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Total votes : 41 View topic

Senaste Nyheterna
Nya glyphs för rogues och shamaner.
Poster: Slappy Thursday 02 September 2010 13:31

Det har kommit ut lite nya glyphs till rogues och shamaner i cataclysm och ni hittar dom här nedan.


Blizzard wrote:


Rogue

Prime


* Adrenaline Rush - Increases the duration of Adrenaline Rush by 5 sec.
* Backstab - Your Backstab critical strikes grant you 5 energy.
* Eviscerate - Increases the critical strike chance of Eviscerate by 10%.
* Rupture - Increases the duration of Rupture by 4 sec.
* Shadow Dance - Increases the duration of Shadow Dance by 2 sec.
* Sinister Strike - Your Sinister Strikes have a 20% chance to add an additional combo point.
* Hemorrhage - Your Hemorrhage ability also causes the target to bleed, dealing 40% of the direct strike's damage over 24 sec.
* Killing Spree - Increases the bonus to your damage while Killing Spree is active by an additional 10%.
* Mutilate - Reduces the cost of Mutilate by 5 energy.
* Revealing Strike - Increases Revealing Strike's bonus effectiveness to your finishing moves by an additional 10%.
* Slice and Dice - Increases the duration of Slice and Dice by 3 sec.
* Vendetta - Increases the duration of your Vendetta ability by 20%.


Major


* Vanish - Increases the duration of your Vanish effect by 2 sec.
* Ambush - Increases the range on Ambush by 5 yards.
* Blade Flurry - Reduces the penalty to energy generation while Blade Flurry is active by 50%.
* Cloak of Shadows - While Cloak of Shadows is active, you take 40% less physical damage.
* Crippling Poison - Increases the chance to inflict your target with Crippling Poison by an additional 20%.
* Deadly Throw - Increases the slowing effect on Deadly Throw by 20%.
* Evasion - Increases the duration of Evasion by 5 sec.
* Expose Armor - Increases the duration of Expose Armor by 12 sec.
* Fan of Knives - Increases the radius of your Fan of Knives ability by 50%.
* Feint - Reduces the energy cost of Feint by 20.
* Garrote - Increases the duration of your Garrote ability's silence effect by 2 sec.
* Gouge - Your Gouge ability no longer requires that the target be facing you.
* Preparation - Your Preparation ability also instantly resets the cooldown of Kick, Dismantle, and Smoke Bomb.
* Sap - Increases the duration of Sap against non-player targets by 80 sec.
* Sprint - Increases the movement speed of your Sprint ability by an additional 30%.
* Tricks of the Trade - Removes the energy cost of your Tricks of the Trade ability.


Minor


* Blurred Speed - Enables you to walk on water while your Sprint ability is active.
* Safe Fall - Increases the distance your Safe Fall ability allows you to fall without taking damage.
* Distract - Increases the range of your Distract ability by 5 yards.
* Pick Lock - Reduces the cast time of your Pick Lock ability by 100%.
* Pick Pocket - Increases the range of your Pick Pocket ability by 5 yards.
* Poisoning - You apply poisons to your weapons 50% faster.


Shaman

Prime


* Earth Shield - Increases the healing of your Earth Shield by 20%.
* Earthliving Weapon - Increases the effectiveness of your Earthliving Weapon's periodic healing by 20%.
* Feral Spirit - Your spirit wolves gain an additional 30% of your attack power.
* Fire Elemental Totem - Reduces the cooldown of your Fire Elemental Totem by 5 minutes.
* Glyph of Flame Shock - Increases the duration of your Flame Shock by 50%.
* Flametongue Weapon - Increases spell critical strike chance by 2% while Flametongue Weapon is active.
* Lava Burst - Your Lava Burst spell deals 10% more damage.
* Lava Lash - Increases the damage dealt by your Lava Lash ability by 20%.
* Lightning Bolt - Increases the damage dealt by Lightning Bolt by 4%.
* Riptide - Increases the duration of Riptide by 40%.
* Stormstrike - Increases the Nature damage bonus from your Stormstrike ability by an additional 8%.
* Water Shield - Increases the passive mana regeneration of your Water Shield spell by 50%.
* Windfury Weapon - Increases the chance per swing for Windfury Weapon to trigger by 2%.


Major


* Chain Heal - Increases healing done by your Chain Heal spell to targets beyond the first by 15%, but decreases the amount received by the initial target by 10%.
* Chain Lightning - Your Chain Lightning spell now strikes 2 additional targets, but deals 10% less initial damage.
* Elemental Mastery - While your Elemental Mastery ability is active, you take 20% less damage from all sources.
* Fire Nova - Increases the radius of your Fire Nova spell by 5 yards.
* Frost Shock - Increases the duration of your Frost Shock by 2 seconds.
* Ghost Wolf - Your Ghost Wolf spell form grants an additional 10% movement speed.
* Grounding Totem - When your Grounding Totem absorbs a spell, it attempts to reflect that spell on its caster, but the cooldown of your Grounding Totem is increased by 45 seconds.
* Healing Stream Totem - Your Healing Stream Totem also increases the Fire, Frost, and Nature resistance of party and raid members within 30 yards by 130.
* Healing Wave - Your Healing Wave also heals you for 20% of the healing effect when you heal someone else.
* Hex - Reduces the cooldown of your Hex spell by 15 seconds.
* Lightning Shield - Your Lightning Shield can no longer drop below 3 charges from dealing damage to attackers.
* Shamanistic Rage - Activating your Shamanistic Rage ability also cleanses you of all dispellable Magic debuffs.
* Shocking - Reduces the global cooldown triggered by your Shock spells to 1 second.
* Stoneclaw Totem - Your Stoneclaw Totem also places a damage absorb shield on you, equal to 4 times the strength of the shield it places on your totems.
* Thunder - Reduces the cooldown on Thunderstorm by 10 seconds.
* Totemic Recall - Causes your Totemic Recall ability to return an additional 50% of the mana cost of any recalled totems.


Minor


* Arctic Wolf - Alters the appearance of your Ghost Wolf transformation, causing it to resemble an arctic wolf.
* Astral Recall - Cooldown of your Astral Recall spell reduced by 7.5 minutes.
* Renewed Life - Your Reincarnation spell no longer requires a reagent.
* Thunderstorm - Increases the mana you receive from your Thunderstorm spell by 2%, but it no longer knocks enemies back.
* Water Breathing - Your Water Breathing spell no longer requires a reagent.
* Water Walking - Your Water Walking spell no longer requires a reagent.


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Cataclysm: frågor och svar ang Azshara
Poster: Slappy Sunday 29 August 2010 15:36

Blizzard har släppt frågor och svar zonen Azshara ni hittar det nedan.

Blizzard wrote:
Delve into the mysteries of Azshara with game designers Craig Amai and Dave Kosak, who talked with us about the Horde's northward expansion and the rise of the Bilgewater Cartel as part of our ongoing coverage of World of Warcraft: Cataclysm. Adventure, conflict, and, of course, profit await those who enter the newly re-imagined Azshara!

Q. What was the original concept for the zone?

A. Azshara has always been somewhat barren in terms of content, so our original plan was simply to fill in most of the unused space and then take some of the quests that spanned multiple zones and move them completely over to Azshara. The zone itself was a bit of a blank slate, so this approach seemed obvious from the very beginning.

While discussing our goals for the overall flow for Kalimdor, we started to heavily consider when, where, and how goblins would be introduced to questing on the continent. We realized that we were in sort of a dilemma because, at that point, four out of six Horde races were being routed through the same 10–20 leveling experience in the Northern Barrens. It was only then that we decided to retrofit Azshara as an alternative zone for level 10 through 20 Horde characters and make it a goblin hub.

Naturally, once goblins got involved, things sort of exploded.

Q. Who will be using this zone (what levels/factions)?

A. Azshara is designed for level 10 through 20 Horde characters. Goblins will be encouraged to level in this particular zone because it expands on their story and sheds some additional light on already established characters. Orcs, trolls, and tauren will be able to choose between Azshara and the Northern Barrens, based on their personal preference. (Hint: Pick Azshara!)

Q. Without giving up any spoilers, what's the general storyline for this zone? How has it changed from the original design?

A. Having recently gained the mantle of warchief, Garrosh Hellscream is preparing for war to claim all of Kalimdor for the Horde. The goblins of the Bilgewater Cartel, headquartered in Bilgewater Harbor, are playing their part by building war machines, constructing weapons, and establishing a massive naval harbor within sight of Orgrimmar. Meanwhile, the night elves aren't content to sit idly by; they fully intend to challenge this unwelcome occupation in Azshara and hopefully stymie a conflict that would otherwise be carried deep into their forests.

Amid all this tension, the Bilgewater Cartel is also out to make a name for itself in true goblin fashion. What is the best way to show solidarity? Reshape the Bay of Storms into a giant Horde symbol! From there, a secret lab, an extensive rocketway, and a "pleasure palace" with its own golf course are just natural leaps in goblin logic.

Overall, players will find that very little remains of the Azshara of old. The Hydraxian Warlords have departed. Azuregos is missing. Xylem's tower still stands, but Xylem himself seems to have stumbled upon something that has quickly driven him insane. And while clumsy explorers continue to be eaten by the local giant-life, the goblins have developed a method to make such an unfortunate circumstance practical and, yes, profitable.

Q. How has Orgrimmar's relentless expansion altered the lands of Azshara?

A. Orgrimmar now has a massive gate leading north into Azshara, and the canyon that winds into this gate will give players a brief look at the war machines being wrought from goblin ingenuity and technology. The rest of the zone expands further on this promise of destruction. The middle of Azshara includes the new Bilgewater Harbor, which acts as a naval port for the entire Orgrimmar fleet, launching boats and zeppelins to carry out Garrosh's vision for the future of Kalimdor and beyond.

Q. What have the goblins of the Bilgewater Cartel, now aligned with the Horde, done to reshape Azshara in their (or Trade Prince Gallywix's) image?

A. A quick glance at recent cartographical surveys of the region will show that the goblin commitment to the Horde cause is strong. Azshara is now the largest terraforming project on Azeroth! Whether it's sculpting the terrain to promote Horde propaganda, moving an entire mountain to pillage the minerals underneath, or slapping the face of the trade prince on a nearby crag, there's no question who wears the pants in Azshara these days.

Q. What do you think is the most exciting new addition to the zone?

A. Well, there are super-intelligent raptors, a haunted bulldozer, a crack squad of goblin commandos, a hunt for Azuregos, an insane mage with countless apprentices, rat riding, parachuting from an exploding tower...

What if we just say that the most exciting new addition to Azshara is the entire zone?

Q. You mentioned earlier that Azuregos is missing, but now he's being hunted. What's going on there?

A. Strangely, Azuregos has disappeared, and no one seems to know where he flew off to. After that last group of bloodthirsty adventurers came through on some sort of quest to make a now-useless quiver, he's just been... well, he's gone, and there have been whisperings of someone in Bilgewater Harbor who will pay handsomely for information on his whereabouts.

Q. What goes into redesigning a zone like this?

A. We wanted to maintain the original color palette and fall-foliage theme for Azshara, but beyond that, it was a complete rework from the ground up. Artists began the process by creating some incredible landmarks, including a giant cannon centerpiece for the new city and an entire "pleasure palace" complete with the goblin equivalent of Mount Rushmore, which just oozed goblin flavor. Level designers then reshaped the environment, literally moving mountains, parting waters, and erecting a colossal, zone-encompassing rocket freeway. We then worked to complement the new scenery by adding a bizarre array of quests befitting the unique and crazy capitalistic culture of the Bilgewater Cartel.

Q. What was the most challenging aspect about implementing all of these changes?

A. Not using our new terrain phasing technology to blow up everything. Self-restraint doesn't come easy.

Q. What should players do or go see first?

A. Players should ideally start at the beginning, near the rear gate of Orgrimmar, and then follow the quest series from there; it'll lead you on a nice, smooth ride of awesome. Or, if you're the impatient type, head straight to Bilgewater Harbor, take a stroll through town, and grab some lunch at the local crustacean shack.

Q. So, last question. Bilgewater Harbor: great port town or the greatest port town?

A. From its roots as a humble "city-in-a-box" to the bustling metropolis it is today, Bilgewater Harbor straddles the line between myth and legend. At least, that's what the brochure says.

The orc commanders might argue differently, though. It isn't exactly easy to maintain discipline in an otherwise lawless city where every vice you can imagine is available for just a handful of silver and debauchery is half off.

Thank you, Craig and Dave, for taking the time to sit down and speak with us about the work you've done to revitalize Azshara as an epic leveling zone in World of Warcraft: Cataclysm!


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Cataclysm Beta patch notes v.12803
Poster: Slappy Monday 23 August 2010 17:21

Blizzard har släppt ut nya patchnotes för Cataclysm betan och ni hittar dom här nedan.

Blizzard wrote:
World of Warcraft: Cataclysm Beta Patch Notes (version 12803)

Welcome to the World of Warcraft: Cataclysm beta test! Patch notes listed here are not comprehensive and will be changed throughout the testing process.

General


* The Alliance starting experience for worgen is available. Venture through the cursed lands of Gilneas to discover your true path! Currently the female worgen character is not available for testing.
* The Horde starting experience for goblins is available. Beginning on the Isle of Kezan in a goblin paradise, players will face a treacherous road ahead!
* The level cap for all characters is 83.
* Elements of the guild leveling, perks, and roster page are now functional. Players should once again be able to buy and register guild charters, which now only require five signatures. See the Known Issues section for issues associated with this new system.

o The amount of experience required to reach new guild levels has been substantially reduced.

* Creature damage output has been increased from roughly level 65 and up. These increases scale upward with level. Creatures in exterior zones at level 80 now have 2.5 times the damage output they did previously in beta, 3.2 times at level 81, and 4 times at level 82 and up. To leave feedback about how this change feels with regard to creature spawns in level 80-85 exterior zones, visit our forums here: http://forums.worldofwarcraft.com/threa ... 3&sid=2000
* Cataclysm Launcher Update

o The new Cataclysm Launcher allows you to stream game data while you play. This will reduce the time you spend downloading, installing, and patching World of Warcraft. We’d like to get your feedback on the toolset and gameplay experience. Please head to the forums here for additional information: http://forums.worldofwarcraft.com/threa ... 8&sid=2000

* Players may use our Character Copy feature for copying existing characters to beta realms, or may choose from high-level pre-made template characters.


PvP


* Tol Barad is now available for testing. Players can reach the zone by speaking to NPCs in the capital cities.
* Battlegrounds

o Battleground queues should once again be functional.
o Twin Peaks is now available for testing: http://www.worldofwarcraft.com/cataclys ... peaks.html
o The Battle for Gilneas is now available for testing.


Zones


* Mount Hyjal and Vashj'ir, two new level 80-82 zones, are available for testing. Deepholm, a new level 82-83 zone is available for testing. Players may find their way to these zones by speaking with temporary teleportation NPCs located in any major city.
* The level ranges of Gilneas and the Lost Isles are in the process of being adjusted slightly. Creature, quest, and quest reward levels are all being altered so that players finish questing in these zones roughly by level 12. Further fine tuning will continue in future content updates.
* Several zones have had quest maps integrated.
* Eastern Kingdoms

o Arathi Highlands, Badlands, Blasted Lands, The Cape of Stranglethorn, Dun Morogh, Duskwood, Eastern Plaguelands, Elwynn Forest, Hinterlands, Loch Modan, Northern Stranglethorn, Northshire, Redridge Mountains, Searing Gorge, Silverpine Forest, Swamp of Sorrows, Tirisfal Glades, Western Plaguelands and Westfall are ready for testing.

* Kalimdor

o Most zones in Kalimdor are available for testing, though work continues on polishing the quest experience and flow, as well as zone aesthetics.


Dungeons & Raids


* Blackrock Caverns, a new level 80-81 five-player dungeon, is available for testing.
* The Stonecore, a new level 82-84 five-player dungeon, is available for testing.
* Throne of the Tides, a new level 80-81 five-player dungeon, is available for testing.


Classes: General


* All spell and ability tooltips will now display damage averages rather than minimum and maximum damage potential. This feature is on by default but can be changed via the Display settings under User Interface options. Note: this change has not yet been implemented for the mage class.
* All hunter and warlock pets have been deleted to address a data corruption issue. Hunters will need to tame new pets, while warlocks will notice the names of their pets have changed.
* Ammo has been removed from the game.
* The character levels at which classes gain new spells and abilities have changed.
* The glyph system is in the process of being altered. Existing glyphs may not be fully supported or functional.
* Many item and class stats have been changed or removed.
* Rage has been normalized.
* Spells and abilities no longer have multiple ranks and now scale with character level.
* A first pass on new talent trees has been implemented.

o Each specialization has been reduced to a 31-point talent tree.
o Players will now get a total of 41 talent points to spend.
o 31 points must be spent in the primary specialization tree before any points can be placed in additional trees.
o Players will be asked to choose a specialization at level 10. Doing so will result in the unlocking of a spell or ability unique to that specialization, as well as one or more passive bonuses.
o More information regarding our plans for talent trees can be found here: http://www.worldofwarcraft.com/info/und ... astery.xml


Death Knights


* A dedicated tanking tree has been implemented.
* The way in which runes recharge has changed.


Druids


* A new Eclipse mechanic has been added for druids. The feature is functional, but the interface art is still a work in-progress.


Hunters


* Five pets can now be stored with the hunter at all times. Any one of these five pets can be summoned via the Call Pet ability.
* Focus has replaced mana as a new resource.
* Hunters now start with a pet at level 1.
* The Stable will now store 20 pets. If a pet is moved into the Stable, its talents are wiped.


Mages


* There is now a new spell fly-out UI feature for mage portals. Clicking on the Teleport or Portal buttons will expand the list of choices available.


Paladins


* Paladins now have a new resource bar.
* We are in the process of overhauling many paladin talents, spells and abilities. Expect updates in upcoming patches.


Warlocks


* There is now a new spell fly-out UI feature for warlock pets. Clicking on this single button will open up the list of available pets to summon.
* Soul Shards have been removed from the game as items. Instead, they now exist as a resource system necessary for using, or altering the mechanics of certain spells.


Items


* Resilience no longer reduces the chance a player will be critically hit by an opponent.
* Durability: cloth, leather, and mail now have as many points of durability as plate, making the repair cost on death much closer to equal for all classes.


Professions


* The updated glyph system is now functional, though several classes still need passes on their glyph choices.
* The Reforging interface has been implemented and the NPCs should now be functional for testing this feature.


User Interface


* Leave feedback about the latest user interface changes here: http://forums.worldofwarcraft.com/threa ... 0&pageNo=1
* Spell Alerts have been added to notify players when procs on select spells and abilities occur. A visual notification will display around the character and the activated ability will be highlighted on the action bar.
* The ability to use third-party addons has been temporarily disabled for the test environment.
* The Arena Teams pane has been improved.
* Auto-quests have been added to the game. Players will automatically be given an auto-quest by entering specific areas in the game world. This alert will appear distinctly in the Objectives pane via the Advanced Quest Tracking feature. These quests will still be given to players with full Quest Logs, but will count toward the 25 total allotted quests if the log is not full.
* The Character pane has been redesigned. Character stats can now be shown or hidden via the Show All Details/Hide All Details button on the bottom left. When shown, all character stats will be visible in a window to the right of the pane. Stat sections can be reorganized by clicking and dragging them up or down the pane.
* The Professions panes now have more filtering and search functionality, as well as buttons to easily link recipes in the chat frame.
* Many of the yellow System Messages that would display in the chat frame when leveling up have been removed.
* New text animations now alert players as they level up, also providing information on when new talents, spells and abilities are available.
* Professions and Class Trainers windows have been altered to more clearly display available and upcoming purchases.
* Raid frames are now available and have temporarily replaced the standard party frames so that players can test them.
* The Spellbook interface has been improved for greater ease-of-use and visual appeal.


Graphics


* Experimental support for DX11 (can be enabled by passing ‘-d3d11’ on the command line or adding SET gxApi "d3d11" to the Config.WTF file).
* OpenGL Hardware Cursor support (can be enabled on the Video Resolution Panel).
* Improved water and lava rendering system (enabled by the Liquid Detail slider on the Video Effects Panel)

o 0 = Classic Water
o 1 = New Water (fake reflections)
o 2 = New Water (ocean has real reflection for terrain)
o These values are likely to change during Beta.

* Dynamic Sunshafts effect (enabled by the Sunshafts option on the Video Effects Panel).


Known Issues


* The Swift Spectral Gryphon does not increase movement speed.
* Floating Combat Text is not functioning.
* The Abyssal Seahorse requires Artisan Riding to use, but the Subdued Abyssal Seahorse only requires Expert Riding to learn.
* The portal from the Deepholm Temple of Earth to Orgrimmar currently spawns players underneath the world.
* Worgen are playing their idle sound effect every time they stop moving.
* All Heirloom items now have durability.
* Robes do not have durability.
* There is a section of missing geometry where the floor and wall meet in Fireland Hatchery.
* The bones for the quest "Spirits of Stonemaul Hold" cannot be interacted with.
* There is a large section of terrain that is blocking the entrance to Night Web's Hollow.
* Characters cannot interact with Egg of Onyxia for the quest "The Brood of Onyxia."
* Several cloaks are displayed incorrectly on draenei females.
* Ground mounts can be used when underwater in Vashj'ir.
* Corpses are not tapped on the quest "Free Your Mind" allowing other players to use the Sovereign Rod on targets they did not kill.
* While on the quest "Blood and Thunder!" NPCs will despawn prior to the event and the quest cannot be completed.
* Sound is cutting in and out during two segments of Mor'norokk's voiceover during the quest, "Some Spraining to Do".
* The spell effect visuals for Healing Rain and Earthquake look awkward when cast on a staircase or a steep incline.
* Guild control and guild banks are experiencing issues related to the new guild leveling interface and functionality. In addition, guild experience may not display properly when players change zones, and guild members will be demoted to the lowest guild rank when logging out.
* Battleground queues are undergoing significant changes and are not currently operational.
* Players are currently unable to create new worgen characters.
* Selecting high Liquid Detail when using Geforce 6 & 7 series video cards will currently prevent lava and water from rendering properly. You can temporarily restore liquid to the world by reducing the Liquid Detail setting via the Video Effects Panel, or by typing “waterDetail 0” in your Config.WTF file.


Bug Fixes


* Players should no longer get stuck at the loading screen when teleporting to Moonglade en route to Hyjal.
* Characters with two professions learned should again be able to train new spells.
* There is no longer a section of geometry missing from where the floor and wall meet in Fireland Hatchery.
* Gnome and troll character no longer have a broken background displayed as well as a LUA error at the character selection and creation screens.
* Sudden Death procs should now reset the cooldown of Colossus Smash.
* Hairstyles should no longer cause the male worgen face to disappear.
* Shadow Protection is now functioning correctly.
* Entering a phase with phased terrain (i.e. Rim of the World) no longer boots players from flying mounts.
* Players are now able to receive Stoneskin Totem from shaman trainers.
* The quest "Up the Volcano" can now be completed.
* Characters now ride the Swift Seahorse for the quest "Waking the Beast."
* The mob Tendril from Below should no longer fall below the world when killed.
* Globe of Boiling Water should now drop from Scalding Water Lords for the quest "Full of Hot Water."
* The quest "Blackfin's Booty" can be completed.
* The quest "Offering to Azshara" can be completed.
* The quest "Seeds of Discord" should reset properly.
* The rug in Stormglen Inn is should no longer be experiencing z-fighting with the floor beneath it.
* The fire damage from lava should no longer hit players at any height.
* Trainers are functioning properly.
* Selecting a character on the character select screen after creating a new one will no longer cause the game to display and act on the character two slots above the selected one.


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Ny Diablo 3-film: Artisans
Poster: Helgonet Wednesday 18 August 2010 21:43

Blizzard har i den senaste filmen presenterat hur blacksmiths kommer att fungera i Diablo 3. I filmen visas hur crafting och sockets kommer att gå till. Det finns en mysig "Take all"-knapp i det spelet!

Till filmen

Lite mer att läsa om de andra typerna av artisaner finns att läsa här

Källa

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BlizzCon 2010 Online Contests Begin
Poster: Slappy Tuesday 17 August 2010 1:57

Blizzards online tävling för Blizzcon har börjat och ni hittar regler och information om tävlingen här nedan.

Blizzard wrote:
The BlizzCon 2010 Fan Art, Original Song, and Movie contests have begun!

To enter, simply submit your original Warcraft, StarCraft, or Diablo-themed work before September 27. We have over $25,000 worth of prizes to give away between these and our Dance and Costume contests on Friday night at BlizzCon, and winning entries will be showcased live at this year's show.

Head over to the Fan Art, Original Song, and Movie contest pages to see the submission requirements, read the official rules, and check out the prizes. Information and online sign-ups for the BlizzCon 2010 Dance and Costume contests will be coming soon, so keep an eye on BlizzCon.com for details.
http://eu.blizzard.com/blizzcon/

Fan Art contest: http://eu.blizzard.com/en-gb/community/ ... index.html
Original Song contest: http://eu.blizzard.com/en-gb/community/ ... index.html
Movie Contest: http://eu.blizzard.com/en-gb/community/ ... index.html


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Förhandstitt på Darkshore
Poster: KalleAnka Wednesday 11 August 2010 19:24

Blizzard släppte i dag en liten förhandstitt, med frågor och svar angående Darkshore. En av de gamla zoner som kommer genomgå en förvandling i Cataclysm

Blizzard wrote:
Game designers Luis Barriga and Craig Amai sat down with us to discuss upcoming changes to Darkshore's landscape, the fate of Auberdine, and the challenges of redesigning an old-world zone from the ground up in this World of Warcraft: Cataclysm content preview.

Q. What was the original concept for the zone?

A. Darkshore was one of the areas hit hardest by the Cataclysm, so the main idea was to present a zone that had literally been shattered by those events. That was the approach we took for the revamp in terms of lore and aesthetics.

In terms of gameplay, our goal was to take advantage of the changes to the environment and use them to help address previous issues with quest flow. It was an opportunity to streamline progression within Darkshore so that the overall experience for players would be much smoother and require less running back and forth.

Q. Who will be using this zone (what levels/factions)?

A. Darkshore is designed for Alliance players, primarily night elves and worgen, from level 11 through 20.

Q. What is changing about the zone?

A. Auberdine has been destroyed; entire species of creatures have been wiped out, and the land has been torn wide open in multiple places.

The Cataclysm has also given the upper hand to a number of nearby foes, including coastal naga, Twilight's Hammer cultists, and opportunistic trolls of the Shatterspear tribe who seek to exploit weakened night elven settlements.

Q. What's happened to Auberdine?

A. Auberdine has been nearly razed to the ground, and what wasn't destroyed by the Cataclysm is now under assault by air elementals led by Twilight's Hammer cultists. The city is pretty much in ruins, but some survivors did make it out alive.

Q. With Auberdine in ruins, where do night elves go now?

A. Lor'danel. It's a small night elven town just to the north of the ruins of Auberdine.

Q. Without giving up any spoilers, what's the general storyline for this zone?

A. Darkshore has suffered immensely from the massive seismic ripples of the Cataclysm. The night elves are in survival mode, helping refugees and, wherever they can, fending off the advances of the Twilight's Hammer cult, the naga, and the Shatterspear trolls. Meanwhile, Malfurion Stormrage, recently returned from the Emerald Dream, has traveled to the epicenter of the destruction and called upon the ancient powers of Cenarius to contain it.

Q. What do you think is the most exciting new addition to the zone?

A. Without a doubt, the most exciting addition to Darkshore is the gigantic vortex in the center of the zone, where the devastating forces of the Cataclysm are being pit against the primal power of Malfurion Stormrage. Our amazing artists and level designers made us an epic energy vortex to serve as a visual centerpiece for the destruction, and it looks phenomenal.

Q. What goes into redesigning a zone like this?

A. Redesigning Darkshore required much more work than we originally anticipated. This was one of the first zones we tackled that centered on the effects of the Cataclysm, so we started out with the modest goal of adding a few themed quests and improving the general flow of the zone. As we piled on the visual changes, though, we soon discovered that a lot more manpower was needed to generate content that correctly reflected Darkshore's new landscape and lore.

Q. What was the most challenging aspect about implementing these changes?

A. At first we thought that we would be able to work with the majority of the original quests in Darkshore, but most of them just didn't make sense when viewed in the context of the zone's new storyline and direction. For example, chasing after corrupted wildlife and investigating washed-up threshers would seem out of place when everything around you is being ravaged by natural disasters, elementals, naga... and worse. Reaching the realization that we would basically have to scrap all of the old content and start from scratch -- and then actually bringing that plan to fruition -- was probably the hardest part of the process.

Q. What should players do or go see first?

A. Players should start in the town of Lor'danel and then play through the quest series naturally, slowly heading south. Higher-level players (levels 15 and up) may want to skip ahead and meet up with Malfurion Stormrage at the center of the zone, but Darkshore feels best if you experience the entire storyline from the beginning, as intended.

Q. What's happening at the Master's Glaive? The last time we saw it, it was mostly buried underground.

A. Twilight's Hammer cultists have recently begun to unearth the remains of Soggoth, one of the more powerful servants of the Old Gods, from beneath the Master's Glaive with the intent of bringing him back to life. Players will have to foil the cultists' plans before the new incarnation of Soggoth reaches full strength.

Q. Is there anything new at the Grove of the Ancients?

A. The Grove of the Ancients was shielded from most of the devastation caused by the Cataclysm, due in large part to the power of the ancient guardians residing therein. Protecting the grove required an enormous amount of energy, though, and as a result, most of the guardians have gone into a sort of slumber. Players will have to figure out a way to wake them and bring them into the fight to ensure the survival of Darkshore.

Thank you, Luis and Craig, for taking the time to talk about your involvement in reshaping Darkshore for World of Warcraft: Cataclysm!


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Blåa posts.
Poster: Slappy Monday 09 August 2010 17:35

Det har varit lite tyst från oss i ca en vecka nu efter att våran tävling tog slut och det har berott på att vi har haft för mycket att göra var för sig med jobb osv så därför får ni nu en extra lång blå posts samling idag.

Blizzard wrote:


Tanks - Vengeance
Imagine the tooltip for Vengeance read "Your damage scales with the rest of your raid as if you wore dps gear instead of tanking gear." That's pretty much it.

Q: Why not just make it +threat?
A: Tanks tell us *constantly* that damage is fun and threat without damage is not fun. Devastate is a much more fun button than Sunder Armor.

Q: Why make me have to worry about threat?
A: Because it's part of your job. A fight where there is no real danger of losing threat means half those buttons on your bar don't do much.

Q: Why not make tanks wear dps gear?
A: A few reasons. The big one is that tanks care about survival so they want to gear for survival. The bear solution works okay, but I suspect if they had the choice, the druids would rather see us itemize bear leather (if we could solve all the skewed distribution problems that led us to the current goal in the first place).

Now, it would be awesome if tanks did consider dps stats more seriously, and maybe outside of the instagib environment of Lich King, they will. Back in the day, tanks at least have say swords and rings for +threat fights even if they didn't use them all the time.

Q: Why does Vengeance needs to fall off at all?
A: Because we want you to care about actually hitting your buttons. You should be good at threat because you know when to use a Shield Slam for burst threat, not because of a nearly-passive aura that makes stuff stick to you like glue. If we wanted Vengeance to solve every problem of tanking, we would just make Defensive Stance et al. give you a 1000% threat modifier such that you'd never have problems.

Q: But if Vengeance falls off, we'll wipe.
A: That's not the intent. You have Shield Slam and similar abilities. You have a lot of threat generating tools. Heck, you have Taunt much of the time.

Q: What is the role of Vengeance in PvP?
A: Hopefully irrelevant. If making it dispellable isn't sufficient, we'll simply turn it off.

Q: Why can't tanks do competitive damage in PvP?
A: Because they chose the tank role instead of the dps role. Tanking comes with enormous advantages that are helpful in PvP, such as being hard to kill, hard to control and having good control of your own. That will be even more useful in the Rated BGs of Cataclysm.

Q: [I don't like that design. I prefer a different design.]
A: Feedback like that is useful to a point, but understand that your feedback will be more valuable if it does align with our goals. Saying "I think tanks should do the same damage as dps specs," is fine feedback, but it's something we're unlikely to change.

Concentration Aura
Someone else is getting Concentration Aura. Place your bets.

200% crits
Warlocks and mages get 200% crits.

We have talents or passives for the hybrid classes because we want the nukers to get the big crits but not the healers. But for mages and warlocks, it seemed silly to have identical passives that say "you get 200% crits" when we don't do that for all the melee classes who get 200% crits.

Incidentally, hunters also get 200% crits in Cataclysm. They already did for the most part on all of their physical attacks, but unless I'm mistaken, attacks like Arcane Shot could only get a 150% crits. That is fixed for Cataclysm.

Raid Buffs in Cataclysm
Nobody has more powerful versions. All raid buffs are identical in power in Cataclysm. Some have different durations or radii or other measurements of convenience. "I won't get brought because his buff is more powerful than mine," is a pretty reasonable argument. "I won't get brought because his buff is more convenient than mine," just doesn't carry the same punch.

Players are going to find themselves in situations all the time where they bring the same buff that someone else brings. Shaman and paladins are probably in the best situation of bring able to bring something no matter what else the group already has. But we still want for groups to be able to bring say two Fire mages, and in that case, their contributions are identical.

Failed specs
Yet, even though Enhance's dps was low, there were thousands of dps shaman raiding ICC. By far the majority of raids had at least one. The only specs we really failed on in LK raiding were Frost mage, Subtlety rogue, BM hunter and Arms warrior.

Hybrid Builds
We really haven't ever supported the true hybrid builds where someone goes halfway down two trees. It would be one thing if someone really wanted to play say an Affliction warlock who also emphasized demons or the Ret paladin who also wanted to be a better healer. But almost without exception the hybrid builds that have ever existed involved sneaking down into a second tree to get an overpowered talent or two. The developers never really wanted the last talent in a tree to be a decision. They want you to get that talent. When players would make builds that didn't go to the bottom of their tree they would feel like something was wrong with the tree. Nobody wants that 31-point talent to be a hard choice.

So, yeah, go get that 31-point talent. You'll have some decisions to make on the way down and then you'll have 10 points that can get you 3 or 4 additional talents from a pool of 15 or so that are left over. Not all of those builds will make sense, but many of them will. That feels like plenty of choice to me and both you and we will know that you have the basics that make your spec work.

Rogue
Subtlety
We're going to make Dirty Tricks baseline.


We still think the mobility between Subtlety and the other trees is a little far apart. This is something we want to address.

We also think Subtlety's damage against heavy armored targets is probably a little low and we're looking at that as well.

However, as we said in the Twitter dev chat, if you had a tree with Assassination's burst or Combat's timers *and* Shadowstep and Prep, why would you play anything else in PvP? In PvE, we want to get all 3 rogue specs to be as close together as possible. But part of that involves Rupture and Honor Among Thieves, which are just more potent in PvE than PvP. In PvP, we think it's fair that Subtlety does less toe-to-toe damage given that the tree has so many advantages when not toe-to-toe.

Sprint cooldown
I will admit that the 3 min cooldown on Sprint feels a bit antiquated. It's something we're discussing but it's too soon to promise anything.

Shaman
Totems not as useful as before?

This is a pretty common sentiment among shaman, but it's just not one we agree with. Elemental shaman having to give up their dps totem for a dps buff was a situation we weren't happy with. But Enhance giving up a dps buff for utility totems -- and very powerful utility totems -- isn't the same thing in our minds.

We don't want to have to balance the game around the assumption that Earthbind or Tremor Totem are up 100% of the time in a raid, which they would be if they also gave you the Strength of Earth buff. (For starters, we'd have to give equivalents to other classes since otherwise having a shaman would be a huge advantage.) Once you remove Tremor and Earthbind, (and disregarding Stoneclaw and Earth Elemental as super situational) then you're left with Strength of Earth vs. Stoneskin, and the powers of those two really aren't comparable. If you have one shaman, drop Strength of Earth. If you have two, or someone else who can bring that buff, then you can add Stoneskin. If you really need Earthbind or Tremor for an encounter, then you can live without Strength of Earth. Most of the time in PvE when you need those other two, it's not for the entirety of the fight anyway.

[...] If the model was that shaman were brought for their buffs then that would be a problem. But the model is that shaman are brought because they contribute to the group as a whole, which includes bringing some buffs (and to be fair, more than most classes) but also doing competitive dps. If your dps is too low, then *that* is the problem, not that you don't bring a powerful buff so awesome that you're virtually guaranteed a raid spot even if you go AFK half the time.

[...] And if you have a paladin, you probably have Devotion Aura, so then there is no reason to drop Stoneskin either. And if the group also has a warrior, then that warrior might Battle Shout, rendering Horn of Winter useless. You just aren't going to be guaranteed a raid slot because you bring the only reasonable version of a group buff. The good news is that nobody is.

Warrior
Rage Normalization - Crits no longer generate extra rage

We actually are concerned that even with normalization that rage scales too well with gear. Currently on beta, rage generation feels about right at level 80, but the income drops down more and more with higher levels. Now we have no doubt once warriors get epic gear with tons of haste and crit that they will have plenty of rage again, but that's the problem that rage normalization was really intended to fix.

The solution we're looking at, and I predict a lot you aren't going to like it, is not to have crits provide extra rage. That will let us bump rage income across the board without it getting infinite again at the epic level. This actually provides a certain amount of consistency with other classes because then crit would be about bigger numbers and haste would be about being able to do more because you have more resources to work with.

We think to feel right that warriors (and bears) generally need enough rage income to hit their main rotational buttons, but not Heroic Strike or Cleave. You might occasionally have to wait a second for that Bloodthirst or Mortal Strike, but we don't want that to be a regular occurrence (unless you just squandered your rage by playing badly.) Getting a lot of rage, because say you were stunned or took a lot of damage from something or the shaman popped Bloodlust, then just lets you Heroic Strike or Cleave more, get bigger Executes, save GCDs from going to Bloodrage, etc.

But also to feel right, this needs to occur in both quest greens and fully-gemmed and enchanted endgame gear. We don't think that is happening enough yet on beta.

Rest assured, you'll still scale just fine with gear.

Hit rating and rage generation
We know Cataclysm warriors will value hit pretty highly, and to be honest that's not a bad place to be coming off of LK where warriors viewed hit as junk. Then again, part of that was because of the Heroic Strike bug, so maybe hit would have been more valuable even in LK.

We're also taking a hard look at combat ratings across the board right now in Cataclysm. We removed so many passive combat ratings from the talent trees (as well as things like Misery and the Draenei racial) that we're concerned that our current ratings are too brutal. If we relax those, then everyone will see their hit go up.

If after all that dust settles warriors still are penalized too much for a miss then we might consider something to address that, but only if we were confident that warriors would still desire hit on gear more than they did in LK.

Rage "nerf"
It's just tricky because we know that warriors used to the Icecrown raiding environment are going to feel rage nerfed almost no matter what. Some of those warriors are going to complain about being rage starved anytime they aren't hitting Heroic Strike on cooldown. We just have to be very cautious when we get feedback. It is 100% supposed to be a nerf, but only to the degree of having to pay attention to that red bar up there under your health. It isn't supposed to be a dps nerf (minus the Heroic Strike bug and Shadowmourne and other things that make Fury dps too high on live).

Warrior Scaling
Totally. A little more rage is fine. Cats get more combo points as their geat gets better. Mages get more mana. We're just worried that the Cataclysm numbers currently in beta will make warriors still scale too well with gear, which means the leveling warriors don't have fun or the warriors facing the Bastion of Twilight out-dps the other classes.

Hunter
Focus

We implemented focus because hunters do not feel like a magic class to us. They aren't casting spells. They are shooting things with a ranged weapon.

Paladin
Protection

Paladins were always the "Block first, ask questions later" tank class of TBC and Wrath. Yes warriors use shields too, but Holy Shield made us block far more than the other guy.
We're just not happy with the way Prot paladins have been playing in Lich King. If you've followed these forums for some time that should come as no surprise. It's difficult to do that without breaking some eggs / butchering some sacred cows / insert your own metaphor here. Now we don't want to lose what it is that attracted you to the class in the first place, but we do need some space to come up with something we think is fun.

Holy Power as a mechanic is far from a polished entity.
I would agree. It just went in a few weeks ago. But we have plenty of time before we ship.

TLDR: 1) Please rethink the Holy Power = Mitigation philosophy and work it into Holy Power = Burst Threat philosophy.
The problem with this is that survival tends to trump threat concerns for tanks much of the time, and that's a totally logical response to have given the encounters you're asked to tank. While there are some fights where burst threat matters, there are plenty that don't. Almost every fight involves the tank staying alive however. We didn't want to introduce this new mechanic which was supposed to add some interest to all three paladin trees, and then have Prot paladins fall back on just mashing buttons on cooldown the way they play today, at least on the fights where threat wasn't tight.


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Cataclysm Beta Screenshot Contest
Poster: Dallandra Tuesday 03 August 2010 20:09

The contest ended up being more popular then we expected with over 500 people contributing with their screenshots for a chance to get their hands on a Cataclysm Beta key. After sorting though all the entries and filtering out those that didn’t follow the rules, we narrowed down to about 30 screenshots we choose to go through to the semi-final round and after many hours of discussion between all of us at Warcraft.nu we have finally chosen the lucky 15 winners.


The Winners

http://img517.imageshack.us/img517/2339/sundownu.jpg
The magical sunset of Darkshore is nothing else then amazing and for this Frexxi earned himself a beta.

http://img836.imageshack.us/img836/2169 ... 154046.jpg
Quiralyn showed us that Draenei are hot and for this effort we reward him with an even hotter beta key.

http://img840.imageshack.us/img840/8361 ... aentry.jpg
Clemx sure is a hot dwarf trying to catch herself something rare through the lava and that she managed with because she caught the rarest catch of them all, the cataclysm beta.

http://img709.imageshack.us/img709/8493 ... 033837.png
Jabaha was having a nice and friendly picnic with his father Thrym when he unfortuantly said something very wrong to upset him, Thrym almost crushed poor Jabaha's little puppy. We felt bad for seeing this happen and had no other choice then to cheer Jabaha up so we gave him a beta key.

http://img21.imageshack.us/img21/2482/w ... 004529.jpg
Kilobyte with his raptor entered with lightning striking and made him win his very own beta key and we salute this picture by shooting a beta key to him.

http://img651.imageshack.us/img651/6784 ... 003335.jpg
Zabusa the turtle riding and loving pirate managed to plunder or stash and grab him a beta key, YARRR!

http://img822.imageshack.us/img822/7843 ... 221433.jpg
None can stay away from an awesome fiesta and we thought that this picture from Aesha had a really nice touch to it, it's a good thing you had a club to hit that piñata with because in it there was a beta key.

http://i369.photobucket.com/albums/oo13 ... 4335-1.jpg
Murlocs, oh how we love these creatures and anyone loving them back should get a reward, got thing we got a hold of the flag slobbery was holding because we wrote down his beta key on it.

http://img695.imageshack.us/img695/5847 ... 195002.jpg
Drakes can be bloody nasty especially the drakes from the black dragonflight, all they do is cause us trouble and destroy our beautiful world thank god for having Panzerwagen to defend us against Deathwing and his minions. As a sign of gratitude we provide him with a beta key.

http://img62.imageshack.us/img62/5752/w ... 190601.jpg
The brand new sport of Azeroth, logriding, and getting first place in this season Pharmacy gets the grand price of a beta key.

http://img837.imageshack.us/img837/540/ ... 172434.jpg
Alcaz island must be the harshest place in all of Azeroth with prisons guarded by Nagas and for making his escape Vánilla gets to relax with his very own beta.

http://img228.imageshack.us/img228/7362/demoinorg2.jpg
Not even Illidan would say that Envy isn't prepared for the destruction Deathwing is brining us; with his monster size metamorphism he scared us into giving him a beta key.

http://img17.imageshack.us/img17/6798/entreh.jpg
Akysha entered with this amazing screenshot of Crystalsong Forest with all its majestic trees and glows and for that we throw a beta key his way.

http://img189.imageshack.us/img189/4799 ... 195930.jpg
After betraying Sylvanas to join the Lich Kings armies we thought it was a bold move, however with the fall of the Lich King poor Arméys was left without anyone to serve so we figured we'll keep him occupied for a while with a beta until he can try to make himself an ally with Deathwing himself.

http://img808.imageshack.us/img808/8249 ... 030534.jpg
Petrified trees puts terror in everyone who enters Felwood and these huge treants sure are scary, we felt sorry for poor Lardman and decided that he needed to be cheered up so a beta key is given to.


Honourable Mentions

The following screenshots were among those that made it to the semi-final round or got eliminated because of reasons such as using Photoshop to manipulate the picture or forgetting their character nametag. We at Warcraft.nu felt that it would be a waste not to show people these wonderful screenshots even though they didn’t make it all the way to the final round.

http://img130.imageshack.us/img130/2236 ... garogo.jpg
http://img190.imageshack.us/img190/1867 ... 075843.jpg
http://a.imageshack.us/img683/5917/wows ... 173526.jpg
http://img825.imageshack.us/img825/1116 ... 024357.jpg
http://img155.imageshack.us/img155/2494 ... 165942.jpg
http://img190.imageshack.us/img190/1867 ... 075843.jpg
http://img46.imageshack.us/img46/9531/w ... 134601.jpg


This contest showed us that there are many creative players out there. We would like to thank you all for your participation and wish you the best of luck in your coming WoW adventures! If you are interested in joining other contest, following live updates from the Cataclysm Beta and reading WoW news in Swedish then please visit us at Warcraft.nu for all your gaming needs!

Sincerely
/The Warcraft.nu Crew

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Uppkommande Fire Mage Förändringar.
Poster: Slappy Saturday 31 July 2010 15:41

Fire mages får lite kärlek värkar det som ni hittar förändringarna här nedan.

Blizzard wrote:

Quick preview of upcoming fire changes (talents are from left to right, *denotes a change to the talent):

Tier 1:
*Master of Elements: now 2 ranks at 15/30%

Burning Soul

*Incineration: removed

*Improved Fire Blast: moved from tier 2


Tier 2:
Ignite

*Fire Power: Increases the damage of your Fire spells by 1/2/3% and gives your Flame Orb a 33/66/100% chance to explode at the end of its duration.

Blazing Speed

Impact (no useful raid utility yet... awesome ideas welcome)


Tier 3:
*Cauterize (new, 2 ranks): You have a 50/100%% chance that an attack which would otherwise kill you will instead bring you to 40% of your maximum health. However, you will burn for 12% of your maximum health every second for the next 4 sec. This effect cannot occur more than once per minute.

*Blast Wave: A wave of flame radiates outward from the target location, damaging all enemies caught within the blast for X Fire damage and are slowed by 75% for 3 sec. Cooldown 15s.

*Molten Shields (new 1 rank, Blazing Speed is a prereq): Reduces the global cooldown of your Mage Ward spell by 1.5 sec and your Mage Ward triggers the Blazing Speed effect when it dissipates from absorbing damage.

*Improved Scorch: Reduces the mana cost of your Scorch spell by 50/100%


Tier 4:
Pyromaniac

Combustion

*Hot Streak (the instant Pyroblast no longer costs mana)

*Firestarter (new, 1 rank): Your Molten Armor allows you to cast the Scorch spell while moving instead of reducing the chance you are critically hit.


Tier 5:
Improved Flamestrike

Dragon's Breath

Molten Fury


Tier 6:
*Critical Mass: Your Pyroblast and Scorch spells have a 33/66/100% chance to cause your target to be vulnerable to spell damage, increasing spell critical strike chance against that target by 5% and lasts 30 sec.


Tier 7:
Living Bomb


Edit: forgot change to Blast Wave cooldown (now 15s, down from 30).


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Cataclysm Beta Build 12644
Poster: Slappy Saturday 31 July 2010 15:34

Här har ni patch notes för senaste beta builden.


Blizzard wrote:

World of Warcraft: Cataclysm Beta Patch Notes (version 12644)

Welcome to the World of Warcraft: Cataclysm beta test! Patch notes listed here are not comprehensive and will be changed throughout the testing process.

General


* The Alliance starting experience for worgen is available. Venture through the cursed lands of Gilneas to discover your true path! Currently the female worgen character is not available for testing.
* The Horde starting experience for goblins is available. Beginning on the Isle of Kezan in a goblin paradise, players will face a treacherous road ahead!
* The level cap for all characters is 83.
* Players may use our Character Copy feature for copying existing characters to beta realms, or may choose from high-level pre-made template characters.
* Elements of the guild leveling, perks, and roster page are now functional. Players should once again be able to buy and register guild charters, which now only require five signatures. See the Known Issues section for issues associated with this new system.


Zones


* Mount Hyjal and Vashj'ir, two new level 80-82 zones, are available for testing. Deepholm, a new level 82-83 zone is available for testing. Players may find their way to these zones by speaking with temporary teleportation NPCs located in any major city.
* The level ranges of Gilneas and the Lost Isles are in the process of being adjusted slightly. Creature, quest, and quest reward levels are all being altered so that players finish questing in these zones roughly by level 12. Further fine tuning will continue in future content updates.
* Several zones have had quest maps integrated.
* Eastern Kingdoms

o Arathi Highlands, Blasted Lands, The Cape of Stranglethorn, Dun Morogh, Duskwood, Eastern Plaguelands, Elwynn Forest, Hinterlands, Loch Modan, Northern Stranglethorn, Northshire, Redridge Mountains, Silverpine Forest, Tirisfal Glades, Western Plaguelands and Westfall are ready for testing.

* Kalimdor

o Most zones in Kalimdor are available for testing, though work continues on polishing the quest experience and flow, as well as zone aesthetics.


Dungeons & Raids


* Blackrock Caverns, a new level 80-81 five-player dungeon, is available for testing.
* The Stonecore, a new level 82-84 five-player dungeon, is available for testing.
* Throne of the Tides, a new level 80-81 five-player dungeon, is available for testing.


Classes: General


* Ammo has been removed from the game.
* The character levels at which classes gain new spells and abilities have changed.
* The glyph system is in the process of being altered. Existing glyphs may not be fully supported or functional.
* Many item and class stats have been changed or removed.
* Rage has been normalized.
* Spells and abilities no longer have multiple ranks and now scale with character level.
* A first pass on new talent trees has been implemented.

o Each specialization has been reduced to a 31-point talent tree.
o Players will now get a total of 41 talent points to spend.
o 31 points must be spent in the primary specialization tree before any points can be placed in additional trees.
o Players will be asked to choose a specialization at level 10. Doing so will result in the unlocking of a spell or ability unique to that specialization, as well as one or more passive bonuses.
o More information regarding our plans for talent trees can be found here: http://www.worldofwarcraft.com/info/und ... astery.xml


Death Knights


* A dedicated tanking tree has been implemented.
* The way in which runes recharge has changed.


Druids


* A new Eclipse mechanic has been added for druids. The feature is functional, but the interface art is still a work in-progress.


Hunters


* Five pets can now be stored with the hunter at all times. Any one of these five pets can be summoned via the Call Pet ability.
* Focus has replaced mana as a new resource.
* Hunters now start with a pet at level 1.
* The Stable will now store 20 pets. If a pet is moved into the Stable, its talents are wiped.


Paladins


* We are in the process of overhauling many paladin talents, spells and abilities. Expect updates in upcoming patches.


Warlocks


* Soul Shards have been removed from the game as items. Instead, they now exist as a resource system necessary for using, or altering the mechanics of certain spells.


Professions


* The Reforging interface has been implemented, however it may not currently be hooked up correctly to the corresponding profession NPCs.


User Interface


* The ability to use third-party addons has been temporarily disabled for the test environment.
* The Arena Teams pane has been improved.
* Auto-quests have been added to the game. Players will automatically be given an auto-quest by entering specific areas in the game world. This alert will appear distinctly in the Objectives pane via the Advanced Quest Tracking feature. These quests will still be given to players with full Quest Logs, but will count toward the 25 total allotted quests if the log is not full.
* The Character pane has been redesigned. Character stats can now be shown or hidden via the Show All Details/Hide All Details button on the bottom left. When shown, all character stats will be visible in a window to the right of the pane. Stat sections can be reorganized by clicking and dragging them up or down the pane.
* The Professions panes now have more filtering and search functionality, as well as buttons to easily link recipes in the chat frame.
* Many of the yellow System Messages that would display in the chat frame when leveling up have been removed.
* New text animations now alert players as they level up, also providing information on when new talents, spells and abilities are available.
* Professions and Class Trainers windows have been altered to more clearly display available and upcoming purchases.
* Raid frames are now available and have temporarily replaced the standard party frames so that players can test them.
* The Spellbook interface has been improved for greater ease-of-use and visual appeal.


Graphics


* Experimental support for DX11 (can be enabled by passing ‘-d3d11’ on the command line or adding SET gxApi "d3d11" to the Config.WTF file).
* OpenGL Hardware Cursor support (can be enabled on the Video Resolution Panel).
* Improved water and lava rendering system (enabled by the Liquid Detail slider on the Video Effects Panel)

o 0 = Classic Water
o 1 = New Water (fake reflections)
o 2 = New Water (ocean has real reflection for terrain)
o These values are likely to change during Beta.

* Dynamic Sunshafts effect (enabled by the Sunshafts option on the Video Effects Panel).


Known Issues


* The spell effect visuals for Healing Rain and Earthquake look awkward when cast on a staircase or a steep incline.
* Guild control and guild banks are experiencing issues related to the new guild leveling interface and functionality. In addition, guild experience may not display properly when players change zones, and guild members will be demoted to the lowest guild rank when logging out.
* Battleground queues are undergoing significant changes and are not currently operational.
* Gnome and troll characters have a broken background displayed as well as a LUA error at the character selection and creation screens. Having either a gnome or troll character can cause newly created characters to not display on the character list until it is refreshed by logging out and back in, switching realms and then switch back, or logging into and back out of the realm.
* Players are currently unable to create new worgen characters.
* Selecting high Liquid Detail when using Geforce 6 & 7 series video cards will currently prevent lava and water from rendering properly. You can temporarily restore liquid to the world by reducing the Liquid Detail setting via the Video Effects Panel, or by typing “waterDetail 0” in your Config.WTF file.


Bug Fixes


* The mob Tendril from Below should no longer fall below the world when killed.
* Globe of Boiling Water should now drop from Scalding Water Lords for the quest "Full of Hot Water."
* The quest "Blackfin's Booty" can be completed.
* The quest "Offering to Azshara" can be completed.
* The quest "Seeds of Discord" should reset properly.
* The rug in Stormglen Inn is should no longer be experiencing z-fighting with the floor beneath it.
* The fire damage from lava should no longer hit players at any height.
* Trainers are functioning properly.
* Selecting a character on the character select screen after creating a new one will no longer cause the game to display and act on the character two slots above the selected one.




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