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Posts with tag experience

Bashiok clarifies pet battle XP hotfix

Bashiok clarifies pet battle XP hotfix
Overnight, Blizzard rolled out a hotfix on all servers nerfing the obscenely high XP people were gaining from winning pet battles. You can no longer level characters to 89 in a matter of hours by hanging around capital cities battling level 1 pets.

Bashiok explains how and why they implemented the nerf.

Bashiok
We're in the process of updating the hotfixes blog with the recent changes to Pet Battle XP, but wanted to provide a bit more insight into why the changes were made and how XP is calculated.
  • All buffs to player XP (heirlooms, enlightenment, guild bonus etc.) were bugged, these where hotfixed to work as expected.
  • General player XP from pet battles was tuned too high, these numbers have been balanced accordingly.
  • Player experience is granted based on a number of factors. These are player level, number of pet opponents, maximum pet opponent level and the level disparity between opponents pets and your pets.
  • Our philosophy is that player XP from pet battles should be, in general, somewhat slower than normal questing.


While almost everyone agrees that it was not in the game's best interest to allow the ridiculously speedy leveling players were taking advantage of, the nerf at first seemed excessive. Whereas one could get 28K for winning a level 1 pet battle at level 60, this morning the same character got 900 to 2000. But as Bashiok describes above, the XP now scales appropriately according to level of the player and the pets in the battles.

I've been experimenting and I agree that they have succeeded in making pet battles slower than questing, but not a complete waste of time. If you are questing in a level appropriate area, taking time out to battle the wild pets in the same zone is definitely worth doing to add variety and experience to your endeavors.

Also, heirlooms, XP buffs, guild bonuses all still affect pet battle player XP, so do go take a ride on the Darkmoon Faire Carousel before you test the hotfix for yourself.

Did you take advantage of the insane leveling XP? I did only for a few levels. A grind's a grind, after all, and there are new islands to explore.

Filed under: News items

Patch 5.2: Leveling XP via pet battles

Patch 52 Leveling via pet battles
It is no longer a waste of leveling time to battle pets with lower level characters. With the advent of patch 5.2, players can now earn XP from pet battles. (If you're max level, you have a chance of getting Lesser Charms of Good Fortune instead.) All you have to do is participate in any pet battle -- other than dueling -- with your highest pet being no more than five levels above the pets you are fighting. This includes pet battle PvP, where you queue up from your pet journal, just not the pet battle duels you can do with friends ... or strangers, for that matter.

The experience is comparable to completing the capital city cooking and fishing quests. For example, my level 77 mage gets 27K XP from the Orgrimmar cooking dailies and gets 26K for fighting a battle with three level 1s vs. a level 2. The XP varies according to how much higher your highest pet that your battling with is above the pets you are fighting. A four level difference nets my mage about 21K XP. Whether you are battling other players, wild pets or tamers, the XP gained is consistent.

Is it worth it to try to level via pet battling? I would recommend questing, gathering, archaeology digging and battling pets in the same zone to maximize your leveling potential. But if you're in a gotta-catch-'em-all frenzy, as I sometimes am, you can battle pets with your leveling alts while still progressing more than just your pets.

I wouldn't be surprised if players tried to level while just pet battling. Will you be taking advantage of pet battle player XP?

Filed under: Analysis / Opinion

Patch 5.2 PTR: Updated abilities and quality of life changes for pet battles

Patch 52 PTR Updated abilities and quality of life changes for pet battles

I find myself logged onto a different character every time I'm doing a round of pet battle dailies. It shouldn't be an issue, because pets are account bound, but there's just one little thing: Battle Pet Bandages. I never earn any on my main character -- maybe it's bad luck. It's very frustrating to end up with a defeated team, Revive Battle Pets on cooldown, and no stable master nearby. Oh, and no bandages!

Well, it feels like the devs really have been listening to the battle pet community, because they released a few quality of life updates on the PTR that (mostly) will make pet battlers happy campers.
  • Battle Pet Bandages now stack and are Bind to Account.
  • Level-capped players will now have a chance to earn Lesser Charms of Good Fortune after winning a pet battle versus a pet within 5 levels of the highest level pet on their team. Higher-level pets will offer a better chance to earn a charm.
  • Winning a pet battle versus a team within 5 levels of the player's highest-level pet will now award player experience.
I'm so happy to see that pet bandages will be Bind to Account. Being able to funnel every precious bandage to one character will make things much easier -- especially for the altoholics out there. And three huge huzzahs to earning stuff while battling pets! It takes quite a bit of time to grind every pet battle achievement, even with power leveling newbie pets. So, earning rewards normally reserved for playing through PvE content turns pet battling into time well spent. I'm tempted to level a character solely through pet battles, now that winning one will grant player experience!

You can check out the full list of updated pet battle patch notes at the official site, but to make things easier we've compiled the complete list of notes after the break.

Read more →

Filed under: Analysis / Opinion, News items, Mists of Pandaria

Darkmoon Faire updates in store for patch 5.1

Darkmoon Faire updates in store for patch 51
Those patiently waiting for additional updates to the Darkmoon Faire will only have to wait until patch 5.1 for more to do and items to collect! Wowhead dug up the latest details on the Darkmoon Faire, including several new pets as well as a new attraction. The Darkmoon Carousel can be ridden with tickets, and it has an added bonus for leveling players -- you'll receive a buff simply titled WHEE! that increases experience and reputation gain by 10% for an hour.

The Darkmoon Faire also gets its own Master Pet Trainer for players to defeat. Jeremy Feasel will be available on the island with a monkey, a tonk, and a Darkmoon Eye for players to defeat. What's that Darkmoon Eye all about? Apparently it's a new pet that's available from Darkmoon Pet Supplies -- something that may be obtained from beating Jeremy Feasel.

If you haven't been doing any Darkmoon Faire dailies recently, now would be a good time to start, as there's a new pet available for tickets. The Darkmoon Hatchling is an adorable mini version of the Swift Forest Strider already available at the Faire. It'll set you back 90 tickets, but it's completely adorable -- and who doesn't like a pet that matches a favorite mount? Visit Wowhead for more details on the new items and sites from the Darkmoon Faire.


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, Mists of Pandaria

Limits on guild leveling and reputation removed in patch 5.0.4

Patch 504 guild experience and reputation changes ANY
Patch 5.0.4 appears to have made a major change to the way guilds level and the way characters earn guild reputation. The daily and weekly caps for guild leveling and guild reputation game have been removed entirely, allowing players to grind reputation and experience to their heart's content. With a Renowned Guild Tabard, my alt was gaining a whopping 367 guild reputation per quest turned in, making the grind to exalted a relatively quick one.

But there's more than just the cap removal. Apparently, the reputation and guild experience you gain is no longer limited by level, either -- which means that were I to make a new level 1 and slap on that tabard, I'd still be making 367 reputation per quest completed. Speaking of alts, my bank alt completed a couple of quests in Azshara just to test this theory. Not only did she get a sizeable reputation gain, but she also earned a whopping 60,000 guild experience per quest turned in.

This makes it much, much easier for guilds to level, whether you're part of a small friends and family guild or just wanting to level a guild for your bank alt. In either case, guilds should have a much easier time hitting level 25 before Mists officially launches in September.

[Thanks to Matt for the tip!]

It's open warfare between Alliance and Horde in Mists of Pandaria, World of Warcraft's next expansion. Jump into five new levels with new talents and class mechanics, try the new monk class, and create a pandaren character to ally with either Horde or Alliance. Look for expansion basics in our Mists FAQ, or dig into our spring press event coverage for more details!

Filed under: Guilds, Mists of Pandaria

Wrath experience needed to level reduced by 20%

Blizzard has just announced that the leveling experience from 71 to 80 has just gotten a bit quicker -- 20 percent quicker, to be exact. As with The Burning Crusade and Wrath of the Lich King, Cataclysm will reduce the amount of experience needed to progress through the previous expansion's content by 20 percent. Good news for all of you who were dreading the slog through Northrend one more time on your new patch 4.0.3a race/class combos!

4.0.3a: What is in it, what is not.
Good thread, Sammew. Aside from content, also included in the upcoming patch are several class balance changes and bug fixes. Due to several talent revisions for select classes, druids, paladins, priests, and shaman will have their talent trees reset.

Experience required to gain levels 71 through 80 is being reduced by 20%.

You'll also get the Cataclysm introductory cinematic and new login screen.



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: News items, Cataclysm

Guest Post: Vetting puggers -- beyond GearScore and achievements

This article has been brought to you by Seed, the Aol guest writer program that brings your words to WoW.com.

How can you tell a good raider from a bad raider?
  • GearScore? NO. Often times, people will rely on a numerical gear score, but this is not a good way to judge player quality. Very good players will have low gear scores when starting out, and very bad players who have been persistent or been carried can have very high scores. GearScore is not an indicator of goodness or badness; it's purely an indication of how much time and luck the person has had on that character.
  • Achievements? NO. Some group leaders request, "Link achievement, please," but this is not a good method, either. All this indicates is that the person was in the raid when the boss died. You don't know if they were No. 1 DPS or died three seconds into the fight, the same as they do during every fight they've ever been in.
So before you can determine how tell a good player from a bad player, you should understand what makes a "good player."

Read more →

Filed under: Raiding, Guest Posts

Breakfast Topic: Running progression raids blind

BoK brings up something I've thought a little bit about lately: their guild will occasionally run an encounter "blind," which means they'll go in without researching or learning any boss strategy ahead of time. This is generally something that only the highest-level guilds often do, and even then only on the PTR -- by the time bosses hit the live realms, their abilities are usually posted online somewhere. But some guilds enjoy a challenge, and doing a raid without knowing what's coming definitely keeps you on your toes. A lot of raiders think that's actually the "right" way to do it -- Blizzard's game doesn't come with strategies installed, so if the designers created the fight correctly, it should be clear, just from watching buffs and boss animations, what to do during a fight.

So today's query is: have you ever run something blind, or would you like to? I haven't run any raids blind -- my guild raids so little already that when we do, it's best to be fully prepared. But I did run the new 5-mans blind on the PTR, and it was an interesting experience. You really have to stay alert and try to analyze the fight as you're doing it, look for buffs and balances and try to position yourself as best you can, all while running your usual casts and abilities. It's a fun challenge, though as the fight gets tougher, it's probably less fun -- we were running with premades on five-mans, and I doubt a high-level raid would be as easy on us. Still, some of you must do it regularly, or at least be interested in going blind. What say you?

Filed under: Virtual selves, Guilds, Breakfast Topics, Instances, Raiding

Incoming newbies, but why?

I think this is an interesting post by Grancran over on the official forums. We've already talked about how Blizzard is revamping the newbie experience in upcoming releases (including the next patch and the expansion), but he wants to know: for whom? Sure, there are going to be lots and lots of people going through the starting experience again when the expansion rolls around, both because of the new class combinations and the new races, but all of those people have already played the game. Why update a tutorial system when the majority of gamers have already played WoW?

It's an interesting question. Neth answers pretty tamely, saying that we were all noobs at one point, and that they want to make the starting areas as welcome as possible. But the question remains: is Blizzard expecting an influx of new players at some point in the future?

Read more →

Filed under: Analysis / Opinion, Virtual selves, Odds and ends, Blizzard, Instances, Leveling, Cataclysm

Breakfast Topic: Getting guildies to the website

This is certainly an issue (if not a full-blown problem) in my guild, so I wouldn't be surprised if most guilds have a rough time getting guild members to use some of the outside resources they've put together. Nowadays, there are so many ways to make a guild website and so many different things you can do with one that most every guild has at least one place online to call its own. And those places are usually frequented by one or two people in the guild (usually the person running the site and/or maybe the GM and an officer or two), but in my experience, it's kind of tough to get people to use those resources, just because of lack of interest or know-how or habit. What's the point of having a database of members, a message board, and a blog and picture gallery when no one uses it?

Enter Ankie of WoW Ladies, with an intriguing idea to support the guild's website.

Read more →

Filed under: Fan stuff, Virtual selves, Guilds, Odds and ends, Breakfast Topics

Garrosh, a raid boss?


I don't necessarily agree with everything we highlight here on WoW.com, but just because a post seems wrong doesn't mean it isn't interesting to talk about. Such is the case with Loregy's latest post -- they suggest that after all is said and done, the much beloved (whoops, not) Garrosh Hellscream will end up at the wrong end of our weapons. They say that the big fight between Garrosh and Thrall (rudely interrupted by the Wrath of the Lich King) means that Garrosh is in for a whooping at some future point. Matt basically said as much in his post a while back -- Garrosh is a flawed hero, to say the least, and it's likely that sometime here, those flaws are going to catch up with him, possibly in the form of us players.

Now of course whether that's true or not is an entirely different question from whether that's what you want or not. Kisirani has already said that there are sides of Garrosh we haven't seen yet, and Blizzard could go either way with him -- either put him through some troubles and teach him to learn some lessons (right now the guy is pretty dumb), or do what Loregy is suggesting and turn him into a raid boss (wouldn't be the first faction leader with such a fate, to be honest). Personally, I think Garrosh is headed for a little redemption -- all he really needs, to my mind, is a little experience and humility, and, as I understand it, war can teach those pretty well.

Filed under: Horde, Orcs, Analysis / Opinion, Fan stuff, Virtual selves, Odds and ends, Blizzard, Lore, NPCs

Heirlooms for your main

When the news broke that patch 3.2 would bring new chest heirlooms, with a stacking +10% XP bonus, one commenter made an interesting suggestion: get heirlooms for your level 80 characters, and bank them until the next expansion. So far between chest and shoulders you've got a +20% bonus to all XP right there, and having some quality equipment always helps the leveling process.

Of course, there's every chance that Blizzard will simply disable current heirlooms for characters past level 80, to prevent precisely this behavior. They've done level-based nerfing before, with items like the Riding Crop and enchants like Crusader.

The whole fate of heirlooms in the next expansion seems pretty nebulous to me, actually; will we need to go back and farm Emblems of Conquest at level 90 to gear up our alts? It's too early to tell. For now I would hold on to any extra badges you might have, but when the next expansion nears, you may be able to make good use of them.

Filed under: Items, Expansions, Leveling

Groupcrafting: The art of getting a group together

Tales of the Aggronaut sent us this multipart guide he wrote on one of the things we all do in the game that might nevertheless be tough for a lot of people: actually getting a group together. It sounds like a simple thing (just ask people whether they want to group up or not), but as you probably know from experience, sometimes it can be pretty tough. So TotA set out, instead, to do a from-the-ground-up guide, from how to find and network with people in the game to how to build a group piece-by-piece.

And I like it a lot -- he starts with a preamble with some general networking tips, including finding social channels to join (many guilds and realms have a few social channels constantly filled with folks LFG or interested in playing socially) and putting together a solid friends list, then goes on to explain how to communicate (probably a great read for anyone in any part of the game) and then how to actually build a WoW group, from core classes to splitting up class roles. Very impressive -- while most veteran players have probably heard or done this stuff before, it's nice to see a clear, concise guide that starts at the beginning.

And it's even nicer to see a guide that emphasizes the social aspect of gameplay. Even here at WoW.com, we're all about gameplay tips, from profession insights to class balance discussion, but sometimes we overlook that to play a social game like World of Warcraft, you sometimes need to focus on social skills. As much as theorycrafting and gear upgrading can help, sometimes it's better to learn how to be friendly and social instead.

Filed under: Analysis / Opinion, Tips, Fan stuff, Virtual selves, Instances, Raiding

PvP Q&A with Blizzard's Cory Stockton


Blizzard's Lead Content Designer Cory Stockton answered quite a lot of questions about the upcoming PvP changes in Patch 3.2. There are a lot, particularly the experience gains in Battlegrounds which also has deep implications in PvE as players can simply toggle experience gains off (any Level 60s up for Molten Core?). It's a pretty lengthy interview and Stockton goes into detail with the new Isle of Conquest Battleground. Some highlights from the chat:
  • Experience gain in Battlegrounds is slightly slower than questing or grinding
  • Players can toggle experience gain on and off with a mere 10 Gold
  • There are plans to include greens and "the occasional blue item" at the end of each Battleground match (!) but won't make it to Patch 3.2
  • The Isle of Conquest is in the Frozen Sea, North of Icecrown
  • Objectives in Isle of Conquest are captured exactly like flags in Arathi Basin -- I totally called this wrong when I said it would probably be a numbers and proximity thing
  • Battlemaster Achievement isn't likely to change (whew!) but Blizzard is considering what to do with the Achievements for the Isle of Conquest
  • Rated Battlegrounds are coming. Not quite soon®, but an announcement will be made during BlizzCon
  • Blizzard plans "to deliver more Battlegrounds to the players as often as we can"
Oh, man. That last bit made me want to change my underwear. Blizzard is actually paying attention to Battleground enthusiasts, realizing that while Arenas are nice and all, a lot of players love the BGs, too. New Battlegrounds "as often as we can?" Yes, please! Head on over to the official site to read Stockton's interview in full. Bombs, cannons, parachutes, angry Generals... 3.2 is shaping up to be one explosive patch, indeed.
Patch 3.2 will bring about a new 5, 10, and 25 man instance to WoW, and usher in a new 40-man battleground called the Isle of Conquest. WoW.com will have you covered every step of the way, from extensive PTR coverage through the official live release. Check out WoW.com's Guide to Patch 3.2 for all the latest!

Filed under: Blizzard, PvP, Interviews, Battlegrounds

Encrypted Text: On our way to the top, part 1

Every Wednesday, Chase Christian of Encrypted Text invites you to enter the world of shadows, as we explore the secrets and mechanics of the Rogue class. This week, we'll be talking experience of leveling from 70 to 80 in Northrend.

Blizzard recently announced that December 16th would be the official start date of Arena Season 5. At just over 1 month from the launch of WotLK, it sounds like it's their expectation that a large number of players will be at the level cap and ready to PvP when the Season hits. While the numbers may make it seem like a daunting task, leveling in Northrend is easier than ever before.

Rogues have it pretty good when it comes to questing and grinding. We're finely tuned killing machines with the defensive capabilities to prevent unnecessary deaths and the offensive capabilities to turn those Group quests into solo outings. I've been fielding several questions from other Rogues about where to level, questing tips, and gear choices. After the cut, I'll break down the first couple levels of the trek to 80 and share what I've learned so far.

Read more →

Filed under: Rogue, Features, Leveling, Classes, (Rogue) Encrypted Text, Wrath of the Lich King

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