- Oshu'gun? That's what the orcs call the mountain in Nagrand. But the draenei that remember the mountain for the vessel it was still use its original name -- the Genedar.
- Tyrande and Malfurion officially co-lead the night elves. Tyrande is no longer the sole leader.
- Sadly, the Shatterspear tribe is no more, although some may have escaped and found shelter within the Horde or other organizations.
- Just who the heck is Trade Prince Donais? Well ... he isn't Horde, exactly...
- There is a distinct difference between the vrykul and Kvaldir, and it involves the Curse of Flesh.
Filed under: Blizzard
The reason I bring this up is because lately, while playing Reaper of Souls, I keep thinking about that warlock redesign and the fact that in RoS Blizzard managed to take a game people generally felt was an unsuccessful sequel and change it in a variety of ways, and in the process so utterly remake people's opinions of it that we get reviews like this in Forbes. This has me thinking about whether or not World of Warcraft is going to see this kind of radical redesign in Warlords of Draenor or not. On the face of it, we're aware of a lot of changes coming - the removal of reforging, stats like hit and expertise, the deflation of stats on gear, health and healing changes - but there's still a lot we don't know about how thorough the redesign of the game is going to be.
Now, to be fair, RoS didn't make any significant mechanical changes - certainly nothing as dramatic as the warlock redesign was. And the warlock redesign came at a time when talents were completely overhauled as well. Clearly, there are various kinds of redesign in any expansion, but how does Warlords of Draenor compare? While we don't have a complete answer, we can compare it to previous expansions.
(NA) We continue to look into the login issues for the website (Account Management, forums, etc) & in game. WoW - Error 113 D3/HS - Error 73- BlizzardCS (@BlizzardCS) April 1, 2014
The following realms have been scheduled for connection on Thursday, April 3.
- Borean Tundra and Shadowsong
- Dath'Remar and Khaz'goroth
I think this is a marvelous idea.
Frankly, I think we all know that for every player who reads and absorbs dev interaction in the spirit in which it is meant, there's another who uses it simply as an excuse to blame said person for ruining the game. This goes back to before the time when devs were the ones delivering the news, mind you. I remember the days of Tseric, and the way the forums made him the villain in their self-generated narrative.
I don't see how I could add anything that would better encapsulate the brilliance of this article. Never before have I laughed quite this much at the notion of screaming decapitated heads being hurled at enemies by an evil clown with a lacrosse net, and I doubt I'll ever laugh that much at it again. This is, simply put, the best press you're going to see for Reaper of Souls or any Blizzard game this year, and I take the hat I don't have (probably made of snakes) off to you, Tim Colwill.
Paul: You know what – let's go ahead and... I don't think he needs a shirt. Does he need a shirt?
GON: Whenever I picture a clown, I always take their shirt off.
GON: We've all been there.
Paul: Well we're going there today, anyway. And I like these pants but I would... he needs some mobility. I would go full-on hammer pants. Remember in the 80's when they used to wear potato-sack pants? Remember those? With the things?
I now desperately want to see this happen for the Warcraft setting. I wonder what the clowns of Azeroth would look like. They'd probably have much bigger shoulders.
Being that I've been raiding so long, I sometimes see patterns. There's one I saw in BC, and repeated in Wrath and Cataclysm - the end of expansion lull. Once we get into the last tier of content, there's a surge of interest and everyone leaps to get in there and work on it... and that lasts a couple of months. After that, however, interest starts to wane. Players get burned out, stop playing, need to be replaced. Each player who needs to be replaced causes tension as the guild slows down due to the losses. Recruitment means bringing in people with less gear, less experience, and even if you manage to get a player with both the gear and the experience, it doesn't always mean they know how you do things. I was once recruited, after my Horde guild had killed all of Heroic Dragon Soul, by an Alliance guild that was on Spine. I took the jump because I wanted to play Alliance again - and even though I was geared as well or better than they were, I still had to relearn the fights based on their strats, and make suggestions based on my own experience that meant delays as they learned these new ideas.
This can lead to a feedback loop - players burn out, leave, this stresses the guild, more players get burned out. It's always present in raiding - churn is inevitable, recruitment must be continuous - but the promise of future content to come creates a counter pressure. You don't just raid to see the current content, you do it to be ready to get into the guts of the new stuff when it drops. But when you get into the last tier of raiding, there is no new content to keep you interested. And so, when that last raid tier takes months and months - sometimes, as in the case of ICC in Wrath, over a year - it becomes very difficult to keep guilds focused on progressing through it. Talking on twitter about all this after reading multiple posts on the issue, I started thinking about how it works out.
@Thoorium Of the various catch up systems we experimented with in Mists, we liked herbalism/mining the best. Plan is for more like that.- Hwoo (@hwoome) March 20, 2014
But what about crafting professions? Well, we don't know yet, but the plan is apparently to tie in with the gated material generation. This is in my opinion welcome news - especially for people boosting to 90, you'll be able to level your professions in the new content. That's a huge plus.
Each of the galleries show winners all the way back to the first BlizzCon in 2005, so they're well worth the look. It's kind of cool to see how costumes and cosplay in general have progressed over time in terms of materials, construction, and detail. Hopefully we'll see other contestants past added soon as well -- costumes are always one of the coolest parts of BlizzCon, so it's nice to see them finally recognized with galleries of their own.
As with the 50% bonus XP offer, you do not need to have pre-ordered Reaper of Souls to benefit from the experience boost -- all active Diablo III accounts have access to the bonus experience, as well as all new systems introduced in patch 2.0.1. With the new Paragon Leveling system, all characters share and contribute to a single, account-wide Paragon level -- so why not take advantage and get in some extra levels while you can?
If you have yet to pre-order Reaper of Souls, the offer will be available to those who purchase the game after its launch as well. The card packs require a Battle.net account to be redeemed, and there is a limit of five Expert Card Packs per Battle.net account. Players who have pre-ordered either the Digital or Digital Deluxe editions of the game should have their cards available immediately -- if you are waiting for the retail version, you'll find codes in the box to redeem in exchange for your cards.
Check out the official post for more information about the offer, the rewards, and how to get started with Hearthstone, if you haven't already tried it out for yourself.
Back then, I was a pretty involved raider (still am, but probably a step or so less) and almost all of my effort in-game was dedicated towards improving my gear's stats. I didn't give much thought to how it looked. Occasionally I'd make fun of myself for looks like the one above, when I simply couldn't get a hat or shoulders to drop in the first tier of Cataclysm raiding and had to settle for ones from Zul'Gurub or Zul'Aman. I wore them, because they were the best I could get, and every week I cursed the bosses in Blackwing Descent and Bastion of Twilight for not dropping better. But I always thought it was the stats that were important, not the fact that I looked like some demented tauren clown pretending to be a murloc to scare tauren children.
It took me a long time to understand how important a feature that allows you to customize your character's look can be to get you invested in that character. My groaning bank and void storage, filled to bursting with transmog items, can certainly attest that I quickly learned that lesson. But it shouldn't have been so surprising to me, considering I played in vanilla -- and back in vanilla, it was the fact that the tier raiding sets were such stark visual improvements that was half the motivation in pursuing them.
Then along came Hearthstone. I received an invitation to the closed beta. I gave it a few hours and then I dismissed it. I had a long list of reasons. The game was too simple. I felt helpless during my opponent's turn. I couldn't protect my most valuable creatures by keeping them out of combat. I didn't have enough interesting cards to develop the quirky strategies that I prefer in Magic.
A few weeks ago, on the advice of a fellow Magic player who had been playing Hearthstone nonstop since open beta, I gave it another shot. I tried to approach the game without my Magic prejudices. I soon discovered that Hearthstone has a lot more to offer than I first thought.
Here's how Blizzard won me over.
- Warlords of Draenor playable demo, with updated models and the intro zone -- likely the same as we saw at BlizzCon.
- Hearthstone: Heroes of Warcraft on iPad.
- A demo for Heroes of the Storm, featuring new Heroes that haven't yet been played anywhere outside of Blizzard.
- And playable time with Diablo III: Ultimate Evil Edition, on PlayStation 4.
Filed under: Blizzard