in your browser.
Transmog and 3D Models
Toy Box and UI Changes
Zones, Quests, and Exploration
Concerned the new Piccolo is going to be another annoying item that interrupts eating/drinking, confirm it won't?
20 hr 30 min ago
We've changed the way the item works specifically to avoid that. It will not interrupt eating or drinking.
20 hr 22 min ago
Have y’all made any official announcement about raid finder testing this weekend? Specifically timeframe/available encounters
20 hr 59 min ago
"...we will open up the Slagworks wing in Raid Finder over the weekend."
20 hr 38 min ago
, Lead Game Designer
I'm a raid leader, and I built a Mage Tower to help my raid team get to raid. Did I just waste my gold? They can't use it?
21 hr 7 min ago
Your friends will be able to use your Mage Tower / Spirit Lodge portals in patch 6.1!
21 hr 3 min ago
Coming in Patch 6.1: Elemental Runes collected for the 'Might of the Elemental Lords' quest will stack to 999.
1 day ago
View All Blue Tweets
View All Blue Posts
New Site Feature: Garrison Follower Tracking and Mission Recommendations
6.1 PTR: Build 19551 - Spell Changes, Twitter Integration Live, New Toys
6.1 PTR Patch Notes: Updated January 29th
Shapeshifting Improvements for Cosmetic Effects Coming in 6.1, BRF and Mythic Highmaul Guides
Method's Mythic Butcher Guide: Video and Written Strategy
Warlords of Draenor Follower Guide
Warlords of Draenor Legendary Ring Guide
Comprehensive Ashran Guide
View All Guides
News by Tags
6.1 PTR: Build 19551
6.1 PTR Patch Notes
6.1 PTR: Build 19533
Blackrock Foundry Loot Preview
Method's Guide to Mythic Tectus
Wowhead's Patch 5.4 Interview with Lead Game Designer Tom Chilton
2013/08/18 at 10:24 AM
Patch 5.4 is coming very soon
, bringing with it a variety of innovative content from Flex Raiding to the daily-free Timeless Isle. This past week, we got to sit down with Lead Game Designer Tom Chilton and ask him about popular upcoming content--the unique nature of the Timeless Isle, legendary questline development, Proving Grounds, and more.
Read on to find out more about the most-anticipated features coming in Patch 5.4!
I've had a lot of fun with the
on the PTR--finding all the hidden events, getting the vanity loot, participating in the Pet Tournament, etc. What were the inspirations in designing a hub that's so radically different from past ones, where the emphasis is on participating in fun vanity content instead of daily hubs for reputation epics?
One of the resounding things that we heard and felt from launching Pandaria was that the dailies felt too repetitive. We wanted to find a world content structure where the content wouldn't feel as directed. We wanted it to be a little more open-ended and do more freeform open gameplay that would feel more inherently accommodating to non-repetitive play. And so, we took that as our major philosophy and looked into ways we can do that.
It's going to be a push for us in the future as well to continue to develop on some of these ideas. In a lot of ways, the
is a place where we can test out ideas for the future.
How do you hope players will view and experience the
. The daily hubs felt mandatory for gear at first, but since the Isle is just for enjoyment, what will make players keep returning to it?
I think there's going to be some amount of people who need charms for the week or want to round out the Valor they get, so some of that is your normal playtime stuff. But beyond that, we hope players find reason to go back whether it's World PvP that crops up, or taking advantage of the legendary cloak they get that allows them to access special content. Or it could be to gear up alts--a lot of the Timeless Isle gear you can hand off to an alt character. The play space should get reused quite a bit.
Can you talk a little about the new tech that's on the
? I've observed some additions like the map alert for rare spawns and new event tech.
We're definitely developing our tech to be able to do more events out there in the world that feel more dynamic and happen outside of the normal quest system. We feel things like that support the normal quest system. As players quest through zones, they can be supported by extra free-form stuff that helps players feel like they've discovered things that they otherwise wouldn't have encountered if they did quests.
In addition to just the rare spawns, I had a lot of fun stumbling across the sword icons on my map and doing those daily challenge events.
We're definitely trying to find the right balance for the UI--we want them to be discoverable, but also to give you enough hints to where you can reasonably find them. We're definitely experimenting there with what we put on the minimap.
So in addition to the
being a daily-free hub, we also have most of the daily quests in the Vale of Eternal Blossoms being destroyed in 5.4. I know at launch Golden Lotus dailies were seen as a bit extreme, so some players might view this as a welcome change while still being sad over the overall destruction. Can you elaborate on the decisions that went into revamping the zone?
It's not so much that we wanted to eliminate those quests, but it was a by-product of how we wanted that zone to evolve as part of the Garrosh storyline. We really wanted it to feel like Garrosh was having a real negative impact on the world, and think about what players would be likely to see. The heart of Pandaria really is the Vale, so there was no better place to express that.
So it really was a side consequence that we decided "well, we're doing this to the Vale of Eternal Blossoms…it makes no sense they'd still be giving out their daily quests." We know that players expressed that they want the world to feel more dynamic, and these changes are really part of making the world feel that way. Things change with time.
It's those two things combined that let us go "well, it's okay if that goes, we've got other things for players to do once they hit 90." There's no obligation to have to have done those specific quests.
Yeah, while the vale does look pretty different, you can still get everything done except that one Feat of Strength.
So we also have the conclusion of the legendary questline. When it was first announced that the rewards would be capes, some players were shocked that they weren't weapons for a change--how are some of the ways players get to feel special when finishing this questline? I've seen some of the visual process on the PTR and they look great.
We've definitely tried to make sure that it feels very legendary. Since the beginning of World of Warcraft we've always envisioned that there would be legendary items that weren't necessarily weapons. One of the first legendaries that slipped into the game was the amulet from Rag, so it's always been on our minds but we just didn't have an opportunity to do it much. Honestly, when we were thinking about what this legendary item should be, we were trying to think of something that wasn't deliberately a weapon. We've been doing weapons so much, we wanted to do something a little bit different this time.
At the same time, we want to make sure that these cloaks feel really rewarding and really awesome. They have a huge item level and they have the ability to open up content you can't normally do. So unquestionably, I think these capes feel legendary and they deliver on that uniqueness that legendary items should have.
What about the decision to make the capes obtainable pretty early on in 5.4, instead of towards the end of a tier's progress, such as previous weapons?
That was extremely deliberate, definitely something we planned right from the start. When you get this legendary item, we want you to feel you could really take advantage of it and use it to beat content that you haven't necessarily beaten yet. And that would feel a lot better than getting it at the end of the expansion when you've already beaten everything. Sure, you might use it in the next expansion, but it will get replaced quickly and become obsolete, so you don't get to feel like you're beating new content that's relevant to you with your legendary item.
With all these new cool things to do, some new or returning players might worry that their gear isn't good enough for a raid or taking down some of the rares on the
. What catch-up mechanisms are in place for players? We touched a little on the
BoA gear before, and there's also things like no ilvl requirement for Flex.
We try to make sure there's ways for players to catch up pretty quickly. Even with LFR through Throne of Thunder, you'll get a player caught up very quickly. We increased the droprates of loot for older raids, so you can get gear and get through them very quickly.
In addition, the
has a variety of difficulties throughout the island. There are parts we deliberately designed for players to solo them even if they don't have a really high item level and get some gear there, but in addition, if they partner up with other players or friends, they can take on some of the harder content on the
and gear up even faster.
More than anything else, we want to get someone to the point where they can do the 5.4 raid content, so they can then quickly go with friends to a Flex raid.
Cool, that ties into my next question actually which is about Flex raids. They seem like a lot of fun for players who don't have a dedicated raid but are missing the social component when they're in LFR. What is your target audience for flex raids, and how do you envision it fitting into players existing raid schedules--both more casual players in LFR and organized groups in Normal/Heroic?
It definitely feels like there's a segment of players out there that are part of friends and family type guilds that aren't hardcore enough to do the hardcore versions of raids. Normal and heroic are tuned at this point to require a fair amount of dedication and willingness to stomach a lot of failure. So, we wanted to make sure there was something out there for more casual guilds that wanted to do the raids, but they didn't just want to jump into LFR as a full group, or even as a group of 10 or whatever.
We initially thought LFR would satisfy that type of player. And it really turns out we were off the mark on that. Those players weren't really satisfied by the LFR experience, and there was a gap to fill.
As for more serious raiders in the Siege of Orgrimmar, there's a wider variety of mount rewards and other incentives compared to previous MoP raids. We've got a mount from Heroic Garrosh, a mount tied to the Ahead of the Curve achievements, and then the Glory mount...and also the new heirlooms. How did Siege of Orgrimmar end up with all these additional cool raid incentives?
We truly feel that the game is a better experience when you're playing with friends and guildmates. We're really trying to give players incentives and reasons to go beyond LFR. LFR is there so that anybody that wants to, even if they're not really social or don't have a big guild, can go and experience the content instead of feeling left out. But we really do feel that you don't fully realize the WoW experience until you're going beyond that. So we really wanted to emphasize that while also not taking things away from LFR players or making them feel like they couldn't get something anymore.
Really it's about making sure that we keep giving players reasons to the more difficult content.
Yeah, it seems that there's many community initiatives with Flex--the glory mount for example. You can go in and do it with friends, but it's not tied to Heroic kills, so it can be more casual and also not disrupt heroic raids.
Definitely--the lockout decision was also made to support that. You can do Flex with friends, whether they're on your server or other servers, if you want to raid with them, you can now, instead of having it come into conflict with your own raid. In addition, the server boundary conflict is removed when you can do Flex cross-server.
So to prepare players for raiding, there's Proving Grounds also in 5.4, where players can go from easy Bronze challenges to pretty challenging encounters in Endless. What are your target audiences for various levels, and what sort of players do you think will be drawn to these challenges?
Primarily we've built the feature for players that struggle to make that transition going into the endgame and want to do more than just solo. That audience is a meaningful group--they do solo content and quest and experience the storyline of the expansion, but they feel kind of afraid to go into multiplayer content because they don't feel comfortable with the role they're expected to have. A lot of players have negative experience--they go into dungeon finder, and they get yelled at because they don't know what to do in an encounter, they get yelled at because their dps is terrible, or they don't know how to tank or heal a group, and they feel like there's no way to really learn that without doing it. But they don't want to deal with the negativity as they're trying to learn that. So we really wanted proving grounds to be that place where players can learn how to make that transition into doing group content.
And then, beyond that, we figured that once we're setting things up for Bronze, we might as well make sure that it has value to the existing core audience, the hardcore players. It's an interesting event, so we might as well make it cool for everyone while we're at it. And that's really where the Gold, Silver, Bronze and Endless modes came from.
How do you envision Proving Grounds fitting into the larger community? Do you think they'll catch on as qualifications for pugging raids?
I definitely see it becoming a way we can do qualifiers. We talked about in the future, it's a possibility that we could do a dungeon scheme more like we have in the past with Burning Crusade where we have normal dungeons that we expect everyone to be able to do, and then only once you've gotten a Proving Grounds medal of Silver or higher, you can queue for the heroic dungeons. Something along those lines.
A difference from the way that happened in Cataclysm would be that we would never require you to complete the heroic dungeons in order to do LFR, so it wouldn't block you from your raid progression. It would just be a more time-efficient way to get your Valor.
So I guess while we're on the subject--quick question about Valor. What's happening to it in 5.4?
There won't be a Valor reset for 5.4--the item upgrade stuff is likely to stay in place and that will be the primary outlet for Valor.
I know you guys are short on time, so I'll just ask one more quick question. Cooking got a big (and possibly controversial) revamp in MoP, with all the various Ways and additional effort required to max things out. It's been untouched for a few patches and now we have the addition of noodle carts--how does that fit in and what niche does it fill?
More than anything else, they're ways to give players more optional content. Cooking more than anything else is a secondary profession. It's meant to feel like something optional to do. If you've done everything there is to do, or trade skills are just your thing, it's an awesome thing for you to go out and experience. We want to continue to deepen experiences like that, but they're really not designed to be something where every player feels obligated to do it. I think if it got to that point, that's where it would feel like the experience breaks down.
Thanks so much for answering my questions--we'll get back to having fun exploring the
and playing the PTR!
Post a Comment
5.4 PTR: Build 17314, Spell Changes, Spec-Specific Legendary Proc Values, and More
2013/08/17 at 9:40 AM
Amidst all the
yesterday, there was a pretty small new PTR build. There were no new items in this build--just a bunch of spell changes as part of Blizzard's tuning pass and a
handful of new spells
. For the most up-to-date official changes, check out the
5.4 PTR Patch Notes
One cool addition we found in this build was that the proc rates for legendary capes have been assigned unique values for each spec. You can check out what values each spec's proc is by visiting a cape's page and clicking on the various radio buttons. In addition, all of the proc rates scale with item level, so if you click on the Upgrade buttons, the proc will increase correctly as well.
Set Bonuses and Legendary Procs
Item - Druid T16 Guardian 2P Bonus
When Barkskin fades, Savage Defense is automatically activated, and a 4020 Rage Frenzied Regeneration is automatically cast.
Essence of Yu'lon
Your damaging spell casts have a chance to empower you with the Essence of Yu'lon, causing you to hurl jade dragonflame at the target, dealing 1 (+ 200% of SpellPower) damage over 4 sec. This damage also affects up to 4 other enemies near the burning target. (Approximately 1.622.42 procs per minute)
Click the cut to read the complete spell changes, and be sure to check out our
new Hearthstone deckbuilder
if you want a beta key!
Continue Reading »
Post a Comment
Hearthstone Closed Beta Now Live: Wowhead's Hearthstone Database and Tooltips
2013/08/16 at 12:56 PM
Blizzard's newest game,
Hearthstone: Heroes of Warcraft
is now in closed beta testing! You can sign up for the beta
You can play as nine different mighty heroes with different focuses. There will be commons, rares, epics, and even legendary cards. It will be free-to-play with optional purchases for cards; there's also something called a crafting system, where you will be able to change your cards by disenchanting them into arcane dust which will let you build other cards. To learn more, check out the following:
Press Release and FAQ
: build and battle mode--whoever wins the game wins the opponent's cards.
In Dust We Trust
: crafting system to get the cards you want quickly and easily.
Hearthstone Closed Beta Test Begins
Here’s a card we’ve been dying to play: The closed beta test for Hearthstone: Heroes of Warcraft has begun in the Americas region!
During the closed beta test, we’ll be inviting a range of duelers from our opt-in pool (along with folks from press and fansites) to try their hand at Hearthstone and let us know what they think. There’s no NDA during the beta, and we’d love to hear all about your epic victories, watch your live streamed matches, and see screenshots and videos sharing your experiences with the game. Please note that Hearthstone is still in development, and what you see and play in the beta test isn’t necessarily representative of what to expect in the final game.
Want to participate in beta testing Hearthstone? Read on!
How do I opt in to the closed beta test?
Once you’ve set up a Battle.net account, you can choose to opt in to our beta test from the Beta Profile page. You’ll need to download and run the System Check tool to attach your computer’s specifications to your beta profile. Once that’s complete it’s simply a matter of waiting for an invite.
You can also opt in through our website
How do I know if I’m selected?
We’ll send you an email letting you know if you’re selected. The email will contain a beta key—just follow the instructions inside to get started.
As always, please be aware of phishing attempts—falsified emails sent by unscrupulous individuals purporting to be from Blizzard, but their real goal is to steal your login credentials. For more information on how to identify these emails, please refer to our
Battle.net Security site
One easy way to ensure your invite is legit is to avoid clicking on links in any invite emails you receive. Instead, just log in to your Battle.net account and add the beta key from your invite email to your account.
How many players do you plan on inviting to the beta test?
The number of players we invite to the Hearthstone beta will be based on our testing needs. During the course of testing we’ll be inviting additional opt-ins as necessary in waves.
Is there an NDA?
There is no NDA for the Hearthstone beta test. Take screenshots, live-stream matches, record movies—whatever your heart desires! Please keep in mind that the game is still a work in progress, and we appreciate your understanding when you encounter bugs, graphical errors, or other issues. Help us create a better game for everyone to enjoy by
reporting them here
How long will the beta test last?
We have not determined an exact date for the end of the beta test. We’ll post a notice when the beta test is nearing completion.
Do I get to keep all my beta cards?
We are planning to wipe all player collections partway through the closed beta. We anticipate needing to rebalance some cards based on the feedback we get in the closed beta, and recognize that players may have made decisions on which cards to disenchant or craft based on information that’s changing. After we’ve completed that wave of balance testing and wiped cards, we do not anticipate needing to reset collections again.
Players who purchased card packs or Arena entry with real money prior to the collection wipe will be credited back with an equivalent amount of gold following the wipe, which can be used to re-purchase packs and/or Arena entry to re-establish their collection. These packs will not contain the same configuration of cards as the packs acquired previous to the collection reset.
Click the cut to read about Wowhead's Hearthstone resources!
Continue Reading »
Post a Comment
Talk Azeroth: Episode 11, Battlefield Barrens and Eternally In The Vale Removed in 5.4
2013/08/16 at 11:25 AM
Today's newspost is about prepping for 5.4--things you should be stockpiling for the patch, as well as things you might want to get done before they're removed!
This week Olivia's taking you on a voyage into patch 5.4 as we recently found out when it was going live on servers. She tells you just exactly what you ought to be thinking of stockpiling and what you ought to be spending, and theorizing on reasons why there might not be a Valor reset with the patch.
The main topic she wants to talk to you about this week, though, is heirlooms. Olivia's got a wacky theory she wants to share on just how the personal loot system might interact with these new heirlooms.
Then she moves onto loot equality, trying to reassure LFR-only raiders that things will turn out OK, while also waxing lyrical on the reasons why these items should and shouldn't be in LFR in the first place.
Removed Content in Patch 5.4
Along with the announcement that
PvP Season 13 is ending soon
, some other content will be changing in Patch 5.4.
The weekly quests for
, as well as most special vanity items, are being removed in 5.4. You will not be able to get Latent Kor'kron transmog armor or any Darkspear Rebellion vanity gear after the patch, or complete
and get the resulting title.
You will still be able to get
Raptorhide Boxing Gloves
Gahz'rooki's Summoning Stone
by killing Kor'kron mobs in the Barrens. While it's too late to start collecting
for a full set of Latent Kor'kron Armor, you can probably farm up items like
Griftah's Authentic Troll Shoes
with some friends quickly before 5.4.
To learn more about Battlefield Barrens, check out our
detailed event guide
Eternally in the Vale
will be removed from
Vale of Eternal Blossoms
as the zone undergoes some major changes from the
Patch 5.4: Siege of Orgrimmar
trailer. You will still be able to hit Exalted with the
, complete quests that grant achievements, and farm
With the patch coming pretty soon, you're probably best off supplementing daily rep gains with
Stolen Golden Lotus Insignia
, making sure to do
Work Order: Golden Lotus II
at your farm every day, and selecting Golden Lotus for bonus dungeon and scenario rep. Be sure to pick up
Grand Commendation of the Golden Lotus
at revered to speed your reputation gains along if you want
Eternally in the Vale
For a complete look at all the changes in the Vale and a summary of
Eternally in the Vale
, check out our
updated 5.4 Golden Lotus Guide
Click the cut for Blizzard's posts on Battlefield Barrens and
Vale of Eternal Blossoms
Continue Reading »
Post a Comment
Welcome XIVDB.com to the Wowhead Family!
2013/08/15 at 9:58 PM
Today we here at Wowhead are pleased to announce that we've added
to our growing network of websites!
From a comprehensive list of in-game items to a quick reference guide to all the skills available for each primary and secondary class, Final Fantasy fans will have all the tools, stats and resources they need at their fingertips ready for launch.
In addition to
, you can also use the incredible combat log parser via
. With the app you will have all the hidden stats in the game unveiled through your chatlog. You can also use Google translate through the app to make sure there are no language boundaries between you and your party. There is even a custom PluginSDK to allow you to create and distribute your own add-ons!
ZAM has always been dedicated to providing the best experience for gamers and we are very pleased to continue that service with XIVDB. Make sure to
head over to the site
and see for yourself.
Post a Comment
Official Blizzard Trailer -- Patch 5.4: Siege of Orgrimmar
2013/08/15 at 9:06 AM
Heroes of the Horde and the Alliance have tested their mettle against the might of the sha, the Thunder King, and one another, but an even darker storm brews within the heart of the Horde Warchief, Garrosh Hellscream. His thirst for power has unleashed a calamity that will have unforeseen consequences neither side could have prepared for—and his betrayal of the Horde as Azeroth has known it will soon be complete.
Patch 5.4: Siege of Orgrimmar is nearly here, and we’re pleased to present you with the official trailer! Strap in, because this is going to be a bumpy ride.
Post a Comment
5.4 PTR Patch Notes: Updated August 14th
2013/08/14 at 6:51 PM
Blizzard updated their 5.4 PTR Patch Notes tonight with many numbers/tuning changes for class abilities. If you're curious about changes to your class, check out Ghostcrawler's excellent
posted earlier this week for some insights into the process.
In addition to number changes, there are also several quality of life changes in the notes:
Drinking a duplicate flask with less than 15 minutes remaining will now extend the duration of the new flask by that amount.
Tank-spec classes now have a 40% reduced chance to activate procs from
Gong-Lu, Strength of Xuen
Fen-Yu, Fury of Xuen
Capacitive Primal Diamond
. You can check out the exact proc changes by going to the proc pages
Flurry of Xuen
Lightning Strike Charges Trigger
and selecting one of the tank spec radio buttons.
Indomitable Primal Diamond
's effect now grants a 20% damage reduction to all damage taken (up from only physical damage), and its activation rate has been doubled.
Only players with legendary capes can fight
, but this privilege is account-wide.
Click the cut for the complete patch notes!
Continue Reading »
Post a Comment
New Site Feature: Battle Pet Team Calculator
2013/08/14 at 6:10 PM
Pet battles have been one of the hit features of Mists of Pandaria, and the Wowhead team has enjoyed developing new pet features over the expansion--a
visual battle pet gallery
interactive pet map
. Today, we're pleased to announce our latest tool--a
Battle Pet Team Calculator
To get started, just go to
Tools > Battle Pet Team Calculator
and click to add pets! You can create your own teams, import Battle.net character teams, look at trainer teams, and compare teams with our new tool.
requiring you to level a bunch of pets simply to participate, now is the time to start leveling your pets and thinking about making the perfect pet team.
We've also added
Battle Pet Calculator
buttons on trainer and collectible pet pages--clicking on the button opens up a new calculator with the specific pet.
of the battle pet section from Blizzard's own character profiles, Wowhead's battle pet team calculator will still provide an easy way to look up in-game teams. Just enter in a region, realm, and character name, and click load!
Selecting a Battle.net character also gives you the option to build future pet teams only using that character's collected set of pets. When adding a pet to a team, you'll be prompted to select between all collectible pets or a character's unique set of pets.
Comparing Pet Teams
Simply click on the "Compare" button to switch to a comparison view. You can compare your team to other player teams, custom teams, most battle pet trainer teams, and elite pets. When 5.4 hits, you'll be able to see how your team holds up against the
At the bottom of the page, we've provided a breakdown of your selected pets and abilities:
: Types of attacks your pets are vulnerable to.
: Types of attacks your pets take less damage from.
: Pet types your team's abilities are weak against.
: Pet types your team's abilities are strong against.
: Abilities with healing components. Pure healing abilities are marked by a red heart.
: Abilities that apply auras, buffs, and debuffs. Mousing over icons displays the ability as well as the aura.
: Abilities that apply states which other abilities can exploit (Chilled, Bleeding, Poisoned, etc).
: Abilities that apply weather effects or benefit from them.
When comparing two teams, the pet summary will update to show what pets specifically are affected by your Strong and Weak abilities. We've also greyed out abilities that aren't affected by the enemy team, to highlight important abilities better.
We're open to adding additional details in the summary section, so if you have any suggestions, let us know.
Click here to check out our new battle pet team calculator!
Post a Comment
Blizzard's Timeless Isle Preview, Open Beta for Battle.net Desktop App
2013/08/14 at 12:10 PM
Open Beta for Battle.net Desktop App
In the months ahead, the game launchers for World of Warcraft, StarCraft II, and Diablo III will be automatically updated to our new desktop app for Battle.net, designed to improve the launcher experience and streamline your ability to play Blizzard games—but if you’re interested in upgrading now, you can!
The open beta test has begun, and everyone’s invited to download and install the app now in preparation for the switchover. If you’re interested in upgrading in advance, simply click the button below.
Download the Battle.net App
What’s this launcher update do? The new single sign-on functionality allows players to log in once to access World of Warcraft, StarCraft II, Diablo III, and the upcoming PC and Mac versions of Hearthstone: Heroes of Warcraft, and stay logged in for up to 30 days.
Players can also install games directly through the app and, if you choose to leave the app running on your desktop, keep them up-to-date automatically even while you’re away from your computer. Please note that it’s entirely up to you whether you wish to leave the app running—you can exit it at any time, and it will automatically re-launch whenever your standard launchers would.
For more information, check out the
Once the open beta test ends, everyone’s launcher will be updated automatically when they start up the launcher for World of Warcraft, StarCraft II, or Diablo III. Players will be auto-updated in waves over time, so the exact date you’ll get the update will vary from person to person.
Today also marks the end of our Battle.net desktop app closed beta test. If you’ve already been using the app as part of the closed beta group, you don’t need to redownload or reinstall anything—you’re already good to go. Thanks again for all of your great feedback throughout the course of our testing, and we look forward to hearing everyone’s thoughts on the open beta in the
Timeless Isle Preview
Blizzard just posted an official preview of the
, a zone filled with rare spawns, vanity loot, and BoA epics--and only
daily quest! We've got the complete preview under the cut, and for more coverage on the
, check out our previous blogs:
Zone Overview: BoA Items, Battle Pets, Timeless Coins
Legendary Questline: Timeless Isle Quests and Bosses
Celestial Pet Tournament
Timeless Isle Vanity Loot
Timeless Isle Rare Spawns
Timeless Isle Mounts
Timeless Isle Transmog
Timeless Isle BoA Items
Celestial Tournament and Sky Lantern Updates
Click the cut for the full post!
Continue Reading »
Post a Comment
PvP Season 13 Ending Soon
2013/08/13 at 11:17 AM
Season 13 is planned to end on August 27th--while this isn't confirmation of a Patch 5.4 release date, generally the end of a season is close to the start of a new patch.
Many weapons have been brought to bear and countless spells have been cast in this action-packed PvP season—now the time has come for the victors to reap their rewards!
On Tuesday, August 27, the 13th Arena and Rated Battleground Season is scheduled to end. On that day we'll begin an approximately one week process to determine end-of-season reward eligibilities.
Qualified players should note the following in order to ensure you receive your just rewards:
Please refrain from transferring your characters to another realm or faction until after PvP Season 13 has ended.
The awarding of PvP Season 13 titles and mounts will occur approximately two weeks after the season ends.
will be converted to
at the end of the season, and any Honor above 4,000 will be converted to gold at a rate of 35 silver per point. A few other things to keep in mind once the season has ended:
cap will remain at 4,000.
All Season 13 items will now cost
equivalent to their previous
cost, with the exception of any items with rating requirements attached.
Season 13 items with rating requirements will no longer be available for purchase.
Arena and Rated Battleground Season 14 will begin approximately one week after the current season ends, and all Personal Ratings will be reset once the new season begins. Additionally, Rated Battleground and Arena matches will not be available during the break between seasons.
In PvP Season 14 you will no longer need to join or create an Arena team to compete, and thus the current Team Ratings will be removed. You’ll be able to queue for an Arena match in groups of 2, 3, and 5 (in line with the Arena team sizes available in Season 13 and earlier), and your opponents will be selected based on the average Match Making Rating of your party.
You can find a complete overview of the changes that are coming to World of Warcraft’s Arenas in PvP Season 14 in our
Patch 5.4 Arena Update blog
Post a Comment
© 2014 ZAM Network LLC