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No Mercy for the Merciless

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Algalon 10-Man World First Kill by Ensidia
Ensidia just killed the 10-man version of Algalon, the hard-mode boss of Ulduar!


Loot



The Reply-Code Alpha (Quest Item) is the item used to start the quest rewarding the items datamined earlier this month on the official armory.



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pih bre,mnogo jaka Ensidia...nek smanje malo,sve "world first" uzese  Smile
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Edit by Belgrade: Linkovi i bilo kakvi drugi reklamni elementi nisu dozvoljeni u potpisima korisnika!
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Reply-Code Alpha quest :

Fajlovi prikačeni uz poruku (kliknite na slike za punu veličinu)

quest1.jpg
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quest2.jpg
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quest3.jpg
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Patch 3.1.2 on Live Servers this week

Patch 3.1.2 will be deployed on live servers this week. Just like all the time, nothing official yet but it should hit the live servers except if something really really really bad happens.



Argent Tournament Mounts

The Argent Tournament mounts are being updated with this patch. Mounts already purchased at the Argent Tournament will be replaced with the updated mounts when this patch goes live.

For those looking to get their hands on even more sweet rides, ten mounts using the original tournament look will be available for purchase from Argent Tournament vendors for 5 Champion's Seals and 500 gold (faction discounts apply). To purchase these original mounts at the Argent Tournament, players must be either members of, or exalted with, the corresponding faction.

100 Champion Seals Mounts (New Models)
Alliance

Horde


5 Champion Seals + 500 Gold Mounts (Old Models)
Alliance

Horde


Argent Hippogryph Cost Lowered
In order to better balance the cost of new rewards that we would like to add to the Argent Tournament, we will be changing the cost of the Argent Hippogryph flying mount in the next minor patch. These mounts will be reduced in cost from 250 Champion’s Seals to 150 Champion’s Seals. Further details regarding additional new rewards will be provided in the future.

A display issue may occur with this change, causing the Argent Hippogryph to continue to display a cost of 250 Champion’s Seals. This display issue will be resolved in a future patch.

Wintergrasp Quests now Weekly

Wintergrasp daily quests are now weekly, most of the rewards have been increased to reflect these changes.
In an effort to better balance the amount of players that are in Wintergrasp at any given time, we are changing the daily quests in Wintergrasp to a weekly format. This has led to an increase in the honor rewardgiven by these quests as well as additional Stone Keeper's Shards. These quests will reset every Tuesday morning at 3:00 AM.

There are two known issues that may occur once these changes are pushed to live realms:

The quest mark will now show as gold, even though the quests are repeatable.
After the quests reset, players near the NPC quest givers may need to move out of line of sight in order for the quests to properly appear.


According to the latest PTR build, the honor gains in Wintergrasp have been slightly nerfed.
Lake Wintergrasp


Ulduar Item Changes

Weapons from the hard mode version of Ulduar 10-Man have been upgraded and are now slightly more powerful. These changes should already be in game and patch 3.1.2 will only reflect them in the item tooltips, see the comparison below.
In order to better reward players for completing hard mode encounters in 10-player Ulduar, we will be updating weapon rewards from these hard mode encounters to an item level of 232 in the next minor patch. Players already with these items should see an increase in the power of these items to better reflect the new item level.

A few more items were also changed for various reasons. (Stats additions or redistribution, weapon speed changed, and texture fixed for Conqueror's Darkruned Legguards)

Please also note that due to the low amount of players on test realms, I couldn't get the stats of all the items here but most of them should be listed below.


Ulduar 25-Man



Ulduar 10-Man


PTR Patch Notes

This is the latest version of the PTR Patch Notes.

World of Warcraft PTR Patch 3.1.2

The latest test realm patch notes can always be found at http://www.worldofwarcraft.com/patchnotes/test-realm-patchnotes.html

The latest patch notes can always be found at http://www.worldofwarcraft.com/patchnotes/

General
  • New art textures have been added for Argent Tournament mounts. Any mounts already purchased from the Argent Tournament vendors will be updated automatically. Argent Tournament mounts with the old textures will still be available for purchase from the Argent Tournament vendors for a small Champion's Seal and gold cost (standard faction requirements apply).
  • Copied Test Realm characters will no longer be copied with their achievement history in order to better facilitate the character copy process.

Equipment Manager
  • When enabled from the Interface Options menu, this feature will allow players to store sets of equipment, easily swap between saved sets using hotkeys, and pull items directly from backpacks or bank slots (must be at the bank to equip inventory from the bank).

PVP
  • Vehicle health and damage output in Strand of the Ancients and Lake Wintergrasp now scale with the item level of the operator's gear. Power scaling is now 1% damage and 1% health per average item level.
  • All Lake Wintergrasp daily quests have been changed to a weekly format. The honor and Stone Keeper's Shards rewarded for completing these quests have been increased to compensate.

Death Knight (3.1 Skills List / 3.1 Talent + Glyph Calc.)
  • Improved Death Strike: This talent now also increases the healing from Death Strike by 25/50% and the tooltip has been adjusted to reflect the actual functionality after the hotfix in 3.1.0.
  • Ghoul Frenzy: Now has a 10-second cooldown.

Druid (3.1 Skills List / 3.1 Talent + Glyph Calc.)
  • Innervate: This ability has been redesigned to grant 450% of the casting Druid's base mana pool to the target over 20 seconds.
  • Improved Moonkin Form: Now grants 10/20/30% of spirit as spell power.

Hunter (3.1 Skills List / 3.1 Talent + Glyph Calc.)
  • Disengage: Cooldown reduced by 5 seconds.

Mage (3.1 Skills List / 3.1 Talent + Glyph Calc.)
  • Mirror Images: The images summoned by this spell will now target the creature that most hates the Mage, and should no longer cast Fire Blast or Frostbolt on targets that are affected by crowd control debuffs that break immediately on damage unless they are already casting these spells when crowd control is applied.

Paladin (3.1 Skills List / 3.1 Talent + Glyph Calc.)
  • Blessing of Wisdom and Greater Blessing of Wisdom: Now grant 92 mana per 5 seconds to prevent being overwritten by Mana Spring Totem.
  • Exorcism: Can no longer be used on player-controlled creatures.

Priest (3.1 Skills List / 3.1 Talent + Glyph Calc.)
  • Divine Hymn: Healing and healing scaling reduced by 30%. Buff on affected players changed from 15% to 10%.
  • Renewed Hope: Effect can no longer be dispelled.
  • Soul Warding: Mana cost reduction is now 15% down from 30%.

Warlock (3.1 Skills List / 3.1 Talent + Glyph Calc.)
  • Conflagrate updated: Consumes an Immolate or Shadowflame effect on the enemy target to instantly deal damage equal to 12 seconds of your Immolate, or 8 seconds of your Shadowflame. In addition, the increased critical strike chance of Conflagrate provided by this talent no longer requires the Immolate effect to have 5 seconds or fewer remaining on the target.
  • Fire and Brimstone: Now increases the damage done by your Incinerate and Chaos Bolt by 3/6/9/12/15% on targets afflicted by Immolate, and increases the critical strike chance of your Conflagrate by 5/10/15/20/25%.
  • Nether Protection reduced to 30% damage reduction, down from 60%.
  • Sacrifice (Voidwalker) redesigned: Sacrifices a portion of the Voidwalker's health, giving its master a shield that will absorb X damage for 30 seconds. While the shield holds, spell casting will not be interrupted by damage. 1-minute cooldown.
  • Shadow and Flame: Now also includes Shadowburn.

Warrior (3.1 Skills List / 3.1 Talent + Glyph Calc.)
  • Juggernaut: Critical strike chance bonus reduced to 25%, down from 100%.

Items
  • Arena weapons with an item level of 239 have had their rating requirements increased to 2350.
  • Darkruned Battlegear 2-Piece Set Bonus: The bonus critical strike chance for Frost Strike and Death Coil has been increased from 5% to 8%.
  • Furious Gladiator's Staff and Furious Gladiator's Greatstaff: The agility values on these two items were too high. They have been reduced by 50%.
  • Guise of the Midgard Serpent: The base attack power on this item has been lowered to balance it against items of a similar quality.
  • Increased the health and mana restored from Northrend food and drinks.
  • Most scopes now have a level requirement and will bind the item to which they are applied.
  • Nightsong Garb 4-Piece Set Bonus: Chance for Insect Swarm to trigger an instant Starfire changed to 15%.
  • Scourgeborne Battlegear 4-Piece Set Bonus: The runic power gain has been reduced to 5 runic power from 10 runic power.
  • Ulduar 10-player hard mode weapons have been updated to item level 232.

Glyphs
  • Glyph of Innervate: Has been adjusted to grant the Druid 90% of his or her base mana pool over 20 seconds.
  • Glyph of Mass Dispel: Now only decreases Mass Dispel cost by 35%.
  • Glyph of Rapid Charge: Reduced to 7%, down from 20% cooldown reduction to Charge.

Professions
Fishing
  • Jewel of the Sewers: You can now fish in all parts of the Dalaran sewers for this quest.
  • Phantom Ghostfish: Can now be caught from Nettlefish schools in Sholazar Basin.

User Interface
  • For additional notes on Lua and XML changes please visit the UI & Macros forum.

Bug Fixes
Dungeons and Raids - Ulduar
  • Hodir should now reset in a timely manner if a group fails to kill him.
  • 10-player bosses that drop Runed Orbs will also sometimes drop the recipes that use those orbs.
  • The Spark of Imagination: Characters that release in part of the boss room will no longer be ported to Westfall or The Barrens.

Professions - Tailoring
  • Swordguard Embroidery: Now correctly increases ranged attack power.

Death Knight
  • Anti-magic Shell: Tooltip error corrected.
  • Blood Boil: If no target is available for Blood Boil to hit, the spell will now cast and consume a blood rune but generate no runic power.

Druid
  • Maim: Rank 2 of this ability is properly considered a stun and can be escaped by Blink.

Hunter
  • Go For The Throat: Explosive Shot critical strikes now trigger this talent.
  • Lock and Load: The tooltip has been corrected to display its actual chance to occur.
  • Rabid: This Hunter pet talent no longer lists a percentage chance to be triggered, as that chance varies by the attack speed of the pet.

Paladin
  • Divine Sacrifice: Damage done to the Paladin while this is active will no longer cause the effect to break early, and if it is dispelled or cancelled early, the damage counter will reset correctly the next time the spell is cast.

Rogue
  • Shadow Dance: Issues with action bars and ability use arising from using Stealth while Shadow Dance is active have been fixed.
  • Tricks of the Trade: To prevent exploits, this ability can no longer be cast on non-player targets.

Warlock
  • Demonic Sacrifice: This spell will no longer appear in any Warlock's spellbook.



Izvor: mmo-champion.com
« Poslednja izmena: 19. Maj 2009, 16:19:52 od bloodhound »
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Patch 3.1.2 Hotfixes, Item Updates, Hunter Changes



Wintergrasp Temporarily Disabled

We have shut off Wintergrasp on all realms while we investigate an issue which caused the games to reset prematurely. Thank you for your patience, and we will re-activate Wintergrasp once the issue has been resolved.

Recent In Game Fixes - 05/19

05/19
  • Innervate now properly restores the correct amount of mana to Shapeshifted targets that do not have a mana bar active.
  • Thrust and Shield-Break attacks in the Argent Tournament are correctly being mitigated by the number of Defends that are active on the target.
  • The Supercharged ability on Storm Tempered Keepers near Auriaya will no longer increase the damage of Storm Wave.
  • Some of the trash mob packs have been removed in the areas leading to Ignis the Furnace Master and Freya.
  • In the tunnel leading to Mimiron, the Clockwork Sapper’s Ice Turret's ability, Ice Nova, now does considerably less damage in both difficulty modes.
  • In the Antechamber leading to the Assembly of Iron, the Rune Etched Sentry's ability, Flaming Rune, does considerably less damage over time in both difficulty modes.
  • The Molten Colossus near Ignis the Furnace Master will no longer cast Unquenchable Flames.
  • Chamber Overseer's Staggering Roar does consider.
  • Some issues were fixed and Algalon the Observer should now properly reset every time a raid wipes.
  • The hit point increasing hard mode ability for XT-002 Deconstructor has been reduced to 50% in the 10 player Normal setting, and 60% in the 25 player Heroic setting. The corresponding damage increase for XT-002 has also been reduced to 15%. Life Sparks also have half of their previous hit point values.
  • The engineering boot enchant, Nitro Boosts, will no longer be usable in rated or skirmish arena matches.
  • The duration of Kologarn's Crunch Armor effect has been greatly reduced in normal difficulty. This change negates the explicit need to tank swap Kologarn.
  • Thorim's Chain Lightning will no longer affect more than 8 targets in normal and heroic difficulty.
  • General Vezax now does 10% less melee damage in normal difficulty.

Ulduar Tuning (May 19 2009)

The following are a list of changes that have been hotfixed to 3.1.2 or are in the process of being hotfixed. All changes are to both 10 and 25 player versions of the instance, unless specifically noted.

Trash
  • Storm Tempered Keeper’s Supercharged ability will no longer increase the damage of Storm Wave.
  • Some Ignis and Freya trash has been removed. If your instance was already open when the hotfix was applied, the trash will still be there.
  • Ice Turret’s Ice Nova spell now does considerably less base damage.
  • Rune Etched Sentry’s Flaming Rune does does considerably less damage over time.
  • The Molten Colossus will no longer cast Unquenchable Flames.
  • Chamber Overseer’s Staggering Roar does considerably less damage.

Bosses
  • Kologarn’s Crunch Armor effect of his Overhead Smash now has a greatly decreased duration in the 10 player Normal difficulty setting. This change negates the explicit need to tank swap Kologarn.
  • Thorim’s Chain Lightning no longer affects more than 8 targets.
  • General Vezax now does 10% less melee damage in the 10 player Normal difficulty setting.

Hard Modes
  • The hit point increasing hard mode ability for XT-002 Deconstructor has been reduced to 50% in the 10 player Normal setting, and 60% in the 25 player Heroic setting. The corresponding damage increase for XT-002 has also been reduced to 15%. Life Sparks also have half of their previous hit point values.

In an unrelated tuning note, we also found a case where Algalon would not reset properly in the 25 player Heroic setting only. This has been hotfixed.

Ulduar Item Updates

The following items have had their stats improved in patch 3.1.2 to match their appropriate item level:
  • Icecore staff
  • Boreal Guard
  • Malice

The following weapons have had their speed changed to make them more optimized when used in PvE content compared to equivalent weapons obtained in the Arena:
  • Golden Saronite Dragon
  • Remorse
  • Stonerender
  • Voldrethar, Dark Blade of Oblivion
  • Dark Edge of Depravity
  • Aesir's Edge
  • Hammer of Crushing Whispers
  • Caress of Insanity

The dps of the ranged weapons listed below has been increased due to not having an equivalent ammunition upgrade. Please visit this thread for more details: http://forums.worldofwarcraft.com/thread.html?topicId=17223144541&sid=1
  • Envoy of Mortality
  • Furious Gladiator's Heavy Crossbow
  • Furious Gladiator's Longbow
  • Furious Gladiator's Recurve
  • Furious Gladiator's Repeater
  • Furious Gladiator's Rifle
  • Furious Gladiator's Shotgun
  • Giant's Bane
  • Magnetized Projectile Emitter
  • Siren's Cry
  • Skyforge Crossbow
  • Veranus' Bane

Improving hunter dps through ranged weapons

The developers believe hunter dps is too low, so today we are implementing a change to ranged weapon damage to improve dps across the board.

Bows, crossbows and guns of item level 226 or higher (which means weapons from Kel'Thuzad, Ulduar and the Furious Gladiator pieces) will do around 30 more dps. This should translate to a hunter damage increase of a few percent.

We don't think this will be quite sufficient in boosting hunter dps to where we think it needs to be and we have another buff that we plan to get in sometime over the next couple of weeks. We'll announce that change when it gets closer. (We have some plans for other classes as well, but we ask that you please keep this thread on the topic of hunters and the ranged weapon changes.)

As hunters may recall, we had an ambitious plan to change the way ammo worked for 3.1 that ended up being overly ambitious, causing us to scale back. However as part of that change, we stopped itemizing bullets and arrows. Since hunters could not upgrade from the ammo available at the launch of Lich King, their damage had started and would continue to fall behind as other classes upgraded their gear. This change basically incorporates the ammo damage into the weapons -- as you get better ranged weapons, it's as if you got better ammo to go along with them. This is likely to be a design we continue for the next few tiers of content until we have the opportunity to overhaul ammo completely.


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World First Heroic: Ulduar Glory of the Raider

Ensidia just completed Heroic: Glory of the Ulduar Raider! They're the first guild in the world to get the Ironbound Proto-Drake, congratulations to them!





Mimiron Hard Mode Video by Ensidia

Ensidia also released a video of their kill of Mimiron in Hard Mode.

Point of View - Ekye, Fenita, Munken
Tracklist
  • Two Steps from Hell - Dark Ages, Overheated, Smartbomb, The last 100, Spirit of Death, Evac, Nemesis, 1000 ships...Underworld
  • Epic Score - Your Destiny is Coming
  • Immediate Music - Skull and Crossbones, Clash of the Titans



 XT-002 Hard Mode US First Kill by VANQUISH

Earlier today VANQUISH (US-Cho'gall) killed XT-002 in Hard Mode. As announced earlier today the achievement was nerfed in patch 3.1.2 and I'd rather not call it world first to start another discussion on US/EU servers getting patched first/last. (Note: Still a world first, technically)



Extra Champion's Seals in 3.1.2

Small update on the Argent Tournament rewards, the Champion's Purse now has a chance to drop a Champion's Seal. It will probably help you get your Argent Hippogryph faster, especially with the lowered price.

Blue posts

Nitro Boots Shut Down in Arena
After several attempts to balance the Nitro Boots ability in the arena, we have decided that we currently do not have an acceptable solution. Until we are able to better balance this ability it has been shut down in the arenas. We fully plan to continue working on this item and we intend to adjust it in upcoming patches.

We have plans to make certain that this item is still worth the investment made in it. So don't vendor it just yet. (Izvor)

Warrior (3.1 Skills List / 3.1 Talent + Glyph Calc.)
Buffs to Fury and Arms
We do have buffs planned for Arms and Fury. We'll announce them when they are a little closer to going live. I don't want to oversell them because players sometimes get notions of seeing their dps go up by 25%.

It's also entirely possible dps buffs might come with PvP nerfs. Warrior representation in Arena went from very low to very high. (Izvor)

Arms and Fury in PvE/PVP
I should have found the original quote, but someone above thought that I was saying we needed to nerf Fury for PvP. We're not worried that Fury is overpowered in PvP. We are worried that Arms might be overpowered in PvP.

Arms PvE -- dps too low
Fury PvE -- dps too low
Arms PvP -- possibly too good (but we'll see how 3.1.2 goes)
Fury PvP -- not concerned about it being too good (Izvor)


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I'm a riddle so strong, you can't break me...

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svaka cast momcima... mislim, to je samo suv hc ... nije da ne treba skilla... za hard mode ti treba skila a i nekolicina ljudi sa mozgom  Smile
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@Paralelni svet
jel si ti jos na twilight's hammeru ili si migrirao negde, server je danas (a i prethodnih dana) katastrofa, lagovi od po par sec u Ulduaru, nista nismo mogli da uradimo
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I'm a riddle so strong, you can't break me...

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Nisam vise na twilight's hammeru.. migrirao sam odavno na svoj maticni server, na kome sam poceo da igram wow, Stormreaver Smile
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Blue posts


Professions
Increasing Nitro Boots duration to 5 seconds
That is an option we may explore. We also have several other changes to Nitro Boots in mind. We may include additional stats to making this comparable to other boot enchants. Many ideas are currently on the table and we are narrowing them down to the very best. I hope that not too many of my fellow engineers dropped the profession because of this change. Cool things are on the way. Hang in there. (Izvor)

Player vs. Player

Water in arenas
There used to be an effect on Arena water that prevented it from really kicking in until about 4 sec or so. Somewhere along the line that stopped working, but our intent is to get it working again.

The buff was mostly so casters didn't have to spend so much time on regeneration in between pulls or when soloing. If we had not buffed Arena water, then mage water would have been too good, and if we had not buffed mage water, then a core mage ability would be bad. The solution is to make water work like water, but make any water less uber in Arena. (Izvor)

Consequences of nerfs in PvP
In PvE, if we nerfed a class by 5%, you might find that the class representation drops slightly. In PvP it’s a whole different ball game. Teams may choose to use other classes. Players who were dps spec may choose switch to healing. If a class is nerfed, the class it countered may suddenly rise. Balancing classes in PvE is like adding or removing helium from a balloon. You can make it go up or down a little. In PvP, all of the balloons are connected together through complex webs and you’re doing the tweaking in a wind tunnel. That’s not a cop out saying that PvP can never be balanced, but is instead my counter to the argument that “because spec representation rises and falls to such a degree that the changes are too extreme.” Even small changes can have extreme results in PvP. (Izvor)

Itemization

Regen Stats
The solution here, from our POV, is not to take the regen stats off of gear, but to get you to care about them. To us, that's the same argument as saying "I can get all of the hit I need through talents, so hit on gear is a waste for me. Please remove it."

Using Leather armor instead of Plate as a DPS
I addressed this recently. The root of the problem is that putting AP + Strength on plate feel dumb (because except for block, it's the same thing). Putting Agi + Strength on plate feels useless. A long-term solution would probably be something like letting rogues (and similar classes) derive AP from 2xAgility and just put Agi on leather and Strength on plate. (Izvor)

Dungeon itemization and badges
I'll just comment on one point you made. In BC we felt like the system pushed players too hard into running the 5-player heroic instances long after they could benefit from the gear in order to farm badges. In LK we totally did away with this (since badges themselves are tiered) and also got rid of attunements and made Naxx relatively easy. As a result, I agree that we let end-game focused players graduate from heroic 5-player instances too quickly. In the future, we'd like to strike a more even balance where it might make sense to run a 5-player dungeon on a non-raid night, but you didn't feel obligated to every night. (Izvor)

Classes

Spellpower Cap?
At this point in time there is no cap on spellpower nor do we intend to introduce one. (Izvor)

Dual-Spec
The purpose of dual spec was not to make talent choices irrelevant (because you'd only have a talent in the cases where it was most useful). The purpose of dual spec was to make it less painful in those situations where you often switched between two commonly-used specs. This is the reason we placed so much emphasis on remembering action bars and less emphasis on the gold-saving aspect of the respec.

You won't see more than two specs for a long time, if ever. Let's see how the first one plays out for more than 6 weeks first. (Izvor)

Tanking in PvE
Traditionally, bosses hit almost entirely through physical damage and then occasionally threw in a big magical hit. The magical hits were scary because they couldn't be blocked and went through armor, so the only things you could do about them was burn a cooldown or heal like crazy. Fortunately the magical attacks cannot crit so at least the damage, while large, could be predictable.

Block was a fine stat back when bosses could do Crushing Blows. In their absence, it does feel like it has slipped as a source of mitigation. We (the developers and the community) were worried at the launch of Lich King that block would make warriors the best tanks, paladins second, and everyone else far behind. In retrospect we should have been more focused on the cooldowns and number of hits a tank could take in a row. (Izvor)

Balancing PvE encounters for each class
You know, those encounter designers are right across the hall here. I am waving at them right now. We all work pretty closely together to match the boss abilities to class abilities. We work even closer together on the numbers. When someone is tuning Frozen Blows or Imbalancing Strike, they do that knowing what the stam pools, mitigation, avoidance and cooldowns are of appropriately geared tanks.

That's not to say boss design is irrelevant. Say for example we made a raid with one boss, like Eye of Eternity. Now say Feral druids were slightly better at that fight. Does that mean druids are overpowered for that encounter?

There are 14 Ulduar bosses. If DKs are better at tanking 5 of those does that mean DKs are overpowered? If the next tier of content has bosses that druids are better at tanking, does that make things equal?

We want them to all be close ideally. Since we don't want to give every tank the exact same stats and gear they are never going to be 100% equal. The trick is discovering how much of a delta is too much (and it's an answer that's hard to generate with math alone). (Izvor)

Death Knight (3.1 Skills List / 3.1 Talent + Glyph Calc.)
Making Dual-Wield DKs viable
Next major patch. (Izvor)

Hunter (3.1 Skills List / 3.1 Talent + Glyph Calc.)
Hunter DPS and scaling
Hunter dps was where we wanted it to be in Naxx. Two problems arose in the Ulduar tier. First, we improved the dps of other pure classes, especially rogues. We have a small change coming up that should slightly improve hunter dps to make up for this and will apply to all level 80 hunters. (But do not assume you are going to see a 20% dps jump when we make this change.)

The second problem is that in order for hunter dps to improve, they must upgrade their bow and arrows. A rogue by contrast needs two weapons and a Ret paladin one weapon. However, a higher tier of arrows was not available anywhere. Because dropping arrows as loot feels cruddy, we handled this in the past through a rep grind. We can't just give the arrows away to fresh level 80s or hunter dps will be too high relative to other classes. Long term, we have a different solution for arrows, but that won't help in Ulduar. So the change we made was to let bows (and guns) scale more than other weapons to make up for the "missing" ammo. The ammo is baked in to the weapon damage.

We didn't think this was a problem for the 10-player case because the melee and casters are not getting weapons with such large stat increases. The Ulduar 10 loot is slightly better than the Naxx 25 loot, but only slightly (it depends a lot on how many 226 items you were able to get). Since we said Naxx 25 wasn't a problem (in our eyes), Ulduar 10 isn't a problem either. (If you think your Naxx damage was too low I can understand how you might feel differently, but that is not our position.)

Players have a tendency to sometimes invoke "scaling problems" as a generic explanation for why they need buffs. However, in this case it was truly 100% a scaling problem. Scaling problems only happen when characters acquire better and better gear -- literally as gear stats increase, some classes might not be benefiting as much as others so balance at one tier goes away at higher tiers. The weapons in Ulduar 25 with their relatively large stat increases had this problem. The weapons in Ulduar 10 with their slight or null stat increases did not (though they will in the next tier of content, as will the Ulduar 10 hard mode weapons). (Izvor)

Priest (3.1 Skills List / 3.1 Talent + Glyph Calc.)
Past priest changes
I went to extraordinary lengths to communicate with priests after the Circle of Healing nerf and the mana regen nerfs. We listened. We made some changes that came directly out of some of those conversations. Improving PoH and the hymns, making Disc a more legit single-target healer, giving priests ways to improve Renew and CoH, all came out of those discussions. They may not have been the exact changes you wished to see or perhaps you think we didn't do enough, but that is always going to happen with something as subjective as game design. We ask that you not confuse "You designed my class differently than I would have designed it" with "You never listen to us" or "You don't care about us."

We understand that emotions enter the picture when you're talking about your character. But what will always convince us are sound, logical, clean arguments that appeal to balanced and fun gameplay. (Izvor)

Shaman (3.1 Skills List / 3.1 Talent + Glyph Calc.)
Renaming totems to fix totem stomping macros
If the solution was that easy, we would have done it long ago. (Izvor)


Izvor: mmo-champion.com
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