Archive for March, 2011

4.1 Guild Challenges

4.1 Guild Challenges

In addition to updating Zul’Gurub and Zul’Aman for level-85 players, we’re also excited about another patch 4.1 feature: Guild Challenges. Built into the Info panel of the guild user interface, Guild Challenges will be weekly tasks guild groups can tackle for additional guild experience, achievements, and gold.

This feature has been designed and implemented to be quite simple. At the top of the guild user interface Info pane, a new Guild Challenges section will be displayed and broken into three categories: Dungeons, Raids, and Rated Battlegrounds. Any guild group will qualify for Guild Challenges credit and there is a set number of times each challenge can be completed per week. There’s no need to add a quest to your Quest Log or anything of that nature. Just grab a guild group eligible for any of the challenges and go.

Completing a Guild Challenge will result in a popup to confirm credit has been awarded, similar to achievement popups (or “toasts”). The participating guild members will then earn experience for their guild. In addition, a gold reward will be deposited directly to the Guild Vault. The gold and experience rewarded varies for each challenge type, but you won’t have to worry about receiving reduced rewards if, say, you happen to be in a guild group that completes a raid or dungeon on normal difficulty. Since there is a limited number of times each challenge type can be completed per week, we want to make sure guilds don’t feel set back if a guild group of level-18 players receives credit for completing Deadmines, versus a level-85 guild group completing Heroic Deadmines. The same applies to normal and Heroic difficulty raid progression. Provided the content is level-appropriate for your guild group, you’ll earn experience and gold for your guild.

To earn Guild Dungeon Challenge credit, the 5-player party must be composed of at least 3 guild members. Raid and Rated Battleground Challenges require that 8 out of 10 players be guild members, while 20 guild members are required to earn credit for 25-player raids. To earn gold for Guild Challenge rewards, a guild must be level 5 or higher and the participating members must have earned honored reputation with the guild. For example, 3 out of 5 guild members in a 5-player party must be honored to earn gold for the guild. If those three guild members have only reached friendly reputation, they would still receive credit and earn guild experience, but the guild would not receive gold.

So, let’s say your guild has been regularly hitting the daily experience cap. You might be wondering how beneficial it’d be to do Guild Challenges. Well wonder no more, amigos: Guild Challenges award guild experience above the cap. Think of it like rested experience. The guild experience cap will extend itself relative to the guild experience earned by completing these challenges. It’s a great way to get an extra edge on your guild leveling! Not only that, if your guild reaches the level cap, continuing to partake in Guild Challenges will yield a much more substantial sum of gold deposited directly into the Guild Vault.

We’re very happy with Guild Challenges and feel that they’re a fun way to continue expanding upon all of the new guild features added in World of Warcraft: Cataclysm. Your feedback regarding this system is always appreciated, as you can be sure we’ll be looking for ways to beef it up in future patches.

Dev Watercooler: Rude Interruptions

‘Dev Watercooler’ is a blog series that provides an inside look into the thoughts and discussions happening within the World of Warcraft development team. In our first entry, Lead Systems Designer Greg “Ghostctrawler” Street laid down a few ground rules:

  1. No promises are being made in these Dev Watercooler blogs.
  2. Don’t read too much between the lines.
  3. No complaints about the topic not being what you want to see covered.

Are spellcast interrupt abilities, such as Kick, too good? It’s easy to make that argument. We think their ease of use and low cooldown has led to a whole cascade of events in PvP. Because interrupts are so good, casters without a lot of instant spells or mobility are weak. For that reason, we tend to give casters a lot of instant spells or movement abilities, and casters who excel at those (say, Frost mages) are very powerful, while those without (say, Elemental shaman) have more difficulty.

Because interrupts are good, classes without them feel uncompetitive, which has led to us giving interrupts to paladins and druids, which in turn has led to them being even more prevalent. Because casters tend to fire off lots of instant spells while jumping around, melee can be really easy to kite. Because melee can be easy to kite, melee classes without strong mobility can suffer, and we have to consider giving high mobility to all melee, which increases the amount of uptime melee have on casters, which means we have to give casters even more powerful escape mechanisms to survive… and the arms race continues.

See where I’m going with this? Because instant spells tend to be so powerful, we have to make cast time spells insanely powerful to compete or they’ll never see use in PvP. But we have to make those spells so powerful that when they do get off, we can have PvP burst issues. (Look at how much better Frostbolt has to be than Ice Lance for mages to even consider the “long” cast.)

Nerfing all of the interrupts across the board isn’t the kind of thing we can realistically do mid-expansion. Anyone working on the raid content can tell you how important interrupts are to today’s encounter design. We’d have to redesign nearly all of the raid encounters and many of the dungeon encounters as well. Of course once you increase the cooldown on interrupts, then availability of stuns gains relative power, so you have that balance consideration as well.

Instant spells do have their place in the game. If you’re worried about being interrupted because someone is chasing you, or you are chasing them, that’s a great time to use an instant spell. But actual 2.5 sec cast time spells need to have their place too and, if anything, they should be the norm.

Here’s one other way in which interrupts have wide-reaching effects on the game via the chain of consequences discussed above. One of the advantages melee used to have in PvE was on movement fights. If the boss has to be kited or stays in motion, the rogues and warriors can follow along and still deal damage. It will be less damage for sure, but they’ll still get a lot of auto attacks in. It used to be the case that asking the Balance druid or Fire mage to move was a huge dps loss for them, because they were always interrupting their spells. In today’s PvE environment, that role has almost flipped. Many casters can shoot on the run and take only a very minimal DPS hit to do so. For this reason (and a few others) melee classes can feel like a liability on certain encounters. We’d prefer for raids to want a fairly even distribution of ranged to melee classes and ideally groups would have a lot of flexibility in who they bring. It’s okay to have fights that are really good for casters, but there need to be at least a couple that feel great for melee as well.

Is there a design lesson to learn here? I guess it’s some variant of the butterfly effect — apparently innocuous designs (in this case the short cooldown on interrupt abilities) can have wide-ranging effects on all aspects of the game. I’m not sure what the game would look like if Pummel and Kick and Wind Shear had 30 second cooldowns. Clearly we’d have to redesign a lot of other abilities, mechanics, and numbers to make it work. Again, this isn’t a change you’ll see anytime soon. But it might feel better in the long run if we could get to that point.

Greg “Ghostcrawler” Street is the lead systems designer on World of Warcraft. He knows how to get to R’lyeh.

3/30 PTR Updates

Achievements

  • The following Battleground achievements have been permanently removed from the game, as they do not function correctly with the achievement tracking system:
    • Guild Gankin’ in Gilneas
    • Guild Gulch
    • The Peak of Perfection
    • The Perfect Guild Storm
    • Storming the Beach
  • The guild achievements for earning exalted reputation with factions (Ambassador, Diplomacy, and United Nations) have been fixed to now correctly count cumulative guild members with exalted factions. Previously, these achievements would only count exalted factions on one guild member.
  • The guild rated Battleground title achievements should now properly be awarded.

Classes

  • All non-damaging interrupts off the global cooldown will now always hit the target. This includes Pummel, Shield Bash, Kick, Mind Freeze, Rebuke, Skull Bash, Counterspell, Wind Shear, Solar Beam, Silencing Shot, and related player pet abilities.

Death Knights

  • Desecration no longer triggers when an applicable strike hits a snare-immune target. This is primarily to avoid unnecessary spell effect clutter during boss encounters.

Druids

  • Cyclone duration has been reduced to 5 seconds, down from 6.
  • Lacerate bonus threat has been removed and replaced with increased initial damage done.
  • Savage Defense has been redesigned slightly. Instead of a single charge absorption, it now places an absorption effect on the druid absorbing up to 35% of the druid’s attack power (modified by mastery, if applicable) in damage and lasting 10 seconds. There are no longer any charges on the effect.
  • Swipe (Bear) cooldown has been reduced to 3 seconds, down from 6, and is now trainable at level 18 (training cost has been reduced). In addition, the bonus threat from this ability has been removed and replaced with increased damage done.
  • Thrash bonus threat has been removed and replaced with increased damage done.
  • Nature’s Swiftness now also increases the healing done by th eaffected nature spell by 50%.

Hunters

  • Summoned pets now start with 100 focus, up from 0.
  • Hunters will automatically acquire a new target if the current target dies in the middle of a cast.
  • Aimed Shot and Steady Shot should no longer start casting Auto Shot on a new target when the “Stop Auto Attack” option is enabled.
  • Auto Shot now automatically turns off until reactivated once Freezing Trap is cast on an enemy player.
  • Scatter Shot’s disorient effect should no longer sometimes be broken by the hunter’s Auto Shot.

Mages

  • Arcane Blast damage has been increased by 13%, cast time has been reduced to 2.0 seconds, down from 2.35 seconds.In addition, the stacking effect of Arcane Blast now increases the damage done by Arcane Explosion, and Arcane Explosion does not consume that effect.
  • Arcane Explosion damage has been increased by 30%13%.
  • Fingers of Frost bonus damage applied to Ice Lance has been increased to 25%, up from 15%.

Paladins

  • Sacred Duty can now be activated by Avenger’s Shield in addition to Judgements. The effect now lasts 10 seconds, down from 15.

Priests

  • Holy Word: Sanctuary healing done has been increased by 35%. In addition, it has a new spell effect.

Rogues

  • Cheat Death now reduces damage taken by 80% while in effect, (down from 90%). Its internal cooldown has been raised to 90 seconds, up from 60.

Shamans

  • Cleansing Waters now has a 6-second internal cooldown.

Warlocks

  • Unstable Affliction damage done when it is dispelled has been doubled, but this damage can no longer be critical.
  • Glyph of Soul Swap now increases the cooldown of Soul Swap by 15 seconds, up from 10 seconds.

Warriors

  • Heroic Leap is no longer on the global cooldown, similar to other warrior movement abilities.
  • Gag Order now applies to Pummel and only affects Heroic Throw, giving these abilities a 100% chance to silence the target for 3 seconds. In addition, Gag Order lowers the cooldown of Heroic Throw by 30 seconds.

Dungeons & Raids

  • New level-85 Heroic dungeons are available for partial testing.
    • More information on these updated dungeons can be found here.
    • These dungeons may only partially be available for testing at this time. Stay tuned for additional updates.
  • Blackrock Caverns
    • Aura of Arcane Haste now has a clearer visual on the bearer of the aura.
    • Bound Flames in the Karsh Steelbender encounter no longer create Lava Pools when they are killed.
    • The Short Throw ability used by Twilight Sadists has had its range reduced to 10 yards.
  • Deadmines
    • Ragezone cast by Defias Blood Wizards now only increases damage dealt, no longer increasing damage taken.
  • Grim Batol
    • Bleeding Wound damge from General Umbriss has been lowered by 20%.
    • Malignant Trogg now moves more slowly.
    • Encumbered damage bonus from Forgemaster Throngus has been reduced by 50%.
    • Invoked Flaming Spirits should prefer non-tank targets to fixate on.
    • The Twilight Flame Patch from the Twilight Drake has been removed.
    • The cooldown portion of the Twisted Arcane buff cast by Azureborne Seers has been removed.
  • The Stonecore
    • Ground Slam now has a pre-cast visual on the ground in front of Ozruk. In addition, Ground Slam’s damage and radius have been reduced.
    • High Priestess Azil’s Seismic Shard now has a more obvious warning visual.
  • Throne of Tides
    • Gilgoblin Hunters’ Poisoned Spear direct and periodic damage has been reduced.
    • Gilgoblin Aquamages’ Tsunami damage has been reduced.
    • Visual effects during the Lady Naz’jar encounter have been improved for clarity.
    • Blight Beasts summoned during the Ozumat encounter now deal less damage with Aura of Dread.
  • Vortex Pinnacle
    • The Air Nova ability triggered when a Gust Soldier is killed has had its knockback effect reduced.
    • Altairus now spawns closer to the center of his platform, away from the edge.
    • Temple Adepts and Ministers of Air now wait 2 seconds before starting a spell cast when they are first engaged.
  • Wailing Caverns
    • The maze section has been removed, and nearby creatures and bosses have been adjusted to compensate.

Guilds

  • Guild Challenges are now available for testing.
    • These challenges can be found in the Info pane of the guild UI.
    • Guild Challenges fall into three categories: Guild Dungeon Run, Guild Raid, and Guild Rated Battleground.
    • Each challenge can be completed a set number of times per week. Guild groups participating in level-appropriate Heroic or normal difficulty dungeons and raids, or Rated Battlegrounds, will automatically qualify for challenge credit.
    • Each time a Guild Challenge is completed, the guild will be awarded experience and gold deposited directly into the Guild Vault, as well as the opportunity to earn all-new achievements. A popup or “toast” will be displayed to confirm a Guild Challenge has been completed (similar to achievement alerts).
    • Guild experience earned via Guild Challenges will be awarded above the daily cap. The experience cap will move forward relative to the amount of experience obtained through completing Guild Challenges (similar to rested experience for characters).
    • Guilds already at the level cap will be awarded substantially more gold in place of guild experience.
    • Gold rewards require the qualified guild members of the group to be honored with their guild, and the guild must be level 5.

Items

  • Account Bound Items
    • Many “Account Bound” heirlooms are now labeled as “Battle.net Account Bound”, meaning that they can also be traded or mailed to characters that are on different World of Warcraft accounts under the same Battle.net account.
    • Mail sent to characters on the same Battle.net account now arrives instantaneously, as it does for the same World of Warcraft account.
    • Mailing account-bound items to characters of the opposite faction on the same Battle.net account will now correctly translate faction-specific items to their appropriate equivalent.

Professions

  • Alchemy – Flask of Steelskin now grants 450 Stamina, up from 300. The Mixology bonus for alchemists remains at 120 stamina.

PvP

  • The rate at which Honor Points are earned has been doubled.
  • Arena matchmaking can now extend beyond a team’s Battlegroup.
  • Battleground raid leaders can now move players from other realms among raid subgroups.

3/29 Hotfixes

March 25 – March 29

Dungeons & Raids

  • The Bastion of Twilight – A bug has been fixed that could cause Flame Strike during the Ascendant Council encounter (Heroic difficulty) to target an existing fire patch, instead of creating a new one.

Guilds

  • The guild perk “Have Group, Will Travel” no longer allows players to summon guild mates inside dungeons, raids, Battlegrounds, or Tol Barad when the battle is in progress. It will also not function while the player is on any transport.

Quests & Creatures

  • Uldum – Hostile NPCs are no longer present at the Temple of Uldum once the cutscene from picking up “Harrison Jones and the Temple of Uldum” finishes playing.

Darkmoon Faire Chicago

Darkmoon Faire Chicago

Strong gusts have carried the Darkmoon Faire from Beijing, China all the way to the Windy City. On April 1 – 3, Chicago is hosting Silas Darkmoon and his weekend of World of Warcraft Trading Card Game tournaments. Alexstrasza will be in attendance, so bring your Core deck and challenge her for the title of “Dragon Slayer.” Plus, we’ll have the Cryptozoic Costume Contest at 2 p.m. on Saturday. It’s free to enter and you could win a highly sought-after Spectral Tiger Loot card. If you’ve never played the TCG before, staff will be on hand to provide you with a demo, and then you can jump into one of the Beginner Tournaments. See you in April!

Tip of the Day – City Guards Are Your Friends

“One thing that clogs up the general chat channels is people asking for directions in the hub cities. Fortunately Blizzard has come up with a simple solution – just ask a city guard! They’ll give you directions to everything in the city and even provide you with a little flag in your mini-map! You know, the employment situation in Azeroth must be pretty bad when you consider that most of these guards are high level and can easily wipe out virtually every monster in the game and they’re taking the time out of their busy schedule to help you. The least you can do is avail yourself of their services. I don’t even think they get paid!”

Fungal Frenzy Achievement Guide

Fungal Frenzy Achievement Guide

Have you opened up those Therazane daily quests yet? Next time you’re in Deepholm, take a little moment to do the Fungal Frenzy Achievement and earn yourself some extra achievement points. Stay tuned for more achievements guides centered around the Therezane dailies. Gold, faction, guild reputation, achievements, what’s not to love about doing Therazane dailies?

Guild Challenges

We haven’t shared much information about this feature because it’s remained very much in development. That said, we’re about ready to release Guild Challenges for testing on the PTR soon. We’ll also be sharing more information on how Guild Challenges work in the near future.
(…) What about if Guild Challenges gave experience above the cap, functioning like rested experience and moving the cap further relative to the experience gained through completing said challenges? :)

Don’t worry. I can read, I swear. I’m referring to experience and not rep.

(…) [What are Guild Challenges?]

Built into the user interface, Guild Challenges will be separated into three categories: Guild Dungeon Run, Guild Raid, and Guild Rated Battleground. You just need to be in a guild group to complete each category a set number of times per week, earning your guild achievements, experience above the cap, and gold deposited into the Guild Vault (a lot more gold if the guild is level capped). We’ll have more details for you probably by next week.
Edit: More than one sentence… darn.

(…) [85 Only Challenges?]

As I understand it, you’ll be eligible to contribute equally to things like the Guild Dungeon Run challenge, provided the dungeon you’re running is level-appropriate for the guild group.
(…) [Guild Only Quests?]

We’re working on something sort of along these lines as a much more robust content feature for the future, but I can’t put a date or patch number on that yet. It also won’t necessarily be centered around guilds.
Was that ambiguous? I’ve never been ambiguous before, so I wouldn’t know.

 

Boss ‘Fixation’ Bug and Hotfix

Due to a fix applied earlier today a bug was introduced that is causing bosses which have any ‘fixate’ abilities, meaning those that will fixate on and/or chase a certain player, to not function correctly. This is currently noticeable for most players on Atramedes in normal or heroic, and Ascendant Council and Sinestra on heroic, but affects a great number of other bosses throughout the game.
We have a fix currently in the testing stages but it will require realm restarts to apply. We’re currently anticipating rolling restarts to happen early tomorrow morning during off-peak hours. We apologize for any inconvenience for those attempting bosses tonight with these mechanics.

 

Top Ten Things To Do While Waiting in Queue

 
 
It doesn’t matter if it’s a dungeon finder queue or a battlegrounds queue or waiting for the official forums to come back up from maintenance so you can QQ. What do you do to pass the time while you’re waiting to click that enter button when you get the popup message?

The Top Ten is a contest run by WoW Vault with content chosen for the list from among the replies! Whichever reply gets chosen as #1 will receive 2 weeks if IGN Insider VIP!

Disclaimer: Winners with too many ToS violations on their account may not be eligible to receive the reward

Dev Watercooler: The View From 10,000 Feet

Dev Watercooler: The View From 10,000 Feet

So how is the view from way up here? It’s great actually — we’re really happy with how Cataclysm is going so far, and we have big surprises on the horizon. On the other hand, there are details you can see at ground level that you can’t make out from 10,000 feet.

When we started these blogs, the idea was to foster developer communication to the players without some of the inherent problems of posting in forums. Some players have pointed out recently, and we totally agree, that the blogs up until now have been from a very high vantage point. We looked for topics with universal interest that would feel important and newsworthy. That has worked overall, but we also feel like we’ve lost something from when I used to be down in the metaphorical trenches talking to players in the forums.

So we’re going to try something a little different. We’re going to unleash some blogs that are much more conversational and less proclamational (that’s a word now). If we deliver on this, it will hopefully feel like you’re eavesdropping on our design meetings. You won’t always learn a lot about exciting new features coming to the game, but you will (ideally) learn something about the design process itself. (When we have big, exciting news to share, or ‘State of the Game’ style blogs, we’ll still do those as well.)

But to pull off this more casual blog style, let’s establish a few ground rules:

1) No promises. I’m going to be talking about a lot of things we might do or things we could do. You shouldn’t interpret this brainstorming as patch notes. Our creative process is insanely iterative. We might pitch dozens of ideas before we find one we like. That can be really exhausting if you’re not used to it. If you’re more interested in final decisions and not idea churn, then this style of blog won’t be for you.

2) Don’t read too much between the lines. I’m going to point out a lot of design flaws in our game. “Oh no! Goatcaller admitted WoW was deeply flawed! It’s shark-jumping time!” Look, Blizzard is very critical about our own designs. There is virtually nothing in World of Warcraft that could not be improved. That has always been the case and will continue to be the case. Just because I’m going to be sharing that more frankly with you doesn’t mean that the game now has more cracks in its foundation than it ever did. There is an old saying (misattributed, from what I understand, to Otto Bismarck) that laws are like sausages; it is best not seeing them being made. My old friend and mentor Bruce Shelley used to apply the same maxim to game design.

3) No complaints about the topic. If we didn’t have an interesting discussion about a topic recently, e.g. shaman mechanics, I’m not going to invent one. That doesn’t mean that the class is perfect, or that we don’t love shaman players, or that the shaman class has no direction, or that the class design is frozen in carbonite. I’m not going to keep hash marks next to every class and spec to make sure I’ve covered their “Very Important Issues” lately in a blog. World of Warcraft design being what it is, we’ll probably eventually get around to talking about everyone on here, but it may take weeks or months or years. My team is responsible for areas of the game including classes, items, encounters, trade skills, achievements, combat, and UI, so my blogs will probably stick to those topics.

Okay, all that preamble is out of the way now. I’ll probably refer back to it sometimes, if we have some players stomping all over the ground rules.

One topic we’ve been discussing lately is the role of Hit and Expertise on tank gear (or more precisely, plate tanking gear). The conventional wisdom is that Hit and Expertise are threat stats, and you may need to swap them out with some of your mitigation stats depending on the situation. Realistically, unless you severely overgear the content, we don’t think that is actually true. Tanks almost always worry about survival first and foremost, which totally makes sense, and are willing to trade off threat stats for better mitigation in almost all situations. It’s much harder to progress if the tank explodes than it is if the cat occasionally pulls aggro. (It’s not quite that simple, but I’m going to gloss over details and exceptions since I spent so much text on the preamble up above).

Once upon a time, taunts could miss, and so Hit was marginally more interesting than it is today. Once upon a time, having a boss parry your attacks could speed up its swing timer, which turned Expertise into a (often weak) survival stat. Boss parries felt very random though, both in the sense that sometimes the tank would suddenly take much more damage than anticipated and there was no easy way to know which bosses had parry speed up. (Today, you can assume none of them do.) Until recently, interrupts could miss, but asking a tank to stack a bunch of Hit just for those few opportunities when they were probably going to hit anyway but disaster would occur if they did not felt crummy too.

The problem is that there aren’t a lot of stats that are interesting to tanks. Stamina and Armor are great, but their stat budget is often in lockstep with item level. (It would be interesting to consider if we could make that not the case once again, but that’s the topic for another blog.) We got rid of Defense as a stat that tanks needed to worry about. We have managed to make Mastery pretty good to excellent for tanks, so that’s at least one stat they like to see. Dodge and (if you’re a plate-wearer) Parry are good, and slightly interesting because of talents like Hold the Line. But beyond that, it starts to go downhill. Sure Haste and Crit can sometimes be fun, but really they often aren’t worth the trade off. That leaves us with Hit and Expertise. We’d like to make them more interesting to tanks. But how?

One way is by turning them into defensive stats. They are defensive stats for Blood death knights, because the DK self-healing is tied into Death Strike, which can miss. It might be possible to do something similar for the other classes. Imagine if Shield Block had to actually hit the target. Presumably you raise your shield, but not high enough to intercept the incoming blow. Now hit becomes a mitigation stat for warriors as well. We might have to adjust the mitigation amount on Shield Block or give warriors a small Hit bonus so Hit capping wasn’t totally unreasonable, but you get the basic idea. You could do the same with paladins (make Holy Shield more interesting?) and druids as well (Savage Defense could proc on a hit).

Is this a good idea? We’re not sure yet. You won’t see this change in the 4.1 patch for certain. There are trade-offs to making Hit and Expertise more valuable. Gearing as a tank might be more fun for experienced players, but it also might be more challenging for less experienced players. The number of struggling tanks in your Dungeon Finder groups might go up. Some less knowledgeable players (and to be fair, this stuff doesn’t exactly explain itself on the character sheet) might stack Hit way too high at the expense of a more valuable mitigation stat, such as mastery.

It is the kind of thing we’re talking about though, and if you want to make a contribution to the tanking forums but aren’t quite sure on a topic, here is one potential possibility.

-Greg “Ghostcrawler” Street is the lead systems designer of World of Warcraft. He still has Buru’s Skull Fragment.

Guild Transfer & Guild Rename Services Coming

We want to give everyone an early heads-up regarding our plan to implement a guild relocation service for World of Warcraft. The idea is for a guild leader to be able to transfer a guild to another realm. The guild structure remains intact, including the guild leader, guild bank, ranks, and guild name (depending on availability).

Guild members who decide to relocate with their guild may initiate their own paid character transfer. Upon a successful transfer they will automatically be part of the guild when they first log into the new realm. Their guild rank and guild reputation will be intact.

Guild leaders who do not want a change of scenery may also choose to pick a new guild name using another new service. These services are in development and we will be providing additional details at a future point in time.

As with all of the features and services we offer, we intend to incorporate the guild relocation service in a way that will not disrupt the game play experience. Please note that this feature will require extensive internal testing, so you may see bits and pieces of the service appear on the public test realms. We’ll announce further details at http://www.WorldofWarcraft.com.

3/22 PTR Updates

Achievements

  • A new feat of strength with an associated title, “the Camel-Hoarder”, has been added for players that have bested Dormus and obtained the Reins of the Grey Riding Camel — because there must always be a Camel-Hoarder.
  • PvP
    • Rated Battlegrounds
      • The achievements to win 100 rated Battlegrounds have been renamed to “Veteran of the Alliance” and “Veteran of the Horde”, and now award those titles.
      • Achievements to win 300 rated Battlegrounds have been added, awarding the “Warbound” and “Warbringer” titles to the Alliance and Horde respectively.
    • Arathi Basin
      • The achievement “We Had It All Along *cough*” now requires the player to win Arathi Basin by 50 points or less, up from 10 points or less.
    • The Battle for Gilneas
      • The achievement “Jugger Not” now requires the player to win The Battle for Gilneas by 100 points or less, up from 10 points or less.
      • The achievement “Out of the Fog” requires the player to defend 2 bases in a single battle, down from 3.
      • The achievement “One Two Three You Don’t Know About Me” requires the player to assault 2 bases in a single battle, down from 3.
      • The achievement “Not Your Average PUG’er” now requires 10 total flag defenses, down from 50.
      • The achievement “Battle for Gilneas All-Star” now requires a single flag assault and flag defense in a battle, down from 2.

Death Knight

  • Desecration no longer triggers when an applicable strike hits a snare-immune target. This is primarily to avoid unnecessary spell effect clutter during boss encounters.

Mage

  • Frostbolt damage has been increased by 10%.
  • Fingers of Frost bonus damage applied to Ice Lance has been increased to 25%, up from 15%.

Paladins

  • Illuminated Healing shield duration is now 15 seconds, up from 8 seconds. In addition, Illuminated Healing has been increased to provide 1.5% effect per mastery, up from 1.25%.

Shaman

  • Improved Fire Nova has been redesigned and replaced by a talent called Seasoned Winds. When an enemy spell cast is successfully prevented with Wind Shear, the shaman gains magical resistance (in an amount equal to what a protection totem/aura would grant, stacking with such buffs) to the spell school(s) of the interrupted spell (except for Holy spells), lasting 10 seconds.

Dungeons & Raids

  • Dire Maul North
    • The Gordok Courtyard Key in Fengus’s Chest is now replenished after several seconds.
  • The Mechanar
    • The Cache of the Legion now unlocks when Gatewatcher Gyro-kill is gyro-killed.
  • Stratholme
    • Postboxes no longer require keys to open, because really, who locks their postboxes anymore when they’re all undead? It’s just people sending coupons for brains anyway.
    • The Postmaster now spawns when 3 of any postbox are opened.
  • Uldaman
    • The Staff of Prehistoria is no longer required to open the door in the Map Room.
    • Baelog’s chest has been given new loot. If it’s grey it’s good, right?
  • Zul’Farrak
    • Troll Cages no longer require the Executioner’s Key to open.

Guilds

  • The amount of guild experience rewarded for rated Battleground guild group wins has been dramatically increased.
  • Players are now rewarded guild experience for Honorable Kills in the field.
  • Players are now rewarded guild experience for Battleground wins in Battleground brackets up to level 80.
  • Arena teams are now awarded guild experience for wins. The entire team must be members of the same guild to earn this experience.

Items

  • All trade goods available for purchase with Honor or Justice Points from the associated commodities vendors have had their prices reduced by 50%.
  • Maelstrom Crystals are now available for purchase with Honor or Justice Points from the associated commodities vendors.

PvP

  • Arenas
    • The Ring of Valor has returned! It should now be playable again in the Arena map rotation.
    • New starting areas have been added for Ring of Valor. Players will no longer enter the Arena on the elevator. It’s been removed. Instead players will start in a room at opposite ends of the Arena.

Quests & Creatures

  • Loot from the creatures Garr, Julak-Doom, Mobus, and Poseidus has been adjusted to be commensurate to their rarity and invested effort.

User Interface

  • The Guild Finder has been implemented! While we are continuing to add final polish to this feature.

 

Tip of the Day – <3 Them Critters!

“Did you know that WoW Vault can help you get an easy 30 achievement points? Of course we can! Check out Rill’s & Pallydog’s guides to loving those squirrels, sharing your lives, and those that cared for me.”

 

Ask the Devs – Answers #2 “PvP”

Ask the Devs – Answers #2 “PvP”

 
Q: Is it a possibility that the premade group requirement will be dropped from Rated Battlegrounds, allowing players to queue for a Random Rated Battleground? I’m sure many people would be ok with the inherent risk and disadvantage of grouping with random players for rated content if it meant they could at least make use of the rating system. – Gëtmastiffd (North America/ANZ), Kaymac (North America/ANZ)
A: If you take away the group requirements for Rated Battlegrounds, then you don’t have Rated Battlegrounds – you just have the same old Battlegrounds we’ve always had expect they now reward the best loot in the game. We understand there are heavy logistical requirements to organizing teams – that is in part why the rewards are so good. We believe that if we just opened the doors to random queuing that the system would be less about organized teams competing against organized teams and more about the luck of whether you got a good team or not. You are much more optimistic than we are about how forgiving players would be when Blizzard ignorantly / cruelly stuck them in a team with one Prot paladin and six rogues with no resilience. ? Teams on the other hand have all the responsibility themselves. If they feel comfortable bringing an experienced player with sub-optimal gear, they can make that call. If they think a certain number of healers or particular comp is required, they can try to locate them. Most importantly, there is a leader with some level of power. If you ignore the leader and just do your own thing, the leader can choose to replace you.
This is our first stab at offering very powerful gear through Battlegrounds and it is going to take some tweaking to get right. We understand that some more casual players may have given up on the system and we want a chance to fix that. It’s possible we could require fewer players to form a team, such as merging two groups of 5 together – at least we’d know for sure that you had 2 healers and had put some thought into your comp. We could also put in some kind of browsing system to make it easier to find people looking for Rated Battle Grounds.

Q: Why can’t we have a pure, straight up, unadulterated Death Match style Battleground? – (Taiwan), Gulantor (North America/ANZ)
A: We think Battlegrounds work better when there is a goal that the team can work towards. Huge melees with lots of players tend to be chaotic by nature so there is less room for skill to influence the outcome. It feels more random, and the more random the system is, the more arbitrary the rewards will feel. It might be something we try someday.

For example, emergency buttons are balanced around the assumption that only a few players are ganged up against you. Even in the 5v5 Arena bracket, it’s very difficult to survive being focused by so many players at once, so you feel like you don’t have many options. There is a reason that most of our Arena attention is on 3v3 – it just feels the best.

Q: Arena Skirmishes: What happened to them? They were a useful tool in trying new compositions, testing out a new teammate, or just having some fun during downtime. Wargames are nice, but did skirmishes have to go in order for them to be implemented? – Zubzar (North America/ANZ), Nølfen (Europe [French]), Jinusek (Europe [English]), Whoohoo (Europe [German])
A: We didn’t cut Skirmishes because they were flawed. We just thought we’d get more bang for the buck out of Wargames. While some players enjoyed Skirmishes, we can tell you that overall they were used very rarely. We would have kept them if it had been relatively easy to do so, and we may add them back someday, but it’s just not a huge priority based on their previous popularity.

Q: In Cataclysm, PvP fights were supposed to be slow and everyone should spend longer in a wounded state. But from what I’m seeing, healers are still able to bring someone up from 1% to 100% in 2 or 3 global CDs. So it comes down back to the WOTLK style, either you burst someone in a CD and damage spike, or you need a setup with tons of CC. There simply is not a state where someone is at 50% health and you can keep him around that way with your damage. He will be at 100% in the next 2 global CDs. Any plans to address this? – Noidealol (Europe [English])
A: We just don’t think that is the case in Cataclysm relative to Lich King. Players have roughly 100,000 health, and even the big heals, which are very hard to use in PvP, only heal by 30,000 or so. Most healers do have some kind of emergency button (say Nature’s Swiftness plus Healing Touch) and that may be what you’re seeing, or else hots are ticking away for a longer period of time (longer than 2-3 GCDs for sure). We have had some burst issues rise up from time to time (say Aimed Shot, or more recently warriors), but we take pains to stomp them out when they happen. Overall we’re seeing a wide variety of classes and specs participating in Arenas, which argues that there are several strategies that work, not just the focus on one dude and blow him up strategy that prevailed in the previous expansion.

All that said, we are looking closely at healing in PvP right now. It can be really hard to kill say a flag carrier being assisted by multiple healers (especially once there is less burst damage from Balance druids and warriors).

Q: Will guilds focused on PvP be able to progress and have rewards just like guilds focused on PvE?/ Will it be possible in the future to advance guild reputation through PvP? – Smrt (Europe [German]), Ypsen (Europe [French])
A: We did try and emphasize Rated Battlegrounds as a way that guilds could progress. We thought it made more sense to have guilds focused on BGs than on Arenas, since the latter just don’t require the large infrastructure of a guild for support. It was a purposefully limited approach as the Guild Advancement system was new and rather complex, but now that we’ve had time to watch and see how it’s being used we’re a bit more comfortable opening it up where it makes sense. So in 4.1 we are actually making it so you can earn guild XP and reputation from Battlegrounds, Arenas, or just Honorable Kills. Details aren’t totally nailed down yet so we’ll let you know the specifics in upcoming PTR patch note updates.

Q: With the proliferation of spell interrupts and other control mechanisms, and the ever-increasing value of mobility, how do the developers plan to successfully move casters away from instant casts and make hard casting in PvP more viable? – Maldramere (North America/ANZ)
A: It will require several changes. We feel these changes will ultimately make the game better, but they are big, scary changes, so they aren’t the kind of thing we can just make in patch 4.1. For starters, we need to make instant spells less powerful. The fact that they are instant should be the big thing those spells have going for them, because immunity from interruption and the ability to shoot and scoot are gigantic advantages. Those spells don’t need anything else to be attractive. Secondly, we need to tone down the role of interrupts and silences so that casters are actually casting their spells more often. We’ll also have to look at crowd control, because once you can’t interrupt every Polymorph being cast, you’re going to spend a lot of time as a sheep. Ghostcrawler has an upcoming blog in which he speculates about this issue a bit more.

Q: Players’ skill level in PvP between rated and random battlegrounds are very different. Could a personal rating system such as the one in Starcraft II be implemented so similar level players can be matched up? – ?? (Korea)
A: We have a personal rating system for Rated Battlegrounds. We don’t use it in the random Battlegrounds because random Battlegrounds are engineered for speed of matchmaking, not for setting up perfectly balanced teams. We do evaluate gear with random BGs, which often (but certainly not always) correlates with your skill. The system begins to break down when you’re balancing skill versus how quickly people want to just get in and play. Creating a system that’s more stringent in how it chooses players means longer wait times, so we try to strike a balance with random Battlegrounds to have some factors (gear) but not so much that queue times become even longer. It’s also worth stating that the matchmaking employed by StarCraft II is just much simpler than what it would require to assemble a viable Battleground team.

Q: CC used to be the big thing for arena, but now it’s all about damage. Is it the direction you are taking at the moment? – Thatis (Taiwan)
A: If crowd control really was as weak in Arenas as you’re claiming, then Holy paladins would be the healer of choice and Resto druids wouldn’t have much of a role. But the Entangling Roots and Cyclone of the druid make a huge difference in Arena, and we see a lot of healing druids.

Ultimately, we think there has to be a place for both crowd control and damage. It can be just as frustrating to be chained from a fear to a poly to a stun without having an answer as it can be to die to two dudes killing you in a few GCDs without an answer. We don’t want Arena in particular to be all about which comp has the best layering of crowd controls that don’t share diminishing returns, because that greatly lowers the number of viable comps out there (and why rogue-mage-priest dominated in earlier seasons). We have taken steps this season already to nerf both out of control damage and excessive crowd control for some classes.

The best thing you can do is just keep providing feedback when you think something is broken. Many other players will disagree with you, and at times so will we. The signal to noise ratio for PvP balance is frankly always going to be bad, and the design calls are extremely subjective. We are constantly amazed that some players playing very powerful specs perceive themselves as weak or interpret very gentle nerfs as soul-crushing. That doesn’t mean that we’re never going to listen, but it does mean the burden of convincing us something is broken is going to be high, probably higher than it is for PvE.

Q: Warrior damage is currently game-breakingly out of control and looking at the 4.1 patch notes it is only set to get worse. Your attempts at toning down the burst from Colossus Smash will have very little effect on high armor targets and absolutley no effect on medium to low armor targets, factor in the compensation you have given to Slam, Overpower and Mortal Strike and it ultimately leads to a significant damage increase. With warrior damage already absurdly high and a resilience nerf in the works what is the reasoning behind these changes? – Albany (Europe [English])
A: This question was most likely written before the most recent 4.1 patch notes, but we think it was totally valid at the time it was written. We were in a tricky spot with warriors where we couldn’t nerf their burst damage without affecting their sustained PvE damage. A few things contributed to this, Colossus Smash for sure, but also the new design for Heroic Strike, allowing them to sandwich in extra damage on the same GCD as Mortal Strike or Raging Blow. We finally bit the bullet and made Colossus Smash work differently in PvP and PvE. That type of separation is always a last resort for us, but we feel like it was the right call in this case. We also toned down the base amount of Fury mastery while keeping mastery scaling the same, and compensated them with auto attack damage. We also fixed a sneaky bug where trinket effects that were not intended to stack, were stacking. Despite some of the more hyperbolic responses, we think warriors will continue to use Colossus Smash in PvP. They may think about it a little more before using on a clothie, and we’re actually fine with that. (It’s still probably a 13% damage increase vs. cloth.)

Q: Can I hear your thoughts of the survival abilities of the Warlock on PvP? – Mccoll (Korea)
A: Overall, we think they’re fine. Warlocks in PvP often compare themselves to Shadow priest, and to be fair, Shadow priests have some very potent emergency buttons, particularly Dispersion. Warlocks have good self-healing (which also to be fair, was nerfed recently), abilities like Demonic Circle and fears that are good for both offense and defense. Once Shadow priests lose their defensive dispel capabilities, we think they will be less versatile and their entire package will be more comparable to warlocks.

Q: Balance druids are widely recognized as deficient in PvP. Can you describe your motivation for nerfing Balance druids’ burst damage, crowd control, and self-healing in 4.1? This seems like a lot, given that you have acknowledged that Balance druids are currently weak in Arena (during your first Q&A). (It would be great if you could speak generally to what your vision or plan is for this class, in PvP. Some players believe that Blizzard does not intend for feral or balance druids to be played in arena. Please tell us for the record that this is not true!) Thank you. – Jynks (North America/ANZ)
A: Last week the words actually used were that Balance druids struggle in Arena. They are exceptional in Battlegrounds. But Balance druids cast hard spells a lot, which are more likely to be interrupted in Arenas. They do good damage in Battlegrounds when they can dot multiple targets, but those are more likely to be dispelled in Arenas. Despite those weaknesses, Starsurge needed to be nerfed. Broken spells shouldn’t make up for being weak in Arena.

We want Feral and Balance to be played in PvP and ideally in Arena. It is hard to make every spec equally viable in Arenas without giving everyone all the same set of tools, which was part of the entire genesis towards the emphasis on Rated Battlegrounds for Cataclysm. We know some players scratch their heads when we nerf Balance and Feral in PvP because they historically haven’t been as highly represented as some other specs. However, it’s not cool for a spec to be super annoying or frustrating to play against just because they aren’t common. But to answer your question for the record, yes we want them to be viable.

Q: Elemental Shaman are rarely seen in high rating Arena teams nowadays. I want to know the thoughts and opinions of the Dev. Team regarding the PVP abilities of the Elemental Shaman. Can I expect any improvement? – ?? (Korea), Mythren (Europe [English])
A: As with Balance above, Elemental was hurt by several of the Cataclysm changes. They hard cast spells a lot in a world where every melee spec (and many casters) have a reliable interrupt. (And as we’re saying elsewhere, we think interrupts are too good in PvP overall). Likewise, Elemental is hurt by dispels. Our intent was to make dispels more expensive, but that hasn’t really toned them down as much as we wanted. Long-term, as with the interrupts, we do need to chill dispels out even more. But certainly dispelling Flame Shock hurts Elemental’s damage a lot. Similarly, Elemental’s big claim to fame in Lich King was how much burst they could do in a small window, and we have toned that down a lot with the larger health pools that players have. Finally, the Heroism / Bloodlust buff was once mandatory for 5v5 brackets, and obviously isn’t any longer. Elemental could probably benefit from another survivability cooldown. Elemental Mastery doesn’t fit that niche as well as we’d like, since you need it for offense as well.

Q: Why do hunter traps continue to be resisted when the hunter is both spell pen capped, and specced 2/2 into Survival Tactics? – Zubzar (North America/ANZ)
A: It’s just a technical limitation. The way the code works, the traps are objects and not part of the player. We can calculate how much damage they should do based on player stats, but it is currently impossible for them to inherit things like spell pen. Spell Penetration does nothing for your traps. We don’t even have a way to make them always hit, because then they would always hit, even against a stealthed rogue for instance (which we’re sure is a solution hunters would be perfectly happy with). We know it’s not a very satisfying answer, but at the end of the day, World of Warcraft is a piece of software and given that we have some of the best programmers in the industry working on it, there aren’t any simple solutions that are going to fix this problem in the short term. It is absolutely a problem though and we do want to fix it.

Q: The healing abilities of hybrid classes are being severely limited (eg. Retribution Paladin, Shadow Priest). Compared to this why do DPS Classes such as Rogue, Warlock have strong healing capabilities? Can I get some explanations for this? – ????? (Korea)
A: Our definition of hybrid is a class that can respec to tank or heal. That versatility is much less relevant in PvP than in PvE. So it isn’t all our intention that classes who have a healing talent tree are good healers at all times and more than you might expect Restoration or Balance druids to be tanky just because they have a tank spec.

We don’t specify a set amount of self-healing and try to adjust everyone to hit those targets. Instead we balance specs around their entire package. If rogues die a lot, then we can explore the option of increasing their mitigation, giving them stronger survival cooldowns, or increasing their self-healing. We found that rogues were one of the most painful classes to level, so when we revamped them for Cataclysm, we wanted to make sure they didn’t have to stop and eat or bandage every few pulls. Warlocks self healing did get nerfed, but also remember that their resource mechanic is burning health to generate mana, so they need a way to replenish that health.

Finally, hybrids can absolutely swing the outcome of battles with their self or off-healing. Feral druids can stop, shift, and heal themselves up. It happens all the time (though obviously not while being focused). That doesn’t mean that those specs are supposed to be chain healing the whole time (that’s what actual healers do).

Q: Frost Mage and Blood Death Knight are almost unbeatable in PvP situations. Do you have any plan to adjust balance issues regarding the two Classes? – ????? (Korea)
A: The kit of the Frost mage is to have a lot of control and emergency buttons. This gives them a high skill cap, both in that it can be hard to stop a good Frost mage and it can be hard for less skilled PvP players to handle even a decent Frost mage. At the high end of PvP, we think Frost mages are balanced. It’s everything below that where they can be frustrating to handle. We need to figure out ways to affect the latter without affecting the former. One solution is to take some of their control away, but make some of the remaining abilities undispellable. Those spells are always dispelled in high-end games, but less often in lower-end games.

With the exception of a few (kind of silly) dual Blood comps in the 2v2 bracket, we see most of the Blood DK complaints when they are Battleground flag carriers. Tanks are hard to kill – that’s their thing. When tanks do obnoxious amounts of damage in PvP in addition to high survivability, as happened in some of the Lich King seasons, that feels broken. In Cataclysm, their damage is a lot lower in PvP, but their survivability is high, which feels more appropriate. We did nerf the Glyph of Dark Succor to keep it from being abusive. We’d rather the role of tanks in PvP be as flag carriers and defenders rather than the dude chasing you around trying to kill you.

Ask the Devs – Questions #3 “UI”

Welcome to the World of Warcraft “Ask the Devs” global Q&A. In this thread we’ll be collecting questions from you to have answered by our developers. We’ll be asking for your question each time a new Ask the Devs Questions thread goes up, having the community vote on them, and posting the answers we receive approximately one week later.
[Status]
QUESTIONS. Ask your User Interface related questions, NOW!

Here’s how this works:

  • Starting at the time this thread is made you can post your World of Warcraft question for the developers.
  • When the thread hits the cap (500 posts) no more questions will be allowed.
  • About a day later, we’ll lock the thread, meaning no more votes will be possible.
  • We’ll pick out posts with the most votes, collect them with questions from the other regions, and get answers to be posted the following week.
  • This process will continue on, with a new question thread going up (weather permitting) and the answers to the previous questions being posted shortly thereafter.

Rules

  • One question per post.
  • If your question is answered your character name will be displayed alongside the question.
  • Discussion posts are not allowed! If you don’t have a question for our developers, you should not post in this thread.
  • You can vote for questions at any time while the thread is unlocked.
  • A highly rated post does not mean it will be answered, but we’ll do our best to answer as many questions as possible.
  • Down votes don’t count.

Tips

  • Don’t post or vote for questions you know we won’t answer. We’re not going to use these Q&As to announce new features, expansions, or release dates, etc. By the same token, we’re not going to answer questions that touch on subjects outside of the game and its design.
  • Stay on topic! We’re asking for questions regarding a specific topic, if your question isn’t on that topic it’ll probably be down-voted to obscurity by other posters, and more than likely deleted by us.
  • Keep your question concise. One to three sentences should be plenty to explain background and ask a question.
  • Vote for any and all questions you would like to see answered.
  • All votes count. While you can’t see vote #’s, we can. Even if a post is highly rated, your vote still means something to that question (potentially) being answered.

 

A Game Within A Game
 

Peacebloom vs. Ghouls is a mini game you can play in Hillsbrad Foothills that is based off the famous game, Plants vs Zombies. What do you think of this little game within the game? Do you think Blizzard should add more? Do you think the games should be infinitely repeatable or do you feel WoW has enough mindless grindy things to do? Do you hope that this was just a one time tribute?


The Topic of the Week is a contest run by WoW Vault! The best reply will receive VIP Insider for 2 weeks! Potential winning posts are judged according to length, interpretation of the subject and writing style.

Disclaimer: Winners with too many ToS violations on their account may not be eligible to receive the reward.

Coming Soon To the Blizzard Store

It’s a lion..no a gryphon! No…a…what is it?

It’s another mount the OCD collectors out there (like Rill) can buy from the Blizzard Store!

Tip of the Day – I’ve got a Posse

Tip of the Day – I’ve got a Posse

“Having trouble with some elite quests in the 1-60 range? No worries! Most quests have been revamped and will give you some NPC help. Just take another look at your quest log or bags to see if you have something to summon them. Or if you’ve got NPCs following you already, check your spellbars to see if you can control them and utilize them better!”

Submitted by: Rill

Ghostcrawler Developer Blog: Raid Progress

Ghostcrawler Developer Blog: Raid Progress

We addressed our views on dungeon difficulty several weeks ago, and in the interim many players have asked for us to comment on raid difficulty.

I chose to use the word “progress” in the title for this blog quite intentionally. We think progression is the key to players having fun. When groups stop making progress, the members get frustrated. When individuals feel like they are stuck, that’s when they start to lose interest. I don’t think it strictly has to do with the flow of loot being shut off. A big part of it is the sense that as you climb up that mountain, you are getting closer and closer to the summit instead of just sliding back down to base camp at the end of each day.

Let’s consider two extremes. If you complete the raid content very quickly and have Sinestra on farm and everyone has acquired their best in slot items, then you’re probably ready to take a break from raiding. If you worked really hard to get to that point, as many of the current “finished” guilds did, then you’re probably pretty happy about resting until Firelands becomes available. However, if that break point happens too soon, too easily, for too many guilds, then the raiding game can feel empty. Players run out of content before they are ready to run out of content, if that makes sense. Now let’s consider the other extreme, where a guild just has no realistic chance of ever beating a boss. This can be particularly demoralizing if it’s the first boss, but it can happen at any time. That guild might not feel like they are making progress. Many guilds are willing to put in a few weeks trying to master a new encounter, but if it gets to the point where they are wiping for months, there’s a good chance they’ll start to see burnout and thinning ranks. The sweet spot in raid balance for us to hit is that everyone feels like they can still make progress. Content that is too hard or too easy doesn’t meet that goal.

Raid encounters, to some extent, nerf themselves. This is because every week, the raid members acquire more and more gear. Secondarily, the community acquires more and more knowledge and experience, which translates into better videos, strategy guides, or even UI mods, as well as just more players who have experienced the encounters firsthand. Each week that you are able to kill any bosses, your group’s gear improves overall, through Valor points if nothing else. When Firelands is available, everyone’s gear will quickly take a step up in quality. This will give you an even better chance to beat those bosses that are blocking you now. We wouldn’t be surprised to see some guilds try the first few Firelands bosses one night, while using the next night to go back to get the head and chests from Nef and Cho’gall in order to complete their set bonuses, that is until acquiring new set bonuses becomes feasible. On some bosses, though, better armor and weapons may not be enough because some mechanics just can’t easily be outgeared. To mitigate that problem, our tendency is to nerf content over time just to make sure a wide variety of players see it. The trailblazers get to see the fights before anyone else, but we don’t lock the dungeon door behind them.

Having said all of that, there are some encounters that still need adjustment. Heroic 10-player modes can often be the hardest to balance, because those groups just don’t have access to the sheer number of tools in one group that the larger raids have. You’ve probably seen some hotfixes go out recently and we might make more adjustments in 4.1. We’ll continue to monitor progress and make adjustments when we feel the time is right.

Overall, we are pretty happy with our current raid balance. Most guilds that are trying seem to be making some progress. On some realms, we’re seeing pickup groups for at least the earlier bosses, which seems appropriate for where we are in the content cycle. The Heroic versions are particularly challenging, though even in that case, there is a gradient with easier and very difficult bosses. For those of you who feel like you are stuck on progression, we’d like to hear more about why. Are you trying to PUG the encounters? Do you have a very casual guild with a lot of different players each night? Is the problem that you’re undergeared or that the mechanics are too unforgiving? What are the mechanics that are really hard for raid leadership to explain or even understand? Are your tanks exploding, or are your healers running out of mana, or are you failing the berserk timers? We have data on all of this, but it’s useful to hear it from your point of view as well. Remember, our goal is that you beat the fight because you understood the mechanics and executed your tanking, DPS, and healing around those constraints. If you’re just kind of powering through a boss ability or phase that you don’t really understand, then it’s going to be a lot harder for you. As always, feedback on which encounters you are enjoying and which ones you never want to see again is also appreciated, though we’ve gotten a lot of that already, and are designing your Firelands foes with that in mind.

P.S. I am as excited about the Firelands encounters as I am about the current ones. We can’t wait for you to wipe to them, er… see them.

Greg “Ghostcrawler” Street is the lead systems designer of World of Warcraft. He wipes to the elevator boss.

More on No Raids in 4.1

BlizzCon is a behind the scenes look into the development process. We offer that behind the scenes look because we know people enjoy being able to see our processes, and also hear about what we’re thinking about and planning. That comes with the hope that the information is indeed taken as we intend it, which is a candid look at our thoughts and processes. Not bullet points of finalized game features.

Unfortunately those candid thoughts and processes are sometimes interpreted as promises for the development of our games.

The reason we commonly do not discuss our plans until they’re in the process of being implemented, or actually complete, is exactly for that reason. BlizzCon is a huge exception to our rule, and while we’re not going to stop having BlizzCons and offering those behind the scenes looks for those in attendance who come to see exactly those things, it’s really unfortunate to see when they’re referenced as promises.

The State of World PvP

Hrm, I reckon it’s rewards that ruined world PvP. Everyone harkens back to TM/SS as the holy grail of world PvP, and that was before and maybe slightly after the honor system was implemented (but before real rewards existed from it). I think you can encourage world PvP all you want, and if there aren’t rewards behind it you’ll keep people interested for about as long as it takes them to realize there are other things to do that give real power increases. Why would anyone spend any amount of time just pushing back and forth for no reason when you can spend your time toward actual rewards and character improvement? Maybe there are some of you, but I guarantee it’d be short lived.

I mean shoot, you have Isle of Quel’Danas or even quest hubs in Cataclysm where people are literally forced together, and there’s complaints that they just want people to stop PvPing so they can get their stuff done so they can get their rewards. That’s kind of unfair because I know many did enjoy those situations, but somehow it never meets the awesomeness of TM/SS, and I reckon it just never could again.

The best I can think that you could do is create a specific world PvP zone where you don’t allow flying mounts, give some objective to tug-o-war over, and so you can justify giving some semi-meaningful rewards and keep people interested you’d need to find some way to even up the sides (because world PvP is inherently going to be unfair). I think you do all that and you probably have the best working solution for bringing back world PvP.

Tip of the Day – Character Recustomization

“If you want to do a paid name change, consider doing a recustomization instead. It’s only $5 more and you get to pick a different face! Character recustomization includes a name change as well. “

Submitted by: Pallydog

The Tip of the Day is a new feature on WoW Vault! Submit a tip and you could be on the front page!

3/15 PTR Updates

3/15 PTR Updates

Classes – General

  • Several persistent ground effects now display different visuals for hostile and friendly players. The following spells have the same visual effects for friendly players, but new alternate visuals for hostile players: Ring of Frost, Consecration, Desecration, Wild Mushroom, Flare, Ice Trap, Power Word: Barrier, Smoke Bomb, and Hand of Gul’dan. As a general rule, the alternate effects have a red tint or hue indicating they are created by an enemy player.

Druids

  • Efflorescence has been redesigned. It creates a healing zone at the feet of a Swiftmend target, but this healing zone now restores health equal to 4/8/12% of the amount healed by Swiftmend to the three most injured targets within 8 yards, every 1 second for 7 seconds. This periodic effect now also benefits from spell haste, but the individual ticks cannot be critical effects. In addition, Living Seed is no longer a prerequisite talent for Efflorescence.

Mages

  • Improved Arcane Explosion now also reduces the mana cost of Arcane Explosion by 25/50%.
  • Ice Barrier base damage value has been increased by approximately 120%. In addition, the benefit from spell power has been increased by approximately 8%.
  • Glyph of Frost Armor (new glyph): Frost Armor also causes the mage to regenerate 2% of maximum mana ever 5 seconds.

Warriors

  • Colossus Smash now ignores 50% of a hostile player’s armor (PvP), but continues to ignore 100% of a non-player character’s armor (PvE).

Dungeons & Raids

  • Blackwing Descent
    • Atramedes
      • Searing Flames now causes a 6-second cooldown on Modulation.
      • Searing Flames no longer increases Sound on players.
      • Players should no longer be able to avoid the first period damage tick of Searing Flame, and Searing Flame now ticks every 2 seconds. The damage of Searing Flame has been increased to compensate for it ticking less frequently.
    • Nefarian’s End
      • The damage of Shadowflame Barrage has been reduced by 15% (10-player normal and Heroic difficulty only).
      • The damage of Tail Lash has been reduced by 20% (10-player normal and Heroic difficulty only).
  • Bastion of Twilight
    • Dragon Siblings
      • Blackout can now be dispelled on Heroic difficulty.
    • Cho’gall
      • The health of Blood of the Old God on 10-player Heroic difficulty has been lowered by roughly 20%.
      • The health of Darkened Creations on 10-player Heroic difficulty has been lowered by roughly 20%.
      • Corruption: Accelerated on 10-player Heroic difficulty has been lowered slightly.
      • Knockbacks and Deathgrip can now be used to interrupt players that are converted by Cho’gall.

AFK/Botting Measures

We’re in the process of stepping up our detection and tracking to log and action players that are botting, or habitually AFKing in the Battlegrounds. We’ll be taking aggressive action and removing earned items, Honor Points, and ultimately suspending or even banning accounts of those that are found to be botting or habitually AFKing. It’s a sophisticated level of monitoring we’re undertaking. No one actively playing in the Battlegrounds normally should be concerned that they’ll be actioned.

Tip of the Day – Gurubashi Daily

“Stone Guard Towhide in the Gurubashi Arena gives a quick easy daily. You earn guild reputation and 9-16 gold depending on your level.”

Submitted by: Pallydog

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Working Around The Clock

Working Around The Clock

What is your favorite profession in WoW? What do you like about it? What do you hate about it, if anything? Do you change professions often or have you had the same profession for your character’s entire lifespan? Do you use your profession to make money or just have it to help yourself/friends? Do your switch professions depending on which will give you the best advantage in PvE/PvP?


The Topic of the Week is a contest run by WoW Vault! The best reply will receive VIP Insider for 2 weeks! Potential winning posts are judged according to length, interpretation of the subject and writing style.

Disclaimer: Winners with too many ToS violations on their account may not be eligible to receive the reward

Tip of the Day – What to Play?

Tip of the Day – What to Play?

“When it comes to picking a class to play it can be easy to get overwhelmed by the choices. Just remember that every class is viable. If you like getting up in the mob’s face then you might want to pick a tanking or melee class. If you prefer to stay out of the direct action and have a good view of the whole playing field, you might like a ranged class or healer. It’s all about having fun so pick what sounds fun!”

Submitted by: Rill of Hellscream

The Tip of the Day is a new feature on WoW Vault! Submit a tip and you could be on the front page!
Zone/Quest Phasing

This is the sort of philosophy we’re going for with phasing, as we do feel it’s an important tool for storytelling. We do recognize issues where we’ve “over-phased” zones in the past though, and we generally tried to take a more minimal approach to phasing in Cataclysm. While there is still a good deal of phasing involved in many of the zones, we tried to make each phase a little more intricate and less intrusive on group gameplay. We want to make sure that, in times when a group is required, phasing doesn’t hold you back from grouping with friends.

(…) [Disappearing Herbs & Nodes] It is an issue we’re aware of and having been looking into. We’ve applied a number of hotfixes to phased gathering nodes since the release of Cataclysm, but this one is still there and is certainly a bugger.

Addon Messages Will Be Filtered

Addon authors that use chat messages should check that their addons still work in 4.1

Authors will need to add calls to RegisterAddonMessagePrefix() in order to receive addon messages of a particular prefix, presumably during PLAYER_ENTERING_WORLD for the majority of addons. Note that this system errs on the side of sending too much; it is possible for addon messages to make it to the CHAT_MSG_ADDON handlers when no addon has registered it.

  • RegisterAddonMessagePrefix( < string > )

    Returns a boolean if successful (could fail if it hits the client side limit of 512 prefixes).

  • IsAddonMessagePrefixRegistered( < string > )

    Returns a Boolean if the prefix has been registered.

  • < table > GetRegisteredAddonMessagePrefixes( < table > )

    Returns a table (or you can pass in a table), that will be filled in with all prefixes that were registered.

Prefixes are limited to 16 characters now, and they no longer take up a portion of the 256 character chat message limit. The server has a 64 prefix limit. If you exceed this limit your client will not filter any messages.

Also: SendAddonMessage() is now allowed for the OFFICER channel.

Firelands Not A Winged Raid

A developer working on a particularly awesome Firelands boss encounter today took me on a tour of the dungeon. I think you’ll find the layout to be a pleasant change of pace from winged dungeons. Many of the mechanics being worked on that I was shown were quite nifty as well. I’m really excited for this one. ;)

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Armory for Spr
Character Portrait Spr Jenkins <The Allaince Dragons> of Hellfire-EU Level 85 Human Hunter Survival talent spec icon 0 / 9 / 32 Marksmanship talent spec icon 3 / 31 / 7

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