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Posts with tag corpse

Ditching the Death Penalty

Ditching the Death Penalty
About ten days ago, Blizzard Community Manager Taepsilum posted in the EU forums on a thread about removing the death penalty. While this may sound like a political hot potato that WoW Insider would do best to avoid, Taepsilum was actually responding to a post calling for the removal of resurrection sickness from the game. The original poster asserted that it was outdated, no longer necessary, and flatly inconvenient. That it detracted from the game's experience. Taepsilum's post was as follows.

Taepsilum
The death of a character should be something important, the death penalty is there to make sure players don't disregard it, in my opinion it's actually already too easy and too fast to resurrect.
It's because of the penalty and the lost time when doing a corpse run, that players will be more cautious about their character.
If you decide to resurrect at the spirit healer, it's because either your character died in a very weird place (and you should be more careful), or you just don't want to corpse run.

I think we should all be glad that there's no experience loss as death penalty, that would probably be a bit too harsh, but I do think we need something to keep death from being meaningless.

We're always open to good and new ideas of what that might be; as long as it's not "removal of the death penalty", feel free to chip in ;)

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Filed under: Analysis / Opinion, News items

World of WarCrafts: Ghoul doll

Every Thursday, Shelbi Roach of The Bronze Kettle guides you in creating WoW-inspired crafts using real world mats with World of WarCrafts.

Who doesn't love a cannibalistic, rotting, undead corpse? With this cuddly ghoul you can be sure to weird out your friends and family while charming them with cuteness at the same time.

Here is what you will need:
  • Pre-made Muslin Doll
  • Acrylic Paint
  • Muslin Fabric
  • Pledge Duster Refills
  • Mod Podge (or fabric glue)
  • Paint Brushes
  • Scissors
Click on the images below to view a gallery of step-by-step instructions.

Filed under: How-tos, World of WarCrafts

Death Knights and the new design directive


I've been having fun with Wowhead's new Wrath of the Lich King talent calculators lately. Since I couldn't fiddle around with my favorite class' talents just yet, I decided to play with the Death Knight talent trees. Although I have yet to actually playtest the class (keeping my fingers crossed for that elusive Beta key...), studying the new talents and spells made it apparent to me that Blizzard was now working on a completely different level. The class design is so bold, fresh, and completely unlike any class we've seen before.

With each patch and expansion, Blizzard has demonstrated a keen sense of learning. One of the things I truly enjoy about their talks, such as the panels during the Worldwide Invitational event in Paris, France last month, is when they illustrate their learnings and what they've come up with in response. For the most part, each iteration of their designs is progressively better than the last. Take World PvP, for example. Their first attempts were silly and laughable, such as the sandlol in Silithus. In Outlands, however, they implemented several World PvP objectives that were more successful, particularly Halaa and the Bone Wastes. In Blizzcon 2007, they talked about the things they learned so far, which make me truly excited for Lake Wintergrasp.

The Death Knight is another matter altogether. It's a new class. With the Burning Crusade, Blizzard simply added new races, which wasn't too difficult to balance. With the coming expansion, they've designed a class from the ground up -- and from what I can see so far, they've broken the mold and created something that doesn't quite follow the conventions we're become accustomed to. If anything, the Death Knight is a shock to the system. Looking through the talents and spells, a few key design points stood out for me.

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Filed under: Analysis / Opinion, Blizzard, Death Knight, Wrath of the Lich King

Breakfast topic: Worst corpse run

WoW has a pretty lenient death penalty compared to other games. Ten percent durability lost and a ghost run to your body is peanuts compared to, say, forcing your naked self to run back to your corpse while that jerk who killed you loots all your items. Still, there are some pretty annoying corpse runs in WoW, whether due to inconvenient graveyards, bugged-out death spawns, or simple geography. According to this thread, the top 5 worst corpse runs are (in ascending order of annoyance, since the blog software won't let me do a Letterman-style countdown):

  1. Blackwing Lair, Molten Core, UBRS, LBRS, or BRD. Not a long run, but probably the run everyone's done the most -- and we've all fallen into the giant pit in the middle and made 39 other people wait for us at some time.
  2. Razorfen Downs or Razorfen Kraul. Set yourself on autorun and get a cup of coffee.
  3. Coilfang Reservoir, particularly for Alliance. Am I the only person who can never see where they're going in the tunnel in ghost form?
  4. Getting back to C'thun before they added a teleport near the beginning of AQ40. A 100 percent speed mount usable inside, and it still took five minutes of running through what looks like intestines.
  5. The cave in Ravenswood in the northwestern part of Blade's Edge. Whoever designed that area should be forced to run through a maze with sharp pointy spikes on top of the walls until they collapse. I waited until I had a flying mount to do the zone since I had heard about the death runs, but dying in that cave is still a soulkiller.

What's your least favorite corpse run? Or what's the easiest? (Dying in Legion Hold in Shadowmoon Valley takes about 15 seconds for Horde, which is nice.)

Filed under: Breakfast Topics

Dude, Where's My Corpse?

Ok, usually I don't spend much time complaining about bugs, and I know we just went through a major update & there are bound to be some, but this is just downright annoying. Both my teammate & I got jumped by a couple of slightly-higher level Horde in Stranglethorn Vale, and when we awoke as ghosts, our graves were nowhere to be seen on the mini-map, and when we finally found & reached our corpses, there was no option to rez; we had to high-tail it all the way back to the spirit healer. Now I remember why I hate death penalties so darn much...

A few other people on the server are having the same problem; any of you guys out there unable to return to the land of the living?

Filed under: Patches, Analysis / Opinion, Bugs, Odds and ends, News items

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