Blue Posts and Other WoW News: Intellect plate, MoP talents, more Ulduar style bosses, /brofist

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Blue posts
Quote:
Let me rephrase.
WHY. DO. YOU. HAVE. TO. NAME. THE. XPAC. PANDARIA. THE. FACT. THAT. THEY. ARE. FROM. PANDARIA. IS. IRRELEVANT.
Let me rephrase.
WHY. DO. YOU. HAVE. TO. NAME. THE. XPAC. PANDARIA. THE. FACT. THAT. THEY. ARE. FROM. PANDARIA. IS. IRRELEVANT.
It's not irrelevant, particularly given almost everything that happens after the Cataclysm and Deathwing's demise is centered around the discovery of this new continent. These forgotten lands, as well as the way the Horde and Alliance go about exploring them, are central to the overall story line (much like Illidan and the Burning Legion were to The Burning Crusade, the Lich King and his Scourge were to Wrath of the Lich King, and Deathwing's destructive return to Azeroth was in Cataclysm).
I'm not sure I understand your argument. It feels like you're claiming we're naming the expansion after a new race's starting zone (not true) and arguing that's "jumping the shark." If you're only taking issue with the title, I don't think that qualifies for such a label at all. More importantly though, I get the sense you learned only two bulleted details about the expansion (new race and new land to explore) before deciding to post this thread.
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Quote:
The expansion is not named "Pandaria". It is "Mists of Pandaria". Now to really nitpick.
If you're going to shorten the name down to one word, it should be "Mists". "of Pandaria" is an adjectival prepositional phrase describing the mists. The focus of the phrase is definitely "Mists".
The expansion is not named "Pandaria". It is "Mists of Pandaria". Now to really nitpick.
If you're going to shorten the name down to one word, it should be "Mists". "of Pandaria" is an adjectival prepositional phrase describing the mists. The focus of the phrase is definitely "Mists".
Yes! I always type "Mists" when writing notes from our meetings with the developers and such. "Pandaria" doesn't encapsulate the expansion name enough for me and I don't even like saying "MoP" in my head when I'm reading over my work. :p
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Quote:
I dunno, I would have preferred World of WARcraft: War Of the Blood War Anger Destruction Explode
I mean, that just sounds cooler. And things that sound cool validate me as a male. With testosterone.
I dunno, I would have preferred World of WARcraft: War Of the Blood War Anger Destruction Explode
I mean, that just sounds cooler. And things that sound cool validate me as a male. With testosterone.
/brofist
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Quote:
My favorite thing about this thread is how Zarhym never addressed the core issue presented and instead made strawman after strawman and mocked the opposition. Pretending the OP didn't have coherent point. I lurv ya Zarhym, but it pains me to see you resorting to Bill O'Reilley tactics.
My favorite thing about this thread is how Zarhym never addressed the core issue presented and instead made strawman after strawman and mocked the opposition. Pretending the OP didn't have coherent point. I lurv ya Zarhym, but it pains me to see you resorting to Bill O'Reilley tactics.
You're not allowed to go back in time and insert a core issue into the thread, then claim I failed to address it.
The OP says it's a cheesy name and likened it unto the decision to have Fonzie jump a shark in his leather jacket on water skies in Happy Days. If there's some deeper, truer criticism he was eluding to... you're right. I missed it. (Or pretended to miss it?)
And people love shouting "strawman!" so much on the forums that I'll pretend that wasn't a coherent criticism of my responses. :D
Quote:
It is unimaginative to name a land full of Pandas Pandaria.
It is unimaginative to name a land full of Pandas Pandaria.
I could try to reference real world nationalities and their relation to the names of the respective nations from which they're derived. My guess is that wouldn't be the best use of my time or yours. Instead I'll just remind you that's been the name of the continent for a long time now.
Once a bunch of new updates about the expansion come flying out from our offices, we trust players may not just have pandas on the brain anymore when thinking about 5.0. Yes, it's true, the next expansion's name, new playable race, and new continent are all derivatives of the word "panda." We're confident that's not going to encapsulate the entire gameplay and story experience though.
What a coincidence! We happened to talk about raid design and results with Ghostcrawler and Mumper yesterday, and everyone looked back fondly on Ulduar, among others.
Yes, the same designers and artists who worked on Ulduar are still working on raids.
Here's the thing -- Ulduar is an example of a raid where lots of players got to enjoy the first few bosses, and very few players ever saw the last few. Yogg Saron and Algalon were among the least-killed bosses ever, and not because they were exceedingly difficult. Rather, clearing the dungeon all the way to Yogg took up a big chunk of a raiding week (and you only had an hour to kill Algalon), and the ability to extend raid lockouts came later in 3.2.0 (but extending raid lockouts means getting less loot overall). Raid Finder partially resolves the length-of-raid problem, so we can consider designing longer raids, but that's not always an easy call. Long raids mean longer development time, and while some players might be willing to wait, we understand why others might get impatient.
Of course, having multiple raids in a tier (like the combination of Bastion of Twilight and Blackwing Descent) has the advantage of giving players different environments to play in while potentially making scheduling and logistics easier.
Pushing a big red button for Mimiron was very cool, and again is fondly remembered. We have created something like 40 raid bosses since the creation of those encounters however, and we cant help but think that it would start to feel really gimmicky and forced if every raid encounter had its difficulty set by pushing a button, (or not killing adds, or changing the order you kill the bosses, or the other mechanics we used in Ulduar). We think Mimiron would feel less special if there were six more bosses in the game with big red buttons, and we're just not sure the design space is there to have a near infinite variety of means by which players launch a heroic mode in game.
Nonetheless, because there are so many requests for those style mechanics, we are considering doing a few bosses with optional modes (in the same way Mimiron, Freya or Sartharion had them) in Mists of Pandaria.
Yes, the same designers and artists who worked on Ulduar are still working on raids.
Here's the thing -- Ulduar is an example of a raid where lots of players got to enjoy the first few bosses, and very few players ever saw the last few. Yogg Saron and Algalon were among the least-killed bosses ever, and not because they were exceedingly difficult. Rather, clearing the dungeon all the way to Yogg took up a big chunk of a raiding week (and you only had an hour to kill Algalon), and the ability to extend raid lockouts came later in 3.2.0 (but extending raid lockouts means getting less loot overall). Raid Finder partially resolves the length-of-raid problem, so we can consider designing longer raids, but that's not always an easy call. Long raids mean longer development time, and while some players might be willing to wait, we understand why others might get impatient.
Of course, having multiple raids in a tier (like the combination of Bastion of Twilight and Blackwing Descent) has the advantage of giving players different environments to play in while potentially making scheduling and logistics easier.
Pushing a big red button for Mimiron was very cool, and again is fondly remembered. We have created something like 40 raid bosses since the creation of those encounters however, and we cant help but think that it would start to feel really gimmicky and forced if every raid encounter had its difficulty set by pushing a button, (or not killing adds, or changing the order you kill the bosses, or the other mechanics we used in Ulduar). We think Mimiron would feel less special if there were six more bosses in the game with big red buttons, and we're just not sure the design space is there to have a near infinite variety of means by which players launch a heroic mode in game.
Nonetheless, because there are so many requests for those style mechanics, we are considering doing a few bosses with optional modes (in the same way Mimiron, Freya or Sartharion had them) in Mists of Pandaria.
One of the problems we're specifically trying to address with the new talent system is getting back a little to the sense that there are 10 classes in the game (soon 11) instead of 30 (soon 34). A common complaint we saw about the Cataclysm talent design was that hybridization was greatly downplayed. Now it's easy to dismiss going down two trees as never really having worked out, but it's clear that many players are in love with the idea of doing so.
We also just want to keep the total number of talents under control, since the intent is that they have pretty big effects. If you're facing a Frost mage in PvP in Mists of Pandaria, you'll have even less of an idea of what is in their toolbox than you do today. If you're a raid leader, you won't be so certain what abilities your Discipline priest has to deal with the upcoming boss. A little of that keeps gameplay feeling fresh, but too much of it can be overwhelming. If each of the three mage specs, for example, had different talent choices, then we would have 612 total talents in the game instead of 198. Even 198 is a lot to learn. We also have the suspicion that coming up with 612 really awesome talents will be much more challenging. One of our design philosophies is concentrated coolness: have a few awesome things instead of a lot of mediocre things.
Now in some ways we are strengthening the concept of a spec by really pushing rotations and some other signature spells to specific specs. Immolate is Destruction only. Backstab is Subtlety only. Given that, talents are a great vehicle to make sure that your character still feels like a warlock or a rogue at the end of the day.
We really want to avoid talent synergies where only one talent on a tier makes sense for your character. This would be the case if say Fire mages did bonus damage with only Fire spells, or there was one healing talent on a tier competing against two DPS talents for your priest. Please continue to bring up concerns you have in this regard (though not necessarily all in this thread) and we will try to address them.
We also just want to keep the total number of talents under control, since the intent is that they have pretty big effects. If you're facing a Frost mage in PvP in Mists of Pandaria, you'll have even less of an idea of what is in their toolbox than you do today. If you're a raid leader, you won't be so certain what abilities your Discipline priest has to deal with the upcoming boss. A little of that keeps gameplay feeling fresh, but too much of it can be overwhelming. If each of the three mage specs, for example, had different talent choices, then we would have 612 total talents in the game instead of 198. Even 198 is a lot to learn. We also have the suspicion that coming up with 612 really awesome talents will be much more challenging. One of our design philosophies is concentrated coolness: have a few awesome things instead of a lot of mediocre things.
Now in some ways we are strengthening the concept of a spec by really pushing rotations and some other signature spells to specific specs. Immolate is Destruction only. Backstab is Subtlety only. Given that, talents are a great vehicle to make sure that your character still feels like a warlock or a rogue at the end of the day.
We really want to avoid talent synergies where only one talent on a tier makes sense for your character. This would be the case if say Fire mages did bonus damage with only Fire spells, or there was one healing talent on a tier competing against two DPS talents for your priest. Please continue to bring up concerns you have in this regard (though not necessarily all in this thread) and we will try to address them.
The situation with intellect plate is an ongoing discussion among the designers, but we have yet to come up with a solution that's better than just continuing to make intellect plate.
- Let Holy paladins wear Strength plate – This would require a lot of conversions. Does hit become Spirit? What happens to expertise? Do all Strength items convert or just actual armor pieces? Can paladins mix and match with Intellect jewelry and trinkets? Do Holy paladins also hit really hard in melee, or do they lose that ability? Does it make paladins too effective as hybrid classes if they can share much of their gear across three different roles?
- Let Holy paladins wear mail – Our mail is designed to look like shaman or hunters, not paladins. It's cruel not to let a paladin wear the paladin tier armor, and also weird that a given tier piece could be plate or mail even though it looks identical.
- Let priests wear plate – We like the design for priests as cloth-wearers, we would not want to drop less cloth overall (since only mages and locks would need it at that point), and we don't want priests to look like warriors, DKs or paladins.
- Individually these aren't difficult problems, and we have the ability to solve each of them, but at the end of the day the designers don't think any of those solutions are preferable to just keep on making Intellect plate for Holy paladins. Maybe someday there will be a new class that also uses Intellect plate.
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Filed under: Today in WoW






Reader Comments (Page 1 of 4)
Tyrant T104 Jan 26th 2012 9:19PM
dont mean to complain on here, but my battle.net forum privledges apparently have been revoked. I made a post last night addressing a horrible run of random dungeon groups with mostly non english players from im guessing oceanic realms that could not complete any dungeons that we got, nor could i instruct them as to something as simple as "loot the shadowforge torch bearer" to complete BRD. Now im sure im not the only player who's experienced this, and im not trying to sound like a biggot. I just wanted to know if other people were having issues and if theres any other solutions that could work for random dungeons, like having an auto translate function like other MMOs input. instead of any helpful information being provided my post was deleted and my account banned. and i have no idea why or for how long. is this common for blizzard to do?
omedon666 Jan 26th 2012 9:33PM
I am saying this with a smile, completely lighthearted, and am not downplaying the issue you're having with your account, but...
your first mistake was PUGing the "majority portion" of BRD ;)
Tyrant T104 Jan 26th 2012 9:55PM
i might have been able to reword my original post, cause i really dont want to sound racist. I can speak some spanish and thats workable, but some people i got queued with had all ????? When they spoke, so i cant even translate that. And im sure theyre frustrated and asking what to do and i cant answer them.
trefpoid Jan 26th 2012 10:40PM
that topic is strictly forbidden on the forums, every single thread about it gets deleted, probably because you cannot expect Latin American and Brazilian servers to be secluded and have 3 hour long queues to get into LFD/LFR/Arenas/BGs so there's nothing they can do and the system has been working fine for years. If you have a bad run, I suggest leaving the queue or going only with friends.
Sqtsquish Jan 26th 2012 11:14PM
It would appear that players that don't speak english at all have become more proliferate since 4.0 or so
clundgren Jan 26th 2012 11:16PM
I've seen those threads on the forum, and here's the thing: I haven't seen one yet that wasn't at least implicitly (more often explicitly) negative about the non-English speakers being discussed. And I think the OP dost protest too much: even if a thread is locked, you don't get a ban unless you violate the terms of service. Such as by making derogatory statements about someone's nationality.
I've been playing this game a long time, on different servers. I have never had any kind of problem because of language, and I've grouped with people from all over the world. What is needed is a smidgen of patience and tolerance. You are playing an international game, not English-only game.
Tyrant T104 Jan 26th 2012 11:47PM
trust me, i was afraid of getting in trouble in my post on the wow forums so i worded it very carefully not to be negative or offensive. and i was frustrated because i had like 3 deungeons in a row that had non english that prevented us from doing the dungeon. either dps that didnt know how to click something (even when i tried /pont at them then /point at item) or tanks that didnt know where to go. i was trying to make a suggestion they implement some auto translate function, or since theyve added so many non english realms they stick to their own queues. idk. blizz could have at least pointed out to me the post was inappropriate instead of banning me from the forums... i just wanna know how long im banned, and my attempts at contacting blizzard have gone unresponded.
Artificial Jan 27th 2012 3:05AM
"dont mean to complain on here..."
So you hit the "Add Comment" button here accidentally? (Starting out your post with a lie right off the bat doesn't actually boost your credibility.)
"trust me, i was afraid of getting in trouble in my post on the wow forums so i worded it very carefully not to be negative or offensive. [...] i was trying to make a suggestion they implement some auto translate function"
So you posted, "Hey guys, I had a lot of trouble with a run last night being unable to communicate effectively the other players, do to the lack of a common language. I'd suggest adding an auto-translate feature to chat." and nothing beyond that, after first checking there aren't already a dozen threads saying the same thing? Color me skeptical...
Lars Petersson Jan 27th 2012 5:44AM
We have those problems on EU realms occasionally, but TBH, language has never been a true problem. Only player skill.
Whenever I've been in a group where people know what they're doing, language has never mattered. And these days, unless I'm in a guild run, there's usually less talk then when I have NPCs helping me kill a quest mob.
So yeah, I don't think the problem was that they didn't speak English, but that they didn't know BRD...
DarkWalker Jan 27th 2012 7:51AM
@Sqtsquish:
Among the 200+ realms, there are 8 that aren't in English (5 for Brazil, 3 for the rest of Latin America); the Brazilian ones were only released last December (and the Brazilian version of the game has very aggressive subscription prices). It's natural to have an increased number of players that don't speak English.
Snuzzle Jan 27th 2012 8:48AM
This site had a lovely article a while back listing common phrases you might need when PUGing with those who speak another language. Simple things like "afk bio" or "don't pull aggro" or "I need this quest." I've used it on occasion, and it's handy for when I get stuck with 3 people from Quel'Danas. Id link it, but it's on my PC bookmarks and I'm on my phone. Maybe another lovely commenter has the link handy though.
Katherine Jan 27th 2012 3:59PM
Try using emotes, they are automatically translated.
Alysandir Jan 26th 2012 9:23PM
My prediction is that holy paladins will indeed end up wearing strength plate. Why? Because after making us first focus on crit, then mp5, then haste, then int, then spirit (all the while trying to make us care about mastery), Blizzard has run out of stat options in order to make us have to relearn our class again.
Jack Mynock Jan 26th 2012 9:31PM
Poor dear. How many expansions in a row must Holy Paladins be overpowered before they'll stop complaining?
Alysandir Jan 26th 2012 9:34PM
@Jack Mynock
Do you need a hug? There, there...
/hug
Pyromelter Jan 26th 2012 9:39PM
Have to agree, and I think the concerns brought up with strength plate are easily dealt with. For holy, just make strength equate to sp and mana and maybe 1/4 ap, or maybe no ap. Hit and expertise would be... hit and expertise. They could stil use caster stuff like weapons,jewelry, and trinkets. Not sure why they didn't figure that out long ago.
Artificial Jan 27th 2012 2:50AM
"Not sure why they didn't figure that out long ago."
They did. Then they compared it with the alternatives and decided it was not the best option. You may not agree, but it's kinda amusing that you think if they don't agree with you, it must be that they couldn't figure it out. Is anyone who doesn't agree with you obviously not thinking clearly? xD
Falcom Jan 27th 2012 3:52AM
My suggestion is make ret use spell power plate, just convert them to scale off spell power instead of attack power. Mechanically they could stay the same.
lazymangaka Jan 27th 2012 9:07AM
@Falcom: That's the best suggestion I've seen for the issue. Switch Ret over to Intellect Plate and leave Prot with Strength. Then Int Plate basically becomes Int Mail--only one class cares, but two specs of that class get to use it so it's not that big of a deal.
That seems like a perfectly reasonable solution to me.
Puntable Jan 27th 2012 9:57AM
I never understood what was so horrible about holy paladins wearing cloth, leather, or mail armor. They would just have to figure out how the loot rolls would work in pugs.
If it mas my decision, I would have just one class of armor. It would change to plate or cloth or whatever when you equipped it.