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Transmog and 3D Models
Toy Box and UI Changes
Zones, Quests, and Exploration
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.
2 days ago
We believe it's just a character sheet tooltip issue; ranged damage isn't displayed properly.
2 days ago
] For players who did not receive gold or items from Tectus/Ko’ragh due to tonight’s bug, updates he
3 days ago
] New instances have been hotfixed and drop loot. We're looking into resolution for affected players.
3 days ago
] We're aware that Tectus & Ko'ragh aren't dropping loot in the 2nd Highmaul wing. Updates to follow:
3 days ago
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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
News Roundup: Recent Hotfixes, Mount and Pet Sale, Video of Grommash Hellscream Statue
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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News by Tags
Warcraft 2015 Plans
Highmaul LFR Wing 2 Bosses and Loot
Winter Veil Guide
December 15th Hotfixes
Apexis Dailies Guide
Brian Holinka on Wowhead Weekly, Method and Wowhead Collaborate on Guides, Hotfixes and Professions
10 days ago
Senior PvP Designer Brian Holinka on Wowhead Weekly Today at 2pm Pacific
Wowhead Weekly is delighted to announce that Blizzard's Senior WoW PvP Designer,
, will join
on a special broadcast of the show today at 2pm Pacific. Wowhead's team will discuss all aspects of WoW PvP with Holinka; Ashran, the latest arena season, gearing, Garrisons and more.
The show will be broadcast on
Wowhead's Twitch Channel
at 2pm Pacific -
follow us to be notified when we stream
, and then posted on
Wowhead's YouTube Channel
as soon as possible.
We're really excited to have
on the show, and we're also hoping to answer your questions -- so if you want us to ask him something in particular please do let us know in the comments below.
If you want to find out more about Warlords of Draenor PvP, you can check out our
complete guide to PvP changes in Warlords of Draenor
, and if you're looking to get started in PvP, we've put together an
extensive and detailed PvP gearing guide
Method and Wowhead to collaborate on Mythic Raiding Guides
Wowhead is really excited to announce that top guild
will be working with us to provide Mythic raiding guides for all the bosses in Highmaul and Blackrock Foundry.
has been among the very best WoW guilds tier after tier, and has already reasserted their position in the Highmaul race, clearing through 5/7 bosses in their first 10 hours raiding. They're a force to be reckoned with in the World First race, having taken World Firsts in every tier in Mists of Pandaria, and we're really excited about this collaboration.
will be producing very detailed Mythic raiding text guides, as well as Mythic raiding video guides for each boss. In both guides, members of Method's main raid will talk through the key strategies and provide raid composition advice as well as class specific tips. As a leader in World of Warcraft raiding progression, Method is able to create these guides very early, and we look forward to seeing the first ones appear not long after their progression race is complete.
We’re planning to make some changes to the Garrison Zone Outposts, to reduce the costs necessary to change out the building you initially chose while questing through the zone, and also allow you to earn the unique follower associated with alternate building choices. Specifically, these changes will be:
The cost to change your Garrison Outpost building in Gorgrond, Talador, and Spires of Arak reduced to 5,000 gold
The cost to change your Garrison Outpost building in Nagrand reduced to 500 gold
Changing your Garrison Outpost building in a zone will also grant access to the building-specific questline for that zone, including the building-specific follower
Note that you will still be unable to change your Garrison Outpost building until you’ve reached level 100 and earned your current building’s zone achievement, at which point the building can be changed by speaking with the outpost’s foreman NPC (who varies from building to building).
These changes are currently not planned to go live
until the next maintenance period
for each region, but we wanted to give as much advance notice as possible that they’re on their way.
Profession Recipe Changes for Alchemy and Jewelcrafting
Blizzard Community Manager Rygarius has posted about some upcoming changes for Alchemy and Jewelcrafting.
Edit: This is now live
We’re giving a heads up on adjustments being made based on player feedback over the amount of herbs used in recipes by Alchemy and Jewelcrafting. The adjustment will increase the amount of herbs an Alchemist needs and decrease the herb costs for Jewelcrafters.
Overview of Changes:
Combat potion recipes no longer requires Crescent Oil and meat/fish, and will require herbs instead.
Flask recipes will use more herbs, increasing the number of herbs needed from one type of herb to two.
Tier 1 gem recipes will require more ore and less herbs.
Tier 2 gem recipes will no longer require herbs and instead require a tier 1 gem.
In summary, these changes are not active yet. But once the change is active, Alchemists will need more herbs, and Jewelcrafting will need less.
December 11th Hotfixes
We wanted to take a moment to update everyone on some of the latest PvP related hotfixes that are incoming which will affect the following specs and classes:
damage against players is now reduced by 33%.
PvP set bonus that grants a charge of
breaks now has a 15 second cooldown.
now has a 2 second duration (Shadow Silence is unaffected).
Retribution Paladin and Enhancement Shaman
The PvP 2 set piece bonus now grants 25% reduction in crowd control effects (down from 50%).
Glyph of Shield Slam
now requires defensive stance.
December 10th Hotfixes
Garrisons, Followers, and Outposts
Resolved a situation that could cause ore and mining carts in a player's Garrison to despawn.
Resolved an issue where players may sometimes not correctly accrue rested experience when entering their Garrisons.
Players defeating the final boss that pushes their invasion score to over 1000 should now correctly be able to receive credit for obtaining a gold rating.
should no longer fail to trigger if the most recent target of
Resolved a number of additional situations that could cause
(Beast Mastery, Marksmanship) to not correctly reset its cooldown.
: Transfer should now continue to correctly reference new transfer locations after multiple uses.
's (Shadow) snare should now be correctly affected by abilities that remove or reduces the duration of snare effects.
Honor Among Thieves
should no longer cause
s with the
talent to stand up after receiving a Critical heal.
Creatures and NPCs
Citizens of Dalaran! Raise your eyes to the skies and observe! Rhonin, Leader of the Kirin Tor, should now be reciting their spoken lines to characters within a much smaller radius in the streets of the city of
. Note that his text... his text are still worth reading and continue to still visible to those within the city.
Rare creatures and NPCs are now immune to the
Goren Protector, Orc Ancestor, Ancient Ogre, and Ghostly Arakkoa should now correctly scale to level 100.
The world bosses Drov the Ruiner and Tarlna the Ageless in
now share a single loot eligibility lockout.
Both Drov the Ruiner and Tarlna the Ageless should no longer be available at the same time.
should now be visible to characters that are at or above level 98.
May Tirta and James Lamone located in Zangarra can no longer be attacked by characters.
Spires of Arak
Solar Magnifier should no longer become untargetable if they are leashed while using the
Gordawg no longer uses
Dungeons, Raids, and Scenarios
Credit for defeating bosses on Raid Finder difficulty should no longer incorrectly have a daily reset instead of a weekly one.
Tectus: Motes of Tectus should now be properly tracked in the boss frames as intended.
Twin Ogron: Phemos' thrown weapons now persist for 16 seconds after
has finished casting.
Ko'ragh should no longer benefit from Critical Strike auras from players that are under the effects of
Ko'ragh: Resolved an issue where players may be unable to use execute abilities against Ko'ragh when his health is low.
Bloodmaul Slag Mines
Slave Watcher Crushto: After being defeated, the miners should no longer be attackable, and no longer cause
to chase them out of range.
Nitrogg Thundertower should no longer be able to get thrown off the train and wind up being stuck in evade mode.
Added a second location for
Huge Crate of Weapons
to the Grimrail Crash Site.
Bonus objectives in
now have a daily reset timer.
Fortune Favors the Bold
no longer provides a bonus to Honor Point gains.
Battlegrounds and Arenas
Healers leaving an Arena match should no longer sometimes cause
Resolved an additional number of situations where players could incorrectly obtain items that require
to equip from a Rated Battleground or
Healing effects from healing potions should no longer incorrectly be able to critically heal or Multistrike.
Raid buffs to Mastery no longer counts for food that provides a well fed buff to the highest secondary stat.
's temporary hologram of yourself should now be easier to see.
Resolved an issue where dispelling
Prayer of Mending
was incorrectly only removing a single charge instead of the entire effect.
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Mythic Raiding and Existing 10-Player Heroic Guilds, 11/12 Hotfixes
2013/11/12 at 6:12 PM
Resolved an issue that sometimes caused
from the Discipline/Holy Priest Tier-16 2-piece set bonus to not function correctly while in a Battleground.
At the Stonemother's Call
: Players should now be able to accept this quest from
Terrath the Steady
have learned to respect each other's personal space should no longer occasionally try to occupy the exact same spot in the
Shrine of Seven Stars
Visual effects for
s cast by NPCs should no longer incorrectly appear twice as large as its actual area-of-effect.
should no longer incorrectly affect the entire team instead of just the swapped-in pet.
Raids, Dungeons, and Scenarios
Siege of Orgrimmar
Paragons of the Klaxxi
Skeer the Bloodseeker
ability should now correctly spawn blood creatures even if the player has an immunity effect on them.
Players who are dead will now continue to emanate the full effects of
for the remainder of its duration.
Resolved an issue with creature pathing during the
Realm of Y'Shaarj
phase in the
Temple of the Jade Serpent
Battlegrounds and Arenas
have returned from their vacations and will offer to sell Season 14 gear for honor points to players who have obtained a 2000 rating and earned the Grevious Conquest achievement.
Contemplation of Chi-Ji
should no longer incorrectly disenchant into
We recognize that, for some guilds, the transition from 10-player Heroic raiding to 20-player Mythic raiding is going to be something of a challenge. This wasn’t a decision we made lightly. Ultimately, we feel that the long-term benefits for everyone, such as better-tuned raid encounters, a faster encounter design process, and more variety in raid mechanics, are worth the short-term consequences – even for players in guilds facing this transition.
That said, I think there are several key factors worth bringing up that will help make the transition less frightening overall. For example:
1) This change is coming with an expansion. Historically, an expansion release has always been a volatile time for guild rosters – and a great time for recruitment. When everyone’s gear is suddenly equalized, the pool of potential recruits swells dramatically. It's also a time in which a lot of former players, friends, and guildmates return to the game. Sure, maybe not all of the above will be of the caliber you’re looking for as a Mythic-minded raiding guild, but you only need 10.
2) On a similar note, we’re continuing to roll out the Connected Realms feature. As more realms are connected, the potential recruitment pool on those realms will grow.
3) While 10-player guilds who want to do Mythic will need to pick up an extra 10 people, current 25-player guilds will need to shed some. That’s yet another thing that will lead into a higher pool of potential recruits.
4) Flexible scaling for Heroic (or Mists of Pandaria's "Normal") difficulty will allow many guilds to "ease in" to a 20-player raid size. Granted, if you’re planning on zoning into Mythic the first day it’s available, this won’t help you much, but for the guild that will spend a few weeks or months on Heroic (MoP Normal) difficulty before eventually clearing it and starting on Mythic, you’ll have plenty of time to expand your roster. What’s more, those new recruits won’t be expected to just warm the bench while they wait.
I think that’s an easy one to forget about. It’s easy to make a mental comparison between a Warlords of Draenor 10-player guild trying to recruit up to 20 for Mythic, and a Mists of Pandaria 10-player guild trying to recruit up to 25. But that comparison doesn’t really work, because the absolute biggest challenge that the MoP guild in this example faces is finding people who are willing to wait around and possibly not even raid as the guild expands its roster. That’s not a problem in Warlords – while you’re still working through and gearing up in Heroic, player 11, 12, 13, and so on will be able to join you. It’s much easier to keep recruits around when they’re actually getting to play. :)
Seeing a lot of debate about the number 20. Let me take a stab at clearing up a few things:
We chose to put Mythic at 20 largely for the function of raid design. One of the biggest issues we're currently facing with 10-player Heroic raiding is that of raid composition. It's impossible for every group to have every class, and often that means they're lacking in certain tools, which in turn means that we can't design encounters around those tools (or if we do, it becomes extremely frustrating for the 10-player Heroic guild that suddenly needs a Paladin for Hand of Protection).
We want to be able to use those sorts of mechanics again. Those of you who have been with us for a while might remember things like Mage tanks on High King Maulgar, or Priests using Mind Control on Instructor Razuvious. We want it to be okay when, say, the Paladin can use Hand of Protection to clear a dangerous debuff, because we can reasonably assume that most guilds will have at least one Paladin in their raid. We like it when someone gets to feel awesome and have a special task on a fight because of class abilities that otherwise wouldn't get much use.
We can't do that when we're designing with a 10-player raid size in mind. We don't think we'd be able to get away with it at 15 either. At 20, it becomes a lot more acceptable for us to say "you should probably bring a Mage to Spellsteal this." And honestly, that's just one example of the sort of encounter mechanics we can start to utilize in a larger group size.
I'd also call into question the statement of "It's easier to drop people than it is to recruit them." It's technically true, yes -- finding new raiders is harder than just not inviting the ones you have -- but totally ignores the fact that cutting people from your roster often means losing people you like. Which feels better: making new friends, or telling your current ones that they don't get to play with you any more? We're already asking a lot of many 25-player Heroic groups to cut 5 people.
As I mentioned before, this was not a decision we came to lightly. It's definitely going to be a very scary transition for a lot of people. We knew that when we made the decision. We just also feel quite strongly that, when the dust settles, we'll be able to provide a better raiding experience for everyone.
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