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Posts with tag Daxxarri

Daxxarri asks how you would customize your WoW character

It's hardly confirmation that Blizzard is thinking in this direction -- Daxxarri says the discussion is "just for fun" -- but on the official forums CM Daxxarri has responded to a thread about character customization options asking what players would most like to see.
Daxxarri
Just for fun, if you could pick your top three character customization options, in order of preference, what would they be? For me:

1. Scars/tattoos/warpaint
2. More facial hair options for males
3. Racial 'variants' for those who have them

Is this reason to hope we might get more character customization options -- or even more varried racial skinning options -- in the future? We're not holding our breath based on this thread, certainly, but if more customization is what you're after, hop into the thread to let Blizzard know.

Filed under: News items

Ghostcrawler and Daxxarri talk classes in patch 5.2

mage talents screenshot
With the advent of patch 5.2, World of Warcraft Lead Systems Designer Greg Street "Ghostcrawler" and Community Manager Daxxarri have been posting a series of class overviews and changes. Part one went up on Tuesday, covering death knights, druids, and hunters. Part two was posted Wednesday evening and covers mages, paladins, and priests. Part three, on rogues, shaman, and warlocks, went up yesterday evening, and part four, covering warriors and monks, was posted earlier today. For many classes, most of the changes involve PvP balancing as well as trying to improve a number of talents in some way to make them more useful and thus more attractive to players, at least situationally. If you're curious about either the philosophy of class balance design or just want to know what happened to your class this patch, make sure to check it out.

What I love about these posts is that little glimpse of insight they provide into the thought process that goes into balancing the class mechanics in a game like World of Warcraft. I'll be honest, I'm glad I'm not one of the people involved in that job. To me it seems like an endless headache to try and make sure all classes are different enough to feel unique, but similar enough such that a raid or dungeon group isn't punished for lacking one indispensable class, and I wouldn't have the patience for it. But I certainly admire and respect those who do!

Filed under: Druid, Hunter, Mage, Paladin, Priest, Rogue, Shaman, Warlock, Warrior, News items, Death Knight, Monk, Mists of Pandaria

Let the blood be spilled

Let the Blood be Spilled
Blizzard Community Manager Daxxarri has taken again to the forums to weigh in on a thread bemoaning level 90s ganking on PvP servers. While it is hardly news that max-level players will occasionally take the opportunity to grief or gank lower level players, indeed, it's been a state of play that's existed pretty much since the game began, CRZ has likely increased the regularity and severity of these occurrences.

There seem to be two vying camps of opinion on this issue, and it's pretty clear from his posts which one Daxxarri falls into:

Daxxarri
This is going to sound weird, and while I do empathize with the frustration that's being expressed in this thread, this conversation still warms the cockles of my black little heart.

Why? Because for too long there was very little distinction between playing on a PvE realm and playing on a PvP realm. We had inadvertently created a situation where there was little risk when leveling in the world on a PvP realm. The experiences were, for all practical purposes, virtually identical, but that wasn't what we had in mind.

Life on a PvP realm can be nasty, brutish and short. Justice is in very short supply. Every action you take in the world carries with it an added level of risk, from questing, to hunting down profession materials, to simply traveling from place to place. You can be attacked at any time, sometimes by an overwhelming force. Of course, the shoe can also be on the other foot, and you'll be able to turn the tables on your attacker, or find clever ways to delay them or escape from them. Some will become roaming slayers, seeking out enemies to destroy.

In short, the experience on a PvP server is different. We want it to be different, and that includes everything from honorable conflict on the field of battle to horribly despicable ganking. It's all part of the fabric that makes a PvP server what it is.

Let the blood be spilled.

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Filed under: Mists of Pandaria

Blizzard takes a stand against pre-made battleground groups

Taking a stand against Premades
Blizzard Community Manager Daxxarri has been very active in the past 24 hours in a topic on the patch 5.1 changes to battleground queues. He's been responding to criticism of these changes, and, at the same time, being characteristically forthright on the issue of pre-mades.

Quote:

if you break it down, what does a full oQueue premade bring to the table that is unfair?

I'll try to break it down as clearly as I can:

Any addon that enables a full, organized Battleground group to queue against a randomly assembled group is creating a scenario where that coordinated group has a huge advantage. That is not in the spirit of the experience we want to provide in the normal Battleground queue. Playing with friends is fun and important, but it shouldn't come at the expense of the spirit of the game nor the fun of others.

The normal Battleground queue is for players to jump in and play against other players in a similar situation. We realize that it's not a perfect system, and we're still looking at ways to improve normal Battleground queues further. Regardless, it's not meant for organized groups to "pug stomp" and get quick Honor. We have built in outlets for players that want to organize--if a competitive, social experience was really the goal, then there are clear ways to achieve that.

The ultimate effect that this kind of queuing has had is to drive players away from PvP. Perhaps it's been a long time since you've been in a random group, but a lot of players will see that they're up against a premade and simply quit. At best, they suffer through it. To an extent premade groups count on this. Heck, one of the popular addons announces opposing players that appear to have rage quit.

Addons aren't really a viable solution for botting issues, but we do take those issues seriously and we'll continue our work on improvements to the Battleground system, including better ways to deal with botting and other exploitative gameplay.

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Filed under: PvP

How feedback works and why it matters

How feedback works and why it matters
Lately I've seen some forum posts that confuse me. Perhaps it's because these posts themselves seem confused. Posts like this one, where Librily the worgen mage accuses Blizzard and World of Warcraft's development team of soliciting feedback that they don't actually look at. I find this especially odd on a forum where community managers regularly engage with posters, and I wanted to address what feedback is, how it works, and why it matters now and going forward.

Frankly, it is impossible to look at the design of Mists of Pandaria and not see how much player feedback has influenced the design of the expansion. The 85 to 90 game is everything Cataclysm was not -- it all takes place in a seamless new land, it removed flying in order to provide player immersion, it works the Horde/Alliance conflict into the storyline. It is in every way the result of player feedback being constructively weighted and utilized responsibly. By that, I mean that the game's developers clearly looked at what players were saying they liked and disliked and worked to find ways to address player concerns.

What they didn't do -- what they have never done and cannot ever do -- is simply go to the forums, see who yelled loudest, and give them everything they wanted. That would be absurd design by mob, it would produce an unplayable game full of broken classes and most importantly of all, it would not be fun to play. Games require a ton of work to produce, especially a game like World of Warcraft, and the amount of effort behind the scenes to bring what we get to see and experience does not allow for that kind of design even if it were desirable, which it is not. Game design is not about giving the players everything they say they want, nor is it about doing everything they say as soon as they say it.

Let's talk about how good feedback works, the difference between opinion and fact, and why taking the time to make a well constructed argument is worthwhile even if you don't see any signs of it changing anything.

Read more →

Filed under: Analysis / Opinion, Blizzard, Mists of Pandaria

Blizzard will take decisive action against arena exploiters

Blizzard will take decisive action against arena exploiters
Blizzard Community Manager Daxxarri has posted today regarding a recently discovered Arena exploit. While precise details are not known, it appears this relates the a method whereby players could escape from playing against comps they were struggling with, countercomps, or teams they had faced previously, without losing MMR by exiting the game.

This, while not win-trading itself, led to win-trading, and, as Daxxarri says, both win-trading and the use of exploits are completely against the rules.

Daxxarri
Providing an environment where players can compete in the spirit of fair play is extremely important to us, particularly in rated Player versus Player combat. As part of that commitment we regularly monitor gameplay, and have discovered an issue where some Arena teams have exploited the queuing system to obtain high team ratings, "dodge" unfavorable team compositions, and engage in win trading.

These, and all, exploitative activities are absolutely prohibited. We will investigate the situation carefully, and players that have been found to have participated in exploitation will be subject to the appropriate actions against their World of Warcraft accounts. In the meantime, we are currently working to resolve any remaining issues with the queue system to prevent this behavior in the future.


Players will have to wait and see just what Blizzard's investigation reveals, and what their actions will be as far as punishing the perpetrators. Many are already calling for ladder resets and MMR resets, but of course, these can punish the innocent as well as the guilty. The nature of this bug is such that it's possible some players benefiting from it may have been unaware they were doing so.

Mists of Pandaria is here! The level cap has been raised to 90, many players have returned to Azeroth, and pet battles are taking the world by storm. Keep an eye out for all of the latest news, and check out our comprehensive guide to Mists of Pandaria for everything you'll ever need to know.

Filed under: News items, PvP

Patch 5.1 changes enchants

If you remember, about a month ago now a hotfix changed the way Windsong and Elemental Force enchants work. The changes were an attempt to allow enchants to scale with haste while not benefiting a certain speed of weapon over another. This was called the Real PPM (procs per minute) system. Now, four more enchants have been moved to the Real PPM system, according to Daxxari.

Daxxari - Windsong and Elemental Force Information
In 5.1, we're migrating four additional procs over to the Real PPM system. Dancing Steel and Jade Spirit are 2 Real PPM, River's Song is 4 Real PPM, and Colossus is 6 Real PPM.



After the break we'll post the complete updated post explaining the changes to these enchants and how they'll function in patch 5.1. It should be noted that Windsong and Elemental Force already use this new system as of last month - the enchants that will switch over to it in patch 5.1 are as above, Dancing Steel, Jade Spirit, River's Song and Colossus.

Read more →

Filed under: News items, Mists of Pandaria

Daxxarri clarifies PvP and PvE gear changes in Mists of Pandaria

Daxxarri took to the forums to clarify for players that the world will not end when the relative items levels of PvE and PvP gear change in the next expansion. Players have been confused as to what Blizzard meant when it indicated that PvP gear in Mists of Pandaria will be a lower item level than its PvE counterpart but more effective in PvP because of the addition of a free stat to the item's budget that boosts its effectiveness against other players.

Blizzard is making this change for many reasons, one of which is to stop player abuse of PvP gear's item level to inflate their scores to enter dungeons via the Dungeon and Raid Finders earlier than they should. Resilience is being changed to a PvP-centric stat that does not cost anything in an item's budget and enhances the item's effectiveness in PvP. The item's effectiveness in PvE, however, would be that of similarly leveled PvE gear.

This turns the best PvP gear into relatively decent PvE gear with a lower item level. The highest tier of PvP gear will still be the best gear for fighting other players because of the new stat that the highest tier of PvE gear is lacking, regardless of item level. If you PvP, wear PvP gear. If you PvE, wear PvE gear. Now, however, going between the two won't be as severe as it is right now.

Hit the jump for Daxxarri's posts and explanations in full regarding PvP and PvE gear.

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Filed under: PvP, Mists of Pandaria

World of Warcraft War College: Getting Geared

Daxxarri has hit the official World of Warcraft blog with a new feature called the World of Warcraft War College, a new initiative to open up the PvP scene to more players with information, forum topics, and discussion about breaking into player-versus-player action. Discussions between players, mixed with official Blizzard topic suggestion and input, are hoped to fuel a new avenue of information for players looking to get into the scene.

This week's discussion is all about getting geared up for PvP. Gear is important in PvP because of the resilience rating, which increases your effectiveness and defenses specifically against other players. Daxxarri asks players to discuss their best techniques and tricks to gear up quickly to be competitive in Battlegrounds and Arenas. Do you have something to share? Hit up the official thread on the WoW community forums.

Read more →

Filed under: PvP

Bring another game's items into WoW

Gnome warlock Shadowcog posted a fun thread on the World of Warcraft official community forums asking players to bring iconic items from other games into Azeroth. Shadowcog opened the discussion by citing the Magic Mirror from The Legend of Zelda: A Link to the Past, one of my favorite games of all time. It got me nostalgic in all sorts of ways.

Even Daxxarri got into the mix, looking to bring in the Snarks from the Half-Life series and draenei-crewed Battlecruisers appearing over the skies of Kalimdor. Oddly fitting, really. Personally, I would have gone with some of the ork creations from the Warhammer series, since I could see orcish and goblin technology coming together to create such monstrosities.

Which items would you bring in from other games? What magical artifact or ancient relic from some distance universe would you want your WoW character to possess? (Thanks again to Shadowcog for an awesome post!)

Filed under: News items, Cataclysm

Blizzard previews Hallow's End in new community post

Headless Horseman gestures over eery pumpkin.
Hallow's End has a tall order to fill this October. With BlizzCon just three days away and likely to steal the spotlight from the holiday, Blizzard has made some dramatic changes to Hallow's End. These changes are highlighted in the new community blog post This is Hallow's End on Battle.net, where Community Manager Daxxarri assists in setting the mood for this frightening festival.

If you're interested in finding out what effect these changes will have on you getting your Hallowed Be Thy Name achievement (and the What a Long, Strange Trip It's Been meta-achievement), be sure to check out Allison Robert's updated Guide to Hallow's End some time over the next few days.

For the full text of the blog post, check after the break.

Read more →

Filed under: Events

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