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Posts with tag blue-post

Blizzard committed to keeping a sense of community

Despite some players' objections that the Dungeon and Raid Finder tools have made dungeon- and raid-running too impersonal, Blizzard has responded that it has a commitment to keeping a sense of community. Nethaera took to the official boards to discuss the tough job of balancing the sense of community against meeting the needs of the community while making sure players feel connected to people around them.

Nethaera echoes a very important point, one that just doesn't get enough play in the MMO genre and its contenders -- people play whatever MMO their friends are playing. People go where the people are. The ingenious part is that while players are deriding the Dungeon and Raid Finder tools for destroying community and tearing people apart, the new Real ID instancing is making grouping and playing with new people I had never imagined I would play with a possibility. New communities are being formed. Just because the community doesn't look or feel like it did seven years ago does not mean that a sense of community is gone. It's just in different places.

Hit the jump for Nethaera's full post. Sound off in the comments about how you think Blizzard should go about fostering its community.

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Filed under: Blizzard, News items

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

Dev Watercooler: Ghostcrawler on class roles

With the Mists of Pandaria press event still a month down the road, Lead Systems Designer Greg "Ghostcrawler" Street has posted a new Dev Watercooler to keep us busy. This time, he philosophizes on the role of class roles. He cautions up front that this is not meant to be any sort of announcement or even hint at what's to come in Mists of Pandaria.

But at the same time, the struggle of what to do with class roles is one that's always relevant and ongoing within the game, and that includes Mists of Pandaria. Ghostcrawler gets right into the meat of it with this blog, asking questions and discussing various methods of balance. Do we strive for perfect balance among all DPS specs? Is it fine to leave certain specs with specialties? Should we return to the days of the solid divide between PvP and PvE specs, as it was in the vanilla era? Should each class just have one DPS talent tree? Read on for all of Ghostcrawler's comments.

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Filed under: Blizzard, News items

Blizzard looking into weapon enchant display solution

The World of Warcraft artists are second to none in the industry, masterfully turning concepts into game reality. What happens, sadly, when your awesome weapon graphics are overshadowed by the overzealous weapon enchant you are practically required to have? Blizzard is still looking into a way to deal with displaying weapon enchants, either through a toggle, some other interface switch, or some unannounced feature yet to be determined.

While I agree with Blizzard that iconic and recognizable looks are a great way to pinpoint what items are capable of how much damage and power, as we have seen with transmogrification, the general scope of iconic looks has changed drastically. If it's possible and feasible, Blizzard will allow us to toggle our enchants, especially after the success of transmogrification.

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Filed under: Cataclysm, Mists of Pandaria

Darkmoon artifacts will drop even when there is no Faire

Bashiok has provided further clarification on the Darkmoon Island artifacts that drop from dungeons, Battlegrounds, and raids that are turned in for Darkmoon tickets -- these will continue to drop for players who have a Darkmoon Adventurer's Guide regardless of whether the Faire is in town. These artifacts can be saved up and turned in when the Darkmoon Island event is taking place, so don't worry about grinding out these artifacts this week only. This makes me a very happy Faire-goer.

Darkmoon Artifacts will drop regardless of whether the faire is in town
Just to clarify one point, the quest drops that happen in the dungeons/raids/BG's happen all the time, even if the faire isn't in town. Think of it sort of like the Darkmoon Card redemptions. You're out playing all month, while you're doing stuff you're getting chances at the items, then when the faire is in town you turn it all in. (It's also worth pointing out that the turn-in items aren't soulbound, so just like the cards I'd expect some people to farm them just to put them up on the AH.)

It's really just this first week and appearance of the faire that's off because the Darkmoon Adventurer's Guide wasn't available for the 3 weeks prior. When it rolls around next month there should be better feel for how the whole system and ticket acquisition rate feels.


Brace yourselves for what could be some of most exciting updates to the game recently with patch 4.3. Review the official patch notes, and then dig into what's ahead: new item storage options, cross-realm raiding, cosmetic armor skinning and your chance to battle the mighty Deathwing -- from astride his back!

Filed under: Cataclysm

Darkmoon Faire ticket clarifications

One of the coolest features in patch 4.3 was the introduction of the Darkmoon Faire Island, a brand new, self-contained island packed with new games, pets, mounts, prizes, and everything Silas Darkmoon and his merry band of carnies and personalities can muster for your enjoyment. Players earn tickets from completing games, bringing in Darkmoon artifacts from dungeons, PvP, and raids and from doing profession quests. Many players (myself included) were confused as to how many tickets players could earn each week, considering there is so much we want to buy and so many tickets needed to save up for it all. Bashiok has put together a great forum post that outlines just how many tickets you can get per month.

Bashiok's post clearly points out that the max number of tickets a player can get during each Darkmoon Island week is 145 tickets. The only issue is that a mount from the Darkmoon Faire costs 180 tickets, so players will have to wait until the next Darkmoon Island opens to claim their first mount reward. Now that the number of tickets is spelled out, it doesn't actually seem as bad as I originally thought it was going to be.

However, the weird thing that still permeates all of this is why playing the games at the Faire, the real focus of the island, rewards players with the lowest amount of tickets. The random Darkmoon artifacts that you get as drops from PvP, dungeons, and raids give substantially more in terms of tickets than the games themselves; the random pickups or Auction House items eclipse the daily games in terms of rewards. I really like the new Faire and hope that the prize ticket changes for the games can be upped to reflect their focus.

Hit the jump to read Bashiok's breakdown of Darkmoon Faire tickets.

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Filed under: Cataclysm

Patch 4.3 PTR to go live potentially within the week

It looks like Community Manager Zarhym is clocking some weekend hours, as he's posted today with what should be a very welcome tidbit for most players: The patch 4.3 PTR is almost ready and could go live with the next week. He also revealed that the PTR will likely have incremental changes. Transmogrification, void storage, and a few UI and balance tweaks will likely show up right away, but it may take some time for the new dungeon and raid content to go live.

What this means for the release of patch 4.3 is a little foggier. Will we be going to BlizzCon with the PTR still chugging away? It sounds like Blizzard's not planning a rush job on this one, so it remains to be seen. Regardless, you'll want to keep it right here. When the PTR goes up, we'll be there with all the news and analysis you'll need to start planning your moves. Check after the break full for the full text of Zarhym's message.

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Filed under: Blizzard, News items

Blizzard clarifies transmogrification rules

Blizzard has been getting loads of questions about transmogrification, the new system coming in patch 4.3 that allows players to change the look of the gear they currently possess. Many players have been asking for more gear customization, and Blizzard has answered with this new system. However, there are rules, and Blizzard has finally laid out the full list of what can and cannot be transmogrified, as well as what types of restrictions apply. The list is not intended to be all-encompassing, but does give players a good idea about what is acceptable and what is not.

Personally, I am still of the opinion that a lot of the fun items that will not be available for transmog purposes should be. It's Warcraft, after all, and the goofy aesthetic has permeated all aspects of the game. It's not a huge loss, but one that would have its fun purposes. All in all, these transmog rules feel pretty lenient and acceptable to me, and I think that the new system is a great step in the right direction for more player customization.

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Filed under: Cataclysm

Patch 4.3: Zarhym clarifies tier 13 drop methods

One of the most intriguing non-story tidbits to come out of the recent flood of patch 4.3 news is the fact that tier 13 will not be purchasable with valor points. If you want your tier 13 set, you will have to raid for it. Zarhym has clarified how this will all work in a forum post. Here's the juicy stuff:
  • All pieces will drop from multi-class set tokens. Ten-man raids will see a slight buff to drop rates to compensate for the lack of purchasable tier pieces.
  • Valor point gear will feature a wider array of gear for a wider array of slots, meant both for people who are having trouble with token drops and for people who don't raid at all.
  • There will be three tier 13 sets for each class: Looking For Raid level, normal level, and heroic level. Each will have a different item level, but you'll be able to mix and match pieces from all three sets for your set bonuses as needed.
For the complete text of Zarhym's post, check after the break.

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Filed under: Blizzard, News items, Raiding

Bashiok comments on WoW's difficulty, accessibility

Players have remarked on the changing difficulty and accessibility of WoW (as well as the MMO genre in general) over the years. What once was a raiding environment based on the grueling EverQuest model has evolved into a new type of accessible/challenging hybrid. One of these discussion posts on the forums has been addressed by Bashiok, who gave quite the answer to players who long for the days of grueling grinds and oppressive content.

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Filed under: Cataclysm

Blues explain nature of archaeology cooldowns

Several players and Community Manager Lylirra shared some discussion today on the official World of Warcraft forums about the cooldowns of novelty items crafted through the archaeology profession.

In the thread, the original poster suggested that the cooldowns of certain novelty items were too long in comparison to others and that Blizzard should consider fixing the discrepancies. The poster used Pendant of the Scarab Storm and Bones of Transformation as an example, noting that both items have a vanity effect that lasts 20 seconds but a cooldown difference of 90 minutes.

Lylirra responded, explaining that the cooldowns, though seemingly random, were chosen with specific issues in mind. She explains that with the Pendant of the Scarab Storm specifically, developers were concerned that the item's effect might strain certain players' computers.

Archaeology Items' Cooldowns
The current cooldown was chosen deliberately, but I can see why you might think otherwise (100 minutes is kind of strange for a cooldown time).

Anyway, summoning a harem of scarabs can be pretty taxing on some systems, so there were some initial concerns about putting the pendant on a short cooldown. Based on the feedback we've received, though, we're looking into reducing it. We agree that the effect is pretty cool and would be nice to use it more frequently.


Personally, a little lore logic behind the items might be nice as well. How is it that my character can summon a god every 3 minutes, but it takes 10 minutes to round up some sassy dwarven ladies?

Filed under: News items, Archaeology

Cataclysm hotfixes for Dec. 27

Community Manager Zarhym's list of Cataclysm hotfixes has received yet another update Dec. 27. I have to admit, my heart skipped a beat when I first saw today's list. Is that a Tol Barad fix? Be still, my beating heart! Has Blizzard finally -- Wait. Never mind. The fix won't really fix anything. Still, maybe it's a sign Blizzard's noticed how broken the zone is. Here's the fix, along with a few other interesting changes:
  • Winning as an attacker in Tol Barad now rewards players with 1,800 honor points, up from 180. Winning as a defender still rewards players with 180 honor points.
  • Vashj'ir archaeology dig sites no longer unlock for players. They felt too punishing without additional benefits compared to low-level sites and were much more difficult to obtain artifacts in due to the way Vashj'ir navigation works.
  • Gyreworms, Enormous Gyreworms, and Gorged Gyreworms no longer drop money or elite-level loot.
For a complete list of the latest hotfixes, check after the break.

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Filed under: News items, Cataclysm

Ghostcrawler reveals upcoming class changes in Cataclysm

Lead Systems Designer Greg "Ghostcrawler" Street has posted the blog post I think most of us have been waiting for ever since Cataclysm went live. It features a summary of where the dev team sees the PvE and PvP games at this point, including some analysis of various classes and specs, and some planned changes for those specs that are underperforming and overperforming.

In PvE, Ghostcrawler mentions that Blizzard is mostly happy with the tank classes and notes that while healers do have it a bit hard, this is intentional. Heroics are meant to be a challenge. As for DPS, he offered that some classes, such as arcane mages and marksman and beast mastery hunters, are too low in their damage, while others, such as shadow priests and fire and frost mages, are being watched closely before final judgment is made on their numbers.

In PvP, Ghostcrawler says Blizzard is satisfied with the decreased emphasis on healing prevention and burst damage. Crowd control and dispel mechanics, especially offensive dispels, may see some PvP nerfs, and priests will specifically be getting some PvP buffs.

Stats also got some mention. A lot of stats are being neglected by some classes, and the dev team wants to fix this. Mastery will be either buffed or completely revamped for many specs, such as unholy death knights and retribution paladins. Haste may be made to scale with more attacks, such as Lacerate, Slam, and Steady Shot, in order to make the stat more desirable to certain specs.

Check after the break for the complete text of Ghostcrawler's post, including a list of specifically planned (but not finalized) class changes for future patches.

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Filed under: Analysis / Opinion, Blizzard, News items, Cataclysm

Ghostcrawler talks tanks and threat

Hey everyone, having fun in those heroics yet? In my own personal (PUG) experiences, things go wrong far more often than they go right. While healer longevity is a major issue, effective crowd control and threat management is growing to be another. Some tanks are just ill-equipped to handle generating threat on supercharged mobs, and some DPSers are just unable to understand the basic rules of threat -- or ignore those rules entirely.

Perhaps it's timely, then, that Lead Systems Designer Greg "Ghostcrawler" Street posted a blog entry about Blizzard's philosophy with regard to threat. The piece is something of a follow up to his previous blog entry on Vengeance and threat. A few of the key takeaways of his latest post include:

Threat Needs to Matter
"We don't think it's too much to ask for DPS and healers to wait a couple of GCDs for the tank to get the enemy under control ..."

"... if someone is nuking or cleaving a random target on a group pull instead of assisting the tank, that's not the tank's fault."

"... overall, we'd like to present threat better since we're asking you to take it seriously in the PvE game."


The post, "Threat Needs to Matter," is worth reading regardless of whether you're a tank or not. The full text is after the break.

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Filed under: News items

Cataclysm playable at midnight PST Dec. 7, no matter how you buy it

Here's a bit of sad news for all WoW players not lucky enough to live on the west coast: Blizzard CM Bashiok has announced that the official Cataclysm start time for all North American servers will be Dec. 7 at midnight PST. This will include servers on other time zones. So, sorry eastern time people. You may be able to pick up your copies of the game at midnight EST, but you'll have to wait a few hours for the west coast to catch up before you play.

The full announcement is as follows:

Bashiok
Wondering exactly what time you'll be able to begin playing your goblin or worgen or making your way to level 85? On all North American realms, World of Warcraft players who upgrade to Cataclysm will be able to begin experiencing the new content at 12 a.m. Pacific Standard Time (3 a.m. Eastern Standard Time) on December 7, whether they purchase the digital download through Battle.net or buy a physical retail boxed version in stores. Players will not be able to access Cataclysm expansion content prior to 12 a.m. PST, regardless of how they upgrade or what time zone they're located in.



World of Warcraft: Cataclysm will destroy Azeroth as we know it; nothing will be the same! In WoW Insider's Guide to Cataclysm, you can find out everything you need to know about WoW's third expansion (available Dec. 7, 2010), from brand new races to revamped quests and zones. Visit our Cataclysm news category for the most recent posts having to do with the Cataclysm expansion.

Filed under: Realm Status, Blizzard, News items, Cataclysm

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