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16 hr 55 min ago
I thought that flight paths were supposed to be -faster- since we can't actually fly,
? Flying from Ashran to Frostfire is rly slow
19 hr 30 min ago
There are some bugs we're working on. Also new flight path tech inc. to make any flight a direct A to B 'as the crow flies' path.
19 hr 1 min ago
Protection Paladins are performing well overall. However, their attuned stat, Haste, is underperforming. Considering some solutions.
19 hr 5 min ago
WoD seems to have old fashioned gear growth now, but with the next xpac, will it get squished?
19 hr 22 min ago
There's a lot of appeal to upgrading gear and getting more powerful, and that means a natural inflation of item level over time.
19 hr 20 min ago
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4.3 Preliminary Guide: 3d Models, Items, Holiday Changes, and More
2011/09/27 at 10:29 PM
4.3 news is finally here and it's a dataminer's paradise. Perculia and myself have spent the past six and a half hours going through the
on Wowhead's PTR site and summed up our first impressions: what's new, what's cool, and what's useful. Below you'll find everything in this build; from epic gem stats, new vanity pets, and an explanation of preliminary item levels, this mini-guide should prove helpful if you hate database hunting. We've also highlighted some of the radical class changes, putting them next to Ghostcrawler's commentary from earlier today.
Oh, and we have some cool models to share--if you're into that sort of stuff.
One quick thing: take all of this with a grain of salt. This is the first build of this patch's PTR. It's messy, it's unforgiving, and it's definitely a few cards short of an entire Darkmoon Faire deck.
All of the ilevels are confusing, so let's break it down how this new gear is laid out.
5-mans will likely be giving 378 gear and it looks like they'll have several good trinkets, inspired heavily by the heroic versions of tier 11 content.
, and more are examples of the items you'll see in 5-mans.
Looking for Raid's gear will begin, presumably, at 397. This is currently what Heroic Ragnaros gives now (the last boss of tier 12 content) and is really solid.
Of course, it is possible that this is actually the normal mode tier 13 content ilevel--so take it with a grain of salt.
and other tier will "start" at this.
People were upset to hear that there will no longer be tier for badges--however, it looks like LFR will be a much easier difficulty level and players will be able to just queue for raids non-stop (there is no proposed lockout) to be able to farm for tier.
There are no other ilevels and pieces up. That said, since ilevel 410 is the gladiator stuff for 4.3, it's likely this is around what the normal tier 13 ilevel will be. We'll have to wait and see!
PvP gear will match PvE levels and there will be several sets that help players who didn't PvP in season 10 to catch up. It will be ilevel 390 "Ruthless" season 10 sets for the upgradeable Ruthless pieces--so much like last season, players will be able to get "free" PvP gear with honor if they choose to grind when the next season starts.
serve as proof the new PvP system of gear will continue!
There will also be 377 craftable pieces from all professions to help players without honor jump into the battlegrounds prepared:
and so on.
Season 11 conquest gear--called Cataclysmic Gladiator--will be ilevel 403, for example:
, and so on.
From the new Darkmoon Faire to revamped holidays, there's over a dozen new pets on the 4.3 PTR. Some are even Bind-on-Account, like
from our weekend post made it to the PTR, as well as a ton of fun-sounding mounts like
, hopefully from the new Darkmoon Faire, and
. It looks like the mount from Tier 13 raid achievements will be some sort of
, while the two new Worgen mounts for Alliance players are
Future holidays will be getting a major revamp as has been the trend for the last few patches. The first batch of datamined items and content help prove this!
New Holiday Items
Let yourself be the campfire:
If you want a new circlet for Noblegarden, look no further. All you have to do is pick what color you want:
This seems fitting for Lunar Festival:
A-Caroling We Will Go
A-Caroling We Will Go
Elders of Cataclysm
Extinguishing the Cataclysm
Extinguishing the Cataclysm
Flame Warden of Northrend
Flame Keeper of Northrend
Flame Warden of Cataclysm
Flame Keeper of Cataclysm
Red Rider Air Rifle
Gaudy Winter Veil Sweater
provide players with Feats of Strength for their Winter Veil gifts from both this year and past years that didn't receive one.
Many new exciting changes to professions, beyond the usual craftables (looks like
is the Tier 13 version of
) and much-publicized epic gems.
New transmutes for epic gems--hopefully this will be a source, even if limited, for players to get epic gems outside of raiding:
Speculation, but items like
lend themselves well to Archaeology discoveries--and 4.1 set a precedent for introducing vanity items in later patches.
Many new BoEs, including PvE epics and craftable rare-quality PvP gear. Also,
is available from different mobs now.
Bracers of Destructive Strength
Foundations of Courage
Pyrium Legplates of Purified Evil
Soul Redeemer Bracers
Unstoppable Destroyer's Legplates
Blacksmithers can also craft ilvl 377 BoE PvP gear, such as
Finally, something to do with all your extra
Several new glyphs:
Glyph of Shadow
(curious to see the actual appearance!) and
Scribes can also make new PvP relics, such as
Everyone is excited about the new epic gems, purported to mainly drop from raids:
. A source for epic gem cuts most likely is
--drop location unknown so far.
With a pure-color epic gem, you can cut +50 to a stat (exception:
), such as
With hybrid epic gems, you can cut a +25/+25 stat gem (exception:+25/+37 stamina), such as
Jewelcrafters can also make new amulets and rings for PvP like
Also, don't forget about
, perfect for any bank alt!
Epic BoE patterns for wrists and legs were added:
Bracers of Flowing Serenity
Bracers of the Hunter-Killer
Leggings of Nature's Champion
Rended Earth Leggings
Thundering Deathscale Wristguards
In addition, starter sets for PvP were added--now ilvl 377. We're not sure if these will be new patterns to learn, or as in 4.2, if old recipes will simply be upgraded to reflect the increased stats. Some examples are
Many older players remember leveling Leatherworking with the Tough Scorpid patterns. Unfortunately, the mobs that dropped these patterns were removed in Cataclysm--looks like there's a new way to get these patterns on the PTR.
Epic BoE patterns for wrists and legs were added:
Bracers of Unconquered Power
Dreamwraps of the Light
World Mender's Pants
BoE PvP gear was also added--
In addition, the low-level pattern
was implemented. Too bad
isn't on the PTR.
In 4.3, the Darkmoon Faire will have its own zone--complete with special achievements, loot, and vanity pets. We can learn a lot about the atmosphere of the new Darkmoon Faire by looking at the sort of light-hearted items datamined thus far. It seems players will use
to participate in games and buy vanity items. Also, don't forget--the Darkmoon Faire will allow players to buy special vanity items for transmogrification purposes!
Step Right Up
Come One, Come All!
I Was Promised a Pony
Taking the Show on the Road
Taking the Show on the Road
The new Darkmoon Faire will have a PvP event similar to
Gurubashi Arena Master
in Stranglethorn Vale, where players compete to loot a spawned chest and eventually complete a trinket.
Trading Card Game
"Throne of the Tides," the new TCG expansion, is due out in a few weeks. Bloat the Bubble Fish,
, and the Wasteland Tallstrider give an exclusive cosmetic pet, toy, and mount to show off around Azeroth. They all haven't shown up in the database (though tons of Tallstriders have) but we wanted to make sure you knew!
These foods are separate from those needed for the Darkmoon Faire achievement--perhaps they're a holiday-themed treat. It is convenient how they restore a percentage of health while eating, meaning these scale perfectly for alts of any level.
Tier 13 Models
General Important Changes
All raid and party buffs affecting attack power (e.g.
) are now changed. Those that grant 10% increased attack power now continue to give 10% attack power to ranged, but now give 20% to melee.This is important because it finally buffs melee, helping them overcome the problem in tier 12 where they were less desirable than their ranged brethern.
has been redesigned for tanks. It no longer ramps up--instead it instantly goes to 33%. In addition, as it updates, it's always at least 33% of the damage taken by the attack.
The amount of experience it takes to level 71-80 is retuned and reduced by 1/3rd. Many Group quests in Outland and Northrend have been re-tuned to allow players to complete them solo. They are no longer labeled as Group quests.
Threat generated by classes in active tanking modes has been increased to 500% damage done, up from 300%.
Helpful with Looking for Raid coming and their promotion of PUGs.
We discussed some of our Blood changes in a recent blog. We wanted to make it less punitive for DKs to miss Death Strike. Long term, we still want to make hit and expertise matter more to tanks, not less, but it wasn’t fair to punish DK players for working the “right way” when the other tanks aren’t there yet. We also reduced the cooldown of Outbreak for Blood DKs so that applying diseases doesn’t compete with Death Strike runes as much, and we simplified Blade Barrier so that there is less pressure to spend runes instead of sitting on them.
For now all we have done is bumped Bone Shield’s charges. We may still try out the “big hit dampening” described in the "
now heals the death knight whether or not the attack misses, or is dodged/parried. As a result of this change, Death Strike no longer refunds its rune cost if it fails to hit the target, as the death knight will still receive the healing effect.
has been redesigned. It now passively reduces damage taken.
now has 6 charges, up from 4.
Veteran of the Third War
now reduces the cooldown of
by 30 seconds.
We’re okay with Resto druids using Wild Growth frequently, but we think we allowed it to become too powerful given its ease of use. As I suggested above, this may or may not be sufficient to nerf Resto druid throughput overall. The change to the Glyph of Wild Growth has positive and negative elements. We heard from druids that they felt like they didn’t have as many major glyph choices as intended, since the Glyph of Wild Growth was such a no-brainer for raiding druids -- it increased the number of Wild Growth targets with no downside. We want major glyphs to be a decision, which usually involves them having some kind of downside. With the AE heals, we thought the downside might be that the healers may not be using their AE heals necessarily, but having seen two raid tiers of content now, we’re confident that the glyphs did not have as much of a downside. (We changed the Glyphs of Circle of Healing and Light of Dawn for similar reasons).
has a new spell effect.
healing has been reduced by 20%.
has been renamed Glyph of Bloodletting, and now also causes
to extend the duration of
, in addition to its existing
Glyph of Wild Growth
now also increases the cooldown on Wild Growth by 2 seconds.
We changed Seal of Insight to no longer return 15% base mana and then changed Judgment of the Pure to provide mana regeneration so that Holy paladins would not need to Judge every eight seconds. With these changes, they will want to Judge every 30 seconds, which seems more reasonable. Judging every eight seconds is hard to ask someone who is also targeting players a lot to heal them.
We made several changes to Holy Radiance to make it a cast time spell. We felt like Holy paladins couldn’t go into a group healing mode because Holy Radiance had a long cooldown and in the absence of a cast time, didn’t compete with any other spell. With this change (and the Light of Dawn change below), paladins can opt for an AE healing “rotation” (insofar as healers can ever have a rotation) of using Holy Radiance -> Light of Dawn instead of Holy Light et al. -> Word of Glory.
Several Holy talents changed to support the change to Holy Radiance, such as allowing it to benefit from Illuminated Healing, Clarity of Purpose, and Infusion of Light. It didn’t make sense for Speed of Light to be triggered by a cast-time spell, so we caused the Paragon of Virtue talent to lower the cooldown on Divine Protection, so that Holy wouldn’t lose quite so much functionality of Speed of Light. Speed of Light has definitely been nerfed compared to 4.2, but we feel it’s an acceptable change given the entire package.
We reversed the glyph for Light of Dawn. Instead of providing an additional target to Light of Dawn, the glyph now reduces the number of targets but increases the throughput. Light of Dawn was not a very useful spell in 10-player raids or similar small groups, like Arena teams. This glyph should allow paladins to tailor Light of Dawn for their group size.
now has a 3.0-second cast time, no cooldown, and requires a player target. That target is imbued with Holy Radiance, which heals them and all group members within 10 yards instantly, and continues to heal them by a smaller amount every 1 second for 3 seconds.
Seal of Insight
, when Judged, no longer returns 15% base mana to the paladin. Judging Seal of Insight still causes damage, and melee attacks will still restore 4% of base mana.
now also reduces the cast time of Holy Radiance.
Mastery: Illuminated Healing
(mastery) now also applies to Holy Radiance.
Infusion of Light
now applies its cast time reduction from
critical effects to Holy Radiance, in addition to its current effects.
In addition to providing haste, the effect from
Judgments of the Pure
now increases mana regeneration from Spirit by 10/20/30% for 60 seconds.
Light of Dawn
now affects 6 targets (base effect), up from 5.
Paragon of Virtue
now lowers the cooldown of
by 15/30 seconds, up from 10/20 seconds.
Speed of Light
no longer triggers from Holy Radiance and no longer lowers the Holy Radiance cooldown. Speed of Light now only triggers from Divine Protection.
Tower of Radiance
, in addition to its current effects, now also causes Holy Radiance to always generate 1 charge of Holy Power at all times.
Glyph of Light of Dawn
now lowers the number of targets to 4, instead of increasing targets to 6, but increases healing by 25%.
We were seeing too many situations where a raid wanted one or even two Disc priests at the expense of a Holy priest. We think part of the problem was Holy’s lack of a strong raid cooldown, so we replaced the State of Mind talent (which was fairly weak ever since Chakra had an unlimited duration) with Heavenly Voice that boosts the healing of Divine Hymn to make it more competitive with Power Word: Barrier. We also increased the number of targets of Divine Hymn from three to five.
We also reduced the mana cost of Power Word: Sanctuary. We think Holy has sufficient AE throughput, but this spell in particular was very expensive.
We wanted to change the Glyph of Circle of Healing to make it less of a no-brainer as I explained above under Wild Growth. In the case of the Holy priest, we thought the healing done by CoH was appropriate (which was not the case for the druid) so we had the glyph increase the mana cost instead. Relying too much on Circle of Healing in inappropriate situations (such as when only a few characters are injured) risks hurting the priest’s efficiency with this glyph.
We rebuilt Spirit of Redemption in a different way. We aren’t trying to change the power of the talent at all, but we did want to make it feel more responsive (less lag between death and Spirit) as well as clean up a few bugs.
now affects 5 targets, up from 3.
will now account for the target enemy's combat reach when calculating proper range, enabling it to be used on large creatures such as
has a new spell effect.
Spirit of Redemption
has been rebuilt to address a few functionality issues and make it more responsive. Spirit of Redemption otherwise remains unchanged.
has been redesigned and is now called Heavenly Voice. Heavenly Voice increases the healing done by Divine Hymn by 50/100%, and reduces the cooldown of Divine Hymn by 2.5/5 minutes.
Glyph of Circle of Healing
now also increases the mana cost of
Circle of Healing
We made changes to Wind Shear to restrict the short cooldown version to the DPS shaman (who have the Reverberation talent) and make Restoration less potent at interrupting. We think Restoration is currently too useful in PvP relative to other healers because of a potent, ranged interrupt. We don’t think this nerf will have major PvE ramifications.
We changed Mental Quickness and Flametongue Weapon to hopefully put a nail in the coffin of Enhancement shaman using spellpower weapons. We want Enhancement using melee weapons. Players who have been doing so should notice no change in their DPS. Players who have been using caster weapons or armor will find that gear is no longer useful to them.
Elemental’s AE damage was still not competitive with the rotations of other DPS specs, so we buffed Earthquake and removed the cooldown on Chain Lightning. These two spells should be the bulk of Elemental’s AE DPS, while spreading Flame Shocks should be an Enhancement mechanic (see below).
We also tried to improve Enhancement’s AE. In this case, the DPS was fairly competitive, but applying the AE was a headache with having to tab through multiple targets to spread Flame Shocks. Enhance can now use Lava Lash to spread Flame Shock (and the bonus granted from Improved Lava Lash has been baked into the base Lava Lash ability, so Enhance should not suffer any DPS loss as a consequence).
After checking in on thousands of raid attempts, we were concerned that Resto shaman were not competitive with the other healers, especially on 10 player-content and on fights where the raid needs to stay spread out. It’s okay for healers to have niches where they really shine, but we felt like Resto wasn’t experiencing enough of these. We buffed Riptide outright and gave Ancestral Healing a new mechanic of boosting the target’s max health. These buffs are also intended to help offset some of the loss of Wind Shear for PvP.
As you can see, we changed shaman mechanics quite a bit, some of which will be met with cheers and others will be met with poo flinging. Please try out the changes when the PTR goes live and offer us constructive feedback if you want us to discuss any concerns you might have. That goes for all of these changes of course.
No doubt when 4.3 goes live, there will be even more changes and some of the above will be modified or redacted. Part Two of this blog will explain our intent behind the final changes.
no longer increases spell damage. It now increases all non-physical damage done by the wielder by 5%.
has a new spell effect.
now has a 25-second base cooldown, up from 6 seconds.
no longer causes
to extend the duration of
damage has been increased by roughly 75%.
now removes the cooldown from
now reduces the cooldown of Wind Shear by 10/20 seconds, up from 0.5/1 second.
to spread a
debuff from the target to up to 4 nearby targets. This excludes crowd-controlled targets and those who already have a Flame Shock debuff from the shaman.
Improved Lava Lash no longer increases base Lava Lash damage by 15/30%. This increase has been rolled into the base Lava Lash skill.
has been redesigned. Instead of granting the shaman spell power, Mental Quickness now causes Enhancement shaman spells to behave as though the shaman has spell power equal to 55% of attack power. Enhancement shaman spells no longer benefit from spell power from other sources.
now also causes the shaman's heals to increase the target's maximum health by 5/10% of the amount healed, up to a maximum of 10% of the target's maximum health, for 15 seconds. This effect does not stack if multiple Restoration shaman are present, and does not apply to heals from procs.
's periodic healing coefficient has been increased by 50%. The initial direct heal is unchanged.
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News Round Up: Diablo III Community Site, Model Updates, and More
2011/08/29 at 2:31 PM
There were some blue posts last week and today that mostly dealt with the onslaught of questions about transmogrification, the Darkmoon Faire, and model updates. Yes, model updates--with everything else being revamped, including the long sought after armor customization, a lot of people have been pretty curious about the prospect of new models coming someday.
Highlights from today's news round up:
Replica items may mean that items from DMF may just be art skins, rather than the original gear--so it may be impossible to tell replicas from the real thing.
Death Knights will get their stater gear back, probably set up in Archerus, so non-DKs can't steal their unique armor!
Diablo III community site was launched!
Murkablo was confirmed as BlizzCon's pet reward, but everyone already knew that from when he was datamined--right?
Some character model discussion by two wonderful Community Managers.
our LoL sweepstakes
is over and the winners are in. Thanks everyone for being such great sports and supporting our friends from Razer and Riot. If you didn't win this time, remember we always have fun giveaways and contests. In fact,
ZAM is even doing one right now for free PAX swag
--tell them I sent you!
League of Legends Sweepstakes Winners
August 21st, 2011
August 22nd, 2011
August 23rd, 2011
August 24th, 2011
August 25th, 2011
August 26th, 2011
August 27th, 2011
August 27th, 2011
August 27th, 2011
Darkmoon Faire and Replicas
My emphasis in that quote is "replica" as I am wondering if this means Blizzard will be bringing back old items/Tiers/weps/etc. with some type of notation on the item to distinguish those who got the item when it was obtainable and who received it after the fact? Something like "Shadow of.... <insert item name>." Also what about weapons & unobtainable shields? Will the Darkmoon Faire expand its services in the future?
We haven't fully solidified the list of old items/sets that will make a return via the Darkmoon Faire carnies. We'll let you know once we've locked down what's for sale there in patch 4.3, but yes, we're likely to expand the vendor list in future updates.
"Replica" does mean that these items may very well just be art skins made available specifically for use with Transmogrification, devoid of their original stats. Once you copy those skins onto another item though, I don't know that one would be able to tell the difference between whether you earned the look back in the day, or from the Darkmoon Faire. Only the name of the item from which you're pulling art will be shown in the tooltip of the item you have equipped. So if the names of the items aren't changed when placed on Darkmoon Faire vendors, a player inspecting you wouldn't know the difference once you've mogged your look.
Death Knight Starter Gear for Transmogrification
Also, if they return the DK sets, are they going to be for DKs only? Or should I expect to see lots of Paladins and Warriors running around in it?
The current plan is to make them available via Acherus, which necessarily precludes non-DKs.
Okay, so, for clarification's sake, they'll be sold in Acherus, but, like most of its denizens, the vendor doesn't like non-DKs.
Sweet!!!!! TY so much Blizz! :D
The greens are still unconfirmed, btw. I don't want to get anyone's hopes up unfairly.
Diablo III Community Site Live
Our new Diablo III community site
has gone live! This will be your sanctuary for all the latest developments from New Tristram and beyond, featuring community forums and regular blog updates. Just like this site, you can post comments and share Diablo III news items via Twitter, Facebook, and other popular social media outlets. You'll want to check out the new Diablo III news feed regularly. We’ll use it to share everything about Diablo III and to highlight recent community activity, including your most entertaining videos, art, comics, fansites, and much more.
We hope you head over and get acquainted with the new site, and return often. We've got a lot in store leading up to the release of Diablo III, including the launch of the Game Guide section featuring lore, characters, classes, maps, and more. Additionally, you’ll see us on the new
Diablo III forums
. We look forward to sharing and discussing all the latest Diablo III news, content, and updates with you for a long time to come.
Blog comments, forum posting, and profile management are only available to those with an active StarCraft II, World of Warcraft, or Diablo III beta license.
BlizzCon 2011 WoW Pet: Murkablo
An ill omen streaks across the sky over Azeroth's Great Sea, heralding the arrival of this year's BlizzCon-exclusive World of Warcraft in-game companion: the fearsome-ish Murkablo, aquatic protégé of Diablo III's eponymous Lord of Terror! Anyone who attends BlizzCon 2011 or purchases this year's
BlizzCon Virtual Ticket
will receive a Murkablo to call their own, along with a yet-to-be-revealed StarCraft II in-game gift.
BlizzCon 2011 takes place on October 21 and 22 at the Anaheim Convention Center. If you order the Virtual Ticket Internet stream online through Battle.net, Murkablo and the StarCraft II gift will be automatically attached to the Battle.net account you use to make your purchase shortly after BlizzCon begins.
who order the BlizzCon Pay Per View event will receive a code granting access to the Internet stream and the in-game gifts via email.
For further details or to order the BlizzCon Virtual Ticket, check out the
Virtual Ticket web page
On Updating Character Models
this has annoyed me for a while- and with firelands out now i cant keep quiet anymore- blizzard, how dare you- you give thrall a model that is standing up right but keep other orcs slumped over? what the heck? i want my orcs to stand tall, and proud! if you can give thrall a tall-standing model than i want my orc characters to be proud of who they are too!
at least that would be nice since we are paying you for this game each month- and you obviously have the technology to renovate models.
We often see people request for model updates. This is something we'd definitely like to do at some point in time, but time is a very limited commodity for our art team. We also have to be very careful about what it means to "update" a model. We've made changes in the past to various characters and had some people be a bit upset that it was changed on them as they had made very specific choices about the look of their character. We try to be as sensitive as possible about these types of things.
I can't give you more information than that, but the idea isn't far from our minds. We just have a lot of things we still want to on multiple levels that we hope enhance the experience of the game for everyone.
There is a lot of new art that was introduced in Cataclysm along with upgrades in things such as water (as a very small example). We have some pretty high standards for ourselves as well and while we can always up the poly count, that only goes so far. We're talking about models that have existed since the beginning of the game and thus, aren't all as advanced as some of the newer models that have been introduced to the game. We've been upping more than the poly counts. We're doing more in the way of animation and the way models are articulated and move within the world.
Now, as for hiring more people, we are always looking for talented people as you can see from our jobs page-
We're even currently looking for a 3D character artist among other things-
Again, I think people are taking what I said to mean that there is a lack of desire on our end, and this is far from the truth. We absolutely agree that we could make improvements and would like to do so. It's just a matter of figuring out the "when" that this could be accomplished. There's a whole world (of warcraft) of things that are being worked on and we want to get to everything we can and make it count.
Updating existing character models isn't something we've been "waffling on." It's something we'd love to do, but the fact is the art team has finite resources. Updating the current playable race models to be more in-line with worgen and goblins requires much more than just increasing the poly count. There are more bone structures on the frames of newer models which allow for more animation options. In order to update older models, the wire frames have to change, which means a large number of existing animations and customizations/hairstyles would have to change.
It's much more of a massive overhaul than many players are anticipating. That isn't to say we don't want to do it, but it's difficult to justify delaying the creation of new art, models, and animations indefinitely to revamp old ones. And we have to make sure to do it in a way that doesn't give some players a feeling of detachment from the look they've had for almost seven years.
On Development Focus and Bugfixing
All the focus I've seen on transmogrification and I can't help but think - If only all that effort was put into some wicked content, rather than this novelty crap...
I have to say, I generally like all the FL boss mechanics, some cool stuff. from a healing perspective I love baleroc and alysrazor, that take it outside the box. However, the raid itself is pretty lame, a big open firey field with a bunch of trash and bosses slapped down on it.
I've seen a lot of these sorts of overstatements or oversimplifications of the work that we're doing on our end of things and I have to honestly say that it can get a bit tiring to see repeated as fact when it's opinion. While we greatly appreciate constructive feedback and opinion, we also want to make sure to encourage people to pause and make sure that what they're sharing with us and the rest of the community is constructive to begin with.
Let's start off first by clarifying that Transmogrification is a feature we felt would benefit the community in many ways. It should open up the opportunity for people to feel as if they have the ability to customize how their character looks while still retaining the stats they really like, want, or need. It is as of yet, untested on the PTR, but it will be. The "rules" of what can and can't be used are still in development, and even after the rules are set at the live release, we may well add additional options into the system. This system should lend itself well to long term use and enjoyment for many people.
That said though, (and yes we did have to spend time on the technical end of things to make sure it is going to work well), we are also working on other things including the Void Storage, but more importantly, are working on some pretty amazing content for patch 4.3 which includes new dungeons and the Raid on Deathwing. We're not quite ready to give you all the details on these as of yet, but I can tell you that we're looking at some pretty great storylines and events to be played out. I can assure you that despite what your perception may be, Firelands was not designed by simply plopping down bosses in a field of fire, nor is anything we design quite so simple. If it was, we'd probably all get more sleep and spend more time on the company yacht. Right? ;)
I'm sure your perception is that our only focus is Transmogrification because you've only seen us really getting into the details on it recently and it's been a hot topic for the community overall. But don't be fooled into thinking that the content to come is going to be a simple paper cut out puppet show in a cardboard box.
Again, please don't take this as me disregarding your opinion or thoughts. Just be reassured though that we're not "just" doing anything in regard to the upcoming content. There has been many many hours of work put into what is coming: many meetings, many strategy sessions, much design work, coding, artwork, music, animation, etc. If we make it look "easy" then I guess there's not much we can do about that. ;) We have some truly talented and amazing people working on these things, so I guess we just can't help making it look that way.
*As always, I'd like to remind everyone that if you choose to take part in these discussions, you should refrain from personal attacks or non-constructive posting so that the thread doesn't become derailed. Once that happens, we either have to try to get the train back on the track, or just lock it off and leave the wreckage where it lays.
All I know is that if the next patch notes say "We fixed the awful click-to-move bug... and also, here's transmogrification" then I'll dance the happy dance.
If you just keep rolling out new stuff while the bug list grows, I'll dance the sad dance.
Unfortunately, we can't just put out foggers to kill bugs, but I can assure you that we don't choose to not fix bugs just for the heck of it. Some bugs are just harder to kill/fix than others or rely on even new technology to sort them out. Sometimes a bug is even darn near impossible to reproduce even if we've seen it ourselves. Thus why we're always very appreciative of the community taking time to report these to us (with as much detail as possible) so we can find and fix them.
That said though, that quest is never ending. World of Warcraft is a very complex game and what was fixed one moment could get glitched out again the next if a build changes or code changes. We do what we can do stay on top of it, but unfortunately, we have human limitations that get in the way despite the introduction of our new cyber-enhancement program. (It's fledgling yet so there may be bugs in that system too... (Ok, I'm kidding about cyber-enhancements)).
So I'm sorry you find this kind of feedback "tiring" Neth, but it's also tiring to never have it addressed in a satisfactory manner. Yeah, I know, the same people who pump out dungeon and raid bosses are not necessarily on the same team that's rolling out Transmogrification. Guess what? As a consumer, I don't care what goes on behind the curtain. All I care is that you try and keep up such that I, and the people I play with, don't get bored.
I knew someone would pick up on that word of all words. ;)
I'll continue it and say, it's also tiring hearing that we're not addressing things in a 'satisfactory manner'. Not because we don't want to put in the effort or that we're giving up on trying, it's just that when the effort is put in, it's not enough for select people. Of course it's that way because we have such a diverse population (which is great) so we're never going to address everything to everyone's satisfaction.
That said though, I wanted to make sure you know that I appreciate you taking the time to write your post. I appreciate the constructive feedback and also wanted to acknowledge that we are well aware of the feeling that we're not delivering content fast enough. We are continuing to find ways to do just this. Just keep in mind that we do not want (nor are choosing to) deliver anything that isn't up to our standards. So, we still will hold to the idea that if we feel something isn't good enough or isn't working how we wanted it to, we will not put it out there just so we can say we did.
For the Call to Arms bug... I'll have to revisit that topic elsewhere. I know we had some things that were addressed or being looked into at one point.
For those who continue to support us and our efforts, we really do appreciate it. Just please remember that even those who may seem "negative" are supporting us in their own way by simply letting us know about the things that they are experiencing or feeling too.
Blizzard Entertainment at Gamescom 2011: Recap
again this year, and this time we had
StarCraft II: Heart of the Swarm
World of Warcraft: Cataclysm
all available to play. Were you one of the record breaking 275,000 visitors to come to the event? If you were, we hope you enjoyed playing our games, participating in our developer signing sessions and quizzes, as well as watching our developer interviews, contests and the highly entertaining show matches and live raids.
StarCraft II: Show Matches
As well as having a version of
StarCraft II: Heart of the Swarm
available to play, we also had several awesome StarCraft II show matches, with some of the best and most-well known players battling it out on the stage.
TSL.Killer, SeleCT, MC, DIMAGA, mOOnGLaDe, Tarson, White-Ra, MaNa, Dignitas.KiLLeR, DieStar and Puma dazzled the audience with their lightning-quick moves, all set to the smooth stylings of HomerJ’s exceptional shoutcasting.
World of Warcraft: Live Raids
Top class guilds For the Horde and Ensidia showcased their team skills against fearsome Firelands raid bosses in our World of Warcraft live raids.
Diablo III: Hands on
A playable version of the upcoming
was available and each morning eager fans rushed in to ensure our queue filled to capacity in only a couple of minutes.
On Saturday, our show stage was transformed by our costume contest. Dressed as the brooding Sylvanas Windrunner, Laura B took first place and a well-earned trip to BlizzCon 2011.
On Friday we held a dance contest on the stage, where participants displayed their own creative interpretations of the World of Warcraft racial dances. Performing the female goblin dance with great skill, Ronja O walked away with first prize.
Thanks for coming!
We’d like to take this opportunity to thank all of the participants in our contests and events and of course all of the visitors who stopped by our booth to play our games.
We look forward to seeing you at future events!
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Patch 4.3: Darkmoon Faire
2011/08/25 at 11:06 AM
The Darkmoon Faire makes its return in 4.3 and one thing is for sure: it's finally getting the awesome revamp it deserved.
Shrouded in mist, sequestered away on its own island, the Faire returns with aplomb with mounts, vanity pets, and everything else you'd expect from a redone faction. From Tonk Battle Royale to Whack-a-Gnoll, it's got a few games up its sleeves like any good carnival should have as well. Some of the bigger changes also include:
Players will be able to work behind the scenes to earn skill points, up to five per week, to their professions of choice through quests.
Inspired by the Gurubashi arena, there will be deathmatches for prizes every three hours.
A new item, Darkmoon Artifacts will drop from battlegrounds, dungeons, and so on and will allow players to turn them in for rewards.
New heirlooms will be added through the Faire.
Most importantly, the Darkmoon Faire will bring back long-lost armor sets for transmogrification!
Hurry! Hurry! Hurry! Step right up and prepare to be amazed!
It’s incredible! It’s unbelievable! You’ll be dazzled. You’ll be amazed! You aren’t prepared for the Darkmoon Faire, ‘cause it’s like nothing you’ve seen before! Don’t be shy now, don’t be bashful, step right up for a tantalizing glimpse of what we’ve got in store for you when patch 4.3 arrives!
That old thing?
No, no, no, Clem. The Darkmoon Faire isn’t what it used to be and it isn’t
it used to be. The management hasn’t changed but the Faire certainly has. It’s a whole new animal. Tickets? You don’t need those old tickets, just rip ‘em right up, ‘cause we’ve got new tickets! Out with the old, in with the new -- new quests, that is! Things have changed ‘round here: we’ve got an island all to ourselves now, and what an island it is. Mist-shrouded Darkmoon Island is a conundrum wrapped in an enigma. It’s a place of mystery and wonder, and you wouldn’t believe the deals we made to get it… or who we made ‘em with. But never mind that, just follow me right through here and I’ll show you what the Darkmoon Faire is all about.
All new! All spectacular!
Catch a show at the marvelous main stage or witness a dazzling fireworks display. But don’t stare too long or you might miss the stunning spectacles that surround you. Gaze in awe of our magical menagerie, get your fortune told by the amazing Sayge, go on a pony ride, experience the healthful effects of carnival food, and more!
Of course, there’s more to the Darkmoon Faire than just fantastic shows and culinary delights. You can still turn in your Darkmoon Cards, but you wouldn’t just come here for measly ol’ cards when there’s so much more to see, experience, and win. Yes, win! You like dancing bears, right? Everybody likes dancing bears. Even bears like dancing bears. How about a dancing bear… you can ride!
That’s not all! We have adorable companion pets includin’ a fez-wearing monkey, a plethora of profession recipes, toys, balloons, souvenirs, delectable carnival snacks and beverages, heirlooms for the little ones, and even replicas of long-lost suits of armor that we’re offering for your Transmogrification needs. You can also make your mark with new achievements and titles. All it takes to earn these fabulous rewards is a few Darkmoon Faire Prize Tickets and a good reputation with the carnies. How do ya get your grubby mitts on some tickets? I’m glad you asked!
Step right up! Try your luck! Everyone’s a winner!
Have we got games? You bet we’ve got games, and they’re so easy to play an orc could do it. Just head on over to the midway, buy some Darkmoon Game Tokens, and get ready to play. Easy to learn, difficult to master, anyone can play and everyone can win. Just lay your tokens down for a chance at winning Darkmoon Prize Tickets playing games like Whack-a-Gnoll, the Tonk Battle Royale, the Cannon, Ring Toss, the Shooting Gallery, and more! Five games are there to test your skills at any one time. The better you play, the easier it is to win a bucket of Darkmoon Faire Prize Tickets! Once a month, you’ve got a shot at tickets, and the fun never stops ‘cause you can play as many times as you like. But that’s not the only way to win big!
The Darkmoon Faire Field Guide
It’s your passport to riches, my friend. Y’see, we need a few things -- just some junk, nothing valuable to a big hero like you. We call ‘em Darkmoon Artifacts, and there’s all different kinds to be found all over Azeroth. The Darkmoon Field Guide helps you discover artifacts while you’re explorin’ dungeons, slayin’ monsters, and fightin’ in Battlegrounds. Without a guide, you’d never notice ‘em, and it’ll help keep you focused on the stuff we want. Whether you just reached level 10, or you’ve crushed the biggest baddies in the land, we need somethin’ from nearly everybody. You won’t have to go too far out of your way to get ‘em and each month you’ll get a new opportunity to seek out an Artifact for us. What do you get out of the deal? Don’t you worry, you’ll get your cut. When you bring a Darkmoon Artifact back to us, you’ll get valuable experience (it builds character, you know!), earn a better reputation, and possibly earn precious Darkmoon Faire Prize Tickets too!
Oh, did I mention that you can use the Field Guide to get to Darkmoon Island whenever the Darkmoon Faire’s monthly extravaganza is up and running?
So, you want to work in show business?
Maybe you’d like a little peek behind the scenes, eh? Want to see what it takes to run the greatest show on Azeroth? Well, it’s not all sunshine and cotton candy, my friend. There are beasts to heal, food to cook, and buildings to fix. If you’re willing help keep the show going and put your skills to work, you’ll not only impress us, but you can get experience, Darkmoon Prize Tickets, and even polish up your skills -- up to five skill points per profession, per Faire week, if you’re good at what you do!
Like any good carnival, the Darkmoon Faire has a shady side. You can leave the skilled labor to the suckers and go for a faster score instead. If you’ve got the minerals, the Darkmoon Deathmatch offers an experience unparalleled since the Gurubashi Arena. Pitmaster Pei has a big old treasure chest just brimming with goodies and Darkmoon Faire Prize Tickets that he’ll drag out into the Darkmoon Deathmatch Pit every three hours or so. Everybody wants it, so if you want a piece of the action you’ll just have to jump in and prove that you’re the toughest one in the Pit.
Oh, the Faire is perfectly safe, Clem. Just don’t wander into the woods.
Now, now, don’t panic. Darkmoon Isle might be a bit spooky, but except for the Deathmatch Pit, the Faire itself is completely safe, I guarantee it. It’s a sanctuary even, and we won’t let anybody’s beef ruin the fun. The shadowy woods surroundin’ the fair are another thing entirely, though. I wouldn’t say that people have disappeared into those woods never to return, but, well… people disappear into those woods never to return. So watch your step and your back when you leave the Faire. Don’t say I didn’t warn ya!
Mark your calendar
Now that you know how amazing the new Darkmoon Faire is, you won’t want to miss it. Just take a look at your in-game calendar, and the Darkmoon Faire dates will show up there on the first week of every month. Darkmoon Faire barkers and displays will also pop up in every capital city to herald the arrival of the Faire. Silas Darkmoon himself has even started up a mailer to make sure that no one misses out!
Hitch a ride
During the first week of each month, convenient Darkmoon Faire outposts with Darkmoon Portals will appear in Elwynn Forest and Mulgore, offering free rides to Darkmoon Island and the Faire!
Darkmoon Mages in capital cities and on Darkmoon Island will also be around to help you get between the Faire and various capital cities. There’s no such thing as a free lunch, so naturally you’re obliged to compensate them for their services.
The all new Darkmoon Faire is coming to Darkmoon Island in patch 4.3. Don’t miss it!
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