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Transmog and 3D Models
Toy Box and UI Changes
Zones, Quests, and Exploration
" Chi Burst damage has been increased by 51%." Not seeing that or the Breath of the Serpent change in datamining
1 day ago
Ah, just didn't get its tooltip updated. Just fixed that for next next build. The functionality change is in.
1 day ago
, Technical Game Designer
A note on recent Ashran hotfixes:
1 day ago
Zarhym da Percussive
, Community Managers
PTR realms are coming offline in order to deploy a new 6.1 PTR build.
1 day ago
, QA Analyst
It's a known bug and not an intended change. We plan to address this in 6.1.
2 days ago
To clarify, it's currently a bug on the PTR which will be fixed in the next build.
2 days ago
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Method's Mythic Butcher Guide: Video and Written Strategy
6.1 PTR: Build 19533, New Mount, Blackrock Foundry Testing, January 27th Hotfixes
Blackrock Foundry Raid Loot Overview: 3D Models, Tier 17 Bonuses, and More
Method's Mythic Tectus Guide: Video and Written Strategy
Wowhead Weekly Ep 22: Blood Elves, Selfies, PTR Professions; Filleting and Bait Changes Reverted
Warlords of Draenor Follower Guide
Warlords of Draenor Legendary Ring Guide
Comprehensive Ashran Guide
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6.1 PTR: Build 19533
Blackrock Foundry Loot Preview
Method's Guide to Mythic Tectus
Blackrock Foundry Strategy Guides
News Round Up: Transmogrification Will Require You to Own Items, Blizzard CMs Have Lives, and More
2011/08/18 at 9:32 AM
There were a lot of blue posts yesterday and I think it's only fair that we post them up. They answer a lot of questions in general about these new features that were announced such as transmogrification.
These posts confirm that you will need to own the items already in order to transmogrify into them--one of the most discussed aspects of the new system. This will be a letdown for some. It makes perfect sense as it will encourage players to revisit dungeons and raids that many have never seen, but for those of us who raided when they were current, it is a letdown if we have deleted our sets. I know I deleted all my sets come Cataclysm simply because I had zero bank space for anything thanks to all the WotLK sets in there. I will now have to recollect them all it appears!
Patch 4.3 Sneak Peek at Gamescom 2011
Everything we've already heard, but from Bashiok, who is undeniably much cooler than random internet transcripts.
The gamescom 2011 convention is underway in Cologne, Germany, and the first day kicked off with a few big patch 4.3-related announcements for World of Warcraft. Here's a quick summary of the features and content that the World of Warcraft developers are talking about at the show:
: The ethereals are setting up shop around Azeroth to offer adventurers their latest astonishing interdimensional service. The upcoming Transmogrification feature will let players customize the appearance of their gear like never before. For the full rundown on how it works, check out our recently posted blog:
: Now that you've got a good reason to hang onto your old gear, you're going to need somewhere to store it all. With Transmogrification comes Void Storage, a long-term stash where players will be able to keep the items they just can't seem to let go of. Those ethereals think of everything, don't they? Look for an official blog post with screenshots and details tomorrow, August 18.
Death to Deathwing
: Alongside all this comes a whole lot of new content. The developers revealed that patch 4.3 will feature three new 5-player dungeons, setting the stage for the ultimate fight in Cataclysm: the final showdown against Deathwing himself. Patch 4.3 will include a whole new tier of raid content culminating in an epic boss encounter unlike anything you’ve yet experienced in World of Warcraft.
Raid Finder and More
: We're also working on a number of other new features, including a Raid Finder -- a tool similar to the Dungeon Finder designed to match players looking for PUG-friendly raids -- and some cool renovations for Azeroth's traveling Darkmoon Faire.
But don't worry -- there's plenty of time to prepare. We’re keeping a close eye on players’ progress through the Rage of the Firelands content, and lots of folks are still busy working on obtaining the Dragonwrath legendary staff, completing the Molten Front dailies, and rallying to take down Ragnaros. We’ll have lots more details on the raid, dungeons, and other content coming in patch 4.3 in the months ahead, so keep an eye on the official World of Warcraft website.
Deathwing Raid Setting?
Zarhym's having fun here, but it would be cool if Deathwing involved flying all over the world or the Maelstrom.
He's a tough one. Those skilled enough to take him on will do so just about everywhere... From the mountains, to the prairies, to the oceans, white with foam... Oh wait.
Transmogrification Limits: Yes You Will Have to Own the Item to Transmogrify Into It
it will be nice to see the old armor sets again, and glaives and so on.
everyone has some item they like a lot for aesthetic reasons but have had to put it in their bags as it is no longer "viable".
it's good we have this option to make use of that gear once again without it being a dps/hps loss. just think, thunderfury with the stats of the tank sword off beth'tilac! :p
You will not be able to transmogrify using a legendary item as either the source or the recipient of a change.
Time to farm my twill set again
This system is going to launch with fairly conservative rules, so that we can get it up and running as soon as possible and make fun improvements down the road. It’s not beyond the realm of possibility that we’ll eventually allow transmogrification to use the twill set or , but probably not for the initial launch of the feature.
This basically punishes Lore Masters for doing all the quests already. In order to get the look I want, I'm going to have to reroll DK and start over again to get my quest / starter gear?
We would like to offer some alternative ways to get favorite items that are no longer available, such as perhaps the dungeon tier sets or the DK start gear. This is something we will expand over time – not every favorite item will be immediately available at launch. But we’ll keep a list of items that get requested by the players and work to get them in someday.
Guess What? Blizzard Plays Other Games
Keep in mind there are thousands of employees here. So just about every combination of playstyle you can imagine is represented here. Even in my own personal play experience I've covered a good chunk of the gambit.
1) joined and raided with guilds comprised of non-Blizzard employees who did not know where I work,
2) ran with premade Battleground groups back in vanilla WoW and TBC, where those players did not know who I was,
3) been in a raiding guild made up almost entirely of Blizzard employees and friends/family,
4) been in a raiding guild where a few members knew where I work, but did not "out" me to the rest of the group (they respected my wish to be anonymous),
5) had Arena partners who never knew I work here, and
6) have run dungeons with random players, all the way from random people on my realm in vanilla WoW, to people matched with me via the Dungeon Finder.
Ultimately, when we're in the game we're just players like you. I've quested and run Battlegrounds and dungeons with random people at nearly all levels as both Horde and Alliance. My employment does not shape my gameplay experiences nearly as much as my gameplay experiences inform me as an employee. I find it much easier to approach the game as "just another player," as it makes my profession that much more enjoyable when I get to join in the social aspect of WoW without the Blizz tag. ;)
So I presume you've seen all the good and bad when grouping ---LFD ?
err...enough said :)
I've had some bumpy rides in the Dungeon Finder for sure, but the positive or "normal" experiences far outweigh the bad ones. I've definitely never experienced the majority of the horror stories I read on the forums.
I've yet to be kicked from a dungeon group as far as I can remember, and if I ever get a Vote to Kick prompt, I usually click "No" unless the player seems to intentionally be causing problems, or is being very selfish and constantly making everyone else wait for him/her. In the case of the latter -- sure, everyone has personal lives and sometimes real life calls -- I carry the philosophy they can always get back in the queue when they can actually devote the necessary time to completing a dungeon without interruption.
Though I have to ask, you finish Molten Front yet?
I haven't. My commitment to doing the dailies everyday fell off a bit the last couple of weeks. I've been pretty busy at work lately, and sometimes I just don't feel like playing games by the time I get home. My weekends have been pretty packed full of fun festivities as well (including a romantic getaway this past weekend to Monterey, CA!). I'm also bouncing between a few different games at the moment. Yep, I like other games too! ;)
That pug you just picked up in dungeon finder, who keeps going AFK during your run and face pulling mobs, yeah, that's Zarhym--he's busy responding to your posts on these forums.
Now the real question, Zarhym.....
Will you be trying the new Raid Finder when 4.3 is released? And are you, as a player, excited about it?
Yep. :) I haven't raided enough in Cataclysm due to my work schedule and real-life commitments. So even though my guild is level 25 and working on Firelands, I'll probably find myself PuG raiding pre-4.3 content via this feature.
Hehe. We have team-building exercises here and there during our lunch breaks. Sometimes that just involves going to lunch together. Yesterday though, we set aside time to play WoW together. We couldn't decide on what we wanted to do, and someone left their phone/authenticator at home (lookin' at you Lylirra), so Neth, Bash, Daxx, Kaivax, and I ended up all rolling humans together and questing as a group. Elwynn chat at the time was... colorful.
Azeroth's Good and Evil Not Clearly Defined
I think the idea is more to let people know that the stereotypical "bad guys" aren't always the bad guys and the stereotypical "good guys" may not always be good guys.
This is well said. Many games out there tend to have a "good/honorable" faction and an "evil/dark" faction. We've strayed from that formula after evolving the Horde and Alliance stories through Warcraft I-III and World of Warcraft.
The point is there is moral ambiguity on both sides, even while, at a glance, the Horde would appear more savage and the Alliance would appear as the more traditional good guys. We like having more character depth than that. We like fusing both factions with moral and political ambiguities. Both the Horde and Alliance have seen moments of triumph, as well as moments of disgrace.
Their destinies, however, are not written in stone. Only time will tell how the actions of their leaders will be judged. But one thing is certain, neither faction is one dimensional in terms of their actions, ambitions, and morals.
2011 European Battle.net Invitational
Two days of intense rivalry and top-notch entertainment at the 2011 European Battle.net Invitational came to a climactic conclusion on the evening of Sunday, August 7. And what an event it was!
This was our first visit to Poland and we were amazed by the warm welcome we received at Warsaw’s Złote Tarasy commercial centre, not forgetting the passion, energy and enthusiasm of an incredible crowd.
Thousands of Attendees
The audience supporting the best European players battling for the European titles turned the cinema into a real eSports arena. For two days the Multikino was filled with the cheers, chants, standing ovations and hola waves of thousands of attendees who ensured the 2011 European Battle.net Invitational was a huge success.
Thank you for coming (or watching the stream!)
We would like to take this opportunity to thank everyone who came to see the event in Warsaw. We had a blast meeting you and talking to you. Some of you came from far away and we were delighted to see you there.
We would also like to express our gratitude to the exceptional number of people who watched the action on our live streams.
Quest for Victory
Eight top European
players and eight of the best
World of Warcraft
3v3 arena teams embarked on a quest for victory, pride, monetary perks and the right to be called European champions.
The battle went on for two days. But there could only be one winner for each of these tournaments. In the
competition, Ret went undefeated and claimed the European title and the first place prize of $10,000 USD.
World of Warcraft
, the members of Showtime proved their valor and were rewarded with the European crown, as well as a prize of $15,000 USD.
If you missed the chance to be there, you can catch a glimpse of the incredible atmosphere by checking out the
of the event. Also, if you want to witness Europe’s most skilled players and you haven’t seen the matches, or would like to watch them again, don’t fret! Simply make sure to check out our
replays and VoDs
page as well as our dedicated
World of Warcraft
Onwards to BlizzCon
Once each region’s Battle.net Invitationals are over, all the winners will head to BlizzCon 2011, which will be held in October, in Anaheim, California.
The 2011 European Battle.net Invitational winners
World of Warcraft
respectively) – as well as runners-up
– will be there, competing against the very best players and teams from around the world.
Once again, thank you very much for helping us make the 2011 European Battle.net Invitational a truly unforgettable event.
“Dziękujemy, Warszawo!” (Thank you, Warsaw!)
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News Round Up: Latest Hotfixes (August 10), Blizz on Character Limits
2011/08/10 at 11:04 PM
Latest hotfixes have been posted, including a previously undocumented change to the dailies for the
, which were hotfixed with the patch earlier this week. Instead of one elemental spawning, three now spawn; this should make getting the achievement way easier as many people still didn't have it (despite doing the dailies every day). It was completely RNG and some servers didn't even have an elemental switch yet.
Latest Hotfixes (8/10)
Applicable death knight abilities are now using the correct amount of resources (and putting them on cooldown) when there are 4 Death Runes available and the Unholy Runes are depleted.
Druids that shapeshift will now clear the
Potion of Illusion
is no longer penalized by Resilience more than once, nor can it gain double benefit from
Dungeons & Raids
If a player is kicked by vote from a dungeon finder group, the leader of the group is no longer able to invite that player back.
s cannot prevent the spawning of
during the fight against
Several creatures in the Firelands are no longer susceptible to snares or other immobilizing effects.
Unbound Smoldering Elemental
Unbound Blazing Elemental
Patriarch Fire Turtle
now drop silver instead of gold.
Recently Mass Resurrected
debuff is correctly being applied to players who are in the process of logging out of the game.
Core of Ripeness
cannot be active at the same time as each other, or other burst trinkets.
s are now epic quality.
Heirloom items can once again be linked in chat.
Creating a macro to use the
Runestaff of Nordrassil
multiple times will only trigger the use once.
Quests & Creatures
Hyjal Regrowth &
s summoned by the
Druid of the Flame
now disappear when the summoner is captured.
3 different elementals spawn on any given day for the
Death From Above
achievement, up from 1.
Blizzard discussed why players can't have a higher character limit on accounts.
It has always been a matter of efficiency in data service. Much like the fabrication of a commercial airplane, the design of the server side of a service like World of Warcraft affects what can be provided to the players for as long as that service is being used.
With an airplane, you can conceivably add more seats inside. You can squeeze more people in there, to a point. But you can't (easily) expand the hull to make room for more seats. Over the long run, if the airline wants to accommodate more people, they add more planes to the route, or replace an existing plane with a larger plane that has room for more seats.
This request - which is heard loud and clear, by the way - is like asking the airline to simultaneously increase the number of passengers that can be carried on every plane in their fleet. Can it be done? Absolutely. It may be something that we are able to do, and soon. It may not be, because providing reliable data service is extremely important to us.
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Hotfixes (July 19 - August 15)
2011/08/04 at 8:22 PM
Balloon pets can no longer be sold to vendors.
Flight points in Outlands should correctly display for characters created after the release of patch 4.2.
Melee auto-attacks should properly trigger trinkets.
is correctly triggered when Rake gets a critical hit, and is putting an extra combo point on the target.
should no longer strike targets with which the druid is not in combat.
is properly removing the focus cost of
should now properly trigger trinkets.
should no longer incorrectly apply double damage when certain buffs are present on the warrior.
Dungeons & Raids
is properly flagged as a quest NPC and not a rare spawn.
Burning Orb attack range has been increased for the
The criteria for the achievement
Do a Barrel Roll!
reset properly after a failed attempt on Alysrazor.
Smoldering Essences are now properly applied to Firelands bosses and can be syphoned, even if the only raid member that is on step 13 of the legendary quest line dies during the encounter.
Players should never get
Rage of Ragnaros
on Heroic difficulty. Rage of Ragnaros will only be given on normal difficulty if someone on the legendary quest line has 250 shards.
Heart of Flame
should always be given on Heroic difficulty, even if a player doesn’t have Rage of Ragnaros, but does have 250 shards.
The Val'kyr will again despawn after
The Lich King
reaches 10% health. If they are in the process of carrying a player, they will first drop them to the ground before leaving.
Player should no longer be unable to open the gates to complete the dungeon due to NPC allies dying during the troll invasion event.
The Zul'farrak Zombies and Skeletons of Zum'rah, associated with
Witch Doctor Zum'rah
, now clean up properly when the encounter is reset or the boss dies.
The Burning Treant and Fiery Imp pets summoned by the Balance druid and warlock tier-12 sets now have reduced damage taken from area-of-effect spells, consistent with other combat pets.
The Smoldering Rune buff from the death knight tier-12 2-piece set bonus is now properly cleared off of the character if he/she does not have the set bonus the next time it ticks for runic power.
The Spirit buff gained from the 4-piece priest tier-11 set will be lost if the priest casts any spell or uses any ability while not wearing the set.
The warrior tier-12 4-piece damage-dealing set bonus is now properly activating, even if a Mortal Strike or Raging Blow attack is fully absorbed.
The weapon speed of the
Masterwork Elementium Deathblade
has been reduced to 3.5, down from 3.8.
Ricket's Magnetic Fireball
now shares a burst cooldown with other on-use trinkets.
now grants 1926 attack power, instead of 680 weapon damage.
Strand of the Ancients
(druid spell) no longer grants a speed boost to Demolishers.
Quests & Creatures
Hyjal Regrowth & Molten Front
s should no longer stay tapped by the first player who damages them while on the bombing run for the quest
Fire in the Skies
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News Round Up: Diablo III Auction House News, BlizzCon Contests, and More
2011/08/01 at 2:33 PM
Finally, some news on Diablo III was posted overnight from Blizzard on
their official website
. The biggest news was that there will be an auction house that functions with real life money in addition to another auction house that is in-game currency only. They've posted FAQs about both features which tell you everything you need to know and we've included them below.
It's worth mentioning that this bombshell--real life money for items in Diablo III--has been received both extremely positively and extremely negatively. It's created a lot of debate and people are
divided about this. Personally, as a WoW fansite, we think this feature can potentially work for the Diablo series but should stay far away from World of Warcraft. However, that's just our personal opinion, and we welcome yours. We can see both sides of the debate clearly and understand people will have different view points.
Diablo III News
Diablo III Beta FAQ
What are your goals for this beta?
The primary reason for the Diablo III beta test is for us to test out our new hardware, see how the server–client infrastructure holds up, and look for bugs in the installer and patcher as well as the game. We’re also looking to get some quality feedback about the beginning game experience and how the different classes feel. The beta test will help us ensure that the release is stable and fun, and that we’re ultimately able to deliver the experience we intend with Diablo III.
How do I sign up for the Diablo III beta test?
To sign up for the Diablo III beta test or future Blizzard Entertainment beta tests, you first need to create a Battle.net account. You can then opt-in to the beta test for Diablo III, as well as beta tests for future Blizzard Entertainment games, through the beta opt-in process. To get started, simply click Beta Profile Settings in Battle.net Account Management. Please note that opting in to a beta test through this method does not guarantee that you will be selected.
If I opted in to the Diablo III beta, how will I know if I’ve been selected to participate?
If you are selected, you will receive an email from Blizzard instructing you to log in to your Battle.net account at
if you don’t already have one. You’ll then be able to download the beta client directly from within Battle.net Account Management. We plan on inviting players in waves, so if you do not receive an invitation in the beginning of the testing period, there’s a chance you might receive one in a later wave.
1,000 Diablo III beta keys were promised at BlizzCon; how do I know if I am a winner?
We will be sending out emails with beta keys to winners along with detailed instructions on how to access the beta test. Players who receive a beta key via email will need to create a Battle.net account, click “Add or Upgrade a Game” in Account Management, and enter the key there. The beta client will then be available for download from within Battle.net Account Management.
How long will the beta test last?
We have not determined an exact date for the end of the beta test. We will notify participants when the beta test is nearing completion.
How many players do you plan to invite to the beta test?
The number of players we invite will be based on our testing needs. If during the course of testing we determine we need more players to participate, we’ll invite more.
How are beta test participants selected from the opt-in pool?
Beta testers are chosen according to their system specs and other factors, including luck. Our goal is to have a good variety of system types to best test compatibility.
Which regions will be able to participate in the beta test?
All regions will be able to participate in the Diablo III beta test; however, to keep the process as efficient as possible, and ultimately to release the game as soon as possible, we plan to roll out the beta hardware in waves, starting with North America. This means that players outside of North America who are granted access to the beta test may experience some latency issues. Once the new hardware setup has been optimized, we plan to roll it out in additional regions. This should provide a solid connection experience for beta testers in those regions who are connecting to the new local hardware infrastructure.
What game content will be available in the beta?
You’ll be able to try out all 5 character classes and experience the early stages of Diablo III from the start of the game through the Skeleton King encounter. You’ll be able to interact with new and returning characters in New Tristram and fight the reawakened evils emanating from the cursed Tristram Cathedral. You’ll also experience the randomized elements of Diablo III as well many of the new system designs that take many of the core Diablo design elements to a whole new level.
Will the progress I make during the beta test carry over when the game launches?
No, the purpose of the beta test is to ensure that the game and hardware infrastructure are ready to go as soon as possible. The main benefit of participating is being able to be among the first to play the game extensively prior to release. However, everyone will start on equal footing once the game is launched.
Will the Diablo III Auction House be available in the beta?
Yes, we plan on testing the functionality of the Diablo III gold-based auction house during the beta phase.
Will Mac users be able to participate in the beta?
Yes, Mac users will be able to participate in the beta at the same time as Windows-based users.
Diablo III Auction House FAQ
What is the Diablo III auction house system?
Acquiring epic new gear for your characters has always been a big part of the Diablo experience. Because of this, players have found a number of different ways to trade and otherwise obtain items both within and outside of the game. Many of these methods were inconvenient and either tedious (for example, repeatedly advertising for a desired trade in Battle.net chat channels and waiting for responses) or unsafe (e.g., giving credit card information to third-party trading sites). With Diablo III, we’re introducing a powerful auction house system that will provide a safe, fun, and easy-to-use way for players to buy and sell the loot they find in the game, such as weapons, armor, and runes. Two different versions of the auction house will be available in Diablo III: one based on in-game gold, which players acquire through their adventures, and one based on real-world currency.
What’s the difference between the gold-based auction house and the currency-based auction house?
The gold-based auction house uses in-game gold for purchases and sales. With the currency-based auction house, players will be able to conduct these transactions using actual currency from an authorized payment method or from funds that have been added to their Battle.net account. Players can choose to participate in whichever version of the auction house they prefer, on a per-transaction basis.
How does the auction house system work?
Players can open the auction house interface from anywhere in the game to make purchases or list items for sale. Items can be sold from the shared stash (storage shared among all the characters on your Battle.net account) or from any individual character’s inventory. When posting the item, the seller picks whether it will be sold in the gold-based auction house or the currency-based auction house. The item is then held by the auction house system until the listing expires or a purchase is made. Items that are not sold are returned to the seller’s shared stash, and items that are sold are delivered to the winning bidder’s shared stash. In either case, the auction house system will deduct a nominal fixed transaction fee from the seller, the amount of which is determined by whether or not the item was sold (see below). For the currency-based auction house, players will have a few different options for how to pay for item purchases and receive funds for item sales, as discussed elsewhere in this FAQ. There may be differences in how this system will work in different regions of the world. We’ll provide further details at a later date.
How is the transaction fee determined?
A nominal fixed transaction fee will be deducted from the seller for each item listed in the auction house. This fee consists of a fixed charge to list the item, which is assessed whether or not the item is successfully sold, and an additional fixed charge that is assessed only if the item is sold. Because the listing portion of the fee is charged even if the item doesn’t sell, it will be in the seller’s interest to list items he or she believes other players will be interested in, and to do so at a competitive price. Specific details related to the transaction fee for the currency-based auction house will vary by region and will be announced at a later date.
Please note that we plan to waive the listing portion of the fee for a limited number of transactions per account. In other words, for these transactions, the seller will only pay a transaction fee if the item is successfully sold, and that fee will not include the listing charge. We’ll have further details on this as well at a later date.
Why are you creating a currency-based version of the auction house?
Our goal with all of our games is to ensure players have a highly enjoyable, rewarding, and secure experience. Acquiring items has always been an important part of the Diablo series, but the previous games have not had a robust, centralized system for facilitating trades, and as a result players have turned to inconvenient and potentially unsafe alternatives, such as third-party real-money-trading organizations. Many of the transactions between players and these organizations led to a poor player experience and countless customer-service issues involving scams and item/account theft, to name a few. To that end, we wanted to create a convenient, powerful, and fully integrated tool to meet the demand of players who wished to purchase or sell items for real-world currency, and who would likely have turned to a less-secure third-party service for this convenience.
How will the currency-based auction house work?
Players will be able to make purchases in the currency-based auction house using a registered form of payment attached to their Battle.net account. As with other popular online-purchase services, players will also have the option to charge up their Battle.net account with a balance of funds that can be drawn from for purchases of any digital product available through Battle.net -- this includes not only auction house items but also things like World of Warcraft subscription time and paid services, to name a few examples. On the flipside, when players sell an item in the currency-based auction house, the proceeds of the sale are deposited into their Battle.net account and can then be used as described above. Note that this process might be different for certain regions; we’ll provide further region-specific details as we get closer to launch.
Can players choose to get cash from currency-based auction house sales, instead of having the proceeds deposited into their Battle.net account?
Yes, as an advanced feature, players will have the option of attaching an account with an approved third-party payment service to their Battle.net account. Once this has been completed, proceeds from the sale of items in the currency-based auction house can be deposited into their third-party payment service account. “Cashing out” would then be handled through the third-party payment service. Note that this process will be subject to applicable fees charged by Blizzard and the third-party payment service. Also, any proceeds from the sale of items in the currency-based auction house that have been deposited into the Battle.net account will not be transferrable to the third-party payment service account. Not all regions will support this advanced feature at launch. Region-specific details, as well as details regarding which third-party payment services will be supported and the fee that Blizzard will charge for the cash-out process, will all be provided at a later date.
Is the currency-based version of the auction house optional?
Yes, the currency-based auction house is available as an option for players who wish to purchase or sell Diablo III items for real money. Players are also able to buy and sell items through the gold-based auction house, and they can trade items with each other as well through direct character-to-character in-game trading.
Why would I want to pay real money to buy or sell in-game items?
Acquiring items has always been a core part of the Diablo series' appeal. With the previous Diablo games, many players have shown a great interest in buying, selling, or exchanging items for their characters using real-world currency, turning to potentially unsafe avenues to accomplish this goal. The currency-based version of the auction house provides players with an easy-to-use, Blizzard-sanctioned way to collect money for items obtained while playing Diablo III. In addition, it helps protect players from scams and disreputable third-party sites by providing a secure, in-game method to search for and purchase items posted by other players that are a perfect fit for their character and play style.
The currency-based auction house is completely optional. Players who aren't interested in paying real money for items will still be able to rely on items they acquire through their own adventures, and they'll also be able to trade with friends and use the full-featured gold-based auction house.
Can I play on a server without a currency-based version of the auction house?
We want to provide a secure, fun environment for our players to purchase and sell in-game items using gold or real money and have no plans to divide the community. Players are free to participate in the gold-based auction house or the currency-based auction house, or to opt out of using any of the auction houses at all, progressing through Diablo III using only the items they obtain through their own adventures or direct trade with other players.
Does Blizzard plan to post weapons, armor, and other such items for sale in the currency-based version of the auction house?
The currency-based auction house is a place for players to purchase or sell items they’ve obtained within the game. Blizzard does not plan to post items that affect gameplay, such as gear or character-enhancing runes, for sale in the auction house.
Will Blizzard sell anything directly through the auction house?
We don't have any plans at this time to post items for sale in the auction house.
Does the currency-based auction house signify a shift in Blizzard’s business and revenue model?
We’ve always tailored our business models to match what we’ve felt would be most appropriate and effective for each game and in each region, and that’s the case with Diablo III as well. The item-based nature of Diablo gameplay has always lent itself to an active trade-based ecosystem, and a significant part of this trade has been conducted through unsecure third-party organizations. This has led to numerous customer-service and game-experience issues that we’ve needed to account for. Our primary goal with the Diablo III auction house system is for it to serve as the foundation for a player-driven economy that’s safe, fun, and accessible for everyone.
What’s Blizzard’s cut?
As with other online auction sites and real-world auction houses, our fee structure will vary by region. However, we plan to collect a nominal fixed transaction fee for each item listed in the auction house. This fee consists of a fixed charge to list the item, which is assessed whether or not the item is successfully sold, and an additional fixed charge that is assessed only if the item is sold. The listing portion of the fee, which helps encourage sensible listing prices and discourage the mass posting of items that are very low quality or would be of little interest to other players, will be waived for a limited number of transactions per account. For players who opt to have the proceeds of their auction house sales go to their third-party payment service account instead of to their Battle.net account, Blizzard will collect a separate “cash-out” fee. Specific details regarding these fees will be announced at a later date.
Why would I even want to use the gold-based auction house?
We recognize that not all players would prefer or have the means to participate in the currency-based auction house, and it was important to us to provide these players with a full-featured alternative.
Can we buy gold from the currency-based auction house?
Players will be able to buy and sell gold through the currency-based auction house at whatever the current market price is, as established by the player community.
If I no longer need an item I bought in the auction house, can I relist it in the auction house?
Yes. Once you've purchased an item you can do anything with it that you could if you had acquired it through your own adventures, whether that be using it yourself, or, after a cool-down period, trading it to another character or relisting it on either the gold-based or currency-based auction house. In fact, you can generally do any combination of these things -- for example, you can purchase an item in the auction house, use it for a while, and then relist it or trade it to another character. Aside from certain quest items, there will be very few (if any) items that will be “soulbound” to your character and therefore untradable. Please note that the duration of the cool-down period mentioned above will be discussed at a later date.
What Happens if You're Hacked in Diablo III?
We're not ready to discuss specific account support policies, but in short no small part of the auction house fees goes directly toward supporting the sales that happen. That means guaranteeing that items get from sellers to buyers, the funds transfer, but ultimately helping support and correct any issues that can crop up around it, including account compromise.
But to be clear there's no direct credit card purchases happening. You charge up your Battle.net balance to buy items from other players in the auction house (or build it up from selling items), but someone wouldn't be able to spend beyond what balance you have, and again we're fully supporting such situations.
We do hope people will take the appropriate precautions to protect their accounts, of course.
Molten Front Dailies Sword Speed
The reason for this confusion stemmed from a quirk in the way item hotfixes have to be applied, unfortunately. We hope to have the item's data completely corrected soon so others are not caught off guard by what the tooltip currently states.
Yes, obviously Blizzard needs to fix the tooltip on the pattern and the item if they're not going to just make it 3.80 like it ought to be. But, I think the real question ought to be:
Why isn't it 3.80 anyway?
At 3.80 speed, the weapon was over-performing relative to its cost and the ease with which it can be obtained.
We wanted this weapon to be roughly on par with weapons from the previous tier, since it can be purchased from the Auction House. It wasn't intended to compete as much with current raid drops, as it felt weird that a strength-based DPS crafted weapon was more attractive than some of its counterparts.
BlizzCon Contests Reminder
The wait is over for those eager to share their stunning sketches, masterful machinimas and amazing arias for a chance at glory in this year's BlizzCon contests. Head over to our Contest pages to submit your entry, and learn what kind of sweet loot you can win.  Any questions should be directed to
Don't delay! The deadline for each contest is
Good luck to all of our contestants!
BlizzCon 2011 Fan Art Contest
BlizzCon 2011 Movie Contest
BlizzCon 2011 Original Song Contest
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News Round Up: Blizzard at SDCC, More Twilight of the Aspects, and Feral Druids
2011/07/24 at 6:41 PM
Quick announcement: We are looking for Brazilian localizers who speak both Portuguese and English fluently so if you are one, send an email to
. If you applied in the past, feel free to reach out again and start up our email chain again.
In other more pertinent news, San Diego Comic Con was this weekend and there was a big Blizzard presence. Chris Metzen showed up with a panel of Blizzard writers and partners; there was a general presentation on the future of Blizzard's licensed products including comics and merchandise then there was an open question session where fans were able to ask Metzen about anything and everything from World of Warcraft.
His answers hinted towards Thrall's saga not being done yet--a possible return as warchief may be in the cards--and also a new focus on alliance in future novels. To help balance out the recent focus on horde, the next novel will be about Jaina Proudmoore. Check out
the transcript and video up at BlizzPlanet
as well as a more in-depth summary.
Second Thrall: Twilight of the Aspects Excerpt
Written by New York Times bestselling author Christie Golden, the new novel
Thrall: Twilight of the Aspects
is now on store shelves. We’re pleased to present a series of three excerpts from the novel for your reading enjoyment.
Read the second excerpt below.
Haven’t read the first excerpt yet? Hold, friend, and go no further.
Read it here
"It would indeed be a good thing if we could work together—even before this Hour of Twilight." Alexstrasza regarded Kalec and Arygos. "The blues must determine how to select a new Aspect, and make restitution. You must show us that we can trust you again. Surely you see that."
"We must?" echoed Arygos. "Why 'must' we, Alexstrasza? Who are you to determine what the blue flight must and must not do? To judge us so? You make no similar offer of restitution. Yet it is because of you that we need to find a new Aspect. What do you plan to do to show that you are to be trusted by us?"
Her eyes widened slightly at the insult, but Arygos plowed on. "How do we know you will not kill me? If I am chosen as Aspect, that is," he added hastily. "And your mate, Krasus, as he likes to go by—he is no friend to the blues. He has spoken out against us repeatedly. I cannot help but notice that he is not present at this meeting. Perhaps you didn't wish him to be here, either?"
"Korialstrasz saved your life, Arygos," Kalecgos reminded him. "When your father was so lost in his insanity that he abandoned you."
It was a very sore point for Arygos, and few were bold enough to remind him of it. The clutch of eggs that had contained both Arygos and Kirygosa had indeed been abandoned during Malygos's madness. It was Korialstrasz who had discovered that untended clutch, as well as many others, and taken it to Nozdormu to be cared for. Later, the clutches had been given to the red dragonflight. It was a glowing example of cooperation among three separate flights with a common cause: care of the unhatched, helpless whelps, be they red, blue, green, or bronze when they emerged from the shell.
"And even though he and I have certainly had our personal disagreements, that has not stood in the way of my learning to respect him. I have consistently found him to be reasonable and wise," Kalec continued as Arygos's eyes narrowed. "He has said nothing against our flight's behavior that I myself have not said."
"Really? And what does that then make you, Kalecgos?" Arygos retorted.
"Enough!" snapped Alexstrasza. She had not expected this meeting to go particularly smoothly, but she had hoped for better than this bickering. "Surely the flights have enough enemies out there that we should not waste precious time fighting among ourselves! Deathwing is back, more powerful than ever—and he has ripped Azeroth nearly to bits in the process. Now he has allies beyond his own flight: the Twilight's Hammer cult. Whatever the Hour of Twilight may be of which Ysera speaks, the twilight dragons are certainly an immediate threat. The Ruby Sanctum is still reeling from their previous assault. If we do not find out some way to put aside the petty differences and—"
"You murdered my father! How dare you call that petty?!"
Alexstrasza was slow to anger, but now she marched on the younger dragon and declared, "I say: enough! We must all move forward. The past is the past. We are in danger now. Did you not hear me? Do you not understand? Deathwing has returned!"
Ferals in Cataclysm
There were a lot of posts about Feral druids recently--mostly about balance, in both PvE and PvP.
PvE and PvP Balance
Thanks for taking time to break your feedback down, Hotted. We're keeping a close eye on Feral in PvP and understand the concern. Things currently on our radar include the Berserk duration, the Unheeded Warning trinket, and the Predatory Swiftness talent.
Let's please not devolve too much into a discussion of "get your PvE/PvP balance out of my PvP/PvE game!" It's just not beneficial to anyone.
That said, we're happy with Feral performance in PvE overall. It we were to nerf Predatory Swiftness, it'd have a minor impact on PvE. Unheeded Warning is both a PvE and PvP problem. The particular mechanics of the trinket keep it disproportionately powerful for Feral druids. Nerfing Berserk would have PvE ramifications, but we'll take steps overall to make sure your dps doesn’t drop in PvE. We do everything we can to ensure we're considering all aspects of gameplay when approaching class balance.
Prowl vs. Stealth
Feral druids have a far superior stealth compared to rogues. How? You have to be RIGHT on top of them to see it, yet rogues can be seen through stealth about 10 yrds away!
Given that they are exactly the same mechanically, this shouldn't be the case.
This has been a particularly pervasive myth that I'd like to lay to rest.
The fact that this shouldn't be the case, doesn't mean it isn't. Also, saying its a myth, or believing it must be, does not make it so.
Merely saying something isn't so, doesn't mean a thing.
Knowing that they're the same ability used by different classes, and knowing that this exact issue has been tested, repeatedly, in response to claims otherwise, does.
I can tell you with 100% certainty that there are multiple problems with rogue stealth at the moment. I have experienced them first hand, and have read many many threads describing the exact same issues I have been experiencing since 4.1, and to a greater extent in 4.2.
Perhaps there are. I haven't experienced any unusual issues with Stealth personally, but that doesn't mean other rogues aren't seeing issues. If those issues are occurring, then they are a separate matter though, and unrelated to any supposed differences between rogue and druid Stealth.
To the same level as baseline rogue stealth. All it means is that non-feral druid Prowl is weaker.
This is correct, choosing the Feral spec and gaining Feral Instinct merely brings Feral spec Stealth into line with Rogue baseline stealth (whose talents have been rolled into the ability).
Shouldn't be, but it is. Verily, this can be tested, and whether or not the values are the same, Prowl does "appear" to offer a higher degree of stealthiness than Stealth.
Drop yourselves a cat and a rogue into your STV Arena, and actually play around with them (you know, make a who can stun who from stealth game), and you will easily be able to see that what all the rogues have been telling you for this long stretch of time actually makes sense.
Seeing who stuns who in the STV arena or a duel isn't exactly an accurate method of testing stealth effectiveness. A number of factors can play into why one stealthed character gets the jump on the other ranging from latency, to reaction time, to movement speed, to attack range, to facing.
Blizzard Plays Their Own Game
So i fought a couple of feral druids today and wtf? blizzard you guys really need to fix them.
I hate it when you guys don't bother to balance pvp, feral pvp is just retarded i don't see why you guys don't just Nerf them already. because god knows and everybody else in the Warcraft universe knows that they need to be Nerfed....
So you want me to go to the developers and say, "Hey, this one warrior fought two Feral druids -- I have no details about the conditions of the encounter(s), whether they were duels, in Battlegrounds, in Arenas, or if it was 2v1 when it happened -- but he said they're too good. I'm going to need you to nerf them. I don't care how. Just make them less good, because this warrior says everyone who plays the game agrees with him."
i swear you guys don't even play your own game anymore...
We have hundreds of employees developing, coding, and supporting World of Warcraft. If you think none of us play the game just because it makes it easier for you to justify why there might be any balance disparities you perceive... Well, you shouldn't think that. It's very shortsighted. You're entitled to swear to a false belief, but doing so won't encourage or help us to test out potential balance problems. :)
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News Round Up: WoW Released in Brazil, Adding Battlegrounds, Twilight of the Aspects, and More
2011/07/21 at 7:59 PM
World of Warcraft is coming to Brazil and Blizzard posted an excerpt of their newest novel, Thrall: Twilight of the Aspects! Big news, eh? We also have the latest blue posts from the past few days rounded up, including rumors of adding more battlegrounds and a breakdown of need vs. greed in World of Warcraft 5-mans.
SAO PAULO, Brazil. -- July 21, 2011 -- At an exclusive press event at the Museu da Casa Brasileira in São Paulotoday, Blizzard Entertainment, Inc. announced that a fully localized Brazilian Portuguese version of its critically acclaimed massively multiplayer online role-playing game, World of Warcraft®, will be released in Brazil later this year. Brazilian Portuguese will be the ninth officially supported language for World of Warcraft worldwide, and the third supported language in Latin America, complementing the existing English and Spanish versions.
An official Brazilian Portuguese World of Warcraft community website will also be available at launch.
In addition, players in Brazil will have access to customer service for the game in Brazilian Portuguese.
"One of our top priorities is ensuring that our games are easily accessible to players all around the world. By offering a fully localized version of World of Warcraft along with customer service in Brazilian Portuguese, we’re able to deliver an experience that meets our standards and the expectations of our players in Brazil," said Mike Morhaime, CEO of Blizzard Entertainment. "We look forward to welcoming Brazilian gamers to the global World of Warcraft community, and we hope they have a great time in Azeroth."
World of Warcraft, which now includes the content of thefirst expansion, The Burning Crusade®, as part of the base game, will be available in stores throughout Brazil at a suggested retail price of BRL 29.90. Fully localized versions of the second and third expansions, Wrath of the Lich King™ and Cataclysm™, will also be available at a suggested retail price of BRL 99.90 each. World of Warcraft, Wrath of the Lich King, and Cataclysm will come packaged in a DVD case and will include the game media and documentation in Brazilian Portuguese.
Existing players on the North American realms will be able to download and install a free language pack to play World of Warcraft in Brazilian Portuguese. In addition, Blizzard will be creating designated Brazilian Portuguese realms as an option for players who have installed the language pack or purchased the Brazilian Portuguese game client.
Subscription plans will be available at launch at an expected price of BRL 15 (30 days), BRL 42 (90 days), and BRL 78 (180 day). Sixty-day time cards will also be available in retail stores at launch.
Players will also have the option to purchase and download full Brazilian Portuguese versions of World of Warcraft and its expansions through Blizzard’s Battle.net website (
), using international Visa or MasterCard, or by using various local debit cards, credit cards, cash payments, bank transfers, or eWallet options through Blizzard Entertainment’s payment-gateway partner, DineroMail, for no additional fee. These payment method options include Boleto Bancario in Brazil.
Additional pricing details and an official release date for the Brazilian Portuguese version of World of Warcraft will be announced closer to launch. For more information on World of Warcraft in Brazilian Portuguese, please visit:
Thrall: Twilight of the Aspects
Blizzard's posted an excerpt of their newest novel today.
Written by New York Times bestselling author Christie Golden, the new novel Thrall: Twilight of the Aspects is now on store shelves. We’re pleased to present a series of three excerpts from the novel for your reading enjoyment.
Read the first excerpt below.
Nobundo turned to Thrall and Aggra as they approached. He was a former draenei. His form was not proud and strong and tall, but bent, almost deformed, caused by exposure to fel energies. Many Broken were dark and corrupted, but Nobundo was not. Indeed, he had been blessed, his great heart opening to the shamanic powers, and it was he who had brought these powers to his people. Beside him were several draenei, their blue forms undamaged, sleek, clean. Yet, to Thrall and many others, Nobundo outshone them all because of who he was.
When the high shaman's gaze fell upon Thrall, the orc wanted to look away. This being—indeed, all the other shaman gathered here—was someone Thrall respected deeply, and had never wished to disappoint. And yet, he had.
Nobundo beckoned Thrall to him with an oversized hand. "Come, my friend," he said quietly, regarding the orc kindly.
Many were not so charitably minded, and Thrall felt angry gazes being cast his way as he approached Nobundo. Others came silently to join in this informal gathering.
"You know the spell we were attempting to work," Nobundo said, his voice still calm. "It was to soothe and comfort the earth. It is admittedly a difficult working, but one that all of us here know how to do. Can you tell us why you—?"
"Stop dancing around the subject," growled Rehgar. He was a massive orc, battle-scarred and hulking. One would not look at him and think "spiritual," but whoever made that assumption
would be very wrong. Rehgar's life journey had thus far taken him from gladiator to slave owner to loyal friend and advisor to Thrall, and that journey was far from over. Now, though, a lesser orc than the former warchief of the Horde might have quailed before his anger. "Thrall... what the fel was going on with you? We could all feel it! You weren't focusing!"
Thrall felt his hands curl into fists and forced them to relax. "Only because you are my friend will I permit you to speak so to me, Rehgar," Thrall said quietly, but with an edge to his voice.
"Rehgar is right, Thrall," Muln Earthfury said in his deep, rumbling voice. "The working is hard, but not impossible—not even unfamiliar. You are a shaman, one who has been through all his
people's true rites. Drek'Thar hailed you as the savior of his people because the elements spoke to you when they had been silent for many years. You are no inexperienced child, to be coddled and sympathized with. You are a member of this Ring—an honored and strong one, or else you would not be here. And yet you crumbled at a crucial moment. We could have silenced the quakes, but you shattered the working. You need to tell us what is distracting you so that we may aid you."
"Muln—" Aggra began, but Thrall lifted a hand.
"It is nothing," he said to Muln. "The work is demanding and wearying, and I have a great deal on my mind. Nothing more than that."
Rehgar uttered an oath. "You have a great deal on your mind," he spat. "Well, the rest of us do as well. Trivial things like saving our world from ripping itself apart!"
For a second, everything went red in Thrall's vision. Muln spoke before Thrall could. "Thrall was leader of the Horde, Rehgar, not you. You cannot know what burdens he bore and perhaps still does bear. And as one who until recently owned slaves, you cannot sit in moral judgment upon him!"
He turned to Thrall. "I am not attacking you, Thrall. I am merely seeking to see how we can aid you, that you can better aid us."
"I know what you are doing," Thrall said, his voice close to a snarl. "And I do not like it."
"Perhaps," Muln said, striving for diplomacy, "you are in need of some rest for a while. Our work is very demanding, and even the strongest must tire."
Thrall did not even grace the other shaman with a verbal reply; he merely nodded curtly and stalked off to his shelter.
He was angrier than he had been in some time. And the person he was most angry with was himself.
He knew he had been the weak link in the chain, had failed to put forth the ultimate concentration at the moment when it was most desperately needed. He could not yet drop deep into himself, touch the Spirit of Life within, which was what had been required of him. He didn't know if he would ever be capable of doing so. And because he could not do this thing, the effort had failed.
Continue Reading »
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News Roundup: Hotfixes, Honor Compensation, and Heroic Ragnaros
2011/07/19 at 10:51 PM
Paragon got world first heroic Ragnaros which is by no means a small feat! Over 500 tries later, the Firelord was downed. Other than that, we have a huge news round up and some hotfixes which were just posted.
The frequency at which players can use /yell, /say, and any emotes is now throttled to prevent excessive spamming of chat logs from occurring.
Improved Death Strike now provides 40/80/120% bonus damage, up from 30/60/90%, and a 10/20/30% critical strike bonus, up from 3/6/9%.
Flight Form now cancels the Leyara’s Locket buff.
Moonfire will now generate Lunar Energy when crossing from Solar to Lunar on the Eclipse bar.
Dungeons & Raids
All bosses in The Bastion of Twilight, Blackwing Descent, and Throne of the Four Winds once again award Valor Points in all raid sizes and difficulties. 10-player bosses award 35 Valor Points, while 25-player bosses award 45 Valor Points. This change does not apply to Argaloth in Baradin Hold. More information can be found
Superheated cannot be cast on players, even if they attack the Flamewaker Animators as they are channeling energy towards the Unstable Magma.
Collecting Blazing Power now refreshes Wings of Flame to its full duration each time.
Alysrazor will now always face the correct direction during Firestorm.
Imprinted should now be cleared from characters under all conditions when the encounter resets.
Interacting with a Molten Feather will now dismount characters, preventing the feather from being wasted.
Beth'tilac will now only eat spiderlings that move very close to her (the range on her ability to consume them has been reduced). In addition, eaten spiderlings will no longer sometimes remain on the ground or on players once she consumes them.
Drones should no longer evade or aggro characters on top of the web.
Fixate now truly fixates on random targets.
On 25-player Heroic difficulty, Cloudbursts will now always properly apply Deluge to 3 players before fading away.
It should always be possible to interact with Cloudbursts, even if several players click on one at the same time.
Heroic bind-on-equip items now sell to vendors for gold.
A resolution has been put into place which should help alleviate Rated Battleground matchmaking delays. This fix corrects an issue that could occur if a team at the front of the queue was particularly difficult to match, resulting in a bottleneck which slowed matchmaking for all players in queue. More information can be found
Quests & Creatures
The melee evasion angle of several creatures has been adjusted. Most notably, melee classes should no longer be seeing abilities, such as Backstab or Shred, getting parried when standing well enough out of Ragnaros’s melee evasion angle, or other bosses/creatures with similar evasion angles.
Honor Compensation Issue
Some players did not properly receive the Honor they were promised in compensation for spending Honor on any item level 365 items following the release of 4.2 (
see our previous blog detailing their plan
), between the June 28 and July 5 maintenances. Don't worry, Blizzard has planned a short maintenance tomorrow morning to correct this.
Around 50% of the intended recipients did not receive the 4000 honor that they should have with today’s maintenance. We’re in the process of scheduling an off-peak maintenance early tomorrow morning to correct that and deliver the remaining compensation packages.
Sorry for the hiccup, we’ll get them to you soon.
Purchasing Lvl 85 PVP Gear Pre-85 (and why you can't)
Players are arguing that they should be able to purchase level 85 PVP gear with Honor earned prior to reaching level 85. They bring up some good points (such as that you can earn Justice Points prior to 85) - what do you guys think?
Seriously, why am I unable to buy honor gear prior to hitting 85 with my alts. They earned that honor just like everyone else and it was much harder earned since low level honor rewards are so much lower. Its unreasonable for me to be unable to spend it on end game honor rewards that I can then equip when I hit 85.
I would love one solid reason for why I'm not allowed to do this other than "but then what would you do when you hit 85?"
My definition of a solid reason is one that makes sense. Is there any player that considers this to be a valid idea?
What Aarschott explained to you does make sense. Level-85 PvP gear is intended to be earned and awarded to level-85 players. There is too much potential to "game" the system and stockpile really powerful gear so that you're fully equipped when you hit 85, if we were to allow you to buy level-85 gear with Honor you earned below the level cap.
The same applies for PvE gear. If you want powerful endgame items, you need to earn them via playing through endgame content.
What Aarschott explained to you does make sense. Level-85 PvP gear is intended to be earned and awarded to level-85 players. There is too much potential to "game" the system and stockpile really powerful gear so that you're fully equipped when you hit 85, if we were to allow you to buy level-85 gear with Honor you earned below the level cap.
That sounds suspiciously like "Working as intended." I think what he's asking is why it's intended to work that way?
Why don't you want a player having honor gear the second he/she hits 85?
It's not necessarily good entertainment to go and get your butt kicked repeatedly in BGs for 150 sessions before you can begin to compete.
There are crafted items available to level-85 players which will help them substantially when first setting foot into Battlegrounds or Tol Barad. Getting a hold of this gear isn't too difficult.
The fact is that endgame progression is its own experience. Leveling is a very direct and obvious act of progression, but that changes when players hit the cap. Progression then trends much more toward itemization -- you have to participate in the endgame experience to get more powerful gear. But as I said, there is underrated entry-level crafting gear which can be very useful for helping to ease PvP-oriented players into level-85 Battlegrounds.
OK, then why do we start earning Justice Points at 70? We can stockpile them till we have 4K; so if this really is your reasoning, why don't we get our JP/Honor wiped when we ding 85? I mean we didn't earn them doing endgame content, why should we be able to buy a few pieces of gear with them?
Just like removing VP from T11, this is another example of the complete lack of thought put into these details...
No, that's exactly the point of the design. If you enjoy doing some leveling via Battlegrounds, you're afforded the opportunity to buy up to two pieces of epic item level 371 PvP gear when you hit 85. You can then use gold and/or crafting materials to fill out just about every other slot, plus use enchantments, gems, and reforging to get your character into a competitive state for collecting additional epic Honor gear.
Heroic Ragnaros Rage
Just because your spec wasn't there, doesn't mean it couldn't be.
And not a single ele in top guild 1st kill....
working as intended blizzard?
It's so incredibly anecdotal there isn't even a proper frame of reference for having this debate.
Yes, it's working as intended that the first guild in the world to kill Heroic Ragnaros was allowed to bring whatever players/classes they were confident would help get the job done.
There's 25 slots in a raid.
There's 30 specs in the game.
Do the math, there's always going to be someone left out.
What are the odds that all 3 Shaman specs would be part of the 5 that didn't make it?
It doesn't matter at all unless you can verify and prove that Heroic Ragnaros is impossible, or way more difficult to kill, when a specific class or specialization is represented in the raid.
You're forcing together a couple of incredibly fragmented pieces of data -- and the sample size of that tested data is 25 players in the whole world fighting one boss in the entire game -- to extrapolate an entire thesis on class balance.
No one is going to benefit from trying to make an argument out of this.
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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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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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