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they should now be in place

Here is the latest information I’ve received from our developers regarding some of the concerns you folks have shared with us:

Several of the hotfixes that have been applied needed realm restarts to take affect; with today’s maintenance, they should now be in place

        Tooltip text on abilities that had balance fixes (e.g. Siphon Life)

        Pets that didn’t appear in the journal (e.g. Crimson Moth); there are still a few pets missing which should www.euwowgold.fr show up after next week’s maintenance

Expunge damage has been increased by 10%
Pet Battles matchmaking has received some tweaks, you should now find PvP matches to be much more in line with your pets’ levels even if your opponent’s pets are dramatically different in level
Inputs randomly skipping should finally be resolved as of today’s restarts
We’re still working on Strong and Pristine traps not applying correctly and working on fixing this as quickly as possible

As you continue to take on Azeroth’s ferocious critters, please don’t hesitate to let us know if you encounter any issues, specifically with inputs being skipped.

we have a three-hour time zone

Right now we have a three-hour time zone differential limit on which realms can be mixed together. This is intended to reduce day/night jumps from occurring when crossing CRZ zones, as well as time zone jumps that may cause world events to end earlier than intended. We agree that the day/night jump can be jarring, and planning for last minute turn-ins wow or for events can be difficult and frustrating.

We’re still discussing how to best approach this situation. One of the ideas being floated around is potentially changing how regional time zones work on a very fundamental level. It’s a change we’ve been discussing for quite a while, and perhaps the CRZ system provides the catalyst to go ahead and make it. We’ll keep you updated as we consider the best solution.

when we originally announced this change

We believe there was a lot of confusion when we originally announced this change and we're certainly at fault for said confusion. The original patch note was very vague to the point of being misleading. It was never our intent to weaken old raid boss encounters to allow anyone to have a chance to solo them, regardless of class, spec, or skill.

What we did change were wow gold encounters that were mechanically impossible for one person to accomplish, solely for the purpose of ensuring players have easier access to the hunt for the new rare companion pets -- the drop rates of which are actually set to account for a group of three players, not one.

Moving forward, though, we do not plan to adjust encounters for tougher raid bosses to be solo’able by all classes and specs.

Just to clarify on drop chances for ritual stones and keys

Just to clarify on drop chances for ritual stones and keys, you can only obtain one Key to the Palace of Lei Shen (aka treasure room) from any creature on the island, including the Isle of Thunder euwowgold Rare Elites. Once you’ve already looted one off of a creature, no more will drop from creatures for your character that week. Additional keys can potentially drop from other select sources, but are extremely rare and not something you can try to farm.

Similarly, you can only obtain po wow one Shan’ze Ritual Stone from an Isle of Thunder Rare Elite per week. You'll still be able to collect more from other sources, though.

bsolutely not. It's a crappy thing to do to a group and it's happened to me

The reality is that it's exceedingly difficult -- and not very sustainable -- to try and micro-manage player behavior to the level you want, Allnepthys. Our Customer Support reps do not exist to police morals or, as you suggest, deny people access to content for long periods of time wow po because they can be mean and cause others inconvenience.

Is what that player did cool? Absolutely not. It's a crappy thing to do to a group and it's happened to me.

So what we've done is developed a hidden system that tracks player behavior in matchmade groups on a number of different levels. We don't go into a lot of details about the system for a few reasons: A) we've been constantly evolving how intelligent the system is, B) the system is dynamic so that it can apply penalties based on varying factors -- it's analyzing trends as they change over time and accounting for them in some fashion -- and C) we don't want players to know exactly how the system starts penalizing people for less-than-average behavior and then try to game it.

Suffice it to say, the things you do in a matchmade group matter. If you're above the average in kicking players out of groups, being kicked from groups, or ducking out early (as described in the OP),wow or deserter debuffs, kicking thresholds, and the like become increasingly less forgiving.

As for handing out suspensions or blocking people from matchmaking content for any lengths of time, that's a very different discussion. But the policies and procedures we have in place are considered with extreme care. We want to create the best and most fair environment possible in World of Warcraft, so friends and strangers alike can have a good time. And, as mentioned above, we try to put checks and balances into our game systems to ensure bad behavior isn't rewarded, and becomes very inconvenient for the instigator.

This is a social game and millions of people are playing. It just isn't feasible to expect us to have the personnel to judge every instance of player disruption and dole out whatever punishment the reporting player feels is warranted.

Note: Nowhere in my post did I say being a jerk is okay! I'm not sure how you were misled into believing that's Blizzard's stance based on the situation you laid out, Allnepthys.

World PvP is inherently imbalanced

World PvP is inherently imbalanced. The reality is that a "fair" fight rarely happens. Someone gets the drop on the other, or is already in combat, or not at full health, or has friends with them... the list goes on. We're not convinced that gear has a terribly significant impact in the vast majority of world PvP.

We're also not convinced that, even in the cases where you are on an even playing field, there's nothing you can do if you're constantly losing. World of Warcraft is an MMORPG -- a social game. Part of the euwowgold point of playing on a PvP server is making friends and allies that can bail you out when you're in trouble. If you don't want to play that way, that's fine, but that's why we have PvE servers available.

That said, we also get why it's frustrating when you feel like you could have beaten somebody if only you had those few extra item levels. We'd like to fix that, but it's not in the cards for 5.4.

There are a lot of situations at play so I'll just try to bullet some of them quickly

    Heroic/Normal raiders enjoy what they're doing. If LFR was available at the same time they would be required to also run LFR as, at least for Normal raiders, would likely hold some potential upgrades. Regardless of how small or specific (trinkets?), progression raiding for many requires squeezing every ounce out of every aspect of the game. If another guild does wow gold this thing, you have to do it too or you are suboptimal. That's not a factor of wanting to do it or not, it's a requirement to compete. That's probably also the most difficult mentality to get across as it's a fundamentally different way to approach a game for different people, and it really only requires the ability to accept that how you like to play the game doesn't and shouldn't apply to everyone else. Hardcore progression raiders don't think having all of Normal progression and LFR on week one sounds fun, and neither do we.



    It's pretty lame if the biggest and baddest enemy of the entire expansion is killed first, day one, in the easiest difficulty. And it would be if it were at the same time. It's not only lame for the people attempting to kill him in the harder difficulties, but it's pretty lame for the people aspiring or looking up to those killing him in a harder difficulty and wanting to be a part of that progression. You may not necessarily care, and just want to kill Garrosh and be done, but a lot of people are playing the game because they want a challenge in defeating the most horrendous creature and enemies in the game. For a lot of players the point of playing a game is meeting and surmounting a challenge. It undermines that challenge when you can just go and do it in a difficulty,euwowgold.fr that by necessity of its random matchmaking, can be beaten very easily. Especially for groups of coordinated progression raiders.



    Not everyone in a Normal raid will kill Garrosh before he's available to kill in LFR, this is true, but that doesn't mean we should just say screw it and open it all up for every difficulty day one. Those really vying for realm firsts very likely will kill him before he's available to LFR, and that's the main intent, a good faith effort to give progression guilds a chance at downing the content in their difficulties.



    There are some players that just want to see the content and don't care too much about gearing up. They would race through LFR day one, down Garrosh, and ask "what now?", and likely come to the forums to complain we didn't give them enough content. We could get into some long debate about the nature of production, as well as basic laws of physics, but let's suspend all disbelief for this argument that we do our best to provide awesome and compelling content as quickly as we can for millions of players all with varying tastes, personal expectations, lives, goals, dreams, etc.



    Raid content is really intended to be progressed through by building a competent team of people, in appropriate leveled gear, that work together to solve difficult challenges through expert knowledge - and execution of - within the game. Some people don't have time for that, they can't commit to a raid schedule (although both those groups should be looking toward Flex as it is very much for them!), just want to see the content, aren't very good at the game, or just aren't playing to be in a social situation, and want to run LFR, and we think that's great, and it's great LFR is right up their alley and let's them see the content, it is there for those reasons, but that doesn't mean that it should be available and allow access to content many weeks faster than is intended through progression raiding.



    In other words: if you are only doing LFR you are still going to see the content much faster !-even with a gated wing schedule-! than if you were in a Normal progression group.

How do you feel about the rest of theorycrafting

Some people are going to try to min/max everything because they find efficiency fun. But the intent of Flex is to offer a low stress option for guilds and friends to progress through content without rigid requirements to show up/sit out to maintain a number of participants. Similarly we like that people can PUG it and find some success in a managed group setting. Feel free to ignore the intent of the feature, but my response is still going to wow po be that limiting yourself to some specific number of people is not required to have a successful run, and can be detrimental to the types of people and raid groups that the feature is directly intended for.

If a raid leader is attempting to build a rigid group to attempt Flex and is telling members of his own 25 Normal team to sit out because some lower number is optimal, that person is overthinking it. If someone is building a Flex PUG and is turning down skilled and geared players because of an optimal number he read somewhere, he's overthinking it. It's Flex, let's not pretend you're world first raiding here.

How far are you toning down damage

Numbers are hard for us to discuss right now, really. Between the item squish, base health/resil changes,wow gold spell/ability scaling changes, and probably some other stuff that doesn't come to mind right now, it's kind of an apples to oranges comparison. Once we're further along in development, we'll take a look at where all of that puts us, and adjust accordingly.http://www.euwowgold.fr/

Remeber when AV was an all day event?

Man, lots of nostalgia thinking about oldschool AV. I spent a LOT of time in there during Classic. Spending hours pushing back and forth until finally we were able to overtake a bunker and just wow or get that minor foothold, and then scrambling to defend it... good times.

It's a feeling we'd definitely like to bring back to the game in some way. We're not sure that today's AV is really the best place to do that though. When you queue for a random battleground, you generally expect that battle to last maybe 15-20 minutes or so. It wouldn't really feel great to see your queue pop, click to join, and then see the AV loading screen and know you could be in there for hours.

But like I said, we definitely want to see those huge battles in WoW again. Ashran (our new world PvP zone in Warlords) takes a ton of inspiration from those early Alterac Valley battles. It's designed to be an epic tug-of-war style battle, where you can either take direct part of the battle on the front lines, or work towards various other objectives that will support po wow your faction in the main push. It's not a quick fight that's over in under an hour -- it's something that could take days before either side can claim a real victory, and you're rewarded for just participating even if you're not there for the final push.

We really want Ashran to hit that same chord that Alterac Valley did when it was first added, and we think we can pull it off. Can't wait for you guys to get your hands on it :)

MPAPBT: Lindsay

It appears Dagra gave some of you a hard time. I guess her quick arms were a bit too much to handle, eh?

Well, Payne has decided to euwowgold.fr send you on a training mission that's sure to warm your heart . . . just before your soul is crushed! You're off to Redridge Mountains to face Lindsay's vicious team of bunnies. To reiterate your instructions: you’ll need to assemble a team of two level-4 pets and one level-5 pet. The level-4 pets can be either Undead or Elemental, and your level-5 pet can be either Humanoid or Beast.

Keep them in this order, and see if you can best Lindsay. Come on back here to tell us how you did when you're done!

P.S. There is a hidden secret in wow po the blog. Can you find it?

Recent Bloody Coins Hotfixes

Thanks for all the feedback on this change. We agree that the chance to earn a Bloody Coin from the wow gold Fire-Watcher’s Oath buff felt too low, especially with all the competition for killing blows in Battlegrounds. We’ve just pushed a hotfix that will increase the chance of earning a Bloody Coin from a killing blow while Fire-Watcher’s Oath is active to 100%. Enjoy!

What outposts will players be able to build in the Spires of Arak, and how do they impact the Garrison?

Johnny Cash: Alliance commanders, your Garrison forces have established Southport on the western coast as your home away from home in the Spires of Arak. Horde, your forces have erected Axefall not far inland. Heroes of both factions, you’ll quickly find that your outpost is http://www.euwowgold.fr/ struggling to survive.

As you quest through the Spires of Arak, you’ll be presented with the choice to construct an Inn to help you house more soldiers and supplies or a Trading Post to establish trade agreements with friendly locals. Which building you choose to construct also leads to a unique quest line.

Based on your choice, you’ll receive a powerful ability usable within the Spires of Arak. The Inn lets you hearth to your outpost on a very short cooldown and also gives you the ability to gain rested experience anywhere in the zone. The Trading Post grants you the ability to call in a smuggling run, which lets you purchase rare and powerful goods unavailable elsewhere—you’ll find these very helpful as you battle the Adherents of Rukhmar and the Shattered Hand.

To the south of your outpost, Rivett Clutchpop has set off with the Steamwheedle Draenor Expedition on a daring drilling venture. However, something has gone terribly wrong, and you’re the only one who can help. After rescuing Rivett and his crew, you’ll receive blueprints to wow gold construct a Salvage Yard at your Garrison. Your Salvage Yard will offer you a daily selection of, well, salvage. Sometimes you’ll get vendor fodder, but there’s always a chance your hardworking salvage crew will find something truly tantalizing.

The zone has a little something for everyone, and there are tons of other surprises waiting as you brave its formidable terrain.

Warrior (Updated) Ability Pruning

See the Ability Pruning section above for discussion of why we’re pruning class abilities. For Warriors, we focused on removing abilities that were redundant, and making some tweaks to their rotations.

    Berserker Stance has wow gold been removed.
    Cleave has been removed.
    Deep Wounds is now available only to Protection Warriors.
    Demoralizing Banner has been removed.
    Flurry has been removed.
    Mocking Banner is now available only to Protection Warriors.
    Mortal Strike now replaces Heroic Strike for Arms Warriors.
    Rallying Cry is no longer available to Protection Warriors.
    Recklessness is now available only to Fury and Arms Warriors.
    Shield Wall is now available only to Protection Warriors.
    Throw has been removed.
    Thunder Clap is no longer available to Fury Warriors.
    Whirlwind is now available only to Arms and Fury Warriors.

Tank Vengeance, Resolve, and PvP

The changes to tanking made in Mists of Pandaria turned out quite well, overall. But there were a few rough parts that we're going to smooth over. The biggest one is the offensive capabilities of Vengeance. We like that tanks can provide meaningful DPS to their group, however, it swung wildly based on the fight, even surpassing the dedicated damage dealers occasionally. To solve this, we're going to remove the offensive value of Vengeance, but preserve the defensive value, by making it increase the effect of your active mitigation buttons, instead of Attack Power.

    General
        Vengeance has been removed and replaced with a new passive ability, Resolve.
            Resolve: Increases euwowgold your healing and absorption done to yourself, based on Stamina and damage taken (before avoidance and mitigation) in the last 10 seconds.

Then, to keep tank DPS meaningful, we'll be raising their damage, since it would be meager with no Vengeance Attack Power (Vengeance accounted for 70-90% of a tank's damage on high-tank-damage fights in Mists). To do that, we're increasing the damage of several prominent tank abilities. For plate-wearing Tank specializations, Riposte has been redesigned to convert Critical Strike into Parry, a defensive stat. That also helps keep secondary stats balanced in offensive value for them.

    General
        All tanking stances and similar effects now increases threat generated by 900% (up from 600%).
        Riposte is a passive ability for Blood Death Knights, Protection Paladins, and Protection warriors.
            Riposte now gives the character Parry equal to their Critical Strike bonus from gear.
    Death Knight
        Mastery: Blood Shield now also passively increases Attack Power by 8% (percentage increased by Mastery), in addition to its current effects.
    Druid
        Mastery: Primal Tenacity now wow po also passively increases Attack Power by 8% (percentage increased by Mastery), in addition to its current effects.
    Monk
        Mastery: Elusive Brawler now also passively increases Attack Power by 8% (percentage increased by Mastery), in addition to its current effects.
        Brewmasters no longer deal 15% less damage.
    Paladin
        Mastery: Divine Bulwark now also passively increases Attack Power by 8% (percentage increased by Mastery), in addition to its current effects.
    Warrior
        Mastery: Critical Block now also passively increases Attack Power by 8% (percentage increased by Mastery), in addition to its current effects.

Warlords Anonymous

Warlords Anonymous is the latest from Ian Beckman. You may recognize other voices in the mix -- WoWCrendor is the voice of Durotan, for example. The models used in Warlords Anonymous really make it clear how immense the difference is between older and more recent character models. Gul'dan is a real eyesore compared to Durotan,wow po Blackhand, and so on.

Considering the machinima's subject matter, I'm not sure we could have possibly timed the discussion in today's Queue better.

You tried, Durotan. You tried and that's what matters.

Breakfast Topic: Please do a Warcraft cartoon

Why yes, that is Clancy "The Kurgan" Brown as Thrall. The trailer is from the never completed Warcraft Adventures game, and it's always gotten me thinking that the Warcraft setting would have made an excellent cartoon. You could see it working in several styles - a Bruce Timm or Greg Weisman style ensemble show ala Justice League or Young Justice wow gold, an homage to Filmation style shows like He-Man or Tarzan (I'm probably the only person alive who really liked the Filmation Tarzan) - I just think, with a Warcraft movie coming out that a cartoon could work.

And man, get Clancy Brown to just do everyone. Especially Jaina. No, not especially Jaina, I actually think Laura Bailey does an excellent Jaina. But I would laugh hysterically at Clancy Brown's version.

The BlizzCon Meeting Stone is no more

Last year's BlizzCon introduced a real-world version of the Meeting Stone to provide a central place on the show floor to arrange meetups and find your friends. But while basking in the presence of a giant, Meeting Stone was pretty fantastic, the dark, noisy convention po wow floor wasn't a great place to have conversations. This year, Blizzard is nixing the Meeting Stone idea altogether and encouraging attendees to set up their own meetups when and where they like.

On one hand, you're freed from the tyranny of organized meetups... but on the other hand, this year's BlizzCon won't have any central meeting space to find your friends. You'll still be able to find members of the community team at the Community Booth and you can arrange your own meetups (if you're into that kind of thing) on the BlizzCon Meet-up forum.

But the worst part of this news euwowgold.fr is that the Meeting Stone itself isn't slated to be on the show floor. How are we ever going to summon everyone without it?

WRUP: A lonely time of playing

This week was a complex mix of big news and no news. Weeks like this are weird. Your intrepid WoW Insider staff assembles itself, ready to lay down the big news smackdown... and then wow gold nothing else comes to light. It's a weird mix of hurry-up-and-wait and "Oh, please, let something happen."

But the reality is that WoD approaches closer with every day. While there's obviously no release date yet, we're getting lots of information from the beta. So when we asked the WoW Insider staff what they're playing this weekend, we also asked them to opine on the state of the beta. Are we looking forward to the expansion as a whole new wow po  playground, or are we feeling like the not-time-travel expansion is perhaps a bit lackluster?

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