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3 days 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
3 days 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.
3 days ago
Protection Paladins are performing well overall. However, their attuned stat, Haste, is underperforming. Considering some solutions.
3 days ago
WoD seems to have old fashioned gear growth now, but with the next xpac, will it get squished?
3 days 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.
3 days ago
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Wowhead Weekly Episode 18 - More Warlords Q&A, Garrison Calculator Updates, Nov 21 Hotfixes
WoW's 10th Anniversary (November 21 - January 6)
Garrison Timers Mobile App: Track Your Garrison Missions and Work Orders
Highmaul Preview, Changes to Dungeon Loot, Warlords Tumblr
WoW Now Has Over 10 Million Subscribers, November 19th Hotfixes, @WarcraftDevs New Blizzard Account
Herbs, Pigments & Inks... Oh, my!
A Pet Battler's Guide to: Defeating the Pandaren Battle Pet Dailies
Obtainable Feats of Strength
BrekeMart: Your Cooking Achievements One Stop Shop! [Updated for Warlords!]
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News Round Up: Tier 11 Valor Point Hotfix, Mastery, and More
2011/07/18 at 11:02 PM
A lot of people were complaining about
valor point acquisition
being from only Firelands and heroics. They're back in tier 11 raids now as of tonight!
In other news,
Swifty got permabanned
and then got unbanned for accidentally crashing a server when thousands of level 1 alts were made. There were a lot of blue posts about that--the community managers spent the day troll policing. Poor guys, you know we love you.
Due to some recent player feedback we’ve made the decision to implement a hotfix that will put Valor Points back on the bosses in Blackwing Descent, Bastion of Twilight, and Throne of the Four Winds (except Argoloth).
We agreed that players should have some additional options for earning Valor Points beyond Firelands, Zandalari dungeons, and tier 11 Heroic difficulty raids. We don’t want raiding guilds to feel like they have to raid Firelands AND the old raids every week, but we do want players to feel like they have some options besides running ZA/ZG over and over.
Bosses in these raids will award 35 VP on 10-player normal difficulty, and 45 VP on 25-player normal difficulty, to match the rewards currently offered for the Heroic versions of those encounters.
This change should be live within the next few hours. You can stay informed about the latest hotfixes by checking the Patch 4.2 Hotfixes article for updates:
This blue post is actually outdated now with the hotfix.
I'm trying to create a reasonable amount of variety in the avenues available for groups to play that game of catch up. Not just one single "best and only" route. The current design is self-destructive and unhealthy for WoW's long term health. Right now there are no options. You either raid "the newest raid" or you run heroic dungeons till your eyes bleed.
Valor Points aren't awarded in a vacuum though, nor are ZA and ZG necessarily the 'best and only' route. Overall, running a raid, even the previous tier's raid, is going to be more rewarding for most players overall than just hitting up ZA/ZG. You can acquire gear of a high ilevel that provides set bonuses to help prepare for the next tier of content, as well as get a chance at potentially lucrative (or useful) BoEs; opportunities you won't find in the troll dungeons.
That's not to say that there aren't advantages to hitting up ZA/ZG to cap your VP if that's all you're after; but to believe that it's necessarily the most rewarding path if that isn't your sole goal, is, I think, a mistake. They still offer viable alternative for those players who have already spent a good deal of time in the tier 11 raid content too.
On a related note, we're looking at ways to make raiding accessible and easier to get organized, without at the same time compromising the experience for those who are looking for a challenge. We adjusted tier 11 specifically so that players who haven't seen the content yet will have a chance to get in there and mix it up. In fact, we think that things work best overall when we have heroic raids, normal raids, and then previous tiers all available at the same time - which was an arrangement we didn't quite have in place when Cataclysm launched (unless you count Argaloth, but we don't think a single boss counts as a tier).
Priests and Mastery
The root of the issue is this -- our Mastery affects our spells in very different ways.
The intent is exactly that. If mastery affected all of your spells the same way, then it would really just be a “+healing” stat, which we already offer (Intellect). Crit and haste don’t affect all your spells the same way, and we think it’s a more interesting design if mastery behaves the same way. It is possible to go too far of course. If mastery doesn’t affect enough of your entire healing package (either in terms of number of spells or raw output), then it just becomes a weak stat. Alternatively, it can lead classes, and healers in particular, to neglect spells that are weak because mastery doesn’t boost them.
Ghostcrawler = Ghost?
Where did he go? I am not aware of what exactly happened. Did he get a lot of trolls attacking him than decide to lay low after that?
No, it didn't really have anything to do with that. We (community managers) had several discussions with Ghostcrawler and the other lead developers about how we'd be approaching communication on the new community site when it launched. Ultimately, we all agreed it'd be better for the company and the community to have the community managers be the primary source of forum communication. He still reads the forums every day for feedback. Likewise, we stay in touch with him every day, often relaying information he provides us to you all. So his thoughts on any given subject are still very often shared on the forums. The only difference is we, as community managers, take the time to relay his thoughts to you so he can focus more on considering the feedback we collect and provide from the forums, affording him more time to focus on development.
That said, he's always looking for new subjects to tackle for our blogs, so you still get a direct link to his (and the rest of the development team's) thought process. As we've stated before, we also plan on completely revamping the concept of Ask the Devs. The goal is to make sure the new Ask the Devs format allows for more interaction between devs and players, and has a quicker turnaround time on answers provided.
He may not be in the trenches interacting with players on the forums daily anymore, but he's still watching. Reading. Contemplating. Waiting to strike. And when he does, we'll be there to share his words of wisdom. ;)
I do not mean this to be offensive in any way at all to the CM's, but when you relay info to us it comes across like a post-it not is getting fleshed out. That isn't your fault in your wording or in your intent, but in the fact that, in the end, you are just the middle man.
Ghostcrawler, on the other hand, relayed NOTHING to us. He came to the forums and got real with us. As CM's, you can never do that (about development). As much as I love all of you guys, Nethaera with her Wisdom, Lylirra with her compasion, Zarhym with your bro-ness, Bashiok with his trollin', and all the others that help keep this community together and moving forward on these forums, when it comes to relaying information that is all you are, relays. I can't stress how much I love you guys, how much i f5 that blue tracker waiting to see who has what to say, reading your posts like Nethaera's today about PvP servers or a while back Lylirra's about working to help people in your dungeon group instead of just /raging at the nooooobs. That stuff comes from you guys and I EAT IT UP. But the straight up information about game balance is not your information, it is not your brain child, its just....NOT YOU GUYS! Greg brought his perspective and his thoughts to our forums. We would have conversations with him in threads about a multitude of things, and we knew exactly where he (and by extension the dev team) stood. He brought that information to life and gave it meaning you guys, simply, never can.
I really don't mean that as to be insulting to you guys, and it is somewhat awkward for me to write this all up as I have much respect for you guys who do sit here in these trenches with us. You are the guys that work through the hardships with us. You guys are who we talk to about not putting real names on the forums. You are the guys we talk to about new premium services and what they might mean for the future of the game. You are the guys that make the forums fun to be a part of, but when it comes to development of the game.....that isnt you guys. It isn't even necessarily Ghostcrawler either (as, unless you have a cloning machine, he is not the only developer).
CM's are my homies on these forums, but you come across as merely relays for development post-it notes whereas Ghostcrawler gave it a different feel. Honestly, I would rather listen to a podcast from a few members of the dev teams once or twice a month specifically talking about class balance, future content, thoughts and feelings on current content, and the general direction the game is going, then see you guys post that information on the forums.
edit: apologies for spelling your name wrong Nethaera, hope i spelled the others right. xD :3
I totally understand where you're coming from, Jibberjabber. I think you said it quite well, so I don't feel insulted at all. ;)
In many respects I agree with you. Just know that we're very close to Ghostcrawler (and the rest of the dev leads), so we can have very frank discussions about game design. Sometimes we'll sit in GC's office and argue points we've seen on the forums, either because we personally agree with those points, or we're playing devil's advocate. He sits with the rest of the class design team too, so it's really awesome to get a philosophic design discussion going with the lot of them. They're very receptive to unfiltered feedback.
I guess my point is, the perception that something is missing in terms of player feedback from the forums reaching people like GC, is stronger than the reality. But I do agree that the communication about that feedback isn't as strong as it used to be. Our department is relatively new to the structure we have now -- it began shortly before the launch of StarCraft II when the new community site format was introduced about a year ago. We're still learning how to optimize our team and figure out the tools/staffing we need to better support our forum goers. To be honest, the roles and responsibilities of Blizzard community managers have greatly increased over the years, but we know that employee interaction on the forums is still as important as ever.
For now you'll still probably see developers on the PTR forums from time to time when they need direct testing feedback, or need to inquire further about any issues/concerns. Having said that, it is the role of the community team to get information from the company to the players, and vice versa. When we're doing our job right the developers can focus more of their time on developing the game, while still feeling like they're attuned to what players are saying.
Never Been a Better Time to Pick up World of Warcraft
With the launch of Rage of the Firelands (patch 4.2), we introduced the World of Warcraft Starter Edition, a replacement for the previously available free trial. The Starter Edition allows anyone to play for free up to level 20 without the time restrictions placed on trial accounts -- all you need is a Battle.net account and Internet connection. The Starter Edition also opens up some new features that weren't available in the old time-limited trial:
Players with the WoW Starter Edition can create draenei and blood elf characters, which were previously unavailable with trial accounts.
The two starting zones associated with these races are also available to people wishing to try out the game.
The gold limit has been raised to 10 gold, allowing Starter Edition players to purchase mounts when they reach the appropriate level.
When you reach level 20, your characters will stop gaining experience. However, you are free to continue playing and exploring Azeroth for as long as you wish -- or you can roll an entirely new character to try out a new race or class. You can also choose to upgrade to a full, paid account at any time and continue your adventures beyond level 20.
With the launch of the Starter Edition, all existing trial accounts,
including expired ones
, have been reactivated. That means if you've tried WoW in the past, your trial-account characters are now accessible once more.
As you may have already seen, our
has also been upgraded as a result of the changes introduced with the WoW Starter Edition.
Now's a better time than ever to try out World of Warcraft. If you’re thinking of getting into WoW or know a friend who's been interested in joining you in Azeroth, it's easy to
give it a try today
For more information on this exciting new feature and a full list of restrictions, please visit the
Starter Edition FAQ
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4.2 Hotfixes (7/12 - 7/14) and Real ID Reminder
2011/07/14 at 9:53 PM
Dungeons & Raids
The Eye of Occu’thar shared cooldown on Focused Fire has been increased, while eye health has been decreased.
Molten Elementals can no longer be knocked back while having the Molten Power buff. Molten Elemental move speed has also been decreased by 15% on Heroic difficulty. These adjustments will require a realm restart to take effect.
Concussive Stomp damage has been increased on Heroic difficulty.
Eruption now increases fire damage taken by 5% per stack, down from 10%.
The Eruption debuff is now cleared when transitioning into phase 2 of the fight.
Successful attacks on Rageface will now always be critical strikes while he is channeling Face Rage.
Players on the legendary quest Delegation should now be able to get the Dull Emberstone Focus charge off of Shannox’s spear more easily, so long as it’s placed within 50 yards of the spear.
Quests & Creatures
Hyjal Regrowth &
Players should no longer experience performance issues when the Fire Hawk Egg Carry Ping spell is cast while on the quest
(A Legendary Engagement)
Shaman Grounding Totems now properly redirect Thyrinar's primary Twilight Blast ability.
Real ID Cross Server Grouping
Just a reminder, this is open to test as we reported earlier today.
When delving into the depths of Azeroth's darkest dungeons, it always helps to have some friends at your side... now you're able to issue a call to arms no matter what realm they play on. We're pleased to announce the new Real ID Party feature is now available for testing! This new feature will allow World of Warcraft players to invite their real-life
Real ID friends
of the same faction to a party regardless of the realm they play on, and then queue up for a 5-player regular or Heroic dungeon.
To learn more about Real ID, please visit the Real ID
and read the FAQ.
For more information about how the Real ID Party system works, check out the
Real ID Party Feature – Test Phase FAQ
Q: What is the Real ID Party feature?
: Players can now invite Real ID friends of the same faction to a 5-player normal or Heroic dungeon group, regardless of what realm their friends are on. This system is designed to make it easier for real-life friends to play together.
Q: How do I invite Real ID friends to a Real ID party?
: Inviting a Real ID friend to a Real ID Party is simple. Just open up your Friends list to see which Real ID friends are online. Click on the “Plus” button to send an invitation to a Real ID friend to join your group. You can continue to add Real ID friends to your party until the group is complete. If you cannot complete the group with Real ID friends, you are free to join the Dungeon Finder to fill in the missing roles.
Q: Does a player need to have Real ID enabled to accept a Real ID group invite?
: Yes, a player must have Real ID enabled, and both players must be Real ID friends to accept or initiate Real ID party invitations.
Q: Can a party leader invite a mix of Real ID friends, character-level friends, guildmates, or random players to the same party?
: A party leader can invite any combination of Real ID friends from any realm, guildmates from the same realm, or other characters from the same realm to the same party. If the party leader isn’t able to fill up the entire party, the Dungeon Finder can fill in the missing roles.
Q: Can I invite someone who is not a Real ID friend?
: You can only invite members to a party if they are on your Real ID friends list or if they are on the same realm as you are.
Q: Can I invite a friend of a Real ID friend?
: No, you can only invite your own Real ID friends to the party.
Q: How long will the testing period last?
: We haven’t yet determined how long the testing period will last. We'll keep you updated on the status and inform you when the test period is going to end in the future.
Q: Will aspects of the Real ID Party system be premium-based?
: We'll have information on this toward the end of the testing period.
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News Roundup: Latest Hotfixes, PVP Season Transition Compensation
2011/07/08 at 9:46 PM
Today brings a new batch of 4.2 hotfixes, including a number of changes and fixes to some Firelands encounters, and important details on Blizzard's planned action regarding the recent Season 9 and 10 PVP item mess. We reported on this "disaster" in
, where Blizzard admitted fault in miscommunication of new PVP item availability, resulting in many players spending their saved Honor points on now-outdated gear. Well, affected players can rejoice because Blizzard plan on making it up to you with some free Honor!
Oh, and no 4.3 details just yet. ;)
Latest 4.2 Hotfixes (7/8)
Combat pets should no longer aggro creatures while the player is mounted.
Dungeons & Raids
Death knight Bloodworms are no longer removing stacks of Torment when they explode to heal other players.
Molten Elementals are no longer able to critically hit players.
The responsiveness of the Molten Power ability has been increased on Heroic difficulty.
Multiple volcanoes casting Eruption will now create separate stacks. Crushing a volcano will cause its stacks of Eruption to fade shortly after.
Ranged pets can no longer damage Rhyolith’s legs without beginning the encounter.
The Ancient Lava Dweller can no longer be looted by engineers with the Loot-A-Rang.
Unbound Pyrelords are no longer casting Ignite Elemental on the same target. All Unbound Smoldering Elementals should now be changed to Unbound Blazing Elementals by the time the pyrelord dies.
The Unbreakable Shell buff present on Unbound Smoldering Elementals now reduces damage received by 50%, down from 90%.
Unbound Smoldering Elementals are now correctly resetting and are no longer retaining Blazing Flame when they leave combat.
Riplimb’s Lost Collar seemed to truly be lost. This item now properly has a chance to drop from select creatures.
Several Ruthless Gladiator’s items have had their Stamina values increased to more appropriate levels.
Season Transition Compensation
We wanted to let everyone know that we’re working to address the miscommunication that occurred regarding the introduction of new item level 371 PvP gear, and share our current plans.
For background, many players spent their Honor Points on item level 365 gear once Season 9 ended only to find that more powerful item level 371 gear was available when season 10 started. We should have communicated ahead of time that this was going to be the case, and we apologize for the mistake.
We’ve been working over the past few days to evaluate and determine the best course of action to offer players some kind of compensation for those who were caught off guard by the new gear. The plan we’ve found to be achievable within an acceptable amount of time is to provide players who were affected with 4000 Honor Points. This extra Honor would function similarly to the currency down-conversion in that it would stack over the cap, but you would not be able to earn more until you spent under the 4000 cap.
The process of determining who was affected is certainly the most difficult task of this issue, and the entire process of figuring out who should receive the Honor or not and then delivering it isn’t anything less than a giant undertaking. We’re still evaluating many of the processes that will be required to make this happen. Although we’re fairly confident we can pull it off, there is still a chance it may not be possible. Due to other service related work the soonest we would be able to distribute this Honor is the 7/19 Tuesday maintenance. More complicated solutions we discussed could take months to implement, but we felt getting something to those affected as quickly as possible was more important.
Although some of this is still uncertain we felt it best to let people know as far in advance as possible to allow for adequate planning. We’ll be able to provide more information and specifics on how this process will be carried out, and the requirements to receive the 4000 Honor, next week.
Again, we apologize for any inconvenience caused by our miscommunication. We greatly appreciate those who took the time to give us constructive feedback on the matter.
When Do We Get Patch 4.3?
When will patch 4.3 come out? What will it be about?
I ask because 4.2 is released a little over 1 week and top tier guilds have cleared normal firelands and 5/7 in heroic mode..
Last time I checked, 50 people in the whole world are working on Heroic Ragnaros. You're good. We'll have PLENTY of information on patch 4.3 in due time. ;)
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News Roundup: Hotfixes and New Honor Gear
2011/07/07 at 12:05 AM
Blizzard sometimes makes mistakes and today was all about addressing them apparently--there are a lot of hotfixes to read that fix 4.2's bigger problems and there's also a blue explanation for the PvP gear.
Regarding the PvP gear situation for those who don't PvP (or didn't log on yet), they gave us new season 10 gear that was purchasable with honor without requirements. This came right after season 9 gear became available last week for honor and similarly without requirements. This means lot of people farmed honor all last week since new gear was available and will now have to farm it again for the ilevel increased season 10 gear--which is actually the same season 9 gear with massively increased stats.
This is a pretty major change; it's streamlining PvP gear for those who don't do RBGs or arenas much like how they streamlined valor points for those who don't raid. Much like how you can get a decent PvE set without doing heroic modes or raiding hardcore, you can now get a great PvP set without having to live in the arena. Like any major change, it's being received very negatively, largely in part to this lack of announcement and foresight.
P.S. The best hotfix? There are now more wounded defenders in Hyjal for the dailies! Seriously, those dailies were brutal on high population servers at peak times.
An issue has been corrected that would cause players to lose their progress towards Veteran of the Horde II, Veteran of the Alliance II, Warbringer of the Horde, or Warbound Veteran of the Alliance if Veteran of the Horde or Veteran of the Alliance were complete.
Characters should no longer disconnect or receive movement enforcement errors when certain spells, abilities, or item effects are used while on moving transports.
Faerie Fire and Faerie Fire (Feral) will now remove Stealth, Invisibility, Vanish, Shadowmeld and Prowl from players.
When using Spellsteal on a shaman, Lava Flows will no longer be given to the mage as a buff. The buff, however, will be removed from the shaman.
Shadowfiend is now causing the casting priest to enter combat when cast on enemy players.
A Fulmination critical strike for more than 30,000 damage (10-player) or 45,000 damage (25-player) should now properly interrupt Rageface’s Face Rage in the Firelands.
When Lava Flows is stolen by a mage via Spellsteal, the mage will no longer gain the Lava Flows buff.
Dungeons & Raids
Heroic difficulty has been activated and is accessible in all regions.
Pet corpses, guardians, and placed items should no longer provoke Engorged Broodlings to a premature detonation.
The pack of creatures fighting each other around Flamewaker Beast Handlers will stop fighting each other and attack the raid once provoked.
Flamewaker Subjugators now award 50 reputation, up from 15, while Flamewaker Animators award no reputation or loot.
The aggro radius on the third pack of Hells Hounds on the way to Beth’tilac has been reduced.
Unstable Pyrelords now have an active stealth detection aura present when the gauntlet is triggered which prevents stealth classes from traversing up the hill undetected.
Baleroc’s health has been increased on 10-player Heroic difficulty.
Baleroc's gate now despawns properly when he resets.
Shards of Torment despawn when Baleroc resets even if they are spawned after Baleroc has despawned.
Lord Rhyolith can now be quickly snapped from left to right, or right to left, if the appropriate amount of damage is dealt to the opposite foot.
Lord Rhyolith now prefers to activate volcanoes that are in front of him over volcanoes that are behind him.
Lord Rhyolith now spawns slightly further back on his platform, allowing players to stand on the edge of the terrain and not aggro him.
Lord Rhyolith no longer despawns when reaching the end of the encounter area, and does not despawn when casting Drink Magma from any of the possible locations.
Lord Rhyolith now summons in volcanoes when intended, and it is no longer possible for the first set of volcanoes to be ignored.
Majordomo Staghelm has had his health increased by 10% on Heroic difficulty.
Living Meteors no longer evade and return to their spawn point when their original target dies or uses a threat drop. They will instead choose a new target.
The Sons of Flame can no longer be missed by melee attacks and abilities.
Shannox will now rotate when appropriate instead of moving to get in range of his target while being tanked.
Shannox will always use Hurl Spear after a raid wipes, even if Riplimb collapsed just prior to the group wiping.
Jamus’Vaz and Faldren Tillsdale are once again offering players Conquest Points in exchange for Valor Points.
Normal and Heroic versions of Deflecting Star now correctly bind when picked up.
Eternal Embers are now epic quality.
Normal and Heroic versions of Pauldrons of Roaring Flame now have mastery rating instead of hit rating.
Ruthless, Vicious, and Bloodthirsty Gladiator’s Clasps of Cruelty have had their Stamina values increased to remain consistent with equivalent belts. Note that the tooltip will require a patch to update.
Quests & Creatures
Hyjal Regrowth & Molten Front
Players are now receiving 6 Marks of the World Tree from Caught Unawares and 10 marks from The Sanctuary Must Not Fall, which now allows players to obtain 20 marks as soon as they finish their first days’ worth of daily quests and unlock the Molten Front. The amount of marks offered is properly updated in player Quest Logs as well.
There are now many more Wounded Hyjal Defenders to accommodate a large concurrency of players in the Molten Front.
The Fiery Behemoths and Molten Behemoths are now the same size.
Rayne Feathersong has been moved from the cave and is still available as a daily quest giver at Malfurion's Breach.
The PvP Season 10 Gear "Disaster"
Thanks for making a clear-cut thread summarizing why this is a big issue within the PvP community, Tauranewone. To keep communication on this as clear as possible, I'll try and clarify what has happened with the transition between Seasons 9 and 10, as well as give you our take. For everyone reading along, please do not create new threads on this issue. We'll be primarily watching this one and would prefer to keep our forums as easy to read as possible.
Before getting into it, I want you all to know that we've maintained an open dialog with our developers over the past 24 hours regarding the way in which the PvP season transition went down since patch 4.2 (this includes relaying a lot of the feedback we've seen on the forums to them). We agree that the mistakes made were very unfortunate and unfair to a lot of players. We're currently exploring some options to try and alleviate some of the misfortune many of you experienced while purchasing PvP gear in the last week.
First off, to be clear, we made two mistakes which led to the primary cause of frustration for players:
1) We noted that Conquest Points were going to be converted into Honor Points above the 4,000 cap with the release of patch 4.2, giving players one week to spend these excess points before the start of Season 10, at which point the 4,000 point cap would go into effect. Instead, the Honor Point cap intended to be enforced yesterday was applied at the same time Conquest Points were converted to Honor Points with patch 4.2. This led many players who saved Conquest Points up for the season transition to receive gold for any Honor Points above 4,000, rather than points above that cap. There wasn't a feasible solution for correcting the fact that the calculations had been run a week early.
2) We didn't notify players that we made a slight change to the way PvP gear is introduced each season. The change simply wasn't communicated among all of the other patch 4.2 changes, which was a big oversight on our part.
These two errors compounded each other. Players were left with no more than 4,000 Honor Points after patch 4.2, which led many players to farm more HP to buy Season 9 gear. Then, when Season 10 hit yesterday, Season 9 (ilvl 365) items were replaced with an HP tier of Season 10 (ilvl 371) items. Since players didn't know this would happen, many of you farmed HP and spent it on the Season 9 items prior to yesterday's maintenance.
Obviously most of you already know what happened and are very frustrated by it, but I just want to clarify the nature of the unrest, as well as the intended way this season transition was to happen. This is the way it should have worked, and how it should work going forward:
1) During any season, a low tier of current-season items will be available for purchase with Honor Points.
2) During any season, a high tier of current-season items will be available for purchase with Conquest Points.
3) At the end of any season, any remaining Conquest Points will be converted into Honor Points above the 4,000 cap.
4) In between seasons, the previous high tier of items become available for purchase with Honor Points, allowing anyone who could not previously afford them with CP one last chance to buy them using the excess Honor Points.
5) The new season begins. Honor Points are capped at 4,000 again. The previous season's sets are removed and replaced with current-season HP and CP items.
We've seen a lot of players ask what the purpose is of having Season 9 items available for purchase with Honor Points for a week, before replacing them with better items. The purpose was for people to spend their excess Honor Points on any leftover items, as once the next season starts players can't keep more than 4,000 HP to spend. Now, the reason why this intent wasn't evident to most players is because we capped HP a week too early, which made spending any Honor Points last week less than ideal. The reality is players would have been better off saving 4,000 HP for the start of Season 10 when ilvl 371 gear was released. But they had no way of knowing that.
That is about all of the information I have to share on this subject at the moment, but I want to remind you that the issues with this season transition are well on our radar. We know we messed up in multiple ways. This not only made our intentions very unclear, but led players to make choices to spend their Honor Points they otherwise probably would not have made.
If everything went according to plan, you probably would've spent any HP over the 4,000 cap last week on any remaining Season 9 items you maybe didn't have. You then would have saved 4,000 HP to get started on the low tier Season 10 items. This is the way we're looking at it and will let you know if and when we have more information to share.
On Racials and Raiding AKA Play What You Want To
Racial traits primarily exist to add flavor to each race, and to a lesser extent, situational advantages in line with the theme of each race. Naturally each one works better in some situations than others.
A player who wishes to can and should raid as Forsaken, or any other race that they enjoy playing. It's extremely unlikely that if a player has proven themselves capable, that a competent raid leader would turn them away based on their character's race. There are, after all, a very healthy number of Forsaken raiders active at this very moment.
It's an easy answer: play what you want to play.
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Hotfixes (July 1st) and Wowhead Contest Winners
2011/07/01 at 6:48 PM
A lot of hotfixes to tide us over for the three day weekend, most notably:
Blizzard officially responds in their own way to STARS by changing it so heroic difficulty isn't enabled until next week, regardless of if you killed Ragnaros or not.
Firelands trash farming got hit with the nerfbat; epics won't be dropping half as much.
More Firelands trash fixes were put up, in particular the HP values and damage they do are now better suited for the difficulty. In other words, 25-man trash mobs now have increased values befitting a raid of 25 players.
There was a particularly random bug where you would randomly take fall damage and die while walking in areas--Blizzard assures us that's now fixed.
The winners of our latest contest have finally been chosen. Congratulations to the lucky people, and better luck to the ones who didn't get picked! Emails will go out by Tuesday, if not sooner (three day weekend here)!
July 1: Hotfixes
Characters should no longer randomly suffer falling damage.
Pets should no longer be attacking new targets at random while a player is under the effects of any crowd control.
It is no longer possible to cancel
by right-clicking the buff, or canceling it via a macro.
is no longer hitting targets that are within 40 yards if they are not in combat with the druid or his/her party/raid members. It is targeting all hostile characters in combat with the druid’s party/raid members, is not hitting Stealth characters, is not breaking crowd control effects, and is not targeting nearby critters.
All of the Hunter-centric rare spawns in
are now immune to both
will now correctly activate
The heal-over-time effect from the
now will correctly apply to targets that are within 30 yards of the target of
Prayer of Healing
, but over 40 yards away from the priest.
Channeled spells are no longer being interrupted if cast immediately after
is no longer placing the rogue in combat when he/she is visible and the target is sapped.
Warlocks will no longer fall through pillars in
The Ring of Valor
if the pillar is moving when the player uses
Demonic Circle: Teleport
Dungeons & Raids
It is no longer possible for two separate guild groups with less than five players each to be matched with any other groups or players in the queue from the same guild.
Firelands Heroic difficulty has been turned off in all regions until the following week's realm maintenance.
Blazing Talon Clawshapers
Blazing Talon Initiates
cannot be interacted with any longer prior to them shifting to human form.
power bar is now reappearing when appropriate.
Baleroc's gate will now properly unlock itself again after a wipe, even if
is still alive.
Beth'tilac's trash will no longer respawn after she has been killed.
will now add threat to players on the bottom floor (below the web) and not give any threat to players above the web.
The Widow's Kiss
will now ignore immunities, including
Rhyolith is now slightly easier to turn in 10-player mode.
no longer drop any loot and their health is restored to full after players exit combat.
range of Fiery Torment has dramatically increased.
health has been reduced. Flamewaker Subjugator damage has been increased for 25-player raids.
The damage-over-time effect from the
now stacks up to 5 times, down from 10.
had too much health in 10-player mode, and too little health in 25-player mode. This has been corrected.
damage dealt by
has been reduced.
Unbound Blazing Elementals
now have a greatly reduced chance to drop epic items and crafting recipes. They also drop less gold.
can properly target
. In addition, Ignite Elemental cannot be interrupted.
Unbound Pyrelord health has increased, while Unbound Smoldering Elemental health has decreased.
Neither the Sulfuron Span nor Shatterstone volcano are able to be affected by the siege damage done by a
The rate at which crafting recipes drop has been greatly reduced.
Players are again successfully able to complete the quest
The Heroic and normal versions of the crossbows
Arbalest of Erupting Fury
Arbalest of Erupting Fury
Lava Bolt Crossbow
Lava Bolt Crossbow
) no longer have identical stats.
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News Round Up: Tabard Slot, Pugging 4.0 Content, and STARS Exploits
2011/06/30 at 7:30 PM
So now that the dust has settled from 4.2's eerily smooth launch, it's back to raiding and waiting to see what 4.3 will bring. While we wait, though, we have some interesting blue posts and a round up of what's been going on so far.
On some servers, the new dailies have been resetting. A lot. Many players are already on or about to be on the third stage. If you find yourself up at 3AM when dailies should reset on your server, they may reset again at 4AM and then again at 5AM. Hopefully it gets straightened out.
Daily quests aside, there are some even bigger "exploits" rumored to be happening right now that's got the PvE scene worked up. The well-known guild STARS decided to kill Ragnaros like many of us did--his death is required before you can begin heroic modes, much like how ICC had the LK as a gating mechanic for heroics. Unlike the rest of us, however, they took it a step farther when right after their kill the entire guild faction transferred to reset their raid lock, forming
a new guild
. This is clearly not an intended use of game mechanic and, in the past, when guilds have done this it's been called exploiting. They've already killed some heroic bosses as supposed world firsts. Of course, the "raiding community" as a whole will not take this too seriously and the world firsts they net will most likely not be tracked, but it's a lot of money and dedication for apparently nothing. (Edit:
as an exploit, as Blizzard hotfixed it so they cannot touch other heroic bosses.)
June 30 Hotfixes
Dungeons & Raids
It is no longer possible for two separate guild groups with less than five players each to be matched with any other groups or players in the queue from the same guild.
Flamewaker Subjugator, Flamewaker Animator, and Unstable Magma health has been reduced. Flamewaker Subjugator damage has been increased for 25-player raids.
A tabard tab has been a desired feature ever since they came out. It's quite possible it could be on the way for 4.3--Bashiok dropped a first hint that it's being considered, which is usually how awesome features get snuck into the next patch. At least they are not dodging the question any longer.
Are there any considerations for a tab for your tabards?
4.0 Puggable Now
We specifically intend for the 4.0 raids to be puggable now that Firelands is out. Grabbing some tier 11 by way of Justice, quest rewards, plus across the board difficulty nerfs should really be enough to get them going.
The patch has only been out a day or so though. I think it'll probably take a little bit before people really get it into their heads that they should be pugging the previous tier because it's not too hard to be successful. It's just getting people used to the various encounters and mechanics.
Maybe people are waiting for the holiday weekend? If nothing else, leading one yourself is always an option. I think we'd agree that we need some better ways to get pug raids together considering we intend to follow the "New Raid is Hard, old Tier is Puggable" format from here on.
Dungeon Journal: Disappointing or Useful?
Now that the dungeon journal is out, people have been giving their feedback. It's still leaving a lot to be desired for some players, while others are calling it a raid saver.
Does Blizzard plan on adding the rest of the dungeons and raids to the Dungeon Journal?
Absolutely. With the time it takes to present a single boss in the Dungeon Journal we were only confident supplying Cataclysm content with the release of the feature in 4.2, but we are on a path to filling it out with all dungeons and raids in the entire game.
Thrall and Aggra
Orc traditions are a little different than we're used to, apparently.
Actually...I'm pretty sure what you saw counted as the 'wedding'. Things work differently in orc society.
Correct. Their pledging of their lives to one another was essentially their 'wedding', although I'm sure Orcs don't use such nomenclature to refer to these things. Maybe 'life bond' fits better.
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Latest Patch 4.2 Hotfixes (6/29)
2011/06/29 at 11:17 PM
And here are those hotfixes! Of course, I anticipate we'll be seeing more over the next few days so if some bug that's bothering you (bugging you?) hasn't been fixed, be patient!
Feral druids can now use
raid. It only seems fair.
Dungeons & Raids
Eye of Occu'thar
damage and health is now properly scaled for 10- and 25-player versions of the dungeon.
All Brood Affliction debuffs applied by
are now removed after zoning out of Blackwing Lair.
pack at the front of the dungeon should no longer cause players to become stuck in combat.
There are now fewer
, making the engagement a little less… hellish.
and her offspring now have increased health and damage on Heroic difficulty.
's Face Rage is now slightly less rageful, as the increase of the rate of damage per tick has been reduced.
Creatures linked to
will now respawn every 4 hours until he is killed, up from 2 hours.
High Priest Venoxis
have had the damage of many of their spells and abilities reduced.
Cauldron of Battle
Big Cauldron of Battle
no longer lose flask charges from repeated clicks when players already have one in their inventory.
s dropped in the
raid now bind when picked up. Master Looters are only able to give Eternal Embers to players who are on the quest
Paladin tier 12 2-piece set bonus: It should no longer be possible to get a double proc of
Flames of the Faithful
Many item procs were not being triggered properly by melee auto attacks after a hotfix made yesterday. This has been corrected.
Satchel of Chilled Goods
Keg-Shaped Treasure Chest
will no longer remain in character inventory once the associated holiday is over. Players must loot the items from these caches before the corresponding holiday ends. More information can be found here.
The Ring of Valor
There is no longer a 6-second delay on the rising of the pillars after the match has begun.
Quests & Creatures
It is no longer possible to complete some daily quests more than once a day by turning them in during a small window before the standard reset time.
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News Round Up: Hotfixes, Avengers of Hyjal Reputation, and More
2011/06/28 at 9:46 PM
Currently on Majordomo so I will make these look prettier later but we have some hotfixes to cover, also some blue posts for a round up over the past few days.
Dungeons & Raids
Atramedes's Sonar Pulses are properly moving toward raid members when spawned underneath him.
Fiery Blood from Fire Scorpions now only affects other Fire Scorpions and Giant Fire Scorpions.
Fire Turtles should no longer keep players in combat after their pack is killed.
Alliance and Horde Guild Battle Standards cannot be used inside the Firelands raid.
Both Faldren Tillsdale and Jamus'Vaz (Valor Point vendors) now display items grouped together in the following manner: rings, necks, bracers, relics, ranged weapons, thrown weapons, then tier sets.
The Severed Visionary Tentacle is no longer infinitely applying to characters.
Quests & Creatures
Elemental Bonds Quest Chain
Aggra's bubble is now significantly larger and has a sparkle effect, making it easier for players to locate her when on the quest Elemental Bonds: Desire.
Players should be able to see Therazane and turn in the quest Into Constant Earth while at any stage of Deepholm progression without issue.
Avengers of Hyjal Reputation
Earning reputation with the Avengers of Hyjal can by done only by defeating monsters inside the Firelands.
All trash gives reputation up until 5999 Friendly. After that, only larger mobs like Molten Lords give reputation. Thus it's easy for farming groups to get honored with little effort, even if they don't raid.
Since some people have been asking... yes, epics drop from trash (quite a bit actually) and the patterns do as well. All of it is BoE.
- Total of seven bosses, 250 (275 with guild perk) reputation each, with Ragnaros possibly awarding more.
4.2 Patch Notes Updated
Players with a copy of the original World of Warcraft who had not yet upgraded to The Burning Crusade have had their accounts
to access the content and features of The Burning Crusade expansion at no additional cost.
Conquest & Honor PointsAll existing Conquest Points in the Currency tab have been converted to Honor Points. All Honor Points exceeding the 4,000 point cap have been converted into gold at a rate of 35 silver per point and mailed to characters.
Dungeons & Raids
Baradin HoldOccu'thar has broken free from his cage and presents an all-new boss challenge to players in 10- and 25-player arrangements who control Tol Barad. This boss will be available with the start of Season 10, one week after the release of patch 4.2.
Guilds of level 3 or above may no longer be disbanded. Guild leaders wishing to leave a guild will need to promote another member to Guild Master first.
Season 9 Ending Soon
Updated June 28: Honor Points Capped at 4000 During Patch 4.2 Maintenance
During maintenance the change that was intended to be applied for the start of Season 10 next week, which was to cap Honor Points at 4000 and convert any points above the cap to gold, was inadvertently applied early. This means that everyone who would have down-converted Conquest to Honor over the 4000 cap had those additional points converted to gold at a rate of 35 silver per point and sent to them via in-game mail.
We’re still researching what steps led to the error, but unfortunately due to the nature of the currency conversion that took place, we’ll be unable to reverse the change, remove the delivered gold, or reinstate the surplus Honor Points.
We apologize greatly for this
Arena and Rated Battleground Season 9 is scheduled to end as early as June 28. At that point we will determine who is eligible for the end-of-season rewards, a process that should take approximately one week. It's very important for players who feel that they may be eligible for Arena titles and/or the Vicious Gladiator’s Twilight Drake to refrain from transferring their characters to another realm or faction until after Season 9 ends. During the break between seasons, all Rated Battleground and Arena matches will be unavailable.
At the end of the season, Conquest Points will be converted to Honor Points, possibly exceeding the 4,000 point Honor cap. All Season 9 items will cost Honor Points (equivalent to their previous Conquest Point cost) when the season ends, with the exception of any items with rating requirements attached. These items will no longer be available for purchase.
The next Arena and Rated Battleground season will begin for level-85 players approximately one week after the end of Season 9 and will coincide with the awarding of Season 9 titles and mounts. At that time, any Honor accrued above the 4,000-point cap will be converted into gold at a rate of 35 silver per point. In addition, Season 10 rewards will be made available for purchase with Conquest Points awarded during the new season. All Team and Personal Ratings will be wiped when Season 10 begins. Matchmaking Ratings, however, will carry over into Season 10.
Art of the Firelands
With Rage of the Firelands (patch 4.2), Ragnaros the Firelord returns with a burning vengeance to challenge players on his home turf, the elemental realm of twisting flames and churning magma.
To get a behind-the-scenes look at the creation of Ragnaros's domain, the Insider recently sat down with Jonathan Dumont (lead level designer) and Gary Platner (lead environment artist) from the World of Warcraft team to discuss the creative process and art philosophy behind the game’s newest 10- and 25-player raid instance and accompanying quest hub. So read on, and learn how the Firelands evolved from rough concept art to a fully fleshed-out in-game environment.
Where did the ideas and initial concepts for the Firelands come from?
We knew early on that we wanted the Firelands to feel alien and formidable, a place of infinite height and size, and not just an ordinary volcanic cave with lava. We liked the outer-dimensional aspect of it and focused on ideas that involved a lot of floating islands and magma falls. It needed to feel epic and dangerous and, most importantly, like somewhere our players would enjoy exploring. So once we had our initial ideas together, one of our level designers, Victor Chong, created a quick block-out of the geometry, and it triggered a new flood of ideas and concept art from the art team that got us going from there.
True, though it doesn’t always happen that way. Sometimes an artist will create a concept first, and then an exterior level designer will create a rough mock-up from that. Other times a designer will first create a rough map in Illustrator before it goes to a level designer for further development. No matter who starts the process, there’s always a lot of back and forth between level designers, encounter designers, concept artists, and environment artists to make sure we’re working with the most epic — and feasible — ideas.
How did you focus on the ideas that eventually made it into the final version of the zone? Are there any visual elements that did not make the cut?
A lot of times we don’t know how something will work out until we go ahead and give it a try. One of the early visual concepts we tried for the zone were these octagonal rock columns, which you can find here on Earth in areas with a lot of volcanic activity. You see them in places like the Devils Postpile in California or the Giant’s Causeway in Ireland. These rock columns worked great for the spider area in the Firelands, especially after an artist painted them with glowing fiery web textures. One idea we tried that didn’t make the cut were fire columns shaped like trees. We have trees in most outdoor zones, so we thought we’d add tree-like flames to the Firelands, but tree shapes – even burning tree shapes – ultimately felt out of place.
Also, we initially wanted to make the Firelands a lot busier by adding lots of floating islands above the main island and having all these crazy lava waterfalls pouring across the playable area. We still did some of that, but we scaled that idea way back because it was making the zone visually confusing. We also tried having a boundless lava ocean under the main island, but that ended up creating a horizon line and taking away from the sense of infinity that we were trying to achieve, so we cut it. It makes the Firelands feel a lot bigger when you walk up to the edge of the main island, look down, and see nothing but swirling clouds of ash below.
What visual challenges did the Firelands present when the World of Warcraft artists began building the zone?
The main thing we had to keep in mind was that the instance is just the stage and ultimately the players are going to provide the action. So in addition to everything we put into the zone, there are also going to be players, monsters, pets, and all their spell effects going off during the raid. We didn’t want the action to be overwhelmed by bursting fires and lava explosions, but at the same time, it’s the Firelands, so you definitely need some of that! Finding a visual balance between the spectacular and the practical was a challenge.
As an outdoor instance, the Firelands is actually the work of two different art teams. The dungeon team works on the enclosed interior areas of the instance, such as Sulfuron Keep, and the environment team works on the exterior terrain areas, such as the Molten Fields. Making seamless transitions between both types of geometry was a fairly challenging undertaking. We had some help from our new texture-blending technology that was implemented with Cataclysm, but there were still a few rough edges to smooth out. One of our early bugs that we had to resolve was that the skybox was showing through the walls of the interior areas. You could see the sky through the ashen haze, even though you were inside Sulfuron Keep!
How did the encounters designers, animators, and environment artists work together to bring the Firelands and its raid encounters to life?
Well, I don’t want to risk spoiling any of the boss encounters… but I will say that the encounter designers had some really interesting ideas on how to make some of the areas much more interactive. We all thought the boss encounters were distinct and epic to begin with, so it wasn’t hard to create supporting areas for them. The Shatterstone area in particular features a volcano boss and full set piece designed by the dungeon art team that also includes animation and terrain work. It’s a great example of all of the game-development disciplines working together to create a memorable encounter.
How do you bring the raid instance to life?
The terrain doesn’t actually animate, so we had to create a sense of molten lava using particle effects and props. The lava was created with the game’s improved liquid technology… the same liquid tech we used for the new water effects in Cataclysm. We were able to create heat-shimmer effects with animated props and we added a lot of particle flames and fire spouts throughout the Firelands.
How did you tie all of the Firelands’ different visual elements and points of interest together?
Players may not consciously notice this, but we framed the whole exterior portion of the raid zone around Sulfuron Keep and tried to make it visible throughout as much of the zone as possible. This gives players a constant visual point of reference on the horizon, and also gives them a subtle reminder of where they are ultimately headed as they progress through the raid instance. For Sulfuron Keep itself, the dungeon art team created an awesome-looking building with a distinct profile, and we used it as a backdrop for a lot of the other areas as well. We also wanted to create unique areas for the boss encounters, while still making sure that they all felt like they belonged in the domain of fire in the elemental plane. The Lair of Beth’tilac serves as a good example of how the design and art teams embraced the fiery hot visual themes, while still making a unique and memorable point of interest for the boss.
Can you tell us about the new boss models? How was Ragnaros visually updated for Rage of the Firelands?
Ragnaros’s model was completely rebuilt from scratch. Ragnaros was given a new hammer, new armor, and best of all, legs!
Yup, this is the first time players get to see Ragnaros on his home turf, so we wanted to make him look even bigger, stronger, and tougher than before. He is now much closer to his seat of power and we needed to convey that through his model. There are many other bosses in the instance as well, and we wanted to get away from filling a zone with just elementals. So you can expect to see a lot of variety in the Firelands.
Thanks for your time. Anything else you’d like to share before you go?
I hope players enjoy the Firelands raid and the Molten Front quest hub. We had a lot of fun making them!
Yeah, creating the Firelands was a great experience. I think we’ve learned that we get good results when we break with convention and just start running with all our crazy visual concepts. It’s a trend we hope to continue in the future.
Recruit-a-Friend Buffs & Currency Conversions
Recruit-A-Friend now awards bonus experience and free level grants to level 80, up from level 60.
With the release of 4.2 all Valor Points will be down-converted to Justice Points, and all Conquest Points will be down-converted to Honor Points. To curb the ability to sell items back to the vendors after the conversion for the higher currency, we’re instituting a new sellback policy for items purchased directly before currency down-conversions.
Items purchased within the two hour window before the release of 4.2 will lose their ability to be sold back to the vendor when the realms are brought down for maintenance. No refunds will be granted for items purchased during this time, either by the in-game vendors, or our support departments.
As an example, I buy the Vicious Gladiator's Battle Staff at 2:30 a.m. The servers come down for the release of 4.2 half an hour later. Normally I would still have an hour and a half after the servers return to sell the item back to the vendor. With this policy change though, upon logging in my item can no longer be sold back to the vendor.
This policy is only in effect for maintenances that include currency down-conversions, such as the release of 4.2. To ensure you don’t purchase the wrong item with the inability to sell it back, we recommend buying well before the final two hours so there’s time to change any incorrect purchases.
For more information on the down-conversion please refer to:
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Patch 4.1 Hotfixes (5/19 - 6/1)
2011/06/01 at 10:11 PM
A few hotfixes today, the biggest ones are probably the "nerfs" to the goblin racial discount and Archaeology gains--even though they weren't working as intended.
May 20-June 1
Stationary ground effects should no longer move with the casting character if he or she moves (or is moved) from his or her current location.
It is no longer possible under specific circumstances for players to keep the buff from the now-defunct Improved Demonic Tactics talent.
Glyph of Imp Swarm
should not be increasing the spell damage of all warlock pets by 20%.
Dungeons & Raids
now prefers to cast
on caster targets more than 15 yards away. Tank-specialized characters are not targeted, but Flash Freeze can chain onto them. If all the characters in the raid stack up within 15 yards of the boss, they can be hit by Flash Freeze.
Throne of the Tides
s now award much less experience when killed on normal difficulty.
Shadows of Hakkar
can no longer be reflected or deflected.
guild perk should no longer sometimes incorrectly reward Archaeologists with multiple keystones from dig sites.
Players can no longer continue gaining Skinning skill points using low-level creatures below the intended skill threshold.
It should no longer be possible under specific conditions for the Matchmaking Value shown at the end of an Arena match to be incorrect.
Several changes have been made to Battleground queuing to improve the flow for those who queue for random Battlegrounds versus those who queue for specific ones.
The ability for players to retain a second queue for a Battleground after they’ve already entered one has been removed. Previously, players were able to queue for two Battlegrounds, have one queue pop and retain their second queue while they decided if they wanted to join the one that was ready. This is no longer the case. When a Battleground queue pops players will automatically be removed from all other active queues. To queue for a different Battleground it will be necessary to finish the match and queue again. This solves a design issue in that the old system gave players an opening to abandon their teammates if things weren’t going as well as they’d hoped; and it also solves some queue system inconsistencies that were being caused as a side effect of how the old system functioned.
The goblin racial Best Deals Anywhere should now only be applying to vendors with associated reputations. It no longer incorrectly applies to vendors with no attached reputations, nor does it apply to flight path costs. (Note: the displayed costs for flight paths require a client-side patch to update and are not currently reflecting this racial change). In addition, it is no longer possible for goblin characters exalted with their guild to receive an extra discount on top of the exalted faction discount from guild vendors.
Quests & Creatures
Genn Greymane should now always correctly enter The Battle for Gilneas City, ensuring the event won’t sometimes stall during the final phase.
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Patch 4.1 Hotfixes (May 15 - 19)
2011/05/20 at 1:58 PM
A few big hotfixes were just announced for live today.
's AP coefficient has been reduced from 0.75 to 0.7.
has been reduced from 160% to 150% base weapon damage.
has been reduced in power by 20%.
now deals 25% less damage.
First Batch of BlizzCon Tickets
Also, as a quick reminder, BlizzCon tickets go on sale in less than 24 hours. Remember to get up prepared on Saturday!
Just in case May 21 isn't circled on your calendar, here's a quick reminder that BlizzCon 2011 tickets will be going on sale Saturday at 10 a.m. PT -- keep your eye on
the ticket sales page
tomorrow for the chance to get yours. If you are unable to purchase tickets tomorrow, a second batch will go on sale Wednesday, May 25 at 7 p.m. PT. In addition, tickets to an exclusive pre-BlizzCon dinner to benefit Children's Hospital of Orange County will go on sale Saturday, May 28 at 10 a.m. PT. For those unable to attend the show, in-depth coverage of BlizzCon will also be available through the BlizzCon Virtual Ticket, which is offered as a multi-channel Internet stream and also via DIRECTV in the United States.
BlizzCon 2011 will take place October 21 and 22 at the Anaheim Convention Center, and tickets cost $175 USD each. Tickets to the BlizzCon Benefit Dinner cost $500 USD each and include BlizzCon admission. For further information, check out
the official BlizzCon site
to go to the BlizzCon 2011 ticket sales page.
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