 20 seconds.
Shield Wall no longer requires a shield. If the Warrior does not have a shield equipped, it will show a visual of an equipped shield.
Spell Reflection no longer requires a shield. If the Warrior does not have a shield equipped, it will show a visual of an equipped shield.
Talents
Impending Victory now heals the Warrior for 20% of their maximum health at all times (up from 15% on attack and 20% on kills that yield experience or honor).
Storm Bolt now also has an off-hand attack for Fury Warriors.
Warbringer now roots the target for 4 seconds instead of stunning them for 3 seconds. The 50% reduction to movement speed snare effect for 8 seconds remains unchanged. Glyph of Blitz will now cause Warbringer to root an additional 2 nearby targets.
Arms
Seasoned Soldier now also reduces the cost of Thunder Clap by 10 Rage.
Sweeping Strikes now causes melee attacks to strike an additional nearby target for 75% of the initial damage (up from 50%).
Protection
Ultimatum now activates from critical hits with Shield Slam instead of a flat 20% chance, and the ability will make the next Heroic Strike or Cleave be a critical hit in addition to costing no Rage.

Quests
The Strength of One's Foes: For players on this step of the legendary quest; all Throne of Thunder bosses now have a chance to drop a Sigil of Power or Sigil of Wisdom in addition to their normal loot. Players should no longer be receiving excess Sigils of Power or Sigils of Wisdom.

Pet Battles
General
Round timers in PvP Pet Battles will now get progressively shorter for a player who takes more than 15 seconds to issue a command during their turn.

Battle Pets
Any Battle Pet that could be awarded from a Throne of Thunder boss on Raid Finder difficulty can now be won from a bonus roll, in addition to the standard bonus roll reward.

Battle Pet Abilities
Trihorn Charge damage has been reduced by 11.5% and now has a 1-round cooldown.

PvP
[PTR]: For testing purposes, the item level scaling of gear in Arenas, Battlegrounds and Rated Battlegrounds has been increased to 512 during the 5.4 PTR. Season 14 Grievous Conquest gear is exempt from this item level ceiling.

Battlegrounds and Arenas
Arenas
For Arena matches lasting longer than 15 minutes, one of the teams will receive a buff called "The Crowd Chose You" that increases damage, critical strike chance, stealth detection, and reduces damage taken. The buff is awarded based on the following criteria.
Team with the largest number of players alive.
Team that brought an enemy player closest to death (lowest health).
Arena Rating scaling in the 2v2 bracket has been tuned to be consistent with the 3v3 bracket.

Items
[PTR]: For testing purposes, Flaskataur, Esq. will be available near the Niuzao Temple selling normal Tier-16 armor for gold.

Blue Posts
Originally Posted by Blizzard Entertainment
Casting While Moving
I think the concept largely stems from the idea that casting a spell takes an extreme amount of concentration. Imagine, for example, a chef preparing a meal and chopping up a bunch of potatoes or something. Now imagine him doing it at a brisk jog. Somehow that seems... unsafe, at best.

Obviously there are gameplay reasons why a spell would be castable while moving, but even then, one could argue that part of the "strength" of that spell is the ability to do so. Maybe a Lightning Bolt is fairly easy for a Shaman to cast while standing still, but it takes a lot of focus to be able to fire one off while running. (Blue Tracker / Official Forums)

PTR Realm Maintenance - 6/20/13
are proving grounds going to be in this build?
Proving Grounds testing is going to come a bit later in the test phase. (Blue Tracker / Official Forums)

Paladin (Forums / Skills / Talent Calculator)
Patch 5.4 Holy Paladin Changes
Hi there Jmax, I'm here with more information from our developers to provide more context behind some of the recent changes to Holy Paladins on the 5.4 PTR.

Intent behind the Eternal Flame change

We’ve made some changes to Eternal Flame because we feel the talent was being overrepresented within the Holy Paladin population.

Our intent for was for Holy Paladins to pick Selfless Healer if they like to Judge, Eternal Flame if they like heal-over-time spells, and Sacred Shield if they liked damage absorb shields. As it worked out, most every Holy paladin chose Eternal Flame, and we don’t want every Holy paladin to be a heal-over-time machine. (That’s a niche best served by Restoration Druids and Holy Priests.)

We don’t think Holy Paladin’s healing throughput is too high overall (though we’ll gather more information from testing on the 5.4 PTR), so our intent is not to nerf but to reduce reliance on Eternal Flame. One of the biggest problem with Eternal Flame is the way it interacts with the Illuminated Healing mastery, which turns the heal-over-time spell into a potent shield as well. If needed, we will compensate by buffing healing elsewhere.

Our plans for now, are to revert the nerf that was done to the initial healing component of Eternal Flame, but we are unlikely to change the Illuminated Healing back to the way it was.

Sacred Shield

Regarding Sacred Shield, we tried giving the talent as a baseline ability to Protection, but we’re unhappy with that experiment and are likely to revert the change. We agree that the current (old) version of Sacred Shield is more attractive to Holy than the (new) version. We also would likely have to nerf Protection to compensate for getting Holy Shield in addition to another talent. Overall, we think the current (old) version of Sacred Shield is a better design. Perhaps we can still make Sacred Shield more attractive for Holy and Retribution, and make the other two talents (Selfless Healer, Eternal Flame) more attractive to Protection.

Our goal

We understand that Selfless Healer requires a certain playstyle that not every Holy paladin will find attractive. So we want to make Eternal Flame and Sacred Shield feel like viable talent choices as well.

Mastery not benefiting from Execution Sentence or Light’s Hammer isn’t intended and probably just got caught in the change to make Eternal Flame’s heal-over-time not benefit with mastery. We will correct that.

Remember, at this early stage in the PTR, our designers’ focus are on implementation changes (mechanics) first, and tuning changes (numbers) later. Your feedback at this stage will be more helpful to be focusing on the mechanics (e.g. “I liked using hots” or “I like to Judge and wish I could use Selfless Healer more”) and less on “OMG 30% nerf.” (Blue Tracker / Official Forums)

Warlock (Forums / Skills / Talent Calculator)
Patch 5.4 Kil'Jaeden's Cunning Update
There's been a lot of discussion on the topic of Kil'Jaeden's Cunning in 5.4 but we've got some new info, and since that thread is growing rather large I think it's best to start up a new one.

We've been following all of your feedback very closely, and we're going to try a different approach to Kil'Jaeden's Cunning in 5.4.

In a future PTR build, Kil'Jaeden's Cunning will once again be a passive effect. Selecting it will allow the Warlock to cast Malefic Grasp, Shadow Bolt, and Incinerate while moving. There is no penalty, so you'll be able to move at full speed.

We still feel that the 5.3 version of Kil'Jaeden's Cunning isn't working out, but we don't want to "nerf fun" either. It's clear that many Warlocks simply enjoy the feel of being able to cast on the move, and we'd like to be able to preserve as much of that feeling if possible.

With this change, we can make the "penalty" of taking KJC that you don't have Mannoroth's Fury or Archimonde's Vengeance, which should result in more damage output in cases where movement is less critical (and we're working on some changes to Archimonde's Vengeance that should help with that). We're also still planning on buffing Fel Flame in a way that helps lower the impact to mobility caused by choosing one of those talents over Kil'Jaeden's Cunning, without nerfing it for PvP purposes.

Remember, we're still extremely early in the PTR process. There will be many more changes to the game before the patch goes live.

Thanks for the update. So just to be clear, Mannoroth's Fury is still on track to be 10 secs up, 60 sec CD with the increase to range and damage?
Yes. Again, PTR is PTR and anything can change, but we do like how the new Mannoroth's Fury makes it a clear DPS boost in AoE situations. (Blue Tracker / Official Forums)

Patch 5.4 Pet Battle PvP Timer Changes
Originally Posted by Blizzard China (Blue Tracker / Official Forums)
We have received feedback where players said that their opponent ran out the whole 30 seconds every turn, which made him wait too long in the battle. Therefore, we are ready to add a new feature in Patch 5.4: In a PvP pet battle, if one side doesn't take action within 15 seconds, the system will reduce the time that player can use in the next turn as a penalty. This change is intended to accelerate the pet battle and make it more compact.

Currently, the system works as follows (numbers below are subject to change):

Each side has 30 seconds for each turn in the initial state, but if one side doesn't do anything in one turn within 15 seconds, then the time that player can use in the next turn will be reduced by (time used in the last turn - 15) / 2 seconds and the total time that player can use in all turns will be reduced by (time used in the last turn - 15) / 10 seconds.

For example:

If one player uses 25 seconds in one turn, then the time that player can use in the next turn will be reduced by (25 - 15) / 2 = 5 seconds, which only affects the next turn. The total time that player can use in all turns will be reduced by (25 - 15) / 10 = 1 second, which affects the whole battle and stacks, but it will reduce the time that can be used in one turn by 15 seconds at most. Therefore, he has 29 - 5 = 24 seconds to decide in the next turn.

Dark Legacy Comics #394
DLC #394 is here, taking a look at how much fun leading a raid is.


--
Absölution -- 6/6 MSV, 4/6 HoF, 4/4 ToES, 1/12 ToT
Pride and Ego -- 6/6 MSV 1/6H, 6/6 HoF, 4/4 ToES, 2/12 ToT


Carpie

join:2012-10-19
united state
kudos:4
reply to Carpie


Da Underverld!!

Err... Underhold.

Tier 16 Mage & Season 14 Paladin Set, LFR Ilvl, Jun 21 Hotfixes, Blue Posts, HS Patch
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!

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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.

Items
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!


--
Absölution -- 6/6 MSV, 4/6 HoF, 4/4 ToES, 1/12 ToT
Pride and Ego -- 6/6 MSV 1/6H, 6/6 HoF, 4/4 ToES, 2/12 ToT


Carpie

join:2012-10-19
united state
kudos:4
reply to Carpie

Patch 5.4 Legendary Quest Line Update, Upcoming Raid Testing, Blue Tweets, News Recap
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!

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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
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)

Scenarios
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)

PvE
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)
»t.co/TjFIpnls8b 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!

June 16
Preview of the Druid and Death Knight Season 14 sets.
June 17
Siege of Orgrimmar Raid Preview..
Blue posts on toxic behavior in groups and the systems in place to deal with it.
June 18
Preview of the Hunter and Monk Season 14 Sets.
We Are The World Of Warcraft
video.
June 19
Patch 5.4 PTR - Build 17093
Season 14 Elite gear had all stats removed.
Siege of Orgrimmar achievements were added.
Tier 16 set bonuses were rebalanced
Reputation requirements were removed from Patch 5.0 and Patch 5.1 armor.
June 20
We looked at some more changes to the world in Patch 5.4.
The official PTR notes were updated with many, many class changes.
June 21
Preview of Mage Tier 16 and Paladin Season 14 sets.
There was a Hearthstone Beta Patch.


--
Absölution -- 6/6 MSV, 4/6 HoF, 4/4 ToES, 1/12 ToT
Pride and Ego -- 6/6 MSV 1/6H, 6/6 HoF, 4/4 ToES, 2/12 ToT


Mordred

join:2013-01-02
reply to Carpie

Thanks again Carpie for posting these things.



Immer
Gentleman
Premium
join:2010-01-07
Evans, GA
kudos:8
reply to Carpie

said by Carpie:

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)

I think those were handled well.
--
Intelligence is no substitute for Character.


cat666

join:2013-04-26
reply to Carpie

Blizzard's responses about LFR are spot on, and the point I've been arguing on these very forums. LFR isn't killing raiding as the people doing LFR wouldn't be raiding anyways, they'd be running heroic dungeons/scenarios if LFR wasn't there.



Hordeforlife

join:2009-05-13
Harrisonville, MO
reply to Carpie

Continued thanks Carpie (and a not so veiled bump)



Carpie

join:2012-10-19
united state
kudos:4
reply to Carpie

Submit Questions for the Devs, Kor'kron War Wolf Mount, Jun 21 Hotfixes, Blue Tweets
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.

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.

Popout

Patch 5.3 Hotfixes - June 21
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Classes
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.

Quests
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.

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

Pet Battles
Battle Pets
Qiraji Guardling's spawn rate has been greatly increased.

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
PvP
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.


--
Absölution -- 6/6 MSV, 4/6 HoF, 4/4 ToES, 1/12 ToT
Pride and Ego -- 6/6 MSV 1/6H, 6/6 HoF, 4/4 ToES, 2/12 ToT


Carpie

join:2012-10-19
united state
kudos:4
reply to Carpie

Season 14 Priest Set, Patch 5.3 Build 17116, June 25 Hotfixes, Blue Tweets, DLC #395
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!

Popout

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)
Talents
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)
Quests
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
World
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)

Misc
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!


--
Absölution -- 6/6 MSV, 4/6 HoF, 4/4 ToES, 1/12 ToT
Pride and Ego -- 6/6 MSV 1/6H, 6/6 HoF, 4/4 ToES, 2/12 ToT


Carpie

join:2012-10-19
united state
kudos:4
reply to Carpie

Immerseus Preview, 5.4 PvP Changes, Blue Posts, HS Stream, WoW Tribute Art Book
Diablo III Hotfixes: June, Monsters Can No Longer Enter Tristram, Demonic Essence MP Farming

Hogger Tutorial Voiceovers, Blue Posts

Patch 5.4 - Immerseus Preview
Today we take a look at the first Siege of Orgrimmar raid boss, Immerseus!

Name Side Points Reward Category
Heroic: Immerseus Defeat Immerseus in Siege of Orgrimmar on Heroic difficulty.
10
Pandaria Raid

Originally Posted by MMO-Champion
Overview - Immerseus begins with 100 Corruption, displayed as a visible power bar, and the objective of the encounter is to cleanse him by reducing his Corruption level to 0. Each time Immerseus is reduced to zero health, he will Split into a mix of dark Sha Puddles and watery Contaminated Puddles. As the Puddles move back towards the center of the chamber, damage-dealers must destroy Sha Puddles, while healers try to heal Contaminated Puddles in order to fully purify them, before they reach the central pool. Following each Split, Immerseus will reform with full health, but reduced Corruption depending on how successful the raid was in dealing with the two types of Puddles. This cycle will repeat until Immerseus is cleansed.
Tears of the Vale - As a water elemental, Immerseus attacks players directly.
Sha Bolt - Immerseus fires a Sha Bolt at every enemy, inflicting 75,000 Shadow damage to enemies within 5 yards, and forming a Sha Pool at the targeted location. Sha Pools inflict 75,000 Shadow damage every second.
Swirl - Immerseus causes torrents of Sha-corrupted water to burst from beneath the cracks in the ground. Players that come into contact with the tainted waters will suffer 30,000 Shadow damage and be knocked away.
Corrosive Blast - Immerseus inflicts 600,000 Shadow damage in a cone aimed at his primary target, increasing Shadow damage taken by 100% for 45 sec. Stacks.
Seeping Sha - Coming into contact with the Seeping Sha that surrounds Immerseus inflicts 100,000 Shadow damage and knocks players back.
Swelling Corruption - Immerseus surges with power, gaining stacks of Swelling Corruption proportional to his current Corruption level. This power lashes out at players who strike Immerseus, coalescing into a Congealed Sha creature as well as inflicting Sha Corruption upon the attacker, which deals at least 2,500 Shadow damage every 1 sec for 10 sec, increasing in damage rapidly with each additional stack.
Split - Upon reaching zero health, Immerseus becomes unstable and bursts into a shower of Sha Puddles and Contaminated Puddles, which will attempt to reform in the pool at the center of the chamber. For each Sha Puddle killed and each Contaminated Puddle healed to full, Immerseus's Corruption is reduced by one.
Sha Puddle - When destablized, Immerseus forms one Sha Puddle for every four units of Corruption he has. Destroying a Sha Puddle before it merges back into the central pool will remove one unit of Corruption.
Sha Residue - When a Sha Puddle is destroyed, it triggers Sha Residue, inflicting 75,000 Shadow damage to enemies within 8 yards and increasing damage dealt to other Sha Puddles by 25%. This effect stacks.
Contaminated Puddle - When destablized, Immerseus forms one Contaminated Puddle for every four units of Corruption that have previously been removed. Healing a Contaminated Puddle to full health before it merges back into the central pool will cause it to become Purified, and remove one unit of Corruption upon reaching Immerseus.
Congealing - The speed of the Contaminated Puddle wanes as it increases in health.
Purified Residue - Upon reaching full health, a Contaminated Puddle released Purified Residue, restoring 25% mana to allies within 10 yards and increasing healing done by 75%. This effect stacks.
Erupting Sha - When any Puddle reaches Immerseus, it triggers an eruption, inflicting 75,000 Shadow damage to all players for a Sha or Contaminated Puddle, or 30,000 Frost damage for a Purified Puddle.
Sha Pool - The Sha Pool grows over time, inflicting at least 3,000 Shadow damage over 1 sec to enemies who touch it, stacking and increasing rapidly in damage proportional to the number of stacks. Touching the Sha Pool causes it to shrink, whereas it will expand whenever any Puddle reaches it.
Seeping Sha - Coming into contact with the Seeping Sha that surrounds Immerseus inflicts 100,000 Shadow damage and knocks players back.
Test - Flexible entry.

Patch 5.4 PvP Changes
It seems we haven't seen all of the Patch 5.4 PvP changes yet!

Blue Posts
Originally Posted by Blizzard Entertainment
Transmogrification and Player Housing
To Blizzard for finally showing where players stand in regards to our opinions after all several people have asked for changes to the game only to be ignored players asked for lvl 60 Tmog gear they asked for player housing and countless other changes to be made only to be ignored.its clearly obvious whos opinions matter here and its the trolls and flamers that belittle and put down those who try to ask for changes. so in the end to Bashiok and Zaph and the others i can tell you gratz you let the forum trolls win and the opinions of players who do ask for change dont matter
There's nothing wrong with asking for changes or additions to the game. I think the issue you're running into is an issue regarding an expectation that by voicing your ideas that something will happen in a very short time because of it. We very much take into account a variety of ideas, thoughts, opinions, and constructive feedback on an ongoing basis. It's a never ending cycle in which we must weigh in what we can add into the game that will be most beneficial to it against what we have the technology and resources in place to make it work well with.

In regard to Transmog ideas, we're always open to hearing of what you want most that you aren't able to use currently. Keep in mind, we have been consistently adding more and more Transmog items into the mix on an ongoing basis. There are a lot of options available that never used to be possible.

We've also said that we're not against the idea of player housing, but (again) it has to be something we feel we can implement in a way that makes the most sense for overall gameplay.

I think "ignoring" is a bit harsh of a claim given that the meaning of "Ignore" is "to refrain from noticing or recognizing". We have noticed these ideas, we recognize them, it just doesn't mean we are going to always agree with them and implement them or (even if we do agree) implement them right away. Good development takes time. (Blue Tracker / Official Forums)

"The Crowd Chose You" Clarification.
There are some very good points being brought up in here, particularly the dispute between the “frequency in which each team gets someone from the other team close to death during the course of one game” Vs “how close to death the enemy was”.

Some solutions could encourage turtling and we have to pay attention to that.

On the other hand, we also don’t want to change players’ behaviour too much because of this, for example, some healers might stop feeling comfortable playing at low health in order to keep the pressure on the other team during certain moments, and paladins/spriests/mages/hunters/rogues won’t wait so long before they bubble/block/deterrence/vanish, etc…

Who should win between a team that nearly kills their opponent 20 times during one single match and a team that leaves their opponent at 1 HP and plays defensively during the rest of the game?

Maybe there could be a mix between both variables with some weight applied to each of them.

We’ll make sure to share the potential issues you brought up with the devs, there are many solutions available to break ties and it’s possible that we end up seeing some iteration on this. (Blue Tracker / Official Forums)

Hearthstone Live Stream: Community Choice
Don't forget to stop by this afternoon to see another round of Hearthstone!
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Gather around the Hearth and bring your friends: our next Hearthstone live stream is nigh! On Thursday, June 27 at 10 a.m. PDT, join community team member Christina “Zeriyah” Sims as she pilots one of three different decks against other Hearthstone-loving employees of Blizzard Entertainment. Which deck will she use? This time, you decide!

During the event, Christina will play the deck of the spellcasting Hero that gets the most votes in the poll below before Tuesday, June 25 at 3 p.m. PDT. This is a great chance to learn how to play, hone your existing strategies, and introduce your friends to Hearthstone!

Whether you’re interested in watching how to play a powerful Priest, mash an opponent with a Mage, or wield a wily Warlock, tell us by voting for your preferred Hero below. Choose wisely—you only get one vote.

May your favorite caster win!

World of Warcraft Tribute Art Book Preorders
Originally Posted by Blizzard (Blue Tracker / Official Forums)
World of Warcraft Tribute is now available for preorder! Coming in October, this UDON-published collection of community-created artwork celebrates the iconic characters, epic lore, and legendary locations of World of Warcraft.

Last year, Blizzard and UDON put out a call for professional and fan artists around the world to share their unique visions of Azeroth. The top submissions have been selected and collected, and you can preorder the resulting book now from Amazon and Barnes & Noble.

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Absölution -- 6/6 MSV, 4/6 HoF, 4/4 ToES, 1/12 ToT
Pride and Ego -- 6/6 MSV 1/6H, 6/6 HoF, 4/4 ToES, 2/12 ToT


Immer
Gentleman
Premium
join:2010-01-07
Evans, GA
kudos:8
reply to Carpie

hmm... hotfix to horridon should greatly increase success rate on 10man Normal. For the first time in like... ever... I'm caught in that crossroad of pride for having completed the encounter prior to such a nerf... and disappointment that it will now seem so much easier to everyone who didn't try before June 25th. Oh well.. there are still plenty of "swift-kick to the groin" fights left in ToT!
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Intelligence is no substitute for Character.



Carpie

join:2012-10-19
united state
kudos:4

There are no crossroads for me. I'm just plain pissed. I wish they would quit nerfing shit that people have successfully been through. If the fights are too hard for you, go to LFR, that's what it is for.

And the timing of this just grabs me in the groin and twists like a vice grip.
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Absölution -- 6/6 MSV, 4/6 HoF, 4/4 ToES, 1/12 ToT
Pride and Ego -- 6/6 MSV 1/6H, 6/6 HoF, 4/4 ToES, 2/12 ToT



Immer
Gentleman
Premium
join:2010-01-07
Evans, GA
kudos:8

I suppose I'd feel the same if I didn't fully recognize how far behind we truly are for only having just defeated the second boss in a 12 boss raid. Horridon was overtuned for 10man. I think blizzard expected most raids to be stuck at Durumu at this point rather than Horridon.

still... definitely at that crossroad... I suppose none of us are immune from the whole "hey! I worked hard for that and now you're just giving it away!" (hyperbole strikes again!).
--
Intelligence is no substitute for Character.



Carpie

join:2012-10-19
united state
kudos:4

I get that. And if they would have nerfed it immediately then that would be a different story.

Yeah, he's hard. Yeah, he's too hard for the 2nd boss. But as plenty of guilds and players have already demonstrated, he is far from impossible. He doesn't require world best players to get past him, it just requires some perseverance and practice.

My DBM count says we've only pulled (wiped) him 20 times. And for the most part that has just been the past two Thursdays where we've had ~1hr windows to make the attempts. Considering the difficulty of him, 20x is not much at all. By comparison, it took us 39 in PnE to clear him. He's a hard fight.

It just irks the hell out of me that it had to happen now. It couldn't wait just three freaking days more. I would bet every gold, silver, and copper on every toon of mine that had we had another hour last week with him we would have cleared him. But nooooo...

Even with having to cover 3 absences this week with people that have not yet seen the fight in 10m, I feel confident that we'll clear him tonight if we can get a solid hour available. But it's just not going to feel the same now. They've stolen away a feeling of accomplishment that the team deserved. The same friggin thing happened with MSV.

Aaarrrrrrrrgh!!!! I'd better get off this topic before I go on a rampage down the hall and start kicking down cubicle walls and throwing laptops like discus.
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Absölution -- 6/6 MSV, 4/6 HoF, 4/4 ToES, 1/12 ToT
Pride and Ego -- 6/6 MSV 1/6H, 6/6 HoF, 4/4 ToES, 2/12 ToT



JB
Stay Gold
Premium
join:2009-05-14
kudos:1
reply to Immer

They've nerfed him 2 times already (in 10m), 1 more shouldn't really impact your pride(and ego). (imo - c wut i did thar?)



Carpie

join:2012-10-19
united state
kudos:4

Yeah, you're right. Since we weren't on Horridon at the time of the other nerfs, I guess I didn't pay too much attention to them. I've listed the history of them from what I could find. The big thing is we've just been late to the game from the get-go and need to get caught up. I'd like to see us at least 3/4 through ToT normals before 5.4 hits.

Patch 5.3 Hotfixes - June 25
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 theHorridon encounter on 10-player Normal difficult

Patch 5.3 Hotfixes - June 24
Horridon
• Hex of Confusion can no longer cause players to critically hit themselves.

5.3 Escalation Patch Notes – June 3rd
Horridon
o Amani’shi Beast Shaman no longer casts Chain Lightning while mounted on Amani Warbears.

Patch 5.2 Hotfixes: April 10
Horridon
o Reduced the health of Farraki Wastewalkers, Gurubashi Venom priests, Drakkari Frozen Warlords, and Amani Warbears in the Horridon encounter by 15% in 10-player Normal difficulty.
o Drakkari Frozen Warlord now deals less damage with Mortal Strike in 10-player Normal difficulty.
o Risen Drakkari Champions and Warriors now deals less damage with Deadly Plague in 10-player Normal difficulty.


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Absölution -- 6/6 MSV, 4/6 HoF, 4/4 ToES, 1/12 ToT
Pride and Ego -- 6/6 MSV 1/6H, 6/6 HoF, 4/4 ToES, 2/12 ToT


qualitybobby
Premium
join:2009-12-29
Middleville, NY

Horridon was fucking TOUGH as hell when ToT was released (in 10 man). The 3rd door would pound the crap out of us repeatedly. Once we finally beat it, we rocked Council after about 5 pulls and got Tortos and Magera the next week.

But lets not talk about the idiocy of the failure graphics of Durumu for about the first month of release.



Immer
Gentleman
Premium
join:2010-01-07
Evans, GA
kudos:8
reply to JB

said by JB:

They've nerfed him 2 times already (in 10m), 1 more shouldn't really impact your pride(and ego). (imo - c wut i did thar?)

I see. Sadly, you butchered context to reflect your own gripes and tried to save it with a joke.

said by Immer:

For the first time in like... ever... I'm caught in that crossroad of pride for having completed the encounter prior to such a nerf...

I was basically saying that in a small way I finally felt sympathetic to the l33ts regarding nerfs.

Those other nerfs weren't nerfs to our experience, because we didn't roll into ToT 10m in week 1. Oh yeah... because we were horribly behind the raiding curve. I wonder if I've already said that before?

said by Immer:

I suppose I'd feel the same if I didn't fully recognize how far behind we truly are for only having just defeated the second boss in a 12 boss raid. Horridon was overtuned for 10man. I think blizzard expected most raids to be stuck at Durumu at this point rather than Horridon.

hmm... guess I did.

But thanks for helping me decide which road to take. I will not be looking down on the raiding groups that "needed" this nerf to get their kill. I won't even mention it unless someone is honestly asking why it took us so long to kill him. I might even throw in an, "I can only imagine what it was like in the first week!"
--
Intelligence is no substitute for Character.


qualitybobby
Premium
join:2009-12-29
Middleville, NY

I wouldn't get caught up with what others did. Enjoy your successes and use them to improve the group. Get what you can get in 5.3, you guys have a few months to get there... and don't just your progress by how long it takes to get Horridon. It's the toughest boss (IMHO) to me before Durumu.

Tortos is easy once you figure out the bat tanking and turtle killing, Magera is easy once you get the healing rotations on the last two transitions (and cinders/ice dropping/kiting). Ji-Kun is all about the nests and soaking puddles.

Use these bosses to learn your raids weaknesses and improve them. Think of ToT as your test runs and focus on being ready to go when 5.4 hits.



Carpie

join:2012-10-19
united state
kudos:4

said by qualitybobby:

I wouldn't get caught up with what others did. Enjoy your successes and use them to improve the group. Get what you can get in 5.3,

Use these bosses to learn your raids weaknesses and improve them. Think of ToT as your test runs and focus on being ready to go when 5.4 hits.

+1

I like it QB. Awesome perspective (and one I needed to see)
--
Absölution -- 6/6 MSV, 4/6 HoF, 4/4 ToES, 1/12 ToT
Pride and Ego -- 6/6 MSV 1/6H, 6/6 HoF, 4/4 ToES, 2/12 ToT