En av dom nya funktionerna i 4.3 är att du kommer kunna byta guild ledare ifall din guild ledare inte har varit inne på en längre tid, för information om hur denna funktionen funkar så läs nedan.
Blizzard wrote:
In the event that a guild leader takes a leave of absence and remains inactive for an extended period of time, it can be difficult for some guilds to carry on as normal. To help assist with these situations, we're introducing a new system in patch 4.3 known as "inactive guild leader replacement" that will allow players of the appropriate rank to take over leadership of a guild from an inactive guild leader via the Guild tab.
The way inactive guild leader replacement works is pretty straightforward. If a guild leader’s character is inactive for 30 days, a notification will appear in the Guild News & Events feed which can only be seen by guild members who are eligible to become the new guild leader. To determine eligibility, the game will look for the highest ranked character in the guild that's logged on in the past week, and any guild member from that rank will be able to request guild leadership simply by clicking on the notification.
As with many actions in World of Warcraft, clicking on the notification will open up a confirmation window which, once accepted, will transition leadership from the inactive guild leader to the first player to request leadership. If guild leadership is changed, the old guild leader will be notified via email to his or her registered Battle.net address. While some players may need to log out and back in before their Guild tab will visually update, the change in leadership will be immediate, with all ranks and permissions remaining in-tact.
Please note that if you're an active leader of a guild, this system should not affect you or your guild. The goal of inactive guild leader replacement is simply to allow guilds which have found themselves without leadership for a long period of time to resolve the situation on their own without the need to contact our In-Game Support department.
Inactive guild leader replacement is currently live on the PTR, but keep in mind that it may be difficult to test, as a guild leader will need to be inactive for a full 30 days before the option to transition leadership will become available.
Frågor och svar till utvecklarna på Blizzcon finns nu nerskrivna och ni hittar dom här nedan.
Blizzard wrote:
Q: How will one get to the continent of Pandaria? A: Players will get to Pandaria via new quests from Orgrimmar and Stormwind. We have tried to make these quests short and sweet to make sure players can into the new continent as fast as possible.
Q: Any plans to fix pet stats being too low for a few seconds after spawning? A: We are fixing pets so stats won't lag several seconds after logging in or dismounting in 5.0.
Q: Currently, it was announced that Monks might not have an auto-attack feature. With the lack of auto-attacks, are there plans on balancing the values for Hit Rating and Haste Rating for a DPS-spec'ed Monk, since one would only need to reach the "soft" hit cap (8%) for specials and Haste Rating will only be affecting their power regeneration and reducing their GCD? A: Monks will have the same hit cap as e.g. an Arms warrior and their energy regen drives everything they do, so their regen will scale the same as rogues and haste in general will scale their damage by the same percentages.
Q: At Blizzcon Tom Chilton mentioned possible incentives for raiding enemy towns to encourage world PVP in mists, can Greg or Cory elaborate on this at all? A: In regards to extra rewards for world pvp, we are contemplating the idea of increasing players conquest point caps by an extra 10-15%.
Q: With the new talent system, will you start to follow the model in place with Collosus Smash, where a move functions completely differently in PVE and PVP? A: We don't have a problem with specific mechanics working differently in PvP and PvE. Curse of Doom worked that way for years. Same with PvP durations on debuffs. What we don't want to do is just launch into having different coefficients and talents and everything for PvP and PvE. That just doubles the size of the game which makes it more complex to balance and harder for players to understand.
Q: Currently in 4.2 as a Balance Druid I have to kill critters before every boss fight so that I start in Solar Eclipse. Is there going to be more critters in MoP or even better, a cooldown that puts us straight into an eclipse? A: We don't think the answer is more critter spawning in instances. We don't have a specific solution we're ready to announce, but we plan to address the problem.
Q: Where do we level from 85 to 90? A: You'll leveling on the new continent of Pandaria, of course!
Q: Hey there. Will Pandaria have a new Dalaran like city or will we be using the ones already existing ingame? A: We will have separate player hubs for both the Horde and Alliance on Pandaria. Separate hubs means we do not have to make them sanctuary and will encourage world PVP. These hubs will have access to an AH, Bank and general vendors. Valor, conquest, profession and faction vendors will be scattered around the world to encourage travel.
Q: Will there be more guild levels in MoP, if so how far will the cap go and do you have any examples of new perks? A: We will be adding new levels to the guild leveling system for Mists of Pandaria. These new levels will come with new perks too! An example of a couple perks we are thinking about are reduced cost on void storage and transmogrification.
Q: Are you still considering expanding the proposed talent system or is the general form already set? As in, is there still the possibility of get more choice from the new system? (Six overall specializing skills seems quite limiting) A: We tried a lot of tiers. We were worried at more than 6 that the combinatorial complexity of >729 different variations of talents would be challenging to balance or for players to even comprehend. We want to focus on having fewer awesome talents than many tiers that will force us to dilute individual abilities in the name of balance (for example, if you ended up with 6 forms of crowd control, then all of them need to be pretty weak).
Q: Where exactly is Pandaria located on Azeroth? many speculate that it is in the south, but I have always assumed it was to the west of Kalimdor. A: Pandaria is located on the south side of Azeroth. Think the exact opposite of Northrend. Come to think of it, we should have named it Southrend.
Q: Since we're getting an account wide "pet library" so to speak, do you have any plans to extend this functionality to the mount page? Many players are hanging onto exclusive mounts on older/unplayed characters. A: We will be testing out account wide features with pet battles and if it proves successful there, we would certainly want to the same thing with mounts.
Q: Often as an enhancement shaman, I find that weapon drops, specifically agility one handers, are always rare or not made to be slow (I know slow daggers seem pretty odd, but stay with me here). Is there any chance we would be able to reforge swing speeds? A: We don't want minute differences in weapon speed to have a non-obvious, massive effect. We like daggers being fast and other weapons being slow and will make shaman etc. mechanics work around that.
Q: During the first discussion on talents, you revealed that Druids would be receiving a fourth talent tree to differentiate between bears and cats. I think this has been mostly received as a positive change by the community. You also stated that the notion of a hybrid tax is an antiquated view on class structure. Are there any plans to provide unique buffs to the four pure DPS classes to compensate for their lack of diversity, or maybe, creating a 4th spec in their areas that would allow for another role, such as a tanking Warlock? A: We don't want to have unique buffs per DPS spec within a class, but we do want to make sure the DPS specs do offer utility that the tanks and healers can't bring alone. We also want to have greater variety and richness among specs for those classes with multiple DPS specs (e.g. hunter, warrior). We definitely want for there to be a reason to bring pures to a group as well.
Q: In regards to the Challenge Mode dungeons, how many of the dungeons will offer these modes and will our entire level/stats be reduced to a level equal to lower level dungeons if applicable? A: We are hoping to have challenge mode dungeons enabled for all 9 of the new Mists of Pandaria dungeons. Assuming we like how it pans out, we would certainly be excited to extend the feature to more classic dungeons or raids.
Q: With shadow orbs becoming a new resource, do you have any plans to improve the interface to make tracking shadows orbs easier, like what was done with paladins? A: If you saw the way we handled the monk resource bar at Blizzcon, we are experimenting with doing that for various classes and specs who have resources like that. So we could move shadow orbs down in the middle of the screen for Shadow priests if that paradigm works out.
Q: Will you consider giving glyphs the same treatment as the talent trees? Glyphs are also somewhat cookie cutter, as passive damage increases are not fun and are mandatory for any player wishing to compete A: We aren't happy at all with Prime glyphs because they are no-brainers (but often mathy to figure that out). We want to expand the Major glyphs because that is where the real decisions lie. Not sure of the future of Primes quite yet. They *might* go away. (Don't freak, scribes!)
Q: With MoP you're introducing the pet battles. Will that be a new way of earning XP and/or valor points ? A: We are hoping to implement XP gain for pet battles in a similar way to what players see with gathering professions now. You would not want to level your entire character just on pet battles, but we do think you should be rewarded for participating in it.
Q: So with the removal of talent points it seems like players leveling lose their "awesome I just got zealotry" feeling. Though the new talent system seems interesting and unique the gap between each 15 levels makes a dullish feeling in between each gap. Any word on how this will play out? A: Couple of points. With Ret specifically, we wanted to try and address some of the feedback from players about the rotation. Divine Purpose and Zealotry add too much complication or RNG for some players, which is why we think they make good optional mechanics. Overall, when you see the rate at which you get new spells, you are still rewarded about every other character level (much like today). There are just a lot of core or spec spells that used to be no-brainer talents.
Q: I think I read somewhere that resilience is becoming a base stat in MoP -- if this is the case, what does that mean for PvP gear and/or does this mean that end game guilds will be top in PvP. A: Resilience will still be an important stat for competitive PvP. Likewise, PvE gear will still be the best gear for PvE. The hope is to lower the barrier of entry by making the gap smaller (but not trivial).
Q: One of the current issues discouraging World pvp is the presence of highly overpowered guards around cities and hubs, 1-shotting anyone who engages in PvP. How will this be in MoP? A: We know this is an issue in the current game and we plan to address it in Mists. We want to encourage world PVP, not make it a one-shot game for NPC guards. This is one of the main reasons we decided to make two separate player hubs instead of a shared sanctuary.
Q: Will pet battles be created the same way as duels? A: We will let players duel other players that are near them in the world, but we will also have a queuing system you can join to fight against other pet trainers of similar level.
Q: I see two new poisons given to rogues in the new talent system, does this indicate we'll be seeing poisons reworked for MoP? As it is the Assassination spec relies so heavily on the instant/deadly combo for damage it's not viable to use anything else. A: We are reworking poisons. For starters, rogue damage is balanced around the expectation of two damage poisons, which makes it really brutal to use a utility poision instead. In MoP, you will have one damage poison and one utility poison so you can choose which utility poison to use (and not IF you want a utility poison). We also want to reduce the amount of ramping that rogue DPS requires, such as removing the need for Deadly Poison to stack. (And likewise we want to make Bandit's Guile less punitive when swapping targets.)
Q: Will the pandarian racial that benefits XP bonus give them twice the blue bar for the same amount rested, or will it give you a larger multiplier when receiving XP? A: Their blue bar (rested XP) will last longer before running out.
Q: The island of Pandaria is set to be located on the back of a giant turtle, will this turtle go under water? A: The starting zone for new Pandaren is located on The Wandering Isle (the turtle). The continent of Pandaria itself is not a turtle, its a piece of land.
Q: Is there any chance of a new spell for paladins to fill the role of Holy Wrath for single target fights? A: Holy Wrath becomes a nuke for Holy. Ret and Prot will generate Holy Power from Judgment, Exorcism procs, Hammer of Wrath and other abilities that make sense. We still want there to be some small gaps in rhe rotation, but smooth over some of the frustration of today.
Q: How does the new death knight talent Asphyxiate work at this point? Does it last until the target takes damage, like Repentance or Hex, or is it channeled like the succubus minion's Seduction? A: Asphyxiate lasts 5 sec. There was a typo in the Blizzcon presentation. Asphyxiate is the same duration as Strangulate, which it replaces.
Q: What's going to happen to the currently existing Relics once the MoP arrives? will they be turned into gold/grey trash/off-hands/trinkets? A: Relics will turn into gray items that you can vendor.
Q: My questions concerns the limits to Pandaren faction chat. How do you intend to deal with if you meet someone at the starting pandaren area and friend each other (not RealID) yet choose seperate factions? A: Much like the worgen and goblins cannot leave their starting areas, you cannot friend a fellow pandaren until she has chosen her faction.
Q: At Blizzcon you stated that mage's primary nukes will be spec specific ( Fireball for Fire, Arcane Blast for Arcane, and Frostbolt for Frost). However, what will happen to Frostfire bolt? Currently it is only used by Frost Mages and only when a talent procs. Is this spell going to be reworked or simply removed from the game? A: Frostfire Bolt is the starting spell at level 1. You get Frostbolt, Fireball or Arcane Blast at level 10. Fire or Arcane can still use Frostfire if they want a snare, or when Brain Freeze procs for Frost.
Q: I have a question about dungeons... many people have complained that there were not very many dungeons this expansion (compared to the number of dungeons in 1-60 Azeroth, Outland, and even Northrend). In Cataclysm endgame, there were very few normal dungeons for a casual player to easily PuG, and the rest are perhaps a dozen or so heroics (which do get boring after doing the same ones over and over!). Do you plan to have more dungeons come MoP? Will there be more choices for both regular AND heroic versions to have a little something for everyone? A: We will have 9 normal mode dungeons at launch for Mists of Pandaria. 6 of those will be on Pandaria and 3 will be classic heroics (Scholomance and Scarlet Monastery). All of these dungeons will have a normal, heroic and challenge mode version. We are currently planning to not have any max level, non-heroic dungeons. Most players never found a good niche for dungeons at that tuning level.
Q: With MoP featuring the battle between the alliance and the horde, can we expect to see more prominent roles or appearances from famous NPCs? A: Yes, we certainly are.
Q: Is drain life ,death coil and soul harvest being removed since there are similar talents in it's place? A: Harvest of Life upgrades Drain Life (Drain Life turns into Harvest, which is a mechanic we use for several spells such as Strangulate -> Asphyxiate and HoJ -> Fist of Justice). Soul Harvest is being removed, but shards passively regen outside of combat or can Drain Soul in combat to replace them. Mortal Coil is the new Death Coil.
Q: Will there be a system where you can turn pet battles on/off at will? Sometimes I don't want to be pestered by obnoxious pet owners that constantly want to duel. Or perhaps I don't want to get a random encountet while trying to get anywhere. Anyways, will there be an option to switch pet battles off temporarily? A: We will have an option to disable invites to pet battles. Similar to what we have for player duels.
Q: The new Cold Snap talent resets Ice Block, Frost Nova, and Water Elemental. I realize that the talents are early, but given that the first two are baseline, might this mean that the Elemental (like Living Bomb) is becoming a core mage spell? A: Water Elemental is a Frost spec spell.
Q: How does the new warlock talent that allows you to move while casting, but doubles cast time affect channeled spells? A: Channeled spells take twice as long to tick after you have started moving with that talent.
Q: One of the issues with the Outland expansion was that it felt too 'off-worldly'. Northrend resolved this a bit by actually taking place -on- Azeroth, and Cataclysm brought back that wholesome Azerothian nostalgia. How does Pandaria handle this issue, considering how foreign the land (and indeed, the entire Pandaren lore) is to the world? When you're playtesting MoP, how do -you- feel about the land? A: We are actually working very hard on this specific concept. Pandaria is based on Asian landscapes but its important to remember that these landscapes need to feel like they fit in Azeroth, not the real world. So far, we feel really great about how we are doing on this. Hopefully that was clear to players at BlizzCon as well!
Q: What place will the World Bosses have in the scheme of raid difficulty and the item level of gear they drop? Will they be a mandatory part of the raiding cycle? A: We want the world bosses to be optional, kind of like Baradin Hold.
Q: Are we going to require items to change talents like changing the glyphs? A: Yes. Our goal (which is more important than the mechanism) is that we don't want swapping talents to be a huge pain, but don't want it to be so easy that making the choice isn't interesting. We don't want players to feel the need to swap talents in 5-player dungeons or for every trash pull in a raid.
Q: How big are the MoP areas going to be in comparison to say Outlands or Northrend? A: The zones themselves are quite large, even bigger when you take into consideration that you will not be able to use your flying mount until level 90. If I was to guess, I would say you could imagine the entire continent feeling like all 5 of the Cataclysm 80-85 zones combined.
Q: Will their be any raid size PvE scenarios? A: One step at a time, grasshopper. ;D
Q: Will there be a way for pandaran to switch factions (once) after they choose alliance/horde? Can they defect? A: We are currently planning for this to be a permanent choice.
Q: I play Enhance - with 4.3 the cooldown for Wind Shear is going to 26 seconds untalented, with Talents back to 5 Seconds, when MoP comes out those talents are gone. Are there plans to give the 5 second Wind Shear to Enhance as a base skill, or can I kiss my reputation as my Guild's top interrupter goodbye? A: We want Enhance to still have a frequent interrupt that locks out for less time than other interrupts. However, overall we want to reduce the frequency of interrupts and increase their duration so that when you use them is more of a decision. We want them to be more impactful for both the interrupter and target rather than a spammy nuisance.
Q: Any plans to rework the crowd control system? Currently fear is not a reliable form of CC unless a glyph is used so they won't move others, like warriors have no real CC at all. Speaking of which, how much CC will be needed in the new dungeons? A: We're currently exploring ways for Fear to behave more consistently without the glyph, but don't have a precise answer yet.
Q: Regarding the talent trees, will there be trees as we know them at all? I like the way you guys are moving with talents, but I wasn't sure if combat/assassination/subtlety would exist anymore at all? Using a rogue as an example, will all three trees be merged into 'Rogue' now? It's hard to tell from the examples given. A: Specs as you know them will still exist. At level 10 you can choose Assassination and get Mutilate. We want the specs (especially for the pure classes) to be more distinct than they are today since some of the signature utility is now available to all members of that class. Specs will contain core rotational mechanics and the tools needed to perform your role. Talents complement that with various forms of utility.
Q: I don't like PvP, I play on a PvP server, because my friends on a PvP server and most people from my country is playing on that particular server. I have to face world PvP every time I am doing my business in the new hubs in Pandaria? I love the new zone, but I don't want to be backstabbed by a rogue while I am selling my stuff, or buying equipment. Can non-interested players avoid the world PvP A: Yes, we certainly don't want you to always be back-stabbed while you are setting up your auctions. However, if a group of the opposing faction wants to form a raid and attack your city, we want them to have a chance to be successful. So yes and no. =)
Q: There seemed to be a bit of a backlash at BlizzCon against the idea of counters in the Pet Battle System. An example would be a water-based pet (Murloc) vs. a fire-based pet (Lil' Ragnaros). This makes the fighting seem a bit more intricate, but I can understand the desire to have Pet Battles be easier to approach. Is there any thought to more than one skill level? A: We intend to create a simple combat system with some engaging depth. We're still in the process hashing out the details. Suggestions are certainly welcome!
Q: So far everything I have heard about the expansion sounds too good to be true! I was wondering however - I had heard that Cooking will become a primary skill, but others say I have misheard/read this. But wouldn't it make the Pandaren racial moot if that were the case? Can you clarify? A: Cooking will remain a secondary skill. We do have some cool stuff planned to match the Pandaren love of cooking. For example, you can choose to specialize in different styles of cooking. For example, grilling may create Strength food. You can choose the specialization that makes the most sense for your character and still unlock feasts at the end, or you can try and learn all specializations.
Q: What will be the new cap for professions? Do you plan to create any new professions? A: The new cap for professions is 600 and we are currently not planning to add a new profession. We are hoping that pet battles will offer a fun, new type of activity for players to do that offers an alternative to player power progression.
Q: Will there be any grasshoppers? A: Yes! It actually just got checked into the game by the artists today! Going to be awesome to use in pet battles!
Q: Do you plan on making talent options for each class spec or only 1 set per class. In the preview it seemed that each tier complimented a specific spec rather the class. Also if you believe that talents should be fun choices why put damage dealing spells in the talent options rather then make them only things that increase movement speed, change rotation (ie makes 1 spell faster to cast),.This new system will not kill off cookie cutter builds if things people view as optional are mixed in with abilities. Make abilities base line with spec/leveling and make talents optional increases in power not through damage like the disc priest talent soul warding or rogues improved slice and dice....they both increases possible damage without a direct damage increase. Any comments? A: The damage-dealing talents aren't core rotational abilities, but situational or utility abilities. When there is a damage option, it should compete against other damage options. The idea is to get away from cookie cutter builds. We don't think there is always a right answer for whether you'd choose to run for longer or more often. Even today, guides will say "choose what you want" for those options. Some talents will probably be better situationally (if the boss can't be interrupted, then your interrupt talent isn't so sexy for that fight), but every e.g. shaman should not have the same talent set at the same time, or our design has failed.
Q: What will happen to passive abilities like trueshot aura, arcane tactics, improved icy talons and unleashed rage? Where will they go in the new talent system? A: Many of those become passive abilities you get for your spec. We are removing some of the less interesting buffs and debuffs (+bleed damage, armor, 3% damage, resists are all on the chopping block at the moment).
Q: At Blizzcon it was mentioned that PvE Scenarios will be something that we will queue for...Will we be required to be in the area that the PvE Scenario will take place in order to queue, or will we be able to queue for them from the cities like we do for the Dungeon Finder. If they are instanced events how will this "get the players out into the world" other than standing around a specific area waiting for the queue to pop, or am I missing the idea? A: We are planning to only let players queue for scenarios from specific spots in the world (where the scenario is located), not in the cities. We want players out in the world, not spamming the queue button in cities.
Q: Is there any chance we'll be seeing more weapons with procs? Something akin to thunderfury, sulfuras, or even the Revenge of Kalimdor? A: Yes, proc weapons are fun. There are several in the 4.3 raid. We will add more.
Q: What will the pandas ride? non anthropomorphic pandas? A: We are still working on ideas for their mount. An epic turtle is certainly one of the most popular options around the office right now!
Q: At Blizzcon you said that demolocks will create demonic fury and turn into a demon when it is maxed out. will this be automatically or will we be able to choose when we use our full demonic fury? A: You have control over when you transform. The amount of Demonic Fury you have determines the duration of the Metamorphosis.
Q: Can other people watch the pets battle? A: We are working really, really hard to have spectating for the pet battles. Trust me, we want it just as bad as you guys. Stay tuned.
Q: With the world PvP that is being talked about, are there any plans to add any Quest Hubs in Mists of Pandaria which functions like a smaller scale of Baradin Hold/Wintergrasp that will change faction when it is assaulted? Maybe even ones with actual leveling quests instead of just more dailies to add a dynamic questing experience like the ones that were talked about at Blizzcon? A: Yes, this is exactly the kind of thing we are thinking about. We will share more info on our ideas for this soon. The idea is that we want to give players more options and not just always have one place to go or one thing to do.
Q: What exactly is a PvE scenario? A: It's a short, instanced 2-3 player experience without the need for a tank/healer. Think of them as a short series of group quests with a queuing option available.
Q: It's clear from the consideration and thought you give your answers that you all have a deep understanding of the theory behind MMOs. Is this all knowledge learned on-the-job, or did you have any guidance such as school or peers when making these design decisions? A: There isn't a lot of formal training that goes into it (though that seems to be improving over time). A lot of it is playing a lot of games, but it helps to have a bunch of really smart dudes on the WoW team (and throughout the company) who can poke holes in what you were certain is a brilliant idea. The guys behind the scenes don't get enough credit for the success of our games.
Q: Will there be any new underwater zones in MoP? I personally loved Vashj' and would hope that there's at least some mini-zone in the starting area or something. A: Nope, we are not making another Vashj'ir. Glad you liked it though! =)
Q: I'm in a high end raiding guild and if the racials for Panderan stay as is, we are almost all going to have to race change. Do you plan to have the Panderan racials (specifically the double food buff) nearly balanced with the other races on release or do you want them to be the best to start with so more people play them? A: The food buff is the equivalent of racials like the haste or crit buffs of the goblin and worgen. We are still evaluating the power of our primary vs. secondary stats. Primary stats (Agi etc.) are a bit good right now, but that also helps ensure that new tiers of gear are nearly always upgrades.
Q: Will Arms Warriors do an equal amount of damage when using Bladestorm (lvl 90 talent) as Fury warriors, who have double weapons over arms? A: We don't want there to be obvious talent decisions. We can make Bladestorm do more damage with two weapons or let Arms do more damage to keep Arms vs. Fury equivalent.
Q: When do we except this x-pack to come out? (hopefully not late 2012) A: Based on what we showed at Blizzcon, hopefully sooner rather than later. =)
Q: Just have to say Blizzard are doing a wicked job with this expansion. It is very hard to hype up an expansion without some epic badass villain. The idea of the raging war between the two factions and the Pandaren being stuck in the middle (somehow trying to find peace?) looks to be so cleverly laid out. So very well done for that. New talent system is one of your best ideas yet. Just one question. How will the story be planned out with no villain, will there be a consecutive story eg every patch will release a raid focusing onto the main raid in the last patch. Or will every patch be unique in terms of story? A: There are definitely villains in Mists of Pandaria. We just didn't want to put one on the "box cover" so to speak (we don't know what the box looks like yet of course). You have seen some of them, like the mogu. We know who the final boss is. Seriously. It's just too epic to share. Yet.
Blizzcon har varit i full gång under helgen och det första dom gick ut med var att annonsera den nya expansionen till World of Warcraft: Mists of Pandaria. Personligen så vet jag inte vad jag skall tycka om detta, det verkar som att Blizzard tar längre och längre kliv ifrån dom som spelat sedan spelet var släppt och börjar rikta in sig på en helt ny målgrupp. Ni hittar info om expansionen här nedan.
Blizzard wrote:
What is Mists of Pandaria?
The goal is to combine new gameplay with most fun parts of the past. The plan is to get people back into the world, instead of having players roam around Stormwind and Orgrimmar all the time once they reach max level. Developers want you to do what you want to do to progress your character. They really want you to feel like you have a menu of content where you can pick whatever you want to do, and you shouldn't feel forced to do something to progress your character. For example, daily quests will reward you with valor points but it will still be faster if you raid of course. Character builds are going to be entirely revamped. Talents were still too cookie cutter, so the developers want to give players more choices in their talents.
Pandaria
5 New leveling zones to explore Single, unified continent Influenced by Asian landscapes AH, Bank, and Central Questing Hub No flying until max level There's 5 leveling zones but they are very large zones, and you won't have your flying mount.
Lore of Pandaria
A long, storied history. Magically hidden since The Sundering A new land to explore.... Pandaria was discovered during the cataclysm, a naval battle between horde and alliance was taking place close to it.
Pandaren starting zone
It's a turtle! It left Pandaria 10 000 years ago and never came back. Pandarens who wanted to discover the world left on that turtle. Story focused with simple mechanics Cross faction, choose Horde/Alliance at level 10.
Creatures of Pandaria
The Jinyu are fish-like creatures and will be in a wide number of zones. The Hozu are a monkey-like race, they stand up on their legs and can walk around. They play tons of pranks on the local pandarens and are also in a lot of zones. Verming are ... new kobolds, they kinda look like evil bunnies. Mantid: Whole raids and dungeons around this race. Insect race that has been there since the beginning of ages. They have been seperated by a giant wall. They are starting to go crazy and are going through the wall Mogu: Ancient race, original race on pandaria. The mogu want the island back from the pandaren, they are really mad. You will see them in dungeons. Sha: Manifestation of the evil energies that flow through the earth. If there is any sort of battle these guys pop up.
The Jade Forest
This is where Alliance and Horde will be landing. The horde is washing up on the north side, the alliance on the south side. There will be one unified start zone and Alliance/Horde will end up meeting up in the middle. Lush rainforests and stone spires The Alliance will try to become friend with the Hozu, and the Horde with the Jinyu and will try to turn them against each other. Temple of the Jade Serpent will be the dungeon of this zone. It will be your 85-86 Dungeon, it has been taken over by Sha
Valley of the Four Winds
Two zones for the price of one! This zone is huge, the whole north side of the zone is pandaren farmlands, the south is a coastal jungle. You will get to choose between the north side and the south side when you arrive. You can go back and switch side if you want the other quests. The dungeon of this zone is Stormstout Brewery. This is where you will have your first interaction with the Mantids, they broke through the wall and are now attacking pandarens villages. This is a level 86-87 zone
New Features
The pandarens are the new race. The female model isn't done yet. At level 10, you will get to choose between horde and alliance. Pandaren Classes: Hunter, Mage, Monk, Priest, Rogue, Shaman, Warrior Racial - Epicurean - Increase the stat benefits from food by 100% Racial - Gourmand - Cooking skill increased by 15. Racial - Inner Peace - Your rested experience bonus lasts twice as long. Racial - Bouncy - You take 50% less falling damage. Racial - Quaking Palm - You touch a secret pressure point on an enemy target, putting it to sleep for 3 sec.
Monk New Class
Brewmaster - Tank spec Mistweaver - Healer, a healer who can stand up in melee and will let players experience a "new healing style" Windwalker - Melee DPS This is not a hero class, and it will start at level 1 The class is very martial-arts based Lots of monk-only animations, the healer and tanks will have different stances they can stand in, etc ... Monk Races - All of them except Goblin and Worgens
Monk Equipment
Leather Armor (Agility or Intellect) They hit a lot with hands and feet They will need weapons for some finishers: Staves, Fist Weapons They will also be able to use 1H Axe and maces, swords Healers will get off-hands, they don't want healers to use shields.
Monk Resources
Chi (energy) slowly regenerates and is only used for your Jab and Roll abilities. Jab generates Light and Dark force, which are used for everything else. Some finishing move uses dark force, some use the light force. No auto attack! Devs want you to have this street fighter feel where you punch a lot
Cataclysm Talents
Pro - The level 10 specs were really nice and gave you a role early in the game, definitely a keeper. Pro - Removing junk from the talent trees was also a very good move. Pro - Having some kind of choices for optional skills/subspecs worked out pretty well. Con - You had a risk of "skipping" important talents Con - There wasn't enough junk removed Con - There wasn't enough choices, you might have a different final talent point than another combat rogue but it just wasn't enough. The cookie cutter build still persists. Con - No enough customization, no true hybridization (Using a little bit of 2 different trees) Con - Players got grumpy
Talent System 2.0
The talent system is gone! Ok, not really, but it's greatly changed. You now have your class abilities, your spec abilities, and your talents. You still choose your spec at level 10, and you get a spec ability at level 10. You will get additional spec abilities later. There are anything that you really need to function, they will just be given to you to make sure you have all the tools you need to have.
Example - Prot Paladin
LVL 10 - Avenger's Shield LVL 20 - Hammer of the Righteous (Prot and Ret) LVL 30 - Judgement of the Just (Passive)
Talents
There is not talent points or ranks. There is one talent pree per class. You earn talents every 15 levels. You get to choose 1 out of 3 every time you get a new point, you can only pick one of them and can't go back to get the other ones. There will be no mandatory talent. There won't be any cookie cutter build or anything, it will depend on what kind of optional ability you want. You can now change talents as easily as you change glyphs. More info in the Talent Tree Panel at 2:15
PvE Scenarios
PvE Scenarios are a way to give new interesting content that doesn't make sense in a dungeon content. Scenarios are more about reusing parts of the world in interesting new ways, and introducing new types of PvE gameplay that we've never seen before like PvE battlegrounds. They are short instances for a few players, the amount of players can vary depending on the scenario, some of them can be for 3 players. You don't need the typical tank/heal/dps setup, you will just be able to enter and play your role no matter what it is. It will be a staged experience where you will try to accomplish some greater goal For example, a scenario might require you to kill 25 kobolds in stage 1, then find and return 4 goldshire children, and then kill the boss. Developers would like to do PvE battlegrounds, where you will have to slay 50 alliance/horde soldiers, destroy 6 towers and the barracks, and then defeat the enemy General. They could replace group quests. It uses the same queue system as the dungeon finder Since there is no role requirements, queues should be instant.
Challenge Mode Dungeons
Complete a dungeon in x minutes To earn Bronze, Silver, Gold medals. Gear levels are normalized, all your gear will be brought to the same level to make the competition even. You can't just get better gear to overpower it. It will reward sweet looking gear with no stats, and valor points! Challenge Mode will reward you with very unique looking gear to show off how awesome you are to your friends A new challenge dungeons UI will be added, you will be able to check your medals, your ranking, show what rewards you can unlock, etc ....
Pet Battle System
You will be able to collect, level, and battle with companion pets. It will be accessible to all players. Works with almost every pet Pet Customization, you will be able to name your pet, give them visual abilities, etc ... There will be "Wild pets", you can find them in the world and engage in battle with them. You will then be able to get that pet and add it to your Pet Journal. Pets have random stats, some of them will be very good at tanking, some will have a CC ability, etc ... Some pets will only be found during a specific season, while it's raining, or during the day or the night. Some of them will only spawn in the spring, when it's raining, in elwynn forest at night! Most pets will become tradable, even after it's leveled, etc ... Pets will be account wide Your pet journal will display info on all your pets, including stats, skills, and also drop locations and lore info for the pets you don't have yet! Winning battles earns you experience, and levels your pets. You will learn new abilities. Every pet can use 3 abilities in a battle at one time. Every time you level you will also increase the stats of your pet. You will level multiple pets to build your team. You have 3 battle slots, one for each pet in your team.
Pet Battle System - Battle
PvE and PvP Battles It will be turn based. A simple combat system. Fight with a team of 3 pets Queuing system, you will be able to find a fight pretty fast depending on the level of your pets.
Pet Battle System - Customization
You will finally be able to name your pets, and see that name in battle. Items for your pets, you will have an item slot for your pet and might be able to socket gems in those items, etc ... Individual builds of abilities and different teams. Masters and Masters abilities, there will be different NPC pet masters in the world who will let you earn abilities when you beat them. For example, beating the master of mechanical pets will get you a new ability for your pet!
Dungeons
9 new dungeons in the new expansion 6 dungeons will be on Pandaria Scholomance and Scarlet Monastery (Wings 1 and 2) will be back in Heroic Mode
Raids 3 new Epic raids!
They will feature two enemy races, the Mogu and the Mantid. Raid Finder, Normal, and Heroic difficulties will be available for all raids from day 1. World raid bosses will return! More info will be available at the Raids & Dungeons Panel today.
Questing
Increased focus on max level content, it will reward you with Valor Points. Incentives for dungeons/raiders to run quests and do outdoor/daily kind of stuff. For example finishing a quest might give you a buff for the day, and maybe that buff will let you roll on a loot that only appears to people with that buff. More quest choices, and a lot less linear No flying until max level, it's much easier to keep people on the ground and create interesting quests when you know people won't just fly away and drop on the boss. Faction improvements, there will be group of factions and they will let you work for all factions from that group to get your rewards. This way you don't have to grind a single faction anymore.
PvP New Battlegrounds (Not final yet)
Stranglethorn Diamond Mines - Payload style gameplay. Valley of Power - Murderball Azshara Crater - DOTA New Arena - Tol'vir Proving Grounds
STV Diamond Mine
Goblin Mine below northern STV Payload style gameplay Escort mine cars to depot Multiple tracks, you will get a lot of options and you will be able to decide which way you want the cart to go. First to x resources wins
Valley of Power
Located in the Vale of Eternal Blossoms Murderball style gameplay Holding the object earns points Multiple point zones, depending on where you're hiding you will earn more/less points Object deals damage to holder Damage increases over time.
Tol'vir Proving Grounds - Arena
Located in Uldum Simple layout based on Nagrand arena Sense of place in the world Just a simple square with 4 pillars/statues, etc ...
Achievements
Allow achievements to be shared among all characters on the same Battle.net account, things such as the raid achievements and the ones which are difficult to get. Allows to include new achievements such as "get all the professions to the maximum level"
Major Class Changes Resilience
Devs like the way Resilience works in PvP, and how it gives a nice goal for players looking to progress/upgrade their gear in PvP Resilience is a pretty huge barrier for people who want to start PvPing. Resilience will become a base stat, and will increase a little every time you level.
Ranged Weapons
Hunter minimum range is gone! Hunter melee weapon is gone! Ranged slot for all other characters are gone. Relics are gone. Rogues and warriors can now throw their melee weapon Wands become main hand weapons
Warlock
Unique resource for each spec. Affliction will keep Soul Shards, they are currently not interesting enough but devs have cool ideas for them. Demonology will get Demonic Fury, you build up Demonic Fury and you metamorphosize when you max your Demonic Fury. More skills will be added to Demon Form, etc ... Destruction will get Infernal Embers. The destruction warlock who keeps getting casting fire spells get hotter and hotter and will eventually deal insane amount of damage, you can build it up pretty quickly and unleash your big spell.
Shaman
Buff totems are gone. It just wasn't very interesting to be the buff bitch of the group. All totems are now utility New totem examples: Earthgrab totem - roots Repulsion totem - repels Bulwark Totem - absorbs
Druid
They always felt like they had 4 specs, so now they do. Feral - Cat (melee dps) Guardian - bear (tanking) Some overlap between the two All druids can still go cat or bear form.
All classes
Spell books cleaned up, got rid of more junk, the goal is to clean up action bars a little more without removing the fun things. Rotations will be improved Spells will be automatically learned, you won't have to go to your trainer anymore. You will get a new spell at level 87, level 90 new talent point. Talent trees should be fun, and you should have more choice than just a cookie cutter build.
Dragon Soul is now available for limited 10-person testing. Your participation and feedback is appreciated. For the latest testing schedule, please visit the PTR Discussion forum here.
Guilds
Guild Standards are again useable in Firelands. Duration has been increased to 15 minutes, the effect has a 100 yard radius, and now affects dead players.
Items
Dragonwrath, Tarecgosa’s Rest: The chance for this item’s effect to be triggered has been reduced.
Classes: General
Spells which have an effect broken by taking damage past a threshold (Entangling Roots, Fear, Frost Nova, etc.) now count damage that was prevented by damage absorbs or other damage reducing effects.
Druid
Hurricane has a new updated visual effect.
Hunter
Monstrous Bite now reduces the target’s healing received by 25%, up from 10%.
Beast Mastery
Widow Venom now reduces the target’s healing received by 25%, up from 10%.
Paladin Holy
Beacon of Light is triggered by Word of Glory, Holy Shock, Flash of Light, Divine Light and Light of Dawn at 50% transference and Holy Light at 100% transference. It does not transfer Holy Radiance, Protector of the Innocent or other sources of healing.
Rogue
Wound Poison now reduces the target’s healing received by 25%, up from 10%.
Warrior Arms
Mortal Strike now reduces the target’s healing received by 25%, up from 10%.
Fury
Furious Attacks now reduces the target’s healing received by 25%, up from 10%.
User Interface
Added a feature to interact with NPCs, game objects (mailbox, mining nodes, etc.), and corpses on left-click as well as right-click. There is now an option under Interface:Controls to turn this feature off.
Här har ni dom senaste patch notes uppdateringarna för ptr 4.3
Blizzard wrote:
General New Dungeon & Raid Content
End Time is now available for testing. Your participation and feedback here is appreciated. Hour of Twilight is now available for testing. Your participation and feedback here is appreciated. The new Baradin Hold boss, Alizabal, is now available for testing. Your participation and feedback here is appreciated.
Death Knight Unholy
Unholy Might now increases Strength by 25%, up from 20%.
Hunter Beast Mastery
Animal Handler now increases Attack Power by 30%, up from 25%.
Survival
Explosive Shot damage has been increased by 15%.
Mage
Pyroblast’s initial damage has been increased by approximately 26%, and its damage over time has been increased by approximately 100%. Fireball damage has been increased by approximately 17%.
Fire
Living Bomb damage over time has been increased by approximately 10%, and explosion damage has been increased by approximately 120%.
Priest Holy
Guardian Spirit’s healing bonus has been increased to 60%, up from 40%. Holy Word: Serenity now has a cooldown of 10 seconds, down from 15 seconds.
Warlock
Soul Fire now scales with 72.6% of spell power, up from 62.5%.
Demonology
Master Demonologist now grants a base bonus of 18.4% and 2.3% per mastery, up from 16% and 2% per mastery. Impending Doom is now also activated by Soul Fire.
Destruction
Cataclysm now increases Fire damage by 30%, up from 25%. Fire and Brimstone now increases the damage of Incinerate and Chaos Bolt on Immolated targets by 5/10/15%, up from 2/4/6%. Burning Embers now deals damage equal to 25/50% of Soul Fire and Imp’s Firebolt, up from 15/30%. Buning Embers damage cap has been raised. Shadowburn now deals Shadowflame damage, instead of Shadow damage. Improved Soul Fire now lasts 20 sec, up from 15sec.
Warrior
Charge (and related abilities) should now correctly path to a target even if the target moves during the Charge. This change should decrease the likelihood of the warrior Charging to a different location than the target. Slam now uses a new character attack animation. Colossus Smash now uses a new character attack animation.
Fury
Dual Wield Specialization no longer increases Physical damage by 5%. It continues to increase off-hand attack damage by 25%.
Blizzard har gjort en ganska välkommen ändring till loot systemet som kommer att finnas i looking for raid, det innebär i princip att om du inte köat för en roll så kommer du inte heller kunna få ett item ifall någon som köat för den rollen rollar på det.
Blizzard wrote:
In response to concerns regarding how loot will be distributed in the Raid Finder system, we are making some changes to how loot rolls will work when using the Need Before Greed system in the Raid Finder. When using Raid Finder for the Dragon Soul raid instance, players whose currently assigned class role (Tank, Healer, or Damage) matches the class role that a piece of armor or a weapon is flagged for will receive +100 to their Need roll. For purposes of this check, your currently assigned role is defined as the class role you have assigned when a boss is defeated. Sound confusing? I hope not, but here's how it'll work:
A boss dies and drops EPIC TANKING ITEM.
A mage in the group yawns and clicks the "Greed" button, getting a 98.
A Fury warrior in the group wants to take up tanking, so he rolls "Need" and gets a solid 64.
Both tanks want the item. Tank 1 rolls a 12, and Tank 2 rolls a 7.
So what happens?
Because the mage rolled greed, she's right out from the start. The Fury warrior's Need roll was higher than the tanks', but he was in the Damage Dealer role when the boss died, and the item is flagged for tanking, so his 64 is still just a 64 out of a possible 100. In contrast, Tank 1 and Tank 2 each get a 100 point bonus to their rolls because they were in the Tanking role when the boss died and they’re rolling on an item that has been flagged for the tanking role. That means that Tank 1 rolled a 112 out of 200, and tank 2 rolled a 107 out of 200. Tank 1 wins the item! If a roll got a bonus, that bonus will be clearly displayed in the chat log.
Please keep in mind that, at least for now, this system will only look at class role, and not player spec. This bonus isn't only for tanking items either – it applies to Tanking, Damage Dealing, and Healing items, and some items are flagged for more than one class role too. Starting out, only Dragon Soul raid items will be flagged for class roles in this way (though all of the items in the raid will be flagged for one or more roles). As you might expect, all the normal Need Before Greed rules are still in place, so that means that these roll bonuses won't overrule normal class and usability restrictions. Item tooltips in the raid won't reflect which class roles will get rolling bonuses, but it should be fairly obvious based on stat allocations and item type.
We are considering expanding this system to apply to the new 4.3 dungeons as well, though it is unlikely that we'll see the system apply to older dungeons or raids for now. Also, please keep in mind that this system is newly minted, and it may see further changes before it's released with the Raid Finder in patch 4.3.
Patch 4.3 finns nu på PTR och ni hittar patch notes här nedan.
Blizzard wrote:
General
Transmogrification
This new feature allows players to customize their gear like never before. You'll find Transmogrification, Void Storage, and Reforging vendors in Cathedral Square, Stormwind and The Drag, Orgrimmar. The costs associated with this service are not yet final.
Void Storage
In addition to the bank, players will now have access to a new "deep storage" system, allowing characters to free bag space by setting aside coveted gear. You'll find Transmogrification, Void Storage, and Reforging vendors in Cathedral Square, Stormwind and The Drag, Orgrimmar. The costs associated with this service are not yet final.
Reforging
The former Reforging vendors have been... retired. The ethereals have chosen to take over the business and joined their Transmogrification and Void Storage service providers. You'll find them in Cathedral Square, Stormwind and The Drag, Orgrimmar.
Outland & Northrend Quest Flow
The amount of experience needed to gain levels 71 through 80 has been reduced by approximately 33%. Many Group quests in Outland and Northrend have been re-tuned to allow players to complete them solo. They are no longer labeled as Group quests. Relevant questgivers have been moved into Outland and Northrend dungeons. The majority of dungeon quests for these zones are now available from within their respective dungeons.
North American realms (excluding Brazilian, Latin American, and Oceanic realms) no longer permit letters with accents in character or guild names. Existing character and guild names with special characters will be unaffected by this change.
Achievements
The achievement Master of Alterac Valley no longer requires the Alterac Valley Blitz achievement.
Classes: General
All raid and party buffs which grant group members 10% increased attack power have been changed slightly. They continue to provide 10% increased ranged attack power, but now provide 20% increased melee attack power.
Abomination's Might: The melee attack power bonus from this raid buff has been increased to 10/20%, up from 5/10%. The ranged attack power bonus remains 5/10%. Blessing of Might: The melee attack power bonus from this raid buff has been increased to 20%, up from 10%. The ranged attack power bonus remains 10%. Runescroll of Might: The melee attack power bonus from this consumable has been increased to 16%, up from 8%. The ranged attack power bonus remains 8%. Trueshot Aura: The melee attack power bonus from this raid buff has been increased to 20%, up from 10%. The ranged attack power bonus remains 10%. Unleashed Rage: The melee attack power bonus from this raid buff has been increased to 10/20%, up from 5/10%. The ranged attack power bonus remains 5/10%.
Vengeance for Protection warriors, Protection paladins, Blood death knights, and Feral druids has been redesigned slightly. It no longer ramps up slowly at the beginning of a fight. Instead, the first melee attack taken by the tank generates Vengeance equal to 33% of the damage taken by that attack. In addition, as it updates periodically during the fight, it's always set to at least 33% of the damage taken by the tank in the last 2 seconds. It still climbs from that point at the rate it did previously, still decays when damage is not taken, and still cannot exceed a maximum based on the health and Stamina of the tank. Threat generated by classes in active tanking modes has been increased to 500% damage done, up from 300%. This applies to druids in Bear Form, death knights in Blood Presence, warriors in Defensive Stance, and paladins with Righteous Fury active.
Death Knights
Death Strike now heals the death knight whether or not the attack misses, or is dodged/parried. As a result of this change, Death Strike no longer refunds its rune cost if it fails to hit the target, as the death knight will still receive the healing effect. Talent Specializations
Blood
Blade Barrier has been redesigned. It now passively reduces damage taken. Bone Shield now has 6 charges, up from 4. Veteran of the Third War now reduces the cooldown of Outbreak by 30 seconds.
Druids
Wrath has a new spell effect. Talent Specializations
Restoration
Wild Growth healing has been reduced by 20%.
Glyphs
Glyph of Shred has been renamed Glyph of Bloodletting, and now also causes Mangle (Cat) to extend the duration of Rip, in addition to its existing Shred functionality. Glyph of Wild Growth now also increases the cooldown on Wild Growth by 2 seconds.
Hunters
Coming soon.
Mages
Coming soon.
Paladins
Holy Radiance now has a 3.0-second cast time, no cooldown, and requires a player target. That target is imbued with Holy Radiance, which heals them and all group members within 10 yards instantly, and continues to heal them by a smaller amount every 1 second for 3 seconds. Seal of Insight, when Judged, no longer returns 15% base mana to the paladin. Judging Seal of Insight still causes damage, and melee attacks will still restore 4% of base mana. Talent Specializations
Holy
Clarity of Purpose now also reduces the cast time of Holy Radiance. Illuminated Healing (mastery) now also applies to Holy Radiance. Infusion of Light now applies its cast time reduction from Holy Shock critical effects to Holy Radiance, in addition to its current effects. In addition to providing haste, the effect from Judgements of the Pure now increases mana regeneration from Spirit by 10/20/30% for 60 seconds. Light of Dawn now affects 6 targets (base effect), up from 5. Paragon of Virtue now lowers the cooldown of Divine Protection by 15/30 seconds, up from 10/20 seconds. Speed of Light no longer triggers from Holy Radiance and no longer lowers the Holy Radiance cooldown. Speed of Light now only triggers from Divine Protection. Tower of Radiance, in addition to its current effects, now also causes Holy Radiance to always generate 1 charge of Holy Power at all times.
Glyphs
Glyph of Light of Dawn now lowers the number of targets to 4, instead of increasing targets to 6, but increases healing by 25%.
Priests
Divine Hymn now affects 5 targets, up from 3. Talent Specializations
Discipline
Atonement will now account for the target enemy's combat reach when calculating proper range, enabling it to be used on large creatures such as Ragnaros and Ala'kir. Divine Aegis has a new spell effect.
Holy
Spirit of Redemption has been rebuilt to address a few functionality issues and make it more responsive. Spirit of Redemption otherwise remains unchanged. State of Mind has been redesigned and is now called Heavenly Voice. Heavenly Voice increases the healing done by Divine Hymn by 50/100%, and reduces the cooldown of Divine Hymn by 2.5/5 minutes.
Glyphs
Glyph of Circle of Healing now also increases the mana cost of Circle of Healing by 20%.
Rogues
Coming soon.
Shaman
Flametongue Weapon no longer increases spell damage. It now increases all non-physical damage done by the wielder by 5%. Lightning Bolt has a new spell effect. Wind Shear now has a 25-second base cooldown, up from 6 seconds. Talent Specializations
Elemental
Call of Flame no longer causes Fire Nova to extend the duration of Flame Shock. Earthquake damage has been increased by roughly 75%. Elemental Fury now removes the cooldown from Chain Lightning. Reverberation now reduces the cooldown of Wind Shear by 10/20 seconds, up from 0.5/1 second.
Enhancement
Improved Lava Lash now causes Lava Lash to spread a Flame Shock debuff from the target to up to 4 nearby targets. This excludes crowd-controlled targets and those who already have a Flame Shock debuff from the shaman. Improved Lava Lash no longer increases base Lava Lash damage by 15/30%. This increase has been rolled into the base Lava Lash skill. Mental Quickness has been redesigned. Instead of granting the shaman spell power, Mental Quickness now causes Enhancement shaman spells to behave as though the shaman has spell power equal to 55% of attack power. Enhancement shaman spells no longer benefit from spell power from other sources.
Restoration
Ancestral Healing now also causes the shaman's heals to increase the target's maximum health by 5/10% of the amount healed, up to a maximum of 10% of the target's maximum health, for 15 seconds. This effect does not stack if multiple Restoration shaman are present, and does not apply to heals from procs. Riptide's periodic healing coefficient has been increased by 50%. The initial direct heal is unchanged.
Warlocks
Shadow Bolt has a new spell effect.
Warriors
Coming soon.
Dungeons & Raids
Dungeon Journal entries have been added for the new dungeons: End Time, Well of Eternity, Hour of Twilight, and Dragon Soul. Bosses in Ruins of Ahn'qiraj now drop a rare-quality Scarab Coffer Key which can be used to open the Scarab Coffers found within. These keys are zone-bound to Ruins of Ahn'qiraj and have a 17-hour expiration. This change also applies to Greater Scarab Coffer Keys used to open Large Scarab Coffers.
Races
The orc racial Blood Fury now increases spell power rather than only spell damage.
User Interface
Archaeology areas of interest will now show on the mini-map, in addition to the World Map. Bag Search
A search field has been added to allow players to search bag, bank, guild bank, and Void Storage inventories for specific items.
Guilds with inactive guild leaders can now usurp the leader under specific conditions. More information on this coming soon. The Reforging interface has been updated and improved. Quest Tracking areas or points of interest will now show on the mini-map, in addition to the World Map. The World Map now displays the expected character levels for each zone.
Nu har patch 4.3 släppts på PTR. Förvisso, i skrivandets stund så är den inte på EU-servern ännu, med dock på US-servern.
Sin vana troget så dumpas all information om patch 4.3 ut på mmo-champion 4.3 PTR. Det är massivt med information som uppdateras efterhand, timma för timma.
Patch 4.3 är den sista stora patchen innan nästa expansion till World of Warcraft. Patch 4.4 kommer vara den förberedande expansionen för denna expansion.
Hell Hound Rend Flesh damage has been reduced by 25%. The damage multiplier granted by energy to Unstable Magma has been reduced by 50%. Alysrazor Health and damage have been reduced by 25% on normal difficulty. Health and damage have been reduced by 15% on Heroic difficulty. Alysrazor now drops 1 additional feather in 10-player mode and 2 additional feathers in 25-player mode in all cycles. The Wings of Flame buff duration on Alysrazor is now uniformly 30 seconds. Alysrazor’s Fiery Tornados now move slower. Baleroc Health and damage have been reduced by 25% on normal difficulty. Health and damage have been reduced by 15% on Heroic difficulty. Baleroc now swings 25% slower while Decimation Blade is active. The duration of Tormented has been reduced on normal difficulty. Beth'tilac Beth'tilac's health and damage have been reduced by 15% on both normal and Heroic difficulty. Lord Rhyolith Health and damage have been reduced by 15% on both normal and Heroic difficulty. The health and damage of additional enemies in this encounter have been reduced by 15% on both normal and Heroic difficulty. Majordomo Fandral Staghelm Health and damage have been reduced by 25% on normal difficulty. Health and damage has been reduced by 15% on Heroic difficulty. Druid of the Flame have had their health reduced by 15%, and Sunfire damage reduced by 25% on both difficulties. The health and melee damage of Spirit of the Flame have been reduced by 25% on normal difficulty, and reduced by 15% on Heroic difficulty. Ragnaros Ragnaros' health and damage have been reduced by 25% on normal difficulty. Ragnaros' damage has been reduced by 15% on Heroic difficulty. Magma Trap damage has been reduced on all difficulties. The health and damage of additional enemies in this encounter have been reduced by 25% on normal difficulty and 15% on Heroic difficulty. Wrath of Ragnaros now knocks targets up, but not back, on normal difficulty. Shannox Health and damage have been reduced by 15% on both normal and Heroic difficulty. Riplimb's health has been reduced by 15%. Rageface's health has been reduced by 15%. Magma Flare damage and Hurl Spear damage have been reduced by 15% on both difficulties.
En rätt intressant intervju med Ghostcrawler har gjorts där han berättar lite om patch 4.3 och ni hittar hela intervjun här nedan.
Blizzard wrote:
Ghostcrawler: The focus of our 4.3 patch is the heroes’ final battle against Deathwing the dragon. There will be an epic raid where 10 and 25 player groups can try to defeat Deathwing. In addition, we have three 5 player dungeons to kind of set the stage; it will be kind of similar to the way the dungeons in the Icecrown patch lead up to the final conflict against the Lich King. We have a new legendary weapon that players will be able to get in the raid. We have a Raid Finder system that will work a lot like Dungeon Finder to allow more casual raiders to get into the content. And we have a couple of character customization features we’ve talked about already: Transmogrification which lets you change the look of your armor and Void Storage which gives you a place to store it all. And then finally we have an update to the Darkmoon Faire - an entire island full of fun carnival games.
Will the new Looking for Raid difficulty share a lockout with Normal and Heroic raids? Ghostcrawler: We’re not entirely sure yet because we’re still working out the details. Our goal is that it doesn’t. We want people to be able to do the raid with their group and then still do Looking for Raid, maybe on the weekends or when their guild isn’t available.
Do you feel like you are alienating any part of the player base when you make easier content or do you think the new three difficulty system might solve that? Ghostcrawler: We’re hoping it solves it. I mean, generally this is an experiment for us. We’re not sure how it is going to work out. We have a hugely diverse player base, and we want to be able to let lots of different players see the content. We felt in the past we were struggling too much to decide “Okay, heroic mode is for 5% of the population… that means normal mode has to be for 95% of the raiding population” and we were stretching ourselves really thin. So our hope is that by offering up an additional difficulty, it will free up normal mode to be targeted towards the kind of traditional guild it has been, where players who don’t have a lot of time to raid or find the commitment too much can do Raid Finder to be able to experience the fights.
While the game may continue to go strongly for a long time, do you think WoW may have hit its peak subscription number at all? Ghostcrawler: I mean, gosh, that is so hard to know. It’s really hard to tell what is… you know it’s a seven-year-old game at this point. We don’t have really any examples of games that have remained so popular for so long to really know what the future might bring. We certainly understand that some players have just gotten their fill of World of Warcraft, and the kind of things we would have to do to provide really interesting new features for them risks changing World of Warcraft into something else. We have to be really careful not to overhaul the game so dramatically that people who love the game fall out of love with it. At the same time, it is a rough economy going on, summers are always a little light, and periods between expansions are always a little light, so we’ll see how things look after another expansion or two.
So when Cataclysm came about, there were a lot of changes to the healing model. Do you think that it has been successful and will you insure its stability in the next raid set? Ghostcrawler: Yes, we’ve really liked the way the healing model has worked out. It had some hiccups along the way where I think players just starting out going into dungeons, particularly the heroic dungeons, felt like they just didn’t have the mana to do anything. That was probably a little too extreme. We’ve gotten to the point now where most raid geared healers feel like they have the mana to do what they want, but they still can’t completely waste it. A Discipline Priest that does nothing but Power Word: Shield is going to find they’re going to have to do something quickly to get their mana back or they’ll have to risk not having enough for the end of the fight.
So another thing that came with Cataclysm, well even in other expansions, was that some fights favored some types of DPS that led to some classes being kind of sat out on certain encounters. Do you think that in the Deathwing fight this might happen as well or are you trying to balance that? Ghostcrawler: We try to keep in mind, I mean on one hand we really want to encourage all available players to play. It’s tough not to go in and try to change things when you find that someone is too weak on a fight and a more competitive guild risks sitting that player out. We really don’t like that, but at the same time if we aren’t careful then the fights will all kind of feel the same because we’ll have to say “Okay, where’s the AE moment so that my Demonology Warlock can shine and where is the movement component of this fight because that is really good for my Fire Mage” or whatever. So we kind of give… it’s hard enough coming up with new encounters where players don’t immediately say “Oh, you’ve done that already; we’ve seen it all before”. We make so many hundreds of bosses that we like to give our encounter designers a lot of room to maneuver.
It becomes a problem when it feels like consistently the same types of characters aren’t competing. We’ve seen a lot of concern about the melee classes just can’t compete with the ranged classes. Part of that is class mechanics; part of it is that we just have a lot of encounters that really favor ranged. So for the Deathwing tier, what we’re going to do is just a straight up buff to the melee classes that hopefully helps them a little bit. We’re going to do that in such a way that the raid buffs will just end up buffing melee a little more than they’ll buff ranged. So hopefully you won’t have a lot of widespread effects in PvP or things like that, but melee characters who are just stabbing away on a boss in optimal situations will feel like their DPS is very competitive.
Can you talk a little bit about the new legendary for this patch? Ghostcrawler: Sure. It is a pair of daggers – a main-hand and an off-hand dagger. We are designing them such that all three Rogue specs will be able to use it. We have a little tweak in there so that Combat Rogues will be able to Sinister Strike with the daggers without it being a big DPS loss.
The story of these legendary daggers has to do with the last remaining pure black dragon egg. So kind of how we got here is the black dragons are a really cool enemy in our universe, they have been for a while, but we’re kind of killing them off a lot. Onyxia has been killed and brought back so many times that we’re starting to feel bad for the old girl. Nefarian is dead, again, and Deathwing is going down. So we thought we were running out of black dragons, and we really didn’t want to do that because they’re a really great enemy and we really want to use them again in the future.
So players who play through the Cataclysm quests in the Badlands will remember a questline around this uncorrupted black dragon egg. It was free of the taint of the Old Gods. So what is going to happen is that black dragon egg eventually hatches and there is a black dragon prince who is pure – he’s not a minion of Deathwing; he’s not corrupted by the Old Gods. But that doesn’t mean he is necessarily a good guy. He’s kind of out for himself, he’s kind of got his own agenda, and to bring his plans to fruition he contacts the Rogue because Rogues are a little shady, always working in the shadows, always playing a number of games and has other things going on. The black dragon prince reaches out to the Rogue character and says “If you help me out, I’ll reward you with these increasingly more powerful daggers”.
How did the team decide to make a Rogue weapon rather than a tanking weapon for this legendary? Ghostcrawler: It’s really funny because every player out there wants and almost expects the next legendary is going to be for them. We try not to let it fall into too much of a pattern. We want legendaries to be something exciting, something that is earned, not something that you “deserve” because it is “your time to get one”. We thought that we liked part of the Rogue story. We thought that Rogues had maybe felt a little bit not special in this expansion with all the high damage numbers that were being done by classes like Mages. We thought it was just the right opportunity to make them shine and feel kind of special. Unless you count the bow, we haven’t done any class specific legendaries to this extent before, so we thought it would be fun to make the legendary quest VERY Rogue-themed. There will be stealthing and pickpocketing, things we know that a Rogue can handle. Then, the weapons themselves, their proc, we’re still building, but the idea is that their proc will tie in something very Rogue specific as well.
One of the problems with tanking weapons is that our tanks use very different weapons so we could say “Well this legendary weapon is going to be for the Warrior and Paladin and hopefully we’ll get to the Death Knight and Druid someday in the future”. With all the talk about a legendary weapon that transforms “you could have a 2-handed version or a 1-handed version”, too much of that I think starts to suck away what is really special about the legendary when it can turn into all these different things.
I guess the message to the players is don’t despair and don’t assume that you’ll never get a legendary for your guy. Hopefully we’ll eventually get them all, but we don’t want to keep it on such a timetable that players are able to predict “Okay, the Elemental Shaman legendary is coming in Patch 6.2 followed by the Hunter crossbow”.
How do you feel the Dungeon Journal worked out and how will you be releasing the information in it this time around? Ghostcrawler: We’re really happy with the feature overall. I know that it is a lot to ask the players to go research a fight completely before the first time they see it, but we really like the way you can link spells in your raid chat or something and say “Okay, I want you to handle this” and maybe when somebody doesn’t understand a mechanic very well you can explain it a little better that way. Like all of our features it will evolve over time but we’re pretty happy with how it turned out.
I know there was some concern amongst the most hardcore raiders that they didn’t want the surprise spoiled for them and they kind of wanted to do discover things on their own. Maybe in the future we won’t reveal all the mechanics on heroic, but that is something we’ll have to evaluate.
What achievements will be granted in the new Looking for Raid system and are they similar to existing ones or any new rewards? Ghostcrawler: We are very concerned about preserving the sense of accomplishment for the Normal and Heroic tier. We don’t want to over reward Looking for Raid. It is really there for people who want to see the content and want to feel like they’re raiding, but we don’t want it to be more attractive than traditional organized raiding.
We will offer some achievements; they’ll be very simple, nothing like you’ll be able to get in a Normal or Heroic. For example, it might just be “Kill the first four bosses” as one achievement and “Kill the second four bosses” as another achievement, something like that. We won’t, for example, put the legendary in the Looking for Raid tier. We are doing epic gems this time around as a drop in the raid and we may not have those drop in the Looking for Raid tier.
Where does the gear fit in terms of the new 5-mans? Will they be like ZA and ZG were or will they be a bit lower… where will they fit? Ghostcrawler: A little bit higher… we’re still debating the exact numbers but I think they’re probably slotting it maybe between Normal Firelands and Heroic Firelands. It will be slightly weaker than the Looking for Raid tier and obviously weaker than the remaining Deathwing raid tier.
And what about Looking for Raid gear… how powerful will it be? Ghostcrawler: Yeah, like I said, it should be slightly above the 5-player dungeon gear but not as powerful as the normal raid. The Deathwing raid is called The Dragon Soul; it should be weaker than The Dragon Soul tier.
Will the new Darkmoon Faire update change anything to Insane in the Membrane? Ghostcrawler: No, I don’t believe so. I think our plans for Insane in the Membrane in the future are to try in the future sometime to offer a brutally difficult achievement or Feat of Strength for players who are looking for it. But it makes us nervous to go mess with that one too much because some players were able to do it when it was really hard and we don’t want to risk making it easier or making it even harder or that sort of thing.
What kind of abilities does Deathwing have in his encounter and why doesn’t he just breathe fire on us? Ghostcrawler: Oh, the encounter is really, really cool. First of all, it is split into two fights, so boss seven is Deathwing and then boss eight is also Deathwing.
In fight seven, you parachute off of a gunship onto Deathwing’s back as he’s flying from Dragonblight towards the Maelstrom. You have pry these armor plates off of his back and fight off the corrupted blood that comes out. All the while, Deathwing himself is trying to shake you off his back and he’s going to do barrel rolls and things like that to try to dislodge you like the little parasite you are because he is so big.
The final Deathwing fight is really amazing. He crashes into the Maelstrom and then he kind of emerges out of it again. And he’s so big; he’s taking up this whole area. The players hop around from the little islands in the Maelstrom. So on the first little island they might be fighting one of his tentacles, and then they have to fly to the next island and now they’re fighting a leg and then they fly to the next island and they’re fighting another big tentacle. All the while the dragon aspects, Alexstrasza and Ysera and Nozdormu, are flying around and they’re also helping the raid in this fight. So Alexstrasza might breathe fire at an important moment or Nozdormu might stop time. They’re not helping you at random. There is a little bit of strategy as to how you use their abilities too, so they’re not just background, it’s actually a pretty critical mechanic of beating the fight.
Transmogrification question, when you transfer the appearance of something that is enchanted with say, Mongoose, will that effect go over? Ghostcrawler: No, the enchants won’t go over. You’ll have to enchant the weapon the same way you would a non-transmogrified weapon.
Right now leveling and gearing up alts takes a significant amount of time and investment. Are there any improvements coming in this area? Ghostcrawler: In 4.3, we’re actually increasing the leveling rate of Northrend pretty dramatically. We’re dropping the time it takes by a third. The players should notice that. Long-term we recognize that we definitely are going to have a problem at some point. If World of Warcraft’s character level is like 120 someday, it is asking an awful lot of players to hurry through all of that to get to the endgame if that is what they are interested in. We’re taking about various mechanics we might eventually do to help out with that, but in the short-term, just increase leveling rate in Northrend.