in your browser.
Transmog and 3D Models
Toy Box and UI Changes
Zones, Quests, and Exploration
Or if it already is?
11 hr 24 min ago
already works that way :)
5 hr 32 min ago
, Senior Game Designer
We've pushed a hotfix to change Garrison profession Traders to a predictable daily order instead of being random.
1 day ago
"Exploration Mission Master" removed from "Don't Call Me Junior" meta achievement. UI not updated until a client patch.
2 days ago
With the changes in Everbloom, are you expecting people to be able to beat the current realm/world cm times?
3 days ago
We may need to clear the leaderboards and/or adjust target times to keep Everbloom CM competitive. We’re discussing.
3 days ago
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Method's Mythic Gruul Guide, Voidtalon of the Dark Star Found
Liveblog: Raids and Dungeons Q&A With Lead Game Designer Ion “Watcher” Hazzikostas
New Recruit-a-Friend Mount: Cindermane Charger
Feb 27th and Feb 26th Hotfixes, Profession Trader Fix, Friday Update Arcade
Track your Heirlooms on Wowhead; New Daily Quest and Pepe Guides; Harrison Jones Hotfix
Warlords of Draenor Follower Guide
Warlords of Draenor Legendary Ring Guide
Comprehensive Ashran Guide
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News by Tags
Raids and Dungeons Q&A Liveblog
New Recruit-a-Friend Mount and Guide
Black Forge LFR
Official 6.1 Patch Notes
Patch 6.1 Guides and Giveaway
News Roundup: World of Warcraft 4.1.0A Fast Patch Notes, Blizzard Posts
2011/05/05 at 1:11 PM
Blizzard has just released a minor live client patch that includes a few major bugfixes that couldn't simply be hotfixed. In addition, Blizzard poster Slorkuz talks PvP as angry forumgoers point out that they're basically never going to be happy with PvP balance in WoW. And life goes on...
Notes for all World of Warcraft patches can be found
Patch 4.1 hotfixes can be found
Fixed an issue that sometimes caused player to disconnect when zoning into another location.
The title Blackwing's Bane awarded for defeating Nefarian on Heroic difficulty is now selectable again by characters who have earned it.
The targeting reticule should no longer disappear when players cast spells.
Resolved some issues that were causing Movement Enforcement Errors.
Resolved an issue affecting death knight runes after switching specializations.
Party member positions should show up correctly when in dungeons.
Animations while mounted should work normally again.
NPCs should no longer be floating... unless they're meant to float.
Character legs should move properly when the character is moving.
Players using a single client to connect to multiple regions should be able to do so again.
Everyone is Bad at PvP
Anyway, Slorkuz's post is soo typical. They think, that if players from both factions are frustrated then Blizzard has made a good job.
Fine, I will bite. Here are claims being made:
Claim 1: Alliance are bad at PvP and always lose.
Claim 2: Horde are bad at PvP and always lose.
These are two opposing scenarios that, in the way they are being presented on the forums, are mutually exclusive.
Secondly, the reason for losses in most threads is often listed as: better gear, more organization, partial premades, or too many of <X/Y/Z> classes.
All these reasons are not something that are exclusive to only one faction. One faction does not have different classes than the other, nor does one faction have access to better gear than the other. The same point holds true for all reasons listed above.
There is really only one big distinct difference between the two factions: the races (and racials). Yet, we don't see many threads being made about how a certain faction has complete domination over Battlegrounds due to a racial ability.
It seems what you're actually saying is "There are too many under performing players (on my faction)". Fair point to make, albeit extremely subjective, as in: you could be a 2500 rated player who thinks 99% of the population are under performing.
The bottom line:
With such a statement, it seems that the audience you should be addressing is not the game developers, asking them to make players "press buttons better", but rather the peers that the complaint is actually about.
Can you (as in the community) make your peers play better?
Can the community help educate itself better?
What sorts of resources do successful players use to up their play over those that don't?
These are questions that, when answered, will likely do more to alleviate your frustrations than asking Blizzard to magically "make Alliance players better".
Clarification on Satchel of Exotic Mysteries Mounts
Looking back on it I have to admit it's worded fairly poorly. The intent has always been that they won't contain raid mounts, but can contain mounts from anywhere else. It's really at the discretion of the designers to choose the mounts, we just didn't want people to think it'd be dropping Mimiron's Head or anything like that. You're right, it's a bit misleading. I wish we had caught that.
Sorry for the confusion.
For the love of god, tell me in what universe does
Reins of the Green Proto-Drake
Reins of the White Polar Bear
Drop from DUNGEONS. Last I Checked, Blizzard, Reins of the Green Proto-Drake is for hatching a 3-day egg (USED to be 7!!). This Reins of the White Polar Bear comes from doing Storm Peak dailies.
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News Roundup: 4.2 PTR Soon, Crowd Control Changes and more!
2011/05/03 at 6:37 PM
Things have been a little quiet lately in the wake of the massive amount of 4.2 details Blizzard has shared with us lately, but today we've got confirmation from Zarhym that the 4.2 Public Test Realms will come up "soon" (most likely sooner than we think!), including all of the changes documented in the recently published
4.2 PTR Patch Notes
! Be sure to get the PTR client downloaded and ready for action - but don't worry, even if you aren't, we'll definitely be there for you guys providing you with up to the minute extensive coverage! :)
In addition, there's a few blue posts regarding dungeon difficulty (seems all anyone can talk about lately) and some clarification on the justification of the 4.2 change to crowd control. Personally, I think this change is awesome and I'm all for it - I've always hated the messiness of coordination and execution of crowd control (involving both friends
strangers) and this change is a welcome convenience. Of course, many players don't agree with the change and are making their opinions heard. Let's see what Blizzard has to say on the matter - and tell us what
Patch 4.2 Public Test Realms Coming Soon
We’re currently preparing to bring the first playable iteration of patch 4.2 to the Public Test Realms. A sizable portion of this content has been in development for some time, so let’s get it in gear! With a new raid, a legendary questline, the most diverse daily quest hub to date, major story developments, user interface enhancements, and much more, patch 4.2 is certain to have something for everyone. Check out some of the major patch features you need to know about, followed by the initial patch notes in our Patch 4.2 Public Test Realm Guide.
On 4.2 Change To Crowd Control
Oh, the hyperbole! I firmly believe kittens around the world are now crying because of the doom and gloom in this post. Is this what you wanted? Do you want to make kittens worldwide suffer? That's what happens when you make hyperbolic statements. The cat population dies off from despair.
Many crowd control abilities no longer cause creatures to attack players when they are cast. The creature will not attack the player when the crowd control wears off, and nearby creatures will not become hostile to the player either. However, if a visible player gets too close to the target creature, the creature will remember and attack the player when the crowd control effect wears off. The intent is to make it easier for dungeon groups to manage crowd control assignments and pulling packs of hostile NPCs. The abilities affected by this change are: Hibernate, Entangling Roots, Wyvern Sting (will still cause hostility when it begins to deal damage), Freezing Trap, Polymorph, Repentance, Shackle Undead, Blind, Hex, Bind Elemental, Banish, Seduction.
No coordination is needed for clearing trash in instances anymore, why even have trash anymore, just make the whole dungeon/raid bosses!
If this change goes live, assuming that each DPS and possibly the healer can CC, every pull of trash will be one mob at a time, setup way ahead of the pull just to be leisurely aggro'd by the tank.
Gone will be the coordination of planning the attack of the enemies facing your group.
Is this a good idea? In my opinion this will take all the challenge out of 5 man dungeons and raids. Rouges used to be valued for their unique ability to sap and setup one mob for a pull, that always made a pull easier, imagine everyone in the group with that ability.
Maybe Blizz really wants the game to be a faceroll and to be only about gearing people up for raid content. I know a few people in my guild share these thoughts, I was wondering what the rest of the community thinks about this.
I started the game near the end of ICC raid content and the content of the game I've enjoyed the most is the Zul'Aman remake with its focus on teamwork compared to the dissaster of ease that plagued WOTLK content. I'm worried that the game is starting to navigate back towards that easiness for the sake of pleasing people who don't want to learn how to be better players.
blizz is ruining the game by caving in to casuals who say ZA/ZG are too hard and need a nerf
It sounds like you're rockin' in this expansion. Presumably you even have an organized group of players with whom you play regularly. Maybe you even use vent so that marking and pulling targets is second nature. Perhaps if others aren't on your level of experience or play, they deserve to fail. Serves them right.
Dungeon Finder has suffered in Cataclysm because many of the Heroics are quite difficult for uncoordinated groups. That point is almost impossible to dispute. Some of the more elite players may say, “Good! Dungeon Finder was a stupid idea.” If you don’t adhere to that argument -- and we don’t -- there are basically two choices: make the dungeons so easy that they don’t require communication, or make the communication easier. We like for dungeons to be challenging, but we don’t like when the challenges are logistical in nature. You still need to know which targets to CC, which creatures are immune to which forms of CC, make sure you don’t break the CC. And that is ignoring all of the many ways to fail that aren’t related to CC (such as say most boss encounters).
Related, even with Call to Arms, tanks are often in highest demand for Dungeon Finder, and we think this is largely because tanks are expected to lead and set the pace of a dungeon run. It’s a ton of responsibility. A tank I work with said recently, “I don’t even mind doing all that, but it’s just such a pain to have to manually mark targets every single pull while the other players just wait around for me to tell them what to do.” With this change, there is less need to sit down and try to communicate about which is the sheep target and which is the trap target. And if someone CC’s the wrong thing, there is more chance for recovery. It’s the way Sap has worked for years, and you don’t generally see players calling for groups with 3 rogues just to make the trash that much easier.
We promise that the average group will still wipe in dungeons even with this change. We have plenty of data to back that up that supposition.
On Being "Dungeon Shy"
Is it possible to be dungeon shy? Sure. Even if you're playing with people you know, it's understandable that you don't want to let them down. The key is to not let it stop you from going in and giving it a shot anyway. Once you start doing them regularly, you'll start gaining more self confidence. Then, when you get to that point, start pushing yourself to take on other less comfortable roles (leading, guiding others through dungeons) and you'll find out soon enough that you can do anything you set your mind to and will enjoy your time more.
Despite the risk of getting a load of you know what from others on how I should just quit the game if I'm having this kind of problem( and yes, I admit I am assuming).
But is it possible to be Dungeon Shy? I have been afraid to go into dungeons with people who are not my friends, those few who still play, or my guild mates,who are on very infrequently. Plainly put, I have "performance anxiety".
I am frightened of getting into a group that I'm afraid I will disappoint them as I don't know all the dungeons nor the bosses, nor do I have phenomonal gear.
A silly thread, I know, but am I the only one who feels this way?
03/20/2011 01:01 AMPosted by Prividenya
A silly thread, I know, but am I the only one who feels this way?
I doubt that you are. Especially with how much has been made of player performance in dungeons, it can feel as though you're under a lot of pressure before you've ever set foot inside an instance.
There are things you can do on your part to help make sure that your first runs go smoothly. First and foremost, you can seek out friends or guild members that you can run the instance with who will be patient and tolerant as you figure things out.
If that's not an option, then instead of joining the Random queue, you could queue for a specific dungeon instead. Perhaps having the opportunity to read up about the bosses or watch videos of how to beat them before you run the instance will help ease any anxiety you have about plunging in.
Finally, it never hurts to read up on your class, how to get the most out of it and what it takes to optimize your performance. Players on the class and roles forum are sure to have recommendations regarding up to date and useful resources you can consult. Since dungeons are a cooperative effort, making yourself an effective team member will probably be appreciated by your party members.
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Cenarion Hatchling Giveaway Winners!
2011/05/03 at 5:12 PM
Wow! We got
our Cenarion Hatchling comment to win giveaway
! I've gotta say, I'm impressed! You guys are most awesome.
It is with great pleasure that I announce the winners of the giveaway. These users wanted us to know all about their favorite companion pet, and now they'll have a happy
to add to their collections! In case you guys were wondering, the most popular pet appears to be
We're so happy you guys came over to enter (and to see what's going on with
) and we hope you like what you see! Because of the huge success of this giveaway and other recent contests, we definitely plan to have more fun giveaways in the very near future! We hope you guys will head back and keep commenting, and we'll keep providing you with breaking World of Warcraft news coverage and adorable little friends!
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News Roundup: May 2nd Hotfixes and Blizzard Daily Posts
2011/05/02 at 9:51 PM
Some hotfixes were just posted for 4.2--a lot of minor quest changes and fixes to things that broke at 4.1's launch, nothing too important. Additionally, we have your roundup of daily blue posts in which they give advice on how to deal with bad players and tease to BoA gear eventually being cross-server at some point in the not too distant future!
Last but not least, there's also long list of all the shiny stuff they've been showing us lately as well which is always worth a second look.
Continue Reading »
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News Roundup: Latest Cataclysm Hotfixes, Dungeon Finder Change and more!
2011/04/29 at 8:51 PM
It's FRIDAY. Yet another day of awesome Patch 4.2 previews from Blizzard, including x and y, and a handful of new blue posts as well! Today's posts include the lateest Cataclysm hotfixes, a retrospective on the quality of Trial of the Crusader and a bit of input from Zarhym on just how "friggin' epic" Firelands is going to be. Who cares if there's "only" seven bosses, if those seven bosses and their encounters are
, right?In addition to this reassurance, we've also a few posts about a few 4.1 changes that needed just a bit more clarification. Check 'em out!
Latest Cataclysm Hotfixes (April 28-29)
Some interrupts were still incorrectly missing targets. Wind Shear, Spell Lock, Counterspell, Mind Freeze, and hunter pet abilities Nether Shock and Serenity Dust should no longer miss.
Characters who mount up with a pet bar active should no longer lose control of the pet if they dismount while under the effects of any crowd control.
Divine Aegis will no longer produce a shield if the full heal that should cause it is absorbed by a death knight’s Necrotic Strike.
Dungeons & Raids
The Satchel of Exotic Mysteries given to the member(s) of a class role eligible for Dungeon Finder: Call to Arms rewards now has an increased chance of containing a non-combat pet.
The Bastion of Twilight
The timing between Corrupted Adherent Summons and Cho'gall Fury is consistent with its behavior prior to 4.1.
Maloriak no longer interrupts his own casts of Arcane Storm by moving mid-cast.
Nefarian will no longer stutter step toward his main target.
All non-elite creatures which respawn quickly no longer award loot, reputation, or experience.
Akil’zon will summon Amani Kidnappers less frequently, but their health has been increased.
All non-elite creatures which respawn quickly no longer award loot, reputation, or experience.
Gurubashi Villagers and Gurubashi Refugees no longer drop epic loot.
Ohgan will no longer fail to target and kill Chained Spirits if he is stunned at certain times.
Guilds close to level 25 should correctly receive the realm-first achievement (when applicable), regardless of whether or not contributing members recently transferred to the realm.
Players are no longer able to purchase any of the city reputation satchels without having the required reputation.
Nitro Boosts now do 80% of the engineer’s health in damage over 8 seconds when they fail due to a Rocket Fuel Leak, down from 120%.
Quests & Creatures
NPCs should be a little less talkative when interacted with. They were saying their lines on virtually every interaction (buying, selling, etc.).
Arch Druid Hamuul Runetotem is no longer incorrectly visible at the Shrine of Malorne after players complete the quest Firefight while on the quest Aessina's Miracle.
Players should again be able to successfully complete the quest The Firelord.
Rise of the Zandalari
The quest Bwemba’s Spirit should no longer complete prematurely for select players when others nearby start the quest event with their spirit version of Bwemba.
4.1 Patch Notes Update
Portals to each of the capital cities have returned to Dalaran and Shattrath City.
Divine Protection can no longer be dispelled.
Earthquake is no longer a channeled spell. It now has a 2.5-second cast time, lasts for 10 seconds, and has a 10-second cooldown. Its damage has been reduced by 40% from its channeled version.
Firelands Significantly More Epic Than ToC
So, again, to the people who have not cleared this raid tier on normal and heroic, why are you so worried about only 7 bosses being in the next hardest raiding tier?
Because the only other raid tier I can remember with as few bosses, and therefore the only thing I can compare it to just based on the number of bosses is Trial of the Crusader. Not exactly my favorite. It seemed like an incredibly lazy tier or raiding, which was nowhere near as "epic" as ANY of the 10+ Boss raid tiers.This ain't Trial of the Crusader. The place is epic and there's a ton of progression and fun to be had in 4.2. The actual boss mechanics are pretty incredible, and there are a few surprises players can stumble across in the raid as well!7 is just a number... I'd bet 4 to 7 of my toes this will not even be a topic of discussion come release of the patch. It's one of those random things people latch onto when they only have so much information, only to be distracted by something else random to take issue with the next day/week/month.
This ain't Trial of the Crusader. The place is epic and there's a ton of progression and fun to be had in 4.2.
This right here is the closest any Blizzard employee has ever come to openly admitting that ToC was a festering pile of garbage. I applaud you, Zarhym.I actually enjoyed raiding ToC, but we'll certainly admit it wasn't the most epic tier of raiding we've released. ;)We tried out a very different format for that raid. I think it suited its purpose well, but it's not a shocker that it's not a player favorite, or the most memorable raid. There's something to be said about working through an expansive dungeon with crazy trash pulls and amazing environments.Oh man... I can't wait for you to get into Firelands! I've been given a tour of the place from our encounter design team on more than one occasion. It's friggin' epic. Serious.
Dungeon Finder Now Focusing on Same-Realm Grouping
Many players have stated since the release of the Dungeon Finder that they like the convenience of being matched for a group automatically, but they miss the feeling of community when they're paired with strangers from other realms with whom they might never speak again. So we made a slight change in the way the Dungeon Finder sorts through the queue matching players for a dungeon.This was a late addition to the patch notes made yesterday evening:The Dungeon Finder will attempt to place players from the same realm in a party together.
Authenticator Field Removed From Main Login Screen
So i noticed after the patch that when you're in the login screen the little authenticator Field is gone. is this a bug or something? i was really easy to just hit tab and punch in my numbers...now im not complaining i dont mind having to go to the other screen but i really liked the field :P ty :D
The authenticator prompt is indeed no longer on the main login screen, and this was an intentional change to prepare for future authentication functionality. Rest assured your account is still protected.
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The Regrowth and Molten Front Quest Hubs Preview
2011/04/28 at 8:08 PM
In addition to the
epic Firelands raid
Legendary staff quest chain
, Patch 4.2 will also bring two new daily quests hubs to the World of Warcraft -
! These new areas will feature over 60 new quests, four "unlockable" iLevel 365 gear vendors and will constantly phase the world around you based on personal progress!
Read on for extensive details on these new areas and learn how you can earn your very own awesome
Following the Cataclysm, Ragnaros's elemental minions assaulted Mount Hyjal in a bid to set the ancient World Tree of Nordrassil ablaze. Although the Guardians of Hyjal and their allies heroically repelled this invasion, their work on the sacred mount is far from over. In the newly healed Regrowth, Archdruid Malfurion Stormrage and his comrades have transformed the Sanctuary of Malorne into a staging ground for an assault on Ragnaros's domain: the Firelands. Thus far, their efforts have been frustrated by a resurgence in elemental activity that has engulfed the Regrowth and divided Malfurion's forces.
If Hyjal's defenders quell this counterattack, they have plans to create a permanent outpost in the Firelands from which to maintain an eternal vigil over the molten elemental realm. To do so, Malfurion's druids are planning to use an enchanted Sentinel Tree. With its roots sunk deep in Azeroth itself, this extraordinary tree's protective canopy will grow in the Elemental Plane, providing a much-needed shelter for the Guardians of Hyjal. Yet accomplishing such a feat will take weeks of brutal fighting against foes such as the treacherous Druids of the Flame, a splinter group of night elves bristling with Ragnaros's fiery powers. Regardless of the many challenges ahead, Hyjal's protectors and other heroes remain steadfast in their goal to establish a foothold in the Firelands. The safety of Hyjal and Nordrassil hinges on the campaign's success.
In patch 4.2, stalwart adventurers will have the opportunity to test their mettle at two new daily quest areas located in the fertile hillsides of Mount Hyjal and the burning depths of the Firelands. Known as the Regrowth and Molten Front, these areas will offer an unprecedented amount of daily solo content for level-85 players to enjoy -- including over 60 new quests, four "unlockable" iLevel 365 gear vendors, and a world that evolves right before your eyes.
Unlock Your Destiny
Like many of the daily quest areas already in the game, the Regrowth and Molten Front will feature several stages of content. Players will begin their journeys at the renewed Sanctuary of Malorne in Mount Hyjal, joining forces once again with Matoclaw and Archdruid Hamuul Runetotem to repel invading armies of elementals. From there, they must open a portal directly to the Firelands and establish a forward outpost that the Guardians of Hyjal, led by Malfurion Stormrage, can use to thwart further incursions by Ragnaros's forces.
Rather than these stages only becoming available after a certain period of time or at the end of a long quest series, players will instead get to use a new alternate currency called Marks of the World Tree to unlock them at their own pace.
from the Argent Tournament in
Wrath of the Lich King
, Marks of the World Tree can be earned by completing quests located in both daily quest areas. These marks can then be turned in to NPCs to open up individual daily quests, unique daily quest chains (detailed further below), up to four vendors selling a brand-new tier of gear, and important fortifications including a moonwell, an armory, and a legion of Ancients.
You'll have a lot of freedom in choosing what content you unlock and when, giving you more control than ever over your questing experience. What's more, this element of choice won’t only be reflected in the content you can access, but also in the world around you. As you help Malfurion's druids gain a stronger foothold in the Firelands, you'll start to see new NPCs and structures appear, and the fledgling Sentinel Tree planted at your arrival at the Molten Front will begin to grow into a massive protective canopy.
(For those who assisted the Shattered Sun Offensive in
The Burning Crusade
, these types of environment changes will likely feel similar to the transitions that occurred on the Isle of Quel'Danas.)
Personal Progression, Personal Gain
Unlike the Isle of Quel'Danas, though, which unlocked in stages for all players on an entire realm (at the same time), progression at the Regrowth and Molten Front will be completely personal. Your actions will have a
on what quests you'll unlock next, and how each hub will evolve visually.
To ensure that friends can play together even if they're not progressing identically, we've avoided separating players through phasing for all but a couple individual quests. The hub may look very different from one player to another, but they can all still adventure together. No matter where you are in the progression, the Sentinel Tree will be alive and thriving with fellow defenders of Mount Hyjal!
I Choose You, Druids of the Talon! (Or maybe you, Shadow Wardens!)
Within the Regrowth and Molten Front daily quest areas, players will have numerous options, both in terms of the content they unlock and what quests they might play through on a daily basis. One of the first places players will get to experience this type of "modular" gameplay is near the entrance to the Molten Front, in the forward base known as Malfurion's Breach.
In addition to your normal duties at this outpost, you'll also be asked to secure the aid of two benevolent orders stationed in Mount Hyjal: the Druids of the Talon, led by Skylord Omuron, and the Shadow Wardens, a fierce group of night elves under the guidance of Captain Saynna Stormrunner. This will be a pivotal point in your progression within the Molten Front and represents the first big unlock of new content for the area.
To secure the allegiance of the druids and wardens, you'll need to collect Marks of the World Tree to present to each order's leader. Once you've gained the appropriate amount of marks and turn them in, you'll unlock a unique set of daily quests tailored to either the Druids of the Talon or the Shadow Wardens. If you unlock the Druids of the Talon dailies, your journeys will take you into the shadow of the Furnace, an area wreathed in constant flame; the Molten Flow, a river of lava inhabited by flamewakers for as far as the eye can see; and Fireplume Peak, a floating island protected by hot-tempered fire hawks. If you opt to unlock the Shadow Warden dailies, you'll lay siege to the Forlorn Spire, wresting it from the enemy's grasp and establishing a new forward outpost. From there, you’ll be poised to attack the Widow’s Clutch, the breeding grounds for hordes of fire spiders, and Wildflame Point, a base of operations for the nefarious Druids of the Flame.
Once you've recruited both the Druids of the Talon and the Shadow Wardens, you'll have the option to choose which set of daily quests you complete
. You'll only able to be complete one set of daily quests per reset (either the Druid of the Talon dailies or the Shadow Warden dailies), but the choice of which path you take is up to you.
Variety is the Spice of Life
Earlier, we mentioned that over 60 new quests would be available at the Regrowth and the Molten Front. Since this is quite a lot of content -- almost half a zone's worth! -- many of these quests will be randomized into smaller groups. Out of 15 possible quests at a certain hub, for example, you might be able to pick up between three to five each day. This should help keep the content feeling fresh and fun, and your daily quest load a lot more manageable.
This randomization will also play off the environment. On one day, you may be tasked to bolster the defenses outside of Malfurion’s Breach against an onslaught of Molten Giants. On another, you'll be pitted against lava worms that have surfaced throughout the outpost. These quests will be based on the events taking place around you and are likely to change daily.
Rewards? I Love Rewards! Hippogryphs all around!
You'll be rewarded handsomely for your efforts in these embattled regions. In addition to all the new gear you'll be able to purchase from the unlockable vendors, you'll also receive an additional set of rewards upon opening up all the available content at both daily quest areas.
Players who take on this task will be presented with a stunning Flameward Hippogryph (shown below), as well a special one-time quest line that will explore the origins of Leyara, the powerful Druid of the Flame who commands the Firelord’s forces at the Regrowth and Molten Front, and why her hatred for Malfurion Stormrage burns so brightly.
After years of preparation and maneuvering, the Firelord's power is now potent enough to threaten Azeroth with a devastating invasion. The Guardians of Hyjal will require the aid of the mightiest heroes to have a chance of survival.
You've heard their call
-- will you answer?
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News Roundup: BlizzCast 16, Dungeon Journal, 4.2 Game Plan and more!
2011/04/28 at 7:20 PM
In the midst of the flood of 4.2 details they've been sharing, Blizzard have still managed to sneak in some quality posts on their forums. Today's posts include teasers for the in-game Dungeon Journal (a feature previously mentioned at BlizzCon) that will be coming with Patch 4.2, as well as some hope for engineers being tortured by their own devices.
Today also marks the triumphant return of the
(the last one having come out before Cataclysm release!), which is now available in magical
format and includes interviews with Tom Chilton, Dave Kosak and Cory Stockton about Patch 4.2!
We're excited to present the first-ever video BlizzCast, now in beautiful full-motion 2D! (Don't forget to wear your 2D glasses.) We've also jam-packed this episode with juicy information on World of Warcraft patch 4.2. Rob sits down with Game Director Tom Chilton to find out what the patch is all about, Lead Quest Designer Dave Kosak lays out info on the new Firelands quest hub, and Lead Content Designer Cory Stockton spits and flows on Ragnaros and the upcoming raid content.
Head over to the
to download the video. We also have an mp3 audio version available if you prefer to digest your BlizzCasts the old-fashioned way.
4.1 Patch Notes Updated
Dungeons & Raids
The Dungeon Finder will attempt to place players from the same realm in a party together.
Quests & Creatures
An updated quest chain has been added for the Alliance in Winterspring. Players seeking out the Reins of the Winterspring Frostsaber should speak with Rivern Frostwind at Frostaber Rock.
Dungeon Journal Coming in Patch 4.2
If you want to reach the maximum potential of your class, sure, there are number crunchers out there who will tell you the best talent and stat choices to make, spell/ability rotations, etc. But the information you need to be successful in your role is really all in the game. We've gone to great lengths to ensure things are clear enough that you can make some meaningful choices for your character's power on your own, and still have a great shot at catching onto what makes you excel.
If you're speaking at all about boss encounters, I think you'll dig the Dungeon Journal (formerly referred to as Encounter Journal) coming in patch 4.2. Once we're able to catalog more of our dungeons in this journal, you'll get a lot of essential information for each boss fight. It's not going to tell you how to beat the fight, but it's going to tell you what kind of abilities the boss will be using against you. You'll just have to figure out with your party or raid how to deal with those abilities when they're used. Dungeon Journal will also help you find the loot you're looking for from each boss ahead of time, so you have items in mind you hope to get before even setting foot in the dungeon.
Why do people just dismiss others by saying "look it up on wowhead/mmo-champion/wowwiki/elitest jerks/etc"? I've played many other MMOs before and they didn't need "research" as you people put it like WoW supposedly does. And they were still fun. Phantasy Star Online is still going on after 10 years without any expansions or updates and people still enjoy it and they don't need to research a bunch of stuff for encounters and so forth.
So please, I think we are going in the wrong direction if the pre-requisite to playing WoW is akin to studying for a test at uni.
The 4.2 Game Plan (is 7 Bosses "Enough"?)
Yes, Firelands is the raid in 4.2, and 7 is the total number of bosses.
We think 7 is our current ideal for number of bosses in a raid. (We launched Cataclysm with two full raids of 4-6 bosses each.) We're also spending a lot of time making the Firelands bosses as awesome as possible - - creating unique models, animations, effects, sounds, etc. etc. Previously a lot of bosses were larger versions of existing models, which was fine, but that tradeoff is made somewhere. We shift to making fewer but more epic boss fights and there's a tradeoff somewhere. We're concentrating our efforts into a smaller number of fights so that each fight is bigger and better, they're still obviously going to be extremely challenging, but once it is on farm you're not having to spend two, three, maybe four nights just to clear it because the raid is so huge.
Our ideal situation would, of course, be to launch as many raids as possible with this current ideal number of around 7 bosses, but that's not something we're ever going to promise. We'd love to be able to produce unlimited amounts of content anywhere, not just raids, for that matter. We think one raid per patch with around 7 bosses is a super solid experience, though, especially with how much effort is going into Firelands. We don't think anyone is going to be disappointed.
On a side note, the whole daily quest thing hasn't sparked much excitement yet, but with the preview going live here in a few hours (and BlizzCast 16) hopefully we can impress how awesome that's going to be, too.
Again, there's a pretty aggressive development cycle for 4.2, so it's not going to be very long before we're on the PTR, and not very long (comparatively) before release.
I'm sorry but 7 bosses is not ideal for raiders. Did you not learn from TOC? Heck, atleast TOC allowed you to do 10 and 25 mans which totaled 10 bosses for the week.
Sugarcoat it all you want, 7 bosses is still 7. Ulduar had 14 and was amazing. I don't remember anyone complaining about that.
Yeah, I mean that's a tough situation because our feeling is simply that people shouldn't be forced to play the game more than a couple nights a week to keep up on progression. We realize though that some people legitimately like playing every night, and having real reasons to be in the game and playing with raid groups and such. There's obviously things like alts, professions, achievements, PvP, to keep people busy, but it's ultimately something we'd like to get a better handle on. Having content that isn't forcing people to log in every night, but still offering something that's meaningful for those that do. Understand though that by definition those types of things can't lead to player power or else everyone will be back to having to log on every single night to keep pace. Anyway, it's something we very much want to get a better handle on, but it's not something we're going to solve easily.
From what I gather from the preview... The new dailies will create the feeling of being forced to complete them every day with the way the phases and whatnot unfold for each individual character.
Well, someone doing the dailies every day will certainly achieve the rewards faster than someone who doesn't... But there's no comparison between coordinating 10 or 25 people to put all their concentration into the game for many hours a night, multiple nights, and someone choosing to log in and do a few quests by themselves every day.
I think the thing to probably take away from this is that content is not infinite, and so we have to look at everyone who plays the game and try to be smart about where we focus this finite pool of development resources we have.
As someone else very astutely mentioned earlier, Sunwell had 6 bosses, and I remember people being outraged that they were gated to unlock over time to stretch out that content. Firelands has 7 bosses and they aren't gated. We hope people enjoy them as much, and will be able to look back as fondly on it as they do on Sunwell.
Negative Effect of the Dungeon Finder Call to Arms
I believe Blizzard had good intentions with this new system, however, players have made it an utter failure.
While it was a good idea to bribe tanks and healers to come and do heroics more, this has essentially made doing heroics 1,000,000,000% more irritating.
Well, as a result of bribery from Blizzard, the million and one bad players who currently are dps come out from under their non-descript rocks and claim to be tanks and healers.
The result is an average failure rate of about 98% on each and every heroic because the so-called tank or healer is simply not even close to being mentally, nor gear-wise, prepared to take on these roles, resulting in always failing to complete the heroic.
As a secondary result, I am completing far less dungeons a day than before this change.
How inconvenient! :p
I understand your concern to an extent, but isn't there a point where you concede that people need to get their feet wet before learning how to swim? Perhaps players inexperienced with the roles of tanking or healing are giving it a try for a chance at some good rewards and lower queue times. Why not see how Call to Arms changes the trends of group successes/failures and queue times over a period of time slightly longer than 48 hours? The patch has been out two days. I don't think you can adequately say your experiences since the release of 4.1 are indicative of how this feature affects Dungeon Finder groups in the long run. :)
Are ZA / ZG too long?
Despite the familiarity many people may have felt they had with these dungeons, they've gone through some significant enough changes and updates that we fully anticipate a certain amount of time for learning the encounters anew. We're keeping a close eye on the time it takes for groups to get through these dungeons and will adjust as necessary IF it's deemed necessary to adjust the encounters in any way.
I looked for a thread about this, because I thought I saw one yesterday, but I couldn't find it. Does anyone else think ZA/ZG are too long. I love them. They are exciting, challenging, and way fun, but in my busy life, I just can't seem to find time to do a full run. In the three I have completed thus far, I did not have any where the group stayed the same.
I guess I long for the days of WOTLK (and not the easy part of WOTLK), where the dungeon design was 30-45 min. per run. I wonder why they went away from that design plan. A heroic can be very challenging and still 30-45 min in length.
Death by Rocket Boots
I just had em fail and burn me for like 85,000 dmg. What the heck?
"Rocket Fuel Leak" was specifically meant as an alternative failure for dungeons, raids, and battlegrounds so we weren't launching people up into unknown invisible (or otherwise) roofs and getting them stuck or allowing content exploitation. In 4.1 it was fixed so that this failure was actually properly going off in these specific types of content.
Reevaluating the damage though, we're going to apply a hotfix to bring it down quite a bit (it won't be able to kill you outright anymore). Keep an eye on the hotfix blog as it'll be added once it goes through:
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Blizzard Reveals Legendary Staff: Dragonwrath, Tarecgosa's Rest
2011/04/28 at 2:15 PM
Blizzard have finally posted details on the legendary-quality staff coming in Patch 4.2,
Dragonwrath, Tarecgosa's Rest
In order to be eligible for the quest chain, a player must first have defeated all encounters of Blackwing Descent, The Bastion of Twilight, and the Throne of the Four Winds, and quest content will require Firelands raid progress (obviously).
Upon completion of the legendary staff, all members of the guild participating in its creation will receive a unique non-combat pet!
In addition to being incredibly awesome (no doubt), the staff also "bestows upon its wielder the ability to transform into a member of the Blue Dragonflight". Whatever this means, it's also incredibly awesome.
What are you waiting for, check out the full preview!
Ever since the death of the Dragon Aspect Malygos, the blue dragonflight has struggled with appointing a new leader. Its members are now torn between the two likeliest successors: Kalecgos, who champions reconciliation with other races; and Arygos, a scion of Malygos who believes that his kind should withdraw from the world and forge a new path. To end the constant debates and arguments, the flight has agreed to gather during the Embrace—an extraordinary celestial event in which Azeroth's two moons come into perfect alignment—in the hopes that a new Aspect will be selected.
Yet a recent discovery by the bronze dragon Anachronos bodes ill for this impending ceremony. The timeless dragon has detected sinister magic at work around the Nexus, the blue flight's frozen lair in Northrend. Along with this find, he has glimpsed a terrifying vision of Azeroth succumbing to flames. The link between this chilling portent and the blue dragons remains unclear, but Anachronos has called upon what some of his kind deem the "short-lived" races to investigate further. If a hero does not rise to the challenge and find the truth, Anachronos's dire vision of Azeroth's undoing could become reality.
Patch 4.2 introduces an epic quest that will challenge those daring enough to complete the legendary staff Dragonwrath, Tarecgosa's Rest. The great staff duplicates destructive magics, and also bestows upon its wielder the ability to transform into a member of the Blue Dragonflight. Those who complete the staff won’t be the only ones to receive a reward, though. As this task requires the dedication of an entire guild, upon completion of the staff all guild members will receive a unique non-combat pet to call their own.
Behold the legendary staff Dragonwrath, Tarecgosa's Rest. Players will need to embark on an epic questline to obtain and upgrade this powerful weapon.
Only those who have emerged triumphant against the evils lurking within Blackwing Descent, The Bastion of Twilight, and the Throne of the Four Winds will be eligible to begin the legendary quest. Bronze Dragonflight emissaries will be sent to the Alliance and Horde capital cities of Stormwind and Orgrimmar to recruit those who are ready to undertake the challenge.
This is not a path to be undertaken lightly. Be warned: the way forward is deadly, the first steps are perilous, and the destination, as yet, unfathomable. The journey will take willing challengers across continents and through time; to meet with ancient beings, to be recognized as one of the most powerful entities on Azeroth; to navigate a lethal web of politics and determine the shape of the future.
While the journey will certainly require progress through the Firelands, where guilds will need to work together to topple the forces of Ragnaros, there are times where those seeking the staff will have to stand alone in order to prove their skill, knowledge, and determination.
The Bronze Dragonflight is counting on you. The Blue Dragonflight may lose its way without your guidance. Best not keep them waiting.
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News Roundup: Undocumented Changes, 4.2 Preview, Conquest Points and more!
2011/04/27 at 9:36 PM
Patch 4.1 has been on the servers for barely 48 hours now and we're already getting previews of upcoming 4.2 content! Are you guys ready? Blizzard CMs have been actively posting on the forums, handling the always expected barrage of unnecessary 4.1 backlash as well as addressing issues that players are having. Today's topics include:
Assorted Undocumented Changes
Patch 4.2 Previews Coming Soon!
Reasoning Behind Changes to Conquest Points
Legendary Staff to Feature Glitter and Puffy Paint
New Lore: Vol'jin Story Available!
Upcoming Bugfixes: Horse Animation, Spell Pushback
Assorted Undocumented Changes
Portals have been added to
allowing players easier access to
Many previously faction-specific
recipes (such as
Kaldorei Spider Kabob
) which were removed with Cataclysm are now trainable from both Horde and Alliance Cooking trainers!
Argent Dawn reputation quest items such as
Crypt Fiend Parts
are now poor quality (as they have not had a purpose for quite some time).
Reasoning Behind Changes to Conquest Points
Why does Blizzard repeatedly short-change the pvp community in favor of PVE? I am speaking of two things, the conquest point awards being changed and the ability to convert valor points to conquest.
Changing the amount of points awarded for a win was a simply horrible idea, as you can see by the outcry on these forums, arenajunkies, etc. NO ONE likes this idea. For those of us with multiple alts, it will take hours upon hours each week to simply reach point cap. Some of us have lives, jobs, and responsibilities that prevent us from playing WoW 20+ hours a week.
We saw that Arenas and Rated Battlegrounds were over-rewarding players for the time investment required, particularly compared to point gains in PvE. We felt the change we went live with in the patch was a little bit too low and overcompensating though, so we buffed up the numbers for wins just a bit to 180 (Arenas) and 400 (Rated BGs).
In addition, this change being implemented without it being in the patch notes is simply underhanded. I am sorry, but I don't buy the "it was an honest mistake" excuse that is being tossed around by Bashiok and others. Blizzard has been revising these patch notes for months now; it's obvious that it was simply omitted due to the outrage it would cause.
I'm the one compiling and revising those notes. I scrutinize the patch notes beyond what is probably conducive to my own mental health. I push to make sure I'm getting every single note I can, and that each note is sufficiently detailed and concise. If I had known about this change, it would have been in the patch notes. Just the same, the developers did not withhold this change from me so it wouldn't make it in the patch notes.
There are a lot of developers and they're very busy working on future content. On infrequent occasions a change falls through the cracks and is not properly reported to my team for documentation in the patch notes. That's our fault and something we're working to prevent each and every patch cycle by developing new ways of generating the patch notes.
Let the implication that we intentionally misdirect and lie to you go. It's not true and I personally can't stand it when I see a big change like this not make it into the notes I work for months to finalize.
Patch 4.2 Previews Coming Soon!
As we explained early in the 4.1 PTR process, the next tier of raid content -- as well as other key features including new daily quest hubs -- were being developed exclusively for patch 4.2 . We also explained that 4.2, although a completely separate patch, was being developed at the same time as 4.1 so that it could be released on a much quicker timetable.
Here we are, a few days after the release of patch 4.1, and we’re ready to begin revealing 4.2, its features, and major content.
Be sure to refresh
throughout the following days, as the articles will be going out at super-secret (but reasonable) times. You’ll certainly want to be funky fresh and the first on your Twitterbook acquaintance list to rap the 4-1-1 on these stories as they drizop.
“Through the Fire and Flames” 4.2 Video Teaser:
"The Firelands" Raid Preview:
"A Legendary Engagement" Legendary Staff Preview:
"The Regrowth and Molten Front Quest Hubs":
"Elemental Bonds" Quest Preview:
Tier 12 Teaser:
Dungeon Journal Teaser:
We have these and other previews planned, as well as the full PTR announcement and notes, in the coming weeks and months ahead. Stay tuned!
Legendary Staff to Feature Glitter and Puffy Paint
Is it Atiesh? I bet it's Atiesh. You can just tell that they're going to name it Atiesh.
It's not Atiesh.
It also doesn't look anything like that.
So, then. What is that staff if not the Legendary one?
What is that staff? It's data mined.
It's not nearly fancy enough, imo.
If you're going to be like that, then the "real" legendary staff had better be at least ten times fancier.
Alas, fanciness is a highly subjective trait. I assure that, according to my perception, it is at least 78.7% fancier.
Not acceptable. 100% fancier or nothing.
You are reckless! This could take us into macaroni and glitter territory.
A desert of sequins. A puffy paint wasteland.
Glow-in-the-dark puffy paint.
Turn back now, before it's too late.
That's really exciting. I thought the datamined one looked cool so if it's 78.7% more fancier then wow.
Give or take .3%, yeah.
New Lore: Vol'jin Story Available!
Led by the wise Sen'jin, the Darkspear tribe of jungle trolls has endured much. Driven from their ancestral home when the Gurubashi empire's tribal hatreds erupted into open warfare, the Darkspears eventually claimed an uninhabited island for themselves and renamed it the Darkspear Island. But although the Darkspears hoped that this new home would be permanent, the fate of the tribe would prove to be far from certain.
"They say the loa gonna take our minds," Zalazane said grimly. "They gonna warp us and twist us around and make us see visions."
"Many tests, I hear. If they find me worthy, I be a shadow hunter," Vol'jin answered. "If they find me unworthy… nothing can save us."
"Oh, they gonna be impressed with me." Zalazane smiled knowingly. "But they gonna laugh at you." He stepped into the mud and ambled over to stand beside his friend. They looked at each other for a moment and broke into wide grins, tusks bared. Throughout their entire childhood in the Darkspear village, this had always been a sure sign that Vol'jin and Zalazane were about to do something particularly stupid.
With a mighty cry, they ran headlong into First Home.
Blizzard Entertainment is proud to present the latest entry in the Leaders of Azeroth short story series:
Upcoming Bugfixes: Horse Animation, Spell Pushback
I log in today and notice that some of my favorite mounts (Forsaken Warhorses, Argent Warhorse, etc) now run identical to the way Talbuk's run. This running animation isn't natural and is the sole reason I never ride the Talbuk mounts.
The change in movement of the rider on some mounts is the result of a bug introduced with 4.1.
It will be fixed in a future patch.
The spell push back levels after patch are significantly greater now then they were before patch. No where in the patch notes is it indicated that push back would be increased.
Please note that this is the result of a bug that has been identified and is being hotfixed.
The hotfix should be completed very soon.
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Blizzard Interview with Lead Encounter Designer Scott Mercer
2011/04/26 at 5:12 PM
Blizzard has just posted an interview with Lead Encounter Designer
, including a behind-the-scenes look at the content featured in
Patch 4.1: Rise of the Zandalari
! Of course, most of these answers can now be found in-game but it's still interesting to learn how decisions were made when scaling down the content to support a 5-player format. In addition, Mercer hints that we may see more redesigned classic content in the future of World of Warcraft - including perhaps revamped
all for that.
In patch 4.1: Rise of the Zandalari, the devastation wrought by the Cataclysm drives the troll tribes of Zul'Aman and Zul'Gurub into a renewed frenzy that threatens to escalate into outright war.
To learn more about this troll onslaught, the
recently sat down with World of Warcraft Lead Encounter Designer Scott Mercer. Read on to get the behind-the-scenes details of the upcoming content patch, which will bring back the legendary raid dungeons of Zul'Aman and Zul'Gurub as 5-player Heroic instances.
How did Rise of the Zandalari come about?
Well, it's always a good time for trolls! No, just kidding, there's more to it than that. The idea first came up after the launch of 4.0 when we reintroduced 5-player versions of Shadowfang Keep and Deadmines. The classic dungeons ended up being a big hit with players, so we knew we wanted keep the momentum going by remaking more dungeons. Zul'Gurub was an obvious choice as it was a long-time player favorite, and many people were sad to see it go when Cataclysm launched. We started revamping it as soon as we could. Much later, when work on Zul'Gurub was nearing completion, we decided to add Zul'Aman to the lineup as well. The team felt Zul'Aman was one of our best raid dungeons of all time, but that it launched late in the Burning Crusade expansion cycle, so not that many players got a chance to experience it when it first came out. It was really the "hidden jewel" of Burning Crusade raiding. We're hopeful that bringing it back as a 5-player Heroic will open it up and allow a much larger portion of the player base to try out the encounters.
Can you give us any indication of the how the major bosses and features of Zul'Aman and Zul'Gurub will be updated for the patch?
Zul'Aman was ahead of its times in a lot of ways, and it actually adheres pretty closely to the encounter design philosophies we use today. For that reason, we didn’t feel the need to change the encounter mechanics too much aside from a few tweaks here and there needed to retune it for 5 players instead of 10 or 20. On the other hand, Zul'Gurub needed to change a lot to bring it in line with our current thinking on encounter design. For starters, we simplified the dungeon layout by closing off some of the wings with doors or fallen debris. This should make progression through the dungeon more streamlined and obvious. We're also completely redoing the non-boss NPCs in the dungeon to make them easier to clear with a 5-player group. A lot of the Zul'Gurub boss lineup is changing as well, and players can even expect to see some new faces in the crowd.
Were there any specific challenges in taking a 10 or 20-player raid instance and revamping it for 5 players?
Knowing that there will only be five players at an encounter introduces some constraints that aren't there for larger raid encounters. For example, you can't use tank switching mechanics when you know that most 5-player groups are only going to have one tank. In the same vein, events that require a lot of crowd control aren't going to work either; there just aren't as many players available for crowd control as you would have in a 20-player raid. We also had to be careful to limit encounter mechanics that could potentially disrupt or lock down the healer. These kinds of mechanics tend to be much more devastating in 5-player groups, mostly because there are no other healers available to pick up the slack. Of course, I'm not saying players aren't going to see any disruptive mechanics at all, I'm just saying we had to use them much more carefully than we would with larger raid encounters.
You discussed how several of the encounter mechanics are changing for the revamp. Can you give us any specific examples?
Sure, take Akil'Zon, the eagle boss in Zul'Aman. He used to interrupt players by launching them straight into the air, which could be devastating in a 5-player encounter if he chooses the healer or the tank, so we changed this mechanic slightly. Now his summoned eagles pick players up and try to fly off with them instead. The player that gets picked up can still act and cast normally, even while being carried away. So the group just has to make sure the eagle dies before it carries the player away. This works better, because the eagle mechanic still creates a sense of urgency without completely disrupting the targeted player.
Let's talk phat loot! What kinds of rewards can players expect from the new versions of Zul'Gurub and Zul'Aman?
The bosses drop epic quality item level 353 loot, which we hope will help players gear up for Cataclysm raiding. We also reworked the Edge of Madness event as an optional boss encounter which requires the archaeology profession to activate. At a certain point, an archaeologist can release one of four randomly chosen troll spirits, each with unique loot. We're also releasing new versions of the special mounts that used to be found in Zul'Aman and Zul'Gurub. Players who successfully complete a timed run of Zul'Aman can get the new version of the war bear. Anyone who has the old version of a mount can still get the new version. Also -- though this isn’t really part of the dungeon itself -- we're adding a new mini-raptor pet for people who do the Stranglethorn Vale lead-in quests. Oh, and of course, Mojo the toad can still be found in Zul'Aman.
Going forward, can we expect more raid dungeons from past expansions and patches to be revamped as 5-player Heroic dungeons?
We definitely want to, but there are a few technical limitations we will have to solve first, especially with some of the older dungeons. That said, we know players like the classic dungeons and we’re open to updating just about any instance that has memorable encounters, especially if the dungeon as a whole meshes well with our current philosophy of encounter design. Several dungeons in particular keep coming up as potential candidates for 5-player Heroics. I've heard Scarlet Monastery and Scholomance discussed a few times. We also think it would be cool to revamp Blackrock Spire and Blackrock Depths given their obvious tie-ins for the storyline of Cataclysm. Nothing's been ruled out yet, so I guess we'll have to wait and see which ideas rise to the surface and we move further into Cataclysm.
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