- Haste % and Crit % bonuses have been streamlined -- no more spell/melee/ranged, it's a universal Haste and Crit % bonus for all.
- Druids, rejoice -- Ravage no longer requires you to be behind the target.
- Many glyphs have been removed, and a lot of new glyphs have been added, with some glyphs now being exclusive to a specialization.
- Movement speed enchants now increase Movement Speed by 10% -- up from 8%.
- Hunters, there has been a comprehensive sweep over pet abilities -- it's a major list!
- Paladins, there have been some major tweaks to both Holy and Protection specs.
Posts with tag warlords-of-draenor-features
Of course, the buildings displayed are all Alliance structures -- we haven't really seen any fully realized previews of Horde settlements just yet. The Alliance architecture seems to blend in with Draenor's lush landscape remarkably well. I'm hoping that the Horde buildings won't stick out like a sore thumb in comparison -- but we'll have to wait to see what the Horde structures look like, for now. Check out the full post on Eyes of the Beast for all the images.
Filed under: Warlords of Draenor
Wowhead has been busily datamining everything under the sun from the Warlords alpha client, and some of that information directly involves the new feature. While there's not a clear picture of how exactly garrisons are going to work, the datamining does point out some fascinating details and perks. It's become incredibly clear that while garrisons have been referred to as WoW's version of player housing, in fact they're likely going to be much, much more than that.
Filed under: Warlords of Draenor
In particular, I think all three of the new feral druid talents sound great, though Lunar Inspiration is my favorite just for concept alone. The restoration druid options aren't quite as exciting, in my opinion, though they certainly aren't anything to sneer at. The other classes I play regularly are my frost mage and my retribution paladin, and a few of their talents strike my fancy as well--Comet Storm for the mage and Empowered Seals for the paladin in particular sound fun and useful, respectively.
Have you looked over the talents in detail? Some haven't changed much since BlizzCon, but some haven't been documented publicly until now. What do you like? What don't you like? What do you wish were there?
Filed under: Breakfast Topics
Cory Stockton has teased us yet again with news on the upcoming Garrisons for Warlords of Draenor. This time, he's working on fishing.
@MatthewWRossi Alliance and Horde both have fishing spots built in. Planning to let players unlock a fishing building as well.- Mumper (@mumper) April 3, 2014
What is becoming ever more clear with each successive tweet (many of which we've covered) is that the Garrison is more expansive and a lot more content than anything like the Farm we've gotten before. Cory confirmed this in a followup tweet, promising some new blogs on the feature and what to expect from it in the near future.
Honestly, I'm starting to get the sense that I need to pay a lot more attention to the Garrison and that it's going to be a big new part of how we play WoW in this expansion. We've seen that they'll have portals to major cities, be a place where you can display achievements, work on professions, there's a follower style minigame planned, pets and mounts displayed via stables, and I find myself wondering just how big the Garrison is intended to be. Very interested in those promised blogs.
- A new row of talents has been added for level 100, and Draenor Perks from levels 91-99.
- Racial traits have been rebalanced.
- All characters now learn a few important Major Glyphs as they level up.
- Garrisons, garrisons, garrisons!
If the hatchling weren't adorable enough on its own, try summoning your Dread Raven while the hatchling is out and you'll see just how much the little guy adores its horrific armored death machine of a momma. And there's an Easter Egg for those with the Raven Lord mount -- summoning the Raven Lord will also warrant a happy reaction from the little guy. But just because he's adorable doesn't mean the hatchling doesn't pack a punch in Pet Battles -- check out Warcraft Pets for more information on the hatchling and its attacks, and take a look at the gallery below for more screenshots of both pet and mount in action.
Update: Heads up for pet collectors -- the Dread Hatchling can be caged and sold on the Auction House, or traded to other players.
- Player health has been increased relative to player damage and healing
- This means that Resilience and Battle Fatigue can be reduced in PvP
- The raw throughput of healers relative to player health has been reduced
- The aim is for more "triage" healing
- Burst damage and burst healing are lower.
- These changes are being taken into account in raid encounter design
- The healing of "smart heals" is being reduced
- Mana efficiency of multi-target heals is being reduced
- Low-throughput, low-mana-cost heals like Nourish, Holy Light, Heal, and Healing Wave, are being removed because they think that while they do add complexity, they don't truly add depth to healing gameplay.
@Joeygiggles3 It will use some new tech. It is instanced but you won't feel the transition (no load screen).- Holinka (@holinka) March 6, 2014
But, looking at the new technology, it's exciting to consider what options this opens up for Blizzard. It's more than just phasing, it seems, or Holinka would not have referred to new tech. Could we see this used for questing? For scenarios? Dungeons? Raids? For me at least, the opening scenarios for the Isle of Thunder would have felt a lot more authentic if I didn't have to go through a load screen.
- Proving Ground Silver will be required for solo queue heroic dungeons
- Group queue heroic dungeons will have no Proving Ground requirement
- Proving Grounds will be updated to "further refine balance and mechanics"
I did a little experiment as part of my research for this article. In an attempt to see how bad getting a Silver could be, I took a fire mage to the proving grounds. Not a new 90, but an unplayed one. My gear was woeful. I managed, with this gear, not at the hit cap, not even at ilvl 463 with downscaling, to reach wave 4 of Silver. Bronze took five tries.
Filed under: Warlords of Draenor
And now, the latest PvP blog's arrival has basically blown my mind. If you missed it, WoW Insider published a short summary of the key changes. Skirmishes are in, Trial of the Gladiator is out. Spectator invitations are in, for wargames, as well as an API allowing addon creators to build interfaces around the invitations. And all these are really, really exciting changes.
Before you accuse me of being overly positive, I've been critical of PvP this expansion, highly critical in places, because I think it's had real problems. And it has -- it's fair to say that Mists of Pandaria has been an expansion of experimentation for PvP, and as is often the case with experiments, some are more successful than others.
Unfortunately, while you can easily view pets that you haven't collected in game, there's no way to check for mounts -- however, Wowhead is showing that the Reins of the Dread Raven have also been added to the game files with 5.4.7 as well. Obviously both pet and mount are not obtainable at the present time, but the fact that both were added in along with everything else in patch 5.4.7 suggests that perhaps pre-orders for Warlords are on the way soon.
- Trial of the Gladiator is gone, removed. This is due to concerns about the proposed system.
- Skirmishes, un-rated arenas which you can solo-queue for or do with friends in 2v2 and 3v3, are in.
- Skirmishes reward honor and have the chance to award a bag containing gold, more honor, a small amount of conquest points or something else entirely
- A Spectator Invite system has been added, allowing players to put Wargames together and invite spectators. This is specifically aimed at tournament organizers, but could be a boon for streamers or casual observers in parties with players doing wargames.
- Tournament gear is in for Wargames only.
What's more, the addition of Spectator Invites and Tournament gear makes it far, far easier for would-be tournament organizers to put contests together. We can all hope to see more and more Arena tournaments coming out of the woodwork with these additions!
It's a fascinating post, giving way more than just art, an insight into the design process and the "gameplay first" approach the designers have taken. We also hear from Wendy Vetter, the Dungeon Team's lead artist, who walks players through the process of making the new old, and the old new, as they borrow and adapt older textures and assets while still bringing them up to date with the new systems and graphical quality.
There's also input from the props team, giving information on the elements they've added into the mix, the storytelling side of design, creating a whole with items and their use. They're the team working on decoration and filling the space in the buildings.
It's another great installment in the series and a fascinating read!
When it comes to what items will qualify as a "toy box" item to be removed from your regular inventory, Blizzard will be adding these on a case-by-case basis and looking for player feedback on the future beta and PTR to help identify items they may have missed. For example, should a trinket such as the Super Simian Sphere be turned into a permanent toy instead of a trinket? What about a popular quest item like Dartol's Rod of Transformation?