Filed under: Mists of Pandaria
But it's not just the valor upgrades that will be changing. Players who spend a lot of time on the Timeless Isle and have a lot of coins they can't do anything will now be able to exchange the coins for Deeds of Valor, which will be a straightforward swap of 3000 timeless coins for 100 valor points. You'll still have your weekly and monthly valor caps to contend with, but now, you can at least do something with all those timeless coins on your currency tab.
Finally, because we'll be able to upgrade our items twice more (up to the 4/4 upgrade level) the special heirloom weapons from Garrosh Hellscream will also be automatically upgraded, gaining an additional 8 ilevels. This is to make sure that players using those heirlooms as their main weapon don't have to abandon them for an item which can be upgraded.
Head to the official site's forums for more details.
@DarkCainX Then you're misperceiving what "average" is; I assure you, if you were clearing 4.0 raids steadily, your group was above average.- Watcher (@WatcherDev) May 12, 2014
What Watcher is pointing out here is that for many of us, our group of peers is the game. We only see the game we play. Any assumptions we make about the game (such as, the difficulty of the raids, the quality of our fellow players) can be hampered by the assumption that what our group experiences is what all groups experience. The tweet that Watcher responded to argued that the Cataclysm launch raids weren't overtuned because his peer group, which he considered 'below average', was clearing them. Watcher's response points out that it can be difficult to define what the average is, much less whether or not you're there.
So there we have it -- in patch 6.0, you will be able to ride a Cloud Serpent without Cloud Serpent Riding, meaning that at last your alts will be able to mount up. This seems to contradict an earlier post, but it's not anything I'll be complaining about. Going back to Pandaria to get this seemed kind of odd considering Warlords is all about getting people to the new content as fast as they want, so I'm glad for this change.
But that doesn't seem to be the case with this particular spell. In fact, Gaze of the Black Prince also increases the chances of getting a Secrets of the Empire, Sigil of Power, Sigil of Wisdom, or Titan Runestone from enemies. How much of a chance isn't directly stated, but frankly, gathering the needed drops is far more time-consuming than simply earning the required reputation with Wrathion, so that's fantastic, right? Well ... there's more.
You'd better believe there's going to be spoilers for War Crimes and Warlords of Draenor in this one, folks. If you're still reading, I can only assume you're absolutely fine with this. Because man oh man, are they coming.
If you played World of Warcraft during the patch 5.4 period, and you did any of the Timeless Isle, you probably know who Kairoz is. Kairoz, or Kairozdormu, is a bronze dragon that we first met on that aforementioned Timeless Isle, where he enlists players to aid him in the creation of a device known as the Vision of Time. After helping him do so by collecting mysterious Epoch Stones, which are infused with the bizarre magical power that keeps the Timeless Isle from being affected by the normal flow of time, Kairoz sends you to use the artifact in the very midst of the conflict between those forces loyal to then-Warchief Garrosh Hellscream and those seeking to depose him.
War Crimes is a different kind of book -- it features a gigantic cast. Can you tell us a little about the challenges involved in writing and keeping track of so many familiar faces?
Christie: It definitely is. I had kind of done a run at something like this with The Shattering, that was my first experiencing writing for both Horde and Alliance, trying to weave in various characters and their story lines and still make it fast paced and entertaining. This really was a chance for me to, with the Vision of Time at my disposal, to kind of go through and not just address Garrosh, but sneak in some of the history of Azeroth. What made these factions who they are, how they thought of each other, and a lot of old hurts, as well as new things. I actually just posted on Twitter a picture of the colorful index cards that I laid out on my dining room table at work at one point just to keep track of it!
- First off, if you haven't gotten the Kor'kron War Wolf for the 'Ahead of the Curve" achievement, it will cease to be attainable once the patch drops.
- Garrosh Hellscream will no longer have a 100% chance to drop the Kor'kron Annihilator mount on the new Mythic difficulty, once you can level past level 90.
- If you have not already gotten an heirloom off of Garrosh Hellscream, you will have a 100% chance to get a specialization appropriate heirloom, and your chances to get an additional heirloom will be increased. But once you can level past 90, you will not be able to get heirlooms from Garrosh anymore.
- Group finder will be available.
But during BC the Badges of Justice were devised, and for the first time players had a way to get around the luck of the draw. Over the course of the expansion, new gear was placed on vendors, gear that could be purchased for Badges, and this meant that players kept running as much content that dropped those badges as possible. It's fair to say that the badge system kept Karazhan going as a desired raiding location - people would bring their geared mains, even, just to get the extra badges. When the Isle of Quel'Danas vendor opened, all of my friends and guildmates (who were raiding TK and SSC and moving up into Hyjal and the Black Temple) picked up gear from the IoQD vendor, because it was easily as good if not slightly better as the drops we already had. It filled weak spots (those pants or boots or belt that never dropped) or provided us with weapons absolutely as good as drops we hadn't even seen yet.
The badge system got ever more complex in Wrath, with each new raid tier also seeing the debut of a new type of badge and new gear that badge could be spent on. As a result, the two tiered point system (justice and valor points, honor and conquest points for PvP) was introduced in Cataclysm (technically, during the tail end of Wrath) to simplify everything. It worked, to a point. Now, in Mists of Pandaria, we've seen justice and valor points be superseded by the bonus roll mechanic, one that will be revamped in Warlords of Draenor. One could argue that the bonus roll system puts the emphasis back on whether or not an item drops as opposed to simply collecting points to buy an item - it removes the certainty of reaching enough points to make a purchase, as well.
There are other things I can't bring myself to do in game. I can't run Sunken Temple. Every time I go in there it's like my brain forces me to come up with a reason to leave. And I'm beyond terrible at playing a paladin - every time I try I end up getting myself stuck at some random level, and often, I end up deleting the character. I recently started playing a paladin I'd left at level 50 since vanilla - he's since been deleted. I have friends who simply cannot play Horde, or Alliance.
So, let's ask the question - what can't you make yourself do anymore? What couldn't you ever do?
The Darkspear Trolls are, as of the end of Mists of Pandaria, the most powerful tribe of trolls in all of Azeroth. Their leader, Vol'jin, sits atop the Horde as its new Warchief, the first non-orc ever to hold that title. In their time with the Horde, the Darkspears have weathered many challenges - the initial travails of their escape from the Sea Witch and the death of Sen'jin to the rise of Garrosh Hellscream and the reclamation of the Echo Isles, and most recently the ultimately successful Darkspear Rebellion that deposed Garrosh.
Once, the Darkspear were the smallest and least respected of all the jungle trolls - cast out of Stranglethorn Vale by the more numerous and aggressive Gurubashi, they came to inhabit the islands of the South Seas, where Thrall and his orcs encountered them. It's amazing to think about how these bedraggled, oppressed trolls managed to become so powerful a force. In part, it must be credited to Vol'jin. Following Garrosh Hellscream's attempt to assassinate the Darkspear chieftain, it was Vol'jin who ultimately united and led the Horde against the warchief.
So I started asking myself if it would be possible to release an expansion with little to no raiding content at all. Would players accept it? It's a cliche (and an overused one among the community) that Blizzard didn't do this or that 'because it would cost us a raid tier' but let's really consider -- what if we could have the expansion next month, but it wouldn't have any raids? Would that be an expansion people would be willing to play?
One of the reasons I consider this a more controversial question that it would have been at the end of Wrath is because now, raiding is far, far more accessible than it was even then. With the advent of LFR and the recent development of flexible raiding, it's never been easier to raid than it is. While Warlords of Draenor is changing the raid game, those changes will only make mythic raiding in any way more restrictive -- the rest of raiding will remain very accessible.
The article focuses primarily on difficulty levels and raiding. Watcher discusses in detail the problems inherent in the "10-man is easier, 25-man is harder" approach, as well as the ways that making 10- and 25-man raiding more equivalent in difficulty led to new problems that hadn't existed before. From there we learn about the origin of both the LFR and Flex raiding options from the perspective of how different raiding difficulties serve different portions of the WoW player population. If you've ever wondered about the thought processes that went into developing the different types of raid systems we see in the game today, this is an excellent article on exactly that.
Check out the full blue post after the break.
Or at least that's what everyone in War Crimes would enjoy seeing, to varying degrees. Christie Golden's latest novel, War Crimes, is due out next week on May 6. It tells the tale of Garrosh Hellscream's trial, an event many players have been waiting to hear about -- and it also serves as a bridge novel, of sorts, between Mists of Pandaria and the upcoming expansion Warlords of Draenor. If you'd like to know how Garrosh wriggled out of his presumably inevitable death and got to Draenor, this is the book you want to read.
But it's so much more than that. In War Crimes, the focus is much less on Garrosh, and much more on the people around him -- those called to the witness stand, and those simply observing the trial in progress. It's a sweep of almost every major face in the Alliance and Horde, and their unique individual reactions to what happened during Hellscream's reign. In that, it's a very different kind of novel -- and I think it was just the novel needed to bring this expansion fully to a close.
Please note: Because War Crimes has yet to be released, this will be a spoiler-free review. Please refrain from talking about spoilers in the comments -- any spoiler information posted will be deleted.