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Any word on a fix for the 660 Crafted Engineering Gun? Upgrading it all the way to 3/3 somehow makes it worse than 620 Weapons.
4 days ago
We believe it's just a character sheet tooltip issue; ranged damage isn't displayed properly.
3 days ago
] For players who did not receive gold or items from Tectus/Ko’ragh due to tonight’s bug, updates he
4 days ago
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Guide to Highmaul Raid Follower Missions
Guide to the Garrison Campaign Quests and Rewards
Wowhead Weekly Episode 20, Razer Giveaway, Follower Updates
Heroes of the Storm Closed Beta January 13th, Friday Update Arcade, December 19th Hotfixes
World of Warcraft Plans for 2015 and Subscription Currency, December 18th Hotfixes
Guide to Garrisons in Warlords of Draenor
Warlords of Draenor Follower Guide
Warlords of Draenor Legendary Ring Guide
Gearing up in Warlords of Draenor
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Winter Veil Guide
December 15th Hotfixes
News Round Up: 5.1 Angler's Tabard, Mistweavers in 5.2
2012/12/11 at 11:27 AM
In today's news, Blizzard dropped more hints about 5.2--this time, concerning Mistweavers. There's also a few posts on the creative side of the community--one highlights an interview with Michael Whelan, the artist responsible for the iconic image of Deathwing, over at
, and the other covers the annual Blizzard Holiday Spotlight, featuring your most artistic cards and tastiest treats inspired by Azeroth. Speaking of Winter's Veil, Blizzard is also running a sale on most of their products if you are looking for the perfect stocking stuffer!
And it wouldn't be a news round up with at least one mention of LFR. Draztal explains why the decision was made to remove the status message upon zoning in.
Adding to our list of
undocumented model changes
received a facelift in 5.1! It's no longer a duplicate of
In addition, the
now resembles a lovely fan (such as
Inscribed Jade Fan
) instead of
Petrified Camel Haunch
You can check to see which items have the same model and textures with our
Same Model As
Mistweavers in 5.2
The following changes are currently on the table for 5.2:
will be undispellable and won’t interrupt the cast at the end of the effect (and players will also be able to jump as well).
We’re working to resolve the issues with
not being able to be used while mounted, though it will dismount the caster after it is cast.
will no longer be able to be Purged, so it will work in a manner similar to the Priest's
. It will still be considered a periodic heal.
Click the cut to read about the Blizzard Holiday Contest, Winter Veil Sale, and LFR changes!
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News Round Up: 4.3 Patch Posts
2011/11/30 at 4:04 PM
The biggest news here probably isn't the raid finder or the other tidbits, though those are all helpful--instead it's that they nerfed heroic Ragnaros yet again. There's no more geyser in phase four, which was ultimately the definitive deciding factor into a guild that killed it and a guild that didn't. Geyser was unforgiving, instantly wiping the raid for a player being a mere inch too close to another group; this is a huge nerf, so expect tons of people to go back to finish it (and maybe for loot and mounts!).
Raid Finder Tips
I think rather than making this a complaint thread about what people aren't doing, it may be helpful (as the OP started doing) to share some tips for people who maybe haven't ever had a chance to raid before, including what sorts of gear or items they should expect to bring or even the types of buffs they should be ready to apply etc.
What are the types of things anyone should do to be prepared to Raid?
What types of items should they have ready to use in their bags?
Should they bring extra to share or is it every man/woman for themselves?
What are the best sort of buffs, spells, or even abilities that should be "must use"?
Let's turn this into a helpful thread to guide people toward being successful in the Raid Finder.
I'll add in a few myself:
For healers, stay on target. It's extremely important that if you're assigned a particular target to heal, that you keep on top of it. It can be tempting to cross-heal (and sometimes it may be necessary) but if everyone stays on top of their healing assignments, everyone should (for the most part) pull through.
For those who can lead, feel free to volunteer to lead the raid. Mark your targets and set your assignments (even if it seems like a straight forward encounter.) You'll be helping people learn how to take on the more difficult encounters in the end.
For those following, don't argue with the raid leader if you can help it. If you're following, sometimes it's best just to follow and see how things go. If you need to question the Raid leader, try to do it discretely. No one likes to be embarrassed or called out.
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Deathwing Kill Video, News Round Up, Contest Winners, and 4.3 PTR Changes
2011/11/03 at 2:19 PM
A pretty big news round up day, as we have a lot of news to share plus fun things like contest winners and our Deathwing kill video.
First and foremost, however, we have a job opening at Wowhead. It's always a huge honor to bring someone aboard our team and this time is no different. ZAM is growing and we've found ourselves in need of a
. If you have a lot of experience and know how to code, as well as have a strong passion for video games, you should look us up;
after reading the requirements
, just send your salary history and resume to
if you're interested.
We're looking for a new Java Developer here at Wowhead
Deathwing Kill Video
I made this a few days ago for Tankspot--it's just me killing Deathwing on the final encounter of Dragon Soul from this week's PTR. I realized I never shared it, though!
A few words on the fight: first off, it's really fun. It looks boring when you see a video, because it's just generally boring to watch videos anyway; the gist of the fight is that you gain buffs, you have to dynamically jump to the platform, and then you have to engage Deathwing which removes your buff. After doing this four times, you face him and kill him.
It was fairly easy, but a GM talked with us directly and assured us they would be adding more difficulty in normal mode as well as heroic. He noticed us ignoring certain aspects to maximize DPS and being able to heal through it, so I'm sure they'll fix that.
There's also a cinematic that cues when he dies, however, it was a filler Cataclysm trailer at this point. So it's obvious he will have an awesome cinematic much like Lich King did after his final death.
In other news, we had
a really huge TCG contest last week
as well as a quick giveaway for a few Blizzard store pets. It was a fun time to be the community manager this week--I love giving away free things!
We read almost every entry for the contest and tried to pick people who put creativity into their entries this time around as promised. As such, half our wins are random; the other half are merit based. Thanks for all the effort, even if you didn't win.
November 2nd, 2011
As for the cub winners, I chose these at complete random:
Monk Class Color
Right now the monk is jade green. We like the color, but it's not absolutely set in stone. For those wondering how this would work with the hunter green, it's as different as the colors are for mages and shaman.
Zarhym on Redoing Tier Sets
i know it probably isn't one of the biggest concerns out there, but i was wondering if anyone knew if there was any plans to update the old gear to current graphics? I think it would be awsome...maybe not a top priority thing, but something to work on the side perhaps.
We don't have any plans to tamper with the art of existing tier sets. Transmogrification is being implemented, in part, to allow nostalgic players the option of wearing old gear without having to worry about the stats anymore. But, we don't want to go back and actually alter those looks. That'd almost defeat the purpose, especially given we'd prefer to focus our time on designing new sets to allow for more customization options (including aesthetic, stat-less sets to be used solely for Transmogrification).
The art and animation teams are incredibly busy, and sometimes I feel they don't get enough credit for the amount of work they do, or how much work is involved in each project. There are a number of projects on their list -- many of which players would love to see progress on -- but this isn't currently one of them that I'm aware of.
Progress on 4.3
We don't normally announce release dates for patches. I can say that we're still working on it and if you're interested in checking it out, it's available on the PTR. We have a lot of information out on the patch and are planning a nice little "round up" piece of information for the front page for those that may have missed some of the coverage.
WoW Annual Pass Extended to More Countries Such as Mexico
The World of Warcraft Annual Pass has been expanded to include more countries and is now available in Russia, Switzerland, Brazil, Mexico, Argentina, Chile and more.*
For a limited time only, players who make a 12-month subscription commitment to World of Warcraft through the WoW Annual Pass will receive the following epic rewards:
Diablo III FREE – Download the digital version via Battle.net for free when the game launches. This is the full game, not a trial edition.
Tyrael’s Charger WoW Flying Mount – Ride for the Archangel of Justice on all current and future characters on a single World of Warcraft account. Tyrael’s Charger will arrive via in-game mail with the upcoming launch of patch 4.3.
Access to the Next WoW Expansion Beta Test – Get a guaranteed spot in the beta test for the next World of Warcraft expansion (at a time to be announced in the future).
Sign up for the World of Warcraft Annual Pass here, and then keep an eye on the World of Warcraft community site or the Diablo III community site for future announcements regarding the launch dates of these bonuses.
For more information on this offer, including eligibility requirements and details on how the World of Warcraft Annual Pass applies to players who plan to purchase the Diablo III: Collector’s Edition, please read the full FAQ.
Patch 4.3 - PTR Build 14942 - Spell Changes
There's a small PTR patch that just hit the servers. The biggest news seems to be that potions were updated to be cheaper as well as more effective.
Talents and Specialization
Your Lightning Bolt, Chain Lightning, and Lava Burst spells gain an additional 32%36% benefit from your spell power, and their casting time is reduced by 0.5 sec.
Mighty Rejuvenation Potion
New reagent required:
Mythical Healing Potion
Reagent no longer required:
amount decreased from 2 to 1.
Mythical Mana Potion
amount decreased from 2 to 1.
This section has not been analyzed extensively by our team but is included for people interested in seeing what has changed in these areas.
Circle of Healing
Heals friendly party or raid members within 150 yards of the target for 409 to 451.
Movement speed increased by 50%100%.
This section has not been analyzed extensively by our team but is included for people interested in seeing what has changed in these areas.
Restores 18900 to 23100 health.22500 to 27500 health.
Restores 1 to 3000050000 health and 1 to 1500020000 mana.
Restores 7200 to 8800 health and 7200 to 880022500 to 27500 health and 9250 to 10750 mana. Can only be used in non-rated battlegrounds.
Restores 7200 to 88009000 to 11000 mana and health.
Spinal Healing Injector
Injects a Mythical Healing Potion directly into your bloodstream, increasing potency and healing you for 25200 to 30800.27000 to 33000.
The Quick and the Dead
Increases movement speed while dead by 50%100%. Does not function in combat or while in a Battleground or Arena.
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Tom Chilton Explains 4.3's 5-mans: Endtime, Well of Eternity, and Hour of Twilight
2011/09/19 at 1:02 AM
The NDA for interviews with Blizzard was lifted at midnight tonight PST and interviews are cropping up everywhere about 4.3 and the Deathwing encounter. The first one is
Joystiq's interview with Tom Chilton
. While it tells us a lot of old information, in particular stuff about transmogrification and void storage, it also tells us a lot of new information.
Like, you know, the three 5-mans and what their stories will be. And exactly how Deathwing's fight will unfold.
According to Chilton, Deathwing is a different sort of boss. " doesn't just kind of sit around....He doesn't have a throne to chill on, just waiting for people to show up and throw down the gauntlet." Instead, players must come to him and chase him; first through the three 5-mans, then later through the 10/25-man raid instance itself.
The first instance is called "Endtime"
and it sends players into the future to see what Deathwing's victory means."And so you go into this grim vision of the future," says Chilton, "and essentially demonstrate to Nozdormu that this is what's going to happen if you don't send us back to the Well of Eternity after the Demon Soul to be able to have a chance against Deathwing."
The second instance is called "Well of Eternity,"
where players go back in time to see Thrall grab an item called the Demon Soul in order to use it against Deathwing himself.
"You fight bosses like Azshara and Mannoroth." (Source:
The third and final instance is called "Hour of Twilight,"
where players escort Thrall to Wyrmrest Temple and the battle begins.
"So at that point, you get to Wyrmrest Temple, and that's where the raid essentially starts. You take on six different bosses, they're all Deathwing's minions, and eventually, you take on Deathwing himself."
From there, the battle changes drastically--to a format World of Warcraft has never since seen. Players chase Deathwing across the world and end up landing on his back.
Chilton explained to Joystiq: "He starts to try to escape, he's getting away to rebuild strength and get himself healed, you're peeling off his armor plates, and all of these different lava creatures that spawn out through his armor plates." He also hinted to a mechanic where players have to try to stay in place while fighting on his back. Finally, Deathwing falls off into the Maelstrom, where the final showdown takes place; players fight on islands surrounding the vortex.
Chilton also spoke to Eurogamer about this fight, saying: "Once you get to the Deathwing encounter it takes place, at first, at Wyrmrest Temple, where Thrall uses the Demon Soul to essentially take a shot at Deathwing and wound him. At that point you get onto a gunship and you para-drop from the gunship onto Deathwing and you fight Deathwing on his back, essentially peeling off his armour plates trying to expose him and make him weaker. Once you've weakened him enough to where you've got him essentially wrestled to the ground--he's flying towards The Maelstrom, trying to get away, a lot like he did much earlier when he escaped and tried to gather his strength once again. You wrestle him down and then you fight the final, corrupted version of him, where all the horrible corruption that has affected Deathwing is all coming out, and it all comes to an end there in The Maelstrom."
Here are the first three official previews as well as the raid preview::
4.3 Preview: End Time 5-man
4.3 Preview: Well of Eternity 5-man
4.3 Preview: Hour of Twilight 5-man
4.3 Preview: The Dragon Soul Raid
Epic Gems, The Dragon Soul Raid, and More
Our sister site,
, spoke with Ghostcrawler as well and have a sizable interview with him.
To sum it all up:
GC gives an explanation of why they nerf content and how they manage to design raids knowing few players will see them.
Epic gems are coming.
There will be eight bosses in the new raid called The Dragon Soul; bosses will "come at you" and you will "feel like the ones attacked."
The LFR tool will be an easier difficulty, used just for the tool, making there three difficulty levels for a raid: LFR, normal, and heroic. (
As we reported earlier last week from The Escapist
Players will get unique achievements in the LFR--in other words, you can't form achievement groups in LFR.
LFR will not share a lockout with other raids and you will be able to do them multiple times per week; theoretically you could queue for Firelands, beat it, and then get another LFR Firelands the next day.
A while back it was mentioned that there would be a legendary in patch 4.3. A lot of us have been kind of expecting an agility one-hander. Anything new on that front?
GS: Yes, you're right! It is a pair of agility one-handers, and they are, in fact, daggers, and they are Rogue-only.
Rogue-only, interesting. So, a Legendary for just one class.
GS: Yeah. Yeah, we haven't done anything like that before, but we thought it would be fun to try to tie the weapon's proc and the quest line itself to rogue mechanics. Like, we know that the person on the quest will be able to stealth and pickpocket and they'll have combo points, and they'll be able to slowfall, and we thought it would be fun to really tailor things to the rogue specifically.
It always causes a ton of controversy when people are like “Oh, I was expecting... it's time for the Feral legendary” or whatever. It's a really hard thing to balance, and hopefully, eventually, we'll get around to giving everyone a legendary, but we don't want it to be too predictable, that takes some of the fun out of it. We try to keep players on their toes a little bit.
One more thing I should mention is that the mechanics are such that Combat rogues will be able to use the two daggers just as fine as well.
Okay, so regardless of spec, if you're a Rogue you're gonna want these things.
GS: Yeah, exactly.
A few weeks ago, tank threat generation was given a huge buff, the idea being that the tank rotation would be refocused on survivability at a later date. Should tanks be expecting those changes in patch 4.3?
GS: No, no... they're pretty severe changes and I was scared if we put something that major into 4.3 some players would love it and some would really hate it, to change something on them that dramatically right in the middle of content. So that's something we'll probably save for a future expansion, but it's definitely something we've been thinking about a lot.
What made you decide to push the threat hotfix before the rest of the changes could be implemented?
We had decided a while ago that we were going to make a fix to threat in 4.3. We were just getting really frustrated by all the tales of... it's funny, because the community really latched onto this as a Dungeon Finder fix but we always viewed it as a problem we were seeing players having in raids, and even heroic raids, where no matter what the tank was doing, someone, perhaps a DPS Warrior or Death Knight, was creeping up on them and then we'd have to have Hand of Salv rotations and things like that, and we were talking about “Okay, what threat dump are we going to give the DPS Warrior?” and it just made us sit down and say “You know what? Is anyone really having fun with this system?”
I mean, really good tanks that are good at keeping threat were having fun, but anytime they were losing threat, it was not fun for them, and it certainly wasn't fun for the DPS to have to always feel throttled and have to, you know... I remember this Feral Druid who said “I can't attack Al'akir for 16 seconds because if I do, I'll pull threat off of the tank” so he would just sit there and do nothing for a while. And we were like, you know, that doesn't really fit the model everyone's trying for now, which is pop Bloodlust on the pull, and everyone pop their trinkets right away on the opening...
So anyway, long story, once we decided we were gonna make the threat change, we were like, you know why should we wait? Let's just do it now and try to fix some of the problems players are having in Firelands.
Okay, so it was kind of a “People aren't having fun with threat right now, so we'll just get rid of this right now, and then give tanks something extra to do a little bit later on, but right now we need to solve this issue.”
GS: Yeah, and as you know, the truth is that good tanks weren't really having to struggle too much. You know, if you fail to press your Shield Slam or Crusader Strike at exactly the right millisecond, you're probably not going to lose threat anyway, so I don't think we're really taking away a lot of gameplay. We were taking away a lot of gameplay that, you know, once upon a time might have been interesting, or everyone was kinda holding on to the theoretical idea of what “threat fights” could be, but it just hadn't really been a very exciting mechanic for a long time.
Any major class changes we should be expecting in 4.3?
GS: We are going to do a kind of a raid melee buff across the board. We're gonna take the attack power buff and have it apply more to melee attack power than ranged attack power. On a target dummy melee and ranged DPS is pretty comparable, but in the encounters over and over, melee players come to us and are like, “Why am I here? We could do better with another Hunter or Warlock.” And we're sensitive to that, so we want to make sure that melee feel like they have a place, and we're gonna do that by making sure that, when situations are optimal for them, when they have, say a Baleroc fight or something where there's not a lot of movement, not a lot of adds, that the melee really shine on those fights, because we know there will be plenty of other opportunities for everyone else to shine.
Right, it's always been kind of a battle of balance where when melee is stronger than ranged, then there's “the melee fights” when there's not much movement. How do you guys approach that theoretically in terms of trying to balance out movement in encounter design when you're trying to figure out if a spec needs a buff or not?
GS: We actually do model DPS rotations on the move. We have... we can cheat a lot more in the game than we let players do. We can do crazy things with automation that we prevent players from doing. So, it's easy for us to test out pretty simple movement, like “how much damage can you do while moving, while pursuing a boss?” It's a lot harder to replicate all the mechanics that go on in a fight like, say, Majordomo where you're running in and running out, and in those cases we rely a lot on raid parses that come out from actual players, so we can see “Well, the Ret Paladin looked good when he was up against a Warlock on a static boss, but on a fight like this, they're just falling behind.”
Will we be seeing epic gems in 4.3?
GS: Great question, and yes, you will! The way we're hoping to set it up, and we kind of have this working but things could change before we go live, is when you kill a boss on normal or heroic mode, each player gets a geode, and when they open the geode there's a chance they may find an epic gem inside. If not, it'll have blue gems or something like that. We really want it to feel like an individual reward, and not something that the raid leader gets to have fun in deciding who gets the gems, or they all go to the guild bank or something. We really want it to feel like an individual reward.
They'll be somewhat rare. It may take the entire content cycle before someone has replaced every red gem they have, but they won't be so rare that you won't see them.
How is that going to work with profession bonuses? Blacksmithing with its extra sockets, assuming that you could get ahold of a full set of epic gems, seems like it would all of a sudden become the best profession.
GS: I think the epic gems are like 10 stat points over the current ones, so it's a nice boost, but hopefully it won't push everyone towards Blacksmithing.
So you'd only end up with like 20 extra Strength as a Blacksmith.
GS: Yeah, something like that.
So recently, Ragnaros has been hotfixed, and now there's the big tier-wide hotfixes coming up as well. What's the thought process that you guys use in determining when bosses should be nerfed? How do you come to the conclusion that, say, “X amount of guilds have killed Ragnaros, we need to nerf him. X amount of guilds are still working on Heroic Shannox, we need a zone-wide nerf”?
GS: We gather... I would call it a staggering amount of data on boss kills and number of attempts and things like that. We look a lot at how many new kills have there been for a particular week, like okay this guild couldn't kill Shannox before but killed him this week. The flows to those curves tend to be pretty steep at first because, you know, the really talented guilds roll in and kinda clear everything quickly, and then they start to slow down over time as you might expect, you know, not everyone gets a new boss kill every week, and then at some point they really start to plateau, and that is, the raiders now are just not moving. And we know that we risk losing raiders. They may not unsubscribe, but they may just stop raiding any time they hit a brick wall for too long.
Now, if you're Paragon, and you don't mind making 300 attempts, that's one thing, but a lot of raiders don't have that staying power. They're willing to wipe on a boss for a few weeks, but not for months and months and months for a boss that's early on in the tier. So once we start to see those boss kills fall off, we go in and selectively nerf things that players are having trouble with. We kind of want everyone to feel like they have finished Firelands before 4.3 comes out. That doesn't mean that every guild in the world needs to have killed Heroic Ragnaros, but we do want them to feel like they were making steady progression, and it wasn't like “Well, we killed 7 bosses, then we did 1 boss on heroic, and then we couldn't ever kill that second boss on heroic for 4 months.” I mean, that isn't fun, so we try to make sure that everyone feels like they're always making some level of progress.
So, with these nerfs coming into place... I know you guys don't like giving out dates, but should we at least be expecting to see a 4.3 PTR soon? Personally, my guild is 6/7 heroic. Should we be expecting several months of just one boss to work on, and then just farming the instance?
GS: Obviously it's going to depend a lot on when 4.3 comes out. Our hope is that we can make our patches faster and faster than we've done in the past. So, smart players might see that we're nerfing Firelands now and think that means that Firelands is coming to a close soon, but usually our patches are on PTR for a while, so there should be plenty of warning based on how the PTR is going of when that will actually end.
I have a theory about the Deathwing fight. It's been kind of alluded to a bunch, but never really spelled out, so I'm hoping you can help me out here. It seems like the idea is that the Deathwing encounter is actually going to be multiple encounters, and you'll be facing him at different points.
GS: You're on the right track. So, Deathwing is basically two bosses in this raid. He's boss number 7 and boss number 8. Boss number 7 is the fight where you fight on his back, so you're having to deal with him, and he's obviously there in the fight, but he's not sitting around breathing fire on you or things like that. Boss 8 is the final showdown with Deathwing, and this fight as well has many many phases. The first thing you do is fight one of his... so, back up a little bit. At this point, Deathwing is definitely hurting a little bit. His armor is falling off, all the raw corruption inside is kind of exploding out of him, and he's now something halfway between a dragon and an old god minion. He's kind of... we call him “C'thulhu Deathwing” at this point.
So you're fighting like, a tentacle, and then once the tentacle is down you fly kind of Skywall raid-style to a next island, and now you're fighting one of his claws, and then you move to another one and you're beating down a wing. And he's attacking you this whole time; he's spitting fire at you, he's breathing, he's got this big scorpion tail that he's jabbing you with, but he's so large that you're just knocking down a piece at a time until finally you've beaten every single part of him, if you're awesome enough to do that, and defeated him once and for all.
Awesome! So there's encounter number 7, that's on his back, and then encounter number 8 is hopping around through different parts and fighting off Old God corruption as well as bits of Deathwing. So there's 6 other bosses before that?
GS: Yes, that's correct.
Okay, so total of 8 encounters in 4.3.
GS: Yeah. The first several bosses are around Wyrmrest Temple. At this point, all of Deathwing's forces, from the old god minions to the Twilight Hammer, to the Twilight and Black Dragons, are all attacking Wyrmrest, and the players are on a strike team to kind of... this giant elemental comes lumbering across the landscape and you guys gotta take him out before he breaks Wyrmrest down. And you do a little bit of that for a while. Then, the forces actually get to Wyrmrest itself, and... I believe boss 5 is a gigantic Twilight Dragon that's flying around the top of Wyrmrest breathing on you while the players are defending the Dragon Aspects and trying to kill this dragon.
From there you get onto a gunship and are chasing Deathwing, and the High General, the commander of all the military forces of the Twilight's Hammer, comes down Rend and Gyth style and leaps off his drake to fight you on the gunship. And then you go on to the Deathwing fight, and then you go on to the Maelstrom fight.
Awesome! That sounds absolutely amazing.
GS: Yeah. We've never done a raid like this before. Our raids have almost always been a long hallway with trash, and then a boss room, and then another long hallway. This one is so different. It's very event driven. It's more scripted than location-based. A little bit like Hyjal, but even then you were kind of like, “Okay, we're in the Human area, and now we're going to the Orc area.” This one is a lot more like the bosses are coming AT you.
So I'm assuming then it's going to be in basically an instanced version of Dragonblight, outside of Wyrmrest Temple?
GS: Yeah, exactly. It's a modified Wyrmrest Temple that's under siege.
So I guess this is kind of an acute question, but... where do we zone in?
GS: No, it's a really good question, something we had to struggle with. We're doing three 5-player dungeons and a raid in this patch, and all the entrances are in Caverns of Time. Even though the raid itself takes place in “the modern day”, it made sense just to be there with the other portals. And since the players are allied particularly with the Bronze Dragonflight through this patch, we thought it made sense just to have that as the entrance to the raid.
Is there anything you can tell me about the 5-man dungeons?
GS: Yeah, they're really cool. Kind of like what we did with Icecrown where they built up to the actual assault on Icecrown Citadel, these are kind of telling the story of how the players get the Dragon Soul, which is this powerful artifact they need to defeat Deathwing. And the way they do it is they go back in time to the War of the Ancients, where Azshara was still a Night Elf, and the demons were coming out of the Well of Eternity, to steal the Dragon Soul. And because they're kind of screwing up time at this point, Nozdormu tells you at the end, “Okay, we totally messed up time, don't worry about it, I'll go fix everything, you guys just take the Dragon Soul and go.”
And then, in the next dungeon, you have the Dragon Soul, you hook up with Thrall, and together you're trying to reach Wyrmrest Temple -- this is another instanced version of Dragonblight -- while all the various minions of Deathwing and the Twilight Hammer, and ultimately the leader of the Twilight Hammer, who we haven't seen yet, try to stop you from doing that. So it'll hearken back a little bit to the Escape from Durnholde style of fight, but of course all new.
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Blizzard at Gamescom: 4.3 Announced, Deathwing, Armor Customization, Diablo 3 News, and More
2011/08/17 at 10:31 AM
So things just got really serious--4.3, which was a huge mystery, is now pretty much unveiled at Gamescom. When speaking to
, Tom Chilton was very open in just how much content the patch would have for WoW players. " has a whole bunch of content," he said, "three dungeons for five player instances and a new raid instance culminating in the Deathwing fight."
Of course, it's not just dungeons to be excited for. Those ethereals we mentioned a week and a half ago? They're for what most of us only dreamed in our biggest dreams and Blizzard previously said was impossible: armor customization. "We have a wealth of armor sets we created that people no longer use," Chilton said, explaining why they had chosen to add it in.
What we know about 4.3:
Deathwing in 4.3
: "The Deathwing fight will be the most epic boss encounter to date, including a battle phase that takes place on the massive dragon's back as he flies through the sky."
There will be three 5-mans
One will be CoT: War of the Ancients according to
Our German localizer said Blizzard indicated that another 5-man will be old content revisited--our money is on Ahn'qiraj (AQ20/AQ40)
There will be a cross-realm raid finder
Video Gamer transcript
, apparently there will be a Darkmoon Faire Island with Whack-a-Gnoll (some people think it is gnome, but it wasn't--they're not racist against gnomes!)
There will be armor customizing in 4.3
; the Ethereal ability to transmogrify a player's armor, reskinning it to look like other armor in the game
This will be class specific (i.e. you can't make your armor look like paladin tier if you're a warlock)
You cannot customize something into a legendary unfortunately
They have not worked out specifics yet on if you will have to have owned the sets prior (personally, as someone who deleted most sets due to no space, I hope it's not required)
-- the preview post explains all the details!
100-150 bank spaces for old gear
This may also serve as crossrealm storage or multiple character storage, this is unconfirmed but was hinted at--it makes sense, especially with the name "Void" storage
With these possible changes, it's looking like 4.3 will be the most memorable patch World of Warcraft has had since the TBC ages. And that really is no small feat.
Official Transmogrification Announcement
You’ve been asking for it, and we were listening. In patch 4.3 you’ll be able to customise the appearance of your weapons and armor like never before. Visiting a Transmogrifier will present players with a new interface that will allow them to change the appearance of an item while retaining its original stats. This means that you can raid in your paladin tier 12 Immolation set, but look like you’re wearing Lightbringer, while priests can bring Benediction back – at least in spirit. Hunters can once again roam the jungles of Stranglethorn Vale in their tier 2 Dragonstalker set. You could even slip into the saucy tailored Black Mageweave set for that matter. You know, with the thigh-highs, and the little gloves, and the cute little… ahem.
Placing an item into the Transmogrifier interface will offer a preview of how the item will appear once the change is applied. However, not all item pairings are compatible with Transmogrification. In general, only items that have stats can be used in the transmogrification process. You must also be able to wear both items when using this service. Ethereals don’t have much in the way of ethics, but allowing someone to appear as if they’re equipping unusable items crosses the line. Similarly, they won’t allow you to change weapon or armor types. Sneaky death knights can’t make that breastplate look like a cloth robe, and you can’t make a one-handed axe look like a two-handed axe, or transform a sword’s appearance into that of a mace. Guns, bows, and crossbows will be the exception to this rule. You will finally be able to retain your dwarf’s racial gun bonus while appearing with all the splendor and elegance of a bow wielder (or at least the relative silence of one).
Placing items into the Transmogrify interface will increase the gold cost of the process, and clicking the Transmogrify button (assuming you have the necessary funds) will put the appearance change into effect. The process can be reversed by clicking the undo icon on each item, and then hitting the Transmogrify button once more to save the changes. Any item that’s transmogrified will have text indicating it’s been altered by the process for all to see, similar to the item tooltip callout for reforged items.
Transmogrification encourages players to hold onto items with sentimental or aesthetic value, and the Ethereals anticipate that personal bag and bank space will be at a premium now that everyone will be hoarding their frilly pantaloons and leather jerkins. In anticipation of this new demand for additional storage space, they’ll be introducing a unique Void Storage service. What’s Void Storage, you ask? We’ll provide more details soon.
We’re looking forward to seeing how players choose to customize their character’s appearance, and hope you’re as excited as we are for the arrival of patch 4.3
and the Transmogrification feature. Do you have a favorite set or weapon that you’ll be bringing back? Let us know in the comments below.
Diablo III and StarCraft 2 News
Of course, there was also some awesome new D3 and SC2 news in Blizzard's Gamescom presentation. There's no need to go in-depth, but here's a quick summary of what they discussed courtesy of Level Up:
What we know from Diablo III:
Inferno will be Diablo III's max difficulty level
The mode will offer increasing challenges: "If a monster is fire resistant, they're MORE fire resistant and more aggressive at the higher level."
There will be a lot of new art to indicate higher level gear--no more items looking the same as they did in Diablo II
"Orange is hand-crafted items with static statistics, while yellow will be rare gear that's randomly generated"
"Diablo 3 offers unique rewards depending on difficulty setting, max level of 60, max levels of enemies at 61, and Inferno offers further replayability, offering room and options for the game to continue to extend for years after release."
What we know about StarCraft II:
It will be 20 missions long
You will play as Kerrigan in every mission and unlock the "core Zerg fantasy"
You will upgrade your zerglings through mutations
A DoTA mod is on the horizon very, very soon
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