- 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.
Posts with tag warlords-of-draenor-features
@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?
First up, I feel like, before we get into the specifics, I should quickly wrap up how the new system will work. You won't understand the rest of the article without this knowledge, so let's rattle through it. The new gearing system works as follows:
- A piece drops.
- It is plate, mail, cloth or leather.
- It has crit and haste as secondary stats.
- Its primary stat will change according to your spec, so if you're a caster it will be intellect, melee DPS could be strength or agility and so on.
- As you change spec, the primary stat changes with you.
- The secondary stats (in this example, crit and haste) will not change.
- There may also be tertiary stats on gear, such as +run speed, or -durability damage.
The follower aspect is what I'm most interested in -- collecting them, naming them, leveling them up, and sending them off to do my bidding. You can check out WoW Insider's post about garrisons to learn more about the types of follower missions and a list of the 25 building types (all that's missing is a zoo for hunter pets). What excites you most about this feature?
|Having limited access to extra professions||949 (16.1%)|
|Collecting followers and sending them on missions||2234 (37.9%)|
|Choosing buildings, upgrading them, and placing them where I want||1851 (31.4%)|
|Something else (leave a comment)||130 (2.2%)|
|I have no interest in garrisons||734 (12.4%)|
Filed under: Breakfast Topics
1. The in-game group finder is being expanded
No, I'm not talking about random matchmaking with the dungeon finder. I am talking about Blizzard's answer to the oQueue addon. According to Ghostcrawler in the gameplay and systems panel, they recognize this is a feature players really want, so they've decided to add it to to the base game. You'll be able to create and browse for groups of all types and sizes. Want to PUG a cross-realm RBG team? No problem. Want to set up a group to do an achievement run in Icecrown Citadel? You can do that. Maybe your guild raid group is short a healer and you're looking for another? This is all possible since normal mode raids (soon to be heroic mode) will work cross-realm out of the gate.
Blizzard would prefer if you pugged and made new friends rather than use random matchmaking, so they've added a new mechanic called "stacking the deck" which will earn you bonus valor for every member of your group who isn't added via random matchmaking. Random matchmaking via dungeon finder and raid finder will still exist, of course.
Filed under: BlizzCon