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Mastery System Preview

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Eyonix
2010-03-09 21:45:44

Mastery System Preview

Last week, we gave you an early look at the changes we’re making to the stat system in World of Warcraft: Cataclysm, and explained how these changes will ultimately provide players with more interesting gear choices and make stats easier to understand. Today we’d like to go into more detail about a brand-new feature that’s an integral part of this overhaul: the Mastery system, a set of new game mechanics designed to allow players to become better at what makes their chosen talent tree cool or unique. With this system, we want to accomplish three things: give players more freedom in how they allocate talent points, simplify some of the “kitchen sinky” talents that try to do too much at once, and add a new stat to high-level gear that makes you better at your chosen role.Here’s how the system works: As you spend points in a given talent tree, you’ll receive three different passive bonuses specific to that tree. The first bonus will increase your damage, healing, or survivability, depending on the intended role of the tree. The second bonus will be related to a stat commonly found on gear desirable to you, such as Haste or Crit. The third bonus will be the most interesting, as it will provide an effect completely unique to that tree — meaning there will be 30 different bonuses of this nature in the game. This third bonus is the one that will benefit from the Mastery rating found on high-level (level 80 to 85) gear.

One of our primary goals with Mastery is to give players more flexibility to choose fun or utility-oriented talents rather than make them feel obligated to pick up “mandatory” but uninteresting talents, such as passive damage or healing. (For examples of the kinds of powerful but boring talents we’re talking about, take a look at the talent tier just above the 51-point talent in many of the existing trees.) In a sense, Mastery makes it so every talent in (just for example) a rogue tree essentially has an invisible additional bullet point that says “???and increases your damage by X%.” This way, if you choose a talent like Master of Deception (which reduces your chance to be detected while stealthed) or Fleet Footed (which affects movement), you won’t feel like you’re giving up damage in exchange for utility.

There will still be talents that boost damage, of course, but those talents will also affect the way you play. For example, you can still expect to see talents like Improved Frostbolt, which reduces the cast time of the Frostbolt spell; it increases DPS, but it also affects the mage’s rotation. Piercing Ice, however, is just “6% more damage” and is the kind of talent we’re trying to eliminate by implementing the Mastery system.

As we get closer to Cataclysm’s release, we’ll go into more detail about the changes coming for each class, including individual talent-tree adjustments and how Mastery will affect them. In the meantime, here are a few examples to demonstrate the three kinds of passive bonuses we described above. Please keep in mind that we’re still working on this system, and the handful of examples we’re providing here are, of course, subject to change.

Posted in Blue Tracker, Development.


Scheduled Realm Maintenance 03/09/2010

We will be performing scheduled maintenance on Tuesday, March 9. Maintenance will begin at 5:00 AM PST and conclude at approximately 11:00 AM PST. During this time, all realms and many web services will be unavailable.

Thank you for your patience.



Ralvorinn
Blizzard Entertainment

Nihonga

Posted in Blue Tracker, Maintenance.


World of Warcraft BattleCry Mosaic Complete

Thanks to the combined effort of Warcraft players from around the world, we have reached twenty thousand submissions, and the final piece of the World of Warcraft BattleCry Mosaic has been revealed. Head over to the World of Warcraft anniversary site now and check out the complete mosaic, which can only be described by one word: epic.You can now look at the complete mosaic using the site’s mosaic viewer, download the original artwork wallpaper, and of course view the legendary-sized mosaic wallpaper. And while you’re there, make sure to also check out all the previously unlocked content.

Thank you to everyone who sent in their pictures to help us create a little piece of Warcraft history, and thank you to all our players around the world for your continued support. Lok’tar!

Check out the BattleCry page now, as well as our our updated special Battlecry Gallery (11 new):

http://www.worldofwarcraft.com/wowanniversary/battlecry/
http://www.worldofwarcraft.com/misc/battlecry-gallery.html

Nihonga

Posted in Blue Tracker, Fun.


Tom Chilton, Game Director- 5 Year Interview

In this interview, World of Warcraft Game Director Tom Chilton talks about the hectic final months leading up to the game’s launch, crafting an MMORPG for a wide range of play styles, and the ongoing effort to improve the game through expansions and content updates.

http://www.worldofwarcraft.com/wowanniversary/interview/tomchilton.xml

Blizzard Insider: Before you came to Blizzard Entertainment to join the World of Warcraft team, you were the lead designer on Ultima Online — you worked on several expansions and game updates, right?
Tom Chilton: Right.

When you started at Blizzard Entertainment, you started as a senior game designer while World of Warcraft was in development?
That’s right — when I started, there were a handful of associate designers and one or two mid-level designers

Thunder Bluff

Can you talk about the state the game was in when you came on?
Yeah — it was early 2004, around February. The core look and feel and the quest-oriented gameplay were already there, but I think the level cap was 15. Most of the zones in the game had been created by then, but there was no content in the majority of them above level 15 — they were basically empty.

We did a lot in nine months!
A huge amount of the content was completed in that time. Not all of the character classes were in place — hunters and druids weren’t in the game, and rogues were being redesigned. We had about three classes’ worth of content to design essentially from scratch. Not many major game systems were in place — there was a combat system in place, but we redid that during the last nine-month period. All of the math and the way stats worked were redone completely. A lot of the ‘feel’ stuff — the way the dodges and parries worked — was redesigned. The guild and chat systems existed, but that was pretty much it as far as social systems. No auction house, no mail system, no talent system, no Battlegrounds or honor system. When I was brought on board, it was presumably to do a lot of work on the PvP systems, but we quickly realized that we were going to have to wait on that, because a large portion of the internal feedback we were getting during our alpha and early beta was that players didn’t feel like they had enough character customization. People would say to us, “my warrior isn’t any different from any other warrior!” It wasn’t so much a visual customization thing as it was gameplay customization — they couldn’t distinguish their experience from anybody else’s.

No auction house, no mail system, no talent system, no Battlegrounds or honor system.

That led into the development of the talent system. There was a rudimentary talent system at the time; every level, you would get 10 talent points, and the things you could spend them on, “do 1 additional point of damage per hit, or 2 additional points of damage, or 3,” were super simple, really rudimentary. You’d pop open the UI, and it was just a list of stuff you could buy. Eventually, you’d get most of them, so it wasn’t really a customization system with progression. We decided that wasn’t enough, and went through a few pitches for a redesign, but the one thing the team really gravitated towards was the Diablo-style tree system — having multiple talent trees and choosing between different talents that were character-defining, and that’s the direction we went.From April until the game shipped, the vast majority of my time was spent working on the design for the auction house, the mail system, and implementing the talent trees for every class. I was the only person available to do that — our other class designer, Kevin Jordan, was mainly focused on ensuring that all of the classes had spells and abilities up to level 60, and managing the flow of when you’d get which ability. Kevin and I, and Rob Pardo, and Mike Heiberg from the StarCraft team, all worked on that part of the game. It was exciting, but it was weird — my experience with some of the classes was making a character of that class on an internal server, playing it up to level 10 to get a feel for how the class played, and starting to make 60 levels worth of talents. A lot of my early experience was trying to get familiar with every class.

Is it reasonable to say that the “something for everyone” scope of the game that we have now wasn’t present at that point in development?
It definitely wasn’t there philosophically. Back then, we had much more of a notion of two classes of players — hardcore, and not-hardcore. Not-hardcore players, they’d level up to 60, and then either be done with the game until an expansion came out, or start up another character and level up to 60 and do quests again some unknown number of times. It was really only the hardcore players that would want to have endgame content. Most of our design for how endgame content would work was very much aimed towards the hardcore EverQuest type of player’s mindset. They want stuff to be really challenging, they want it to take a lot of organizational effort, and they want to wipe a lot, but when they finally win, feel really good about it. At that time, we had very little concept of casual players caring about endgame content.

The concept of “casual” players of an MMO at the time was a little unheard of.
Exactly.

When did that start to shift philosophically?
It started to shift, I would say, with Zul’Gurub. That’s when we saw those first signs that organizing 40 people wasn’t for everybody, and was pretty hard to pull off. There were a lot of smaller guilds out there that wanted to do end-game content, so they ran Upper Blackrock Spire a whole bunch, but they didn’t have anything to do beyond that, so they just kind of got stuck and ran out of progression. That’s when we started to feel like we could start alternating — this patch will be for the smaller guilds, and the next patch will be another endgame raid zone for the hardcore guilds out there, and we’ll go back and forth. After doing it for a while, we realized that it was just happening too slowly. People would go huge, 6-month gaps of time where their playstyle didn’t see content. That wasn’t good enough. We tried to address that more with Ahn’Qiraj where we introduced a 20 and 40-person version simultaneously, and those results were better, but the amount of time it took us to make it, and the fact that 20-person was still fairly hardcore, led us to the decision we made in The Burning Crusade — to make this content more available to people, we’re going to have to make content for 10-person groups, and the big stuff will be more like 25-person. We still felt like it would feel epic, but a lot of arguments back in the day were along the lines of, “does 25 people really feel epic?” or “That’s so weird that it would only take 25 people to kill a famous name in Warcraft lore!” It’s funny — now, nobody thinks twice about it, but back then, we’d instilled this mindset that 40 people were necessary to make a fight epic.

Undead Warlock

As a player, less so than a designer, do you have a favorite part of the game?
Yeah — over the course of time, one of the things I’ve had the most fun with is Warsong Gulch. I’ve always liked the 10-person format; it’s given me the ability to affect the outcome of the battle more than, say, a 40 on 40 — which is cool too. I do like mixing it up — like pretty much anybody, if you stay in the same Battleground for too long, you’ll get tired of it, but Warsong is the one I come back to more than the others. I like the capture-the-flag format — it’s clear. Somebody can be the hero in terms of capping the flag or returning the flag, and I have a lot of fun playing on both sides of that.

One of the things that I’m most curious about here is the ‘why’ of World of Warcraft — why is it as successful as it is?
There are a zillion little reasons that play into it, but the big ones in my mind: number one, the player experience is carefully directed through quests. Also, it’s not punishing to players. When you die, you aren’t losing progress — you lose a little bit of time running back to your corpse, but it doesn’t feel really punishing. We have a good rewards cycle for advancement — you don’t advance so slowly that you feel like you’re not making progress. The game feels very responsive — the controls are good, the framerate’s good, it runs well, the world is really inviting, and inspires people to explore it. The zones are really different from each other, and every zone has a lot of character. The NPCs within the quests have personality. It’s really hard to come out of one of the first zones without wanting to see more.

I didn’t imagine that it would get as big as it has today, but I could tell that it would be a really good game that I couldn’t wait to play.

Did you know or predict the game’s success early on the game’s development?

Not the extent of the game’s success, no. Before I even worked on World of Warcraft, I saw it at an E3 in 2002, which is where it was shown first. I remember immediately thinking, “this game’s gonna be good.” It was responsive, it looked inviting, it had a good core — you could see the kernel of the game’s success back in 2002. When I came onboard in early 2004, playing in the alpha, and got to experience some of the quests and see some of the zone transitions — like the first time I went from Elwynn Forest to Westfall, and saw that it was a totally different feel — I knew it would be the best MMO on the market. I didn’t imagine that it would get as big as it has today, but I could tell that it would be a really good game that I couldn’t wait to play.

How did that runaway success and out-of-control growth change how you designed for the game?
We’ve had to learn a lot of hard lessons about planning for the worst-case scenario. I say worst-case, but they’re actually problems that we were in a sense very fortunate to have — you have too many people that want to play, for example. We thought about that when we launched The Burning Crusade. “We’re going to have a huge chunk of people all going into Hellfire Peninsula at the same time — how are we gonna handle that?” We had this worry that it would be way too crowded, so we made the zone really big, and the instant you came through the dark portal, we were shuttling you off to different parts of the zone. “Alliance, you guys go over there to Honor Hold, Horde, you guys go to Thrallmar, stay away from each other!” We took that a step further in Lich King with the separate zones — we essentially cut that area’s concurrency in half again. With things like Wintergrasp, we really didn’t know what to expect. It was this huge, nebulous thing — were we designing for 15 people being there, or were we designing for 100 people being there? We’ve only seen since then that we really have to use those same kinds of worst-case scenario design principles so that we’re better prepared for load balancing.

There have been some pretty significant philosophical shifts in World of Warcraft’s design from day 1 to Lich King, obviously. What do you think is the biggest change?
There were a lot of sacred cows that had to die. One in early World of Warcraft development was the idea that there should not be an auction house. We were hoping to see the social interaction in any kind of trading — players meeting up face to face, deciding what the price on something would be, and determining what they were going to do to exchange their goods. After the game had been in beta for a while, and we saw that trading was incredibly cumbersome, and people weren’t able to efficiently buy and sell stuff, we made the decision to include a game system to support it. There were also some perceptions about how hardcore raiding was, how much we’d expect out of a raider in the general sense, that have changed. We wanted to make content available to more players, but preserve challenge for hardcore players by including hard modes and that sort of thing.

Stormwind Cathedral

What sort of creative inspiration guided the team during the development of World of Warcraft?
I’d say the earlier MMOs had the strongest influence as far as interest in the genre. So much of the creation of World of Warcraft is a result of the fact that the team at the time was playing MMOs, was super invested in the game-type, and felt that it was an untapped genre — there were games out there that had done well, but we felt they could be done so much better.

The team’s gone from 15-20 people to 140 today — what does that change mean for you?
When we launched the game, the team was around 65 people. It felt like a really big team even then, but at this point, it’s an operation. The most significant change is that we deliver more content than we ever did before. If you look at the patches that we did early on in the game’s life cycle, the first patch had Mauradon, and that was it — one 5-person instance that was already half-done when we shipped the game! We went from that to Dire Maul, which was aggressive at the time because there was Dire Maul East and West! We’ve gotten a lot more efficient, our tools have gotten better, and we’ve just got a lot more experience. Internally, the dynamics of team communication changed, too. When you are a smaller team, located in a physically smaller area, communication gets easier in a lot of ways. Now, we have to be more careful to make sure that parts of the team just aren’t off on an island, that everyone gets their feedback heard, that we talk to people on a regular basis, and that the team doesn’t become these separate pods of people who don’t really talk to each other much.

Is there an old-world relic that you’re particularly excited for, an aspect of the old-school game that you’re looking forward to bringing back?
Yeah, I’m really excited to return to Blackrock Mountain. We’re redoing some of it, and adding some new instances like Blackwing Descent. For me, Blackrock Mountain was one of those really defining experiences in World of Warcraft’s history — so many players went there for endgame content, whether for lower or upper Blackrock Spire, or Blackwing Lair — it was the hotbed of player activity. It’s such a geographically significant element of World of Warcraft — a huge lava-filled mountain. It felt really epic.

Is there any interest in recreating some of the old-school community classics? Corrupted blood, Tarren Mill v. Southshore, etc.
Well, Corrupted Blood, for example, we took that concept and did the zombie invasion with it. The Zombie Invasion was the deliberate version, whereas Corrupted Blood was an accident, where we were like, “whoah, what happened?” But it gave us the inspiration to do the Zombie Invasion, and there’s a good chance that we’ll do something along those gameplay mechanic lines in the future. As far as Tarren Mill and Southshore, that type of PvP is part of the inspiration for things like Lake Wintergrasp, but we think it will further evolve in Cataclysm with Tol Barad. Every now and again, too, we try to light it up a bit between Tarren Mill and Southshore with things like the Hallow’s End event. Those player-driven experiences definitely continue to have ripple effects on our design.

Grass and Gnolls

If you could go back the beginning of World of Warcraft’s development, to the very start in 1999, before you’d even joined the team, is there anything you’d change dramatically?
I would probably want to change earlier the philosophy of how we approach the creation of endgame content — I’d want to deliver content with more types of players in mind. That’s probably the only philosophical change — obviously, I’d love to have seen the game launch with Battlegrounds and Arenas and all the cool stuff we have today, but that’s kind of cheating the question.

What do you think the legacy of World of Warcraft will be for the development community and culture in general?

…We broadened the audience by making the game accessible and capturing people’s imaginations.

I think that World of Warcraft proved that an MMO can be done on a large scale — that you can have success with an MMO outside of a niche market or genre. Before World of Warcraft, there was a perception that MMOs were smaller, side projects with pretty good money in them if they were done well, but they’d never be mainstream, really big like a console game. More than anything else, that will be World of Warcraft’s lasting legacy — how we broadened the audience by making the game accessible and capturing people’s imaginations.

So, last question — you’ve been working on this game for six years of your life — what’s been the high point for you?
It’s hard to identify any single high point. The ones that stick out the most are the product launches. Launching World of Warcraft, launching The Burning Crusade and launching Wrath of the Lich King were the big ones. As far as high points within patches, the introduction of Battlegrounds was really cool — I still remember to this day the first day that we launched Battlegrounds. When you think back to how PvP worked before Battlegrounds, how it was just kind of random and unstructured, there was no particular “point” to it — you didn’t get anything for winning, there was no sense of satisfaction outside of “ha, I killed that guy,” and compare that to going into Alterac Valley or Warsong Gulch for the first time, actually playing them live and then seeing the response to it, even by people who might be jaded by it now, but at the time, when it was fresh and new, having people come out and say “my God, that was so fun,” or “that’s the most fun I’ve ever had in World of Warcraft,” it totally changed the scope of the game. It really introduced a type of gameplay that didn’t exist before that.

Tom, thanks for your time — we really appreciate it!

Nihonga

Posted in Blue Tracker, Development, Other WoW News.


Sindragosa down

Grats Mimnoks!

sindrag

Nihonga

Posted in Achievements, Mimnoks News.


Icecrown Citadel Raid Buffs Active

As many of you may have noticed, the Icecrown Citadel raid buffs have been activated. These buffs increase total health, healing done and damage dealt by 5% for all raid members. In addition, the number of attempts on the final bosses of each wing and the Lich King allotted raid groups on Heroic difficulty has been increased to 35. These buffs — referred to as Strength of Wrynn for the Alliance and Hellscream’s Warsong for the Horde — can be deactivated by speaking to your faction’s leader at Light’s Hammer.

Nihonga

Posted in Blue Tracker, Dungeons and Raids.


Cataclysm Stat & System Changes

As many of you know from panels at last year’s BlizzCon and posts here on the forums since then, Cataclysm will bring about major changes to familiar character stats such as Intellect, Armor Penetration, Defense, and others, ultimately designed to make the effects of stats more easily understandable and make gear choices more interesting. As these changes will have a significant impact on how stats work and relate to one another, today we wanted to offer you a closer look at exactly what’s in store and explain some of the rationale before Cataclysm arrives.The most obvious question these changes raise is “Why are stats being changed, and why now?” As the game has matured, we’ve run into increasingly complex issues with the current stat system. Many stats are inherently confusing, and the way they interrelate can feel convoluted. Attack Power, for example, currently translates to damage, but so does Armor Penetration. Defense provides five different statistical benefits of varying utility. Mana regeneration involves understanding multiple stats and rules and often ends up being irrelevant anyway. In addition, the difference between a “good stat” for a class and a “bad stat” can be extreme. Some casters want Haste but not Crit; hunters want Armor Penetration but not Haste. There are other overarching issues, as well, such as Intellect not being very exciting for casters despite it being a core stat — and these are just a few examples.

Our ultimate goal is make gear a more interesting (and less confusing) choice by making each stat valuable to more players. While the reasoning behind some of the following changes may be clear, we understand that you may have questions about some of the less obvious alterations, and we’ll do our best to answer any questions you may have here on the forums.

What You’ll See on Gear

Stamina – Because of the way we will be assigning Strength, Agility, and Intellect, non-plate wearers will end up with more Stamina than before. Health pools will be much closer between plate-wearers and other classes.

Spirit – Come Cataclysm, this stat should only be found on healing gear. Non-healing casters will have other systems in place to regenerate mana, and we are designing special solutions for Elemental shaman and Balance druids who often share gear with healers (more on this below). Raid buffs that currently boost Spirit (such as Blessing of Kings) will only boost the primary stats of Stamina, Strength, Agility, and Intellect. We are also likely changing the five-second rule and other quirks of the current regen system.

Intellect – Intellect will now grant Spell Power (more on this below). Intellect will also provide less mana than it currently does.

Haste – Haste will become more attractive for melee classes by allowing them to recover resources such as energy and runes more quickly. Our intention is for Haste to let you “do stuff” more often.

Block Rating – Block is being redesigned to scale better. Blocked attacks will simply hit for 30% less damage. Block rating will improve your chance to block, though overall block chances will be lower than they are today.

Parry – Parry no longer provides 100% avoidance and no longer speeds up attacks. Instead, when you parry an attack, it and the next attack will each hit for 50% damage (assuming they hit at all). In other words, Dodge is a chance to avoid 100% of the damage from one attack, Parry is a chance to avoid 50% of the damage from two attacks, and Block is a chance to avoid 30% of the damage from one attack.

Mastery – This is a new stat that will allow players to become better at whatever makes their chosen talent tree cool or unique. It’s directly tied to talents, so what you gain from improving this stat is entirely dependent upon your class and the talent specialization you choose. We’ll talk more about specific Mastery benefits in the future.

Armor – The way Armor mitigates damage is not changing, but the Armor stat has been rebalanced to mirror changes to the armor curve in Cataclysm. As a result, bonus Armor will go down slightly overall. We are also changing the mitigation difference among armor types so that plate doesn’t offer so much more protection than mail, leather, and cloth.

Resilience – This will only affect damage done by players and critical damage done by players. It will not impact crit chance, mana drains, or other such effects.

Strength, Agility, Hit Rating, Expertise, and Critical Strike Rating – These will all still appear on gear as well. Aside from situations mentioned elsewhere in this list, in general these will function similarly to how they do now, though the details — such as how much Hit Rating you might need to effectively combat high-level creatures (more on this below) — are likely to change.

Being Removed from Items

Attack Power – This stat will no longer be present on most items as a flat value, though it will still show up on some process. Strength and Agility, which will be present on items, will grant the appropriate amount of Attack Power (generally 2 Attack Power per point of Strength or Agility) depending upon which stat a particular class favors. Agility may provide less Crit than it currently does.

Spell Power – Spell Power is another stat that you’ll no longer see present on most items. Instead, as mentioned above, Intellect will grant Spell Power. One exception is that caster weapons will still have Spell Power. This allows us to make weapons proportionately more powerful for casters in the same way they are for melee classes.

Armor Penetration – This stat will no longer be present on items. Armor Penetration will still exist in talents and abilities.

Shield Block Value - This stat will no longer be present on items, since the amount blocked is always proportional to the amount of damage done. Talents and other effects might still modify the damage-reduction percentage from 30%, however.

Going Away Completely

MP5 – This stat will be removed from the game completely. Holy paladins and Restoration shaman will be redesigned to benefit from Spirit.

Defense – Defense is being removed from the game entirely. Tanking classes should expect to become uncrittable versus creatures just by shifting into Defensive Stance, Frost Presence, Bear Form, or by using Righteous Fury.

Spell Ranks – Spell ranks will cease to exist. All spells will have one rank and will scale appropriately with level. The levels at which you can learn certain spells are being changed in order to fill in some of the gaps, and we will be introducing some new spells to learn along the way as well.

Weapon Skill – This stat will be removed from the game completely. Classes will start with all the weapon skills they need to know and will not need to improve them.

What Else You Should Know

Combat ratings – All ratings will be much harder to “cap out” at maximum gear levels. Ratings will be steeper in Cataclysm, and creatures in later tiers of content will be harder to hit or crit, similar to how level-83 mobs are harder to hit or crit than level-80 mobs.

Reforging – While these changes will go a long way to making a wider variety of stats more attractive, we understand that sometimes you simply don’t want more Hit Rating on your gear or you’d rather have more Haste than more Crit. In Cataclysm, we are going to give players a way to replace stats on gear as part of the existing profession system. As a general rule of thumb, you’ll be able to convert one stat to 50% of another stat. While some conversions (like converting Stamina to Strength) won’t be permitted, the goal is to let you customize your gear more.

Gems – We are changing the gem colors of a few stats as a result of these adjustments. For example, Hit is likely to be blue instead of yellow. We’ll have more details on this in the future.

Posted in Blue Tracker, Cataclysm, Development.


Rolling Realm Restarts – 03/02/2010

We will be performing rolling restarts on Tuesday, March 2, beginning at 5:00 AM PST for all US realms and 12:00 AM PST for Oceanic realms. Downtime for each realm is expected to be minimal.Thank you for your patience.


Ralvorinn
Blizzard Entertainment

Nihonga

Posted in Blue Tracker, Maintenance.


#BlizzChat Developer Chat on Twitter 2/26 Questions Answered

Q. What have you learned from this expansion’s emblem system?
A. Having that many different kind of emblems is overwhelming. In hindsight, we wish we had done maybe 2 emblems: the current tier and the previous tier (Frost and Triumph at the moment). They also felt a tad too grindy when 3.3 first came out before all of the sources of emblems were available.
Q. Is there any ETA on tree / moonkin form graphical update?
A. Moonkin is hard because Moonkin players are so in love with that form. It’s tough to change it at all. We currently hope to do a new tree form for Cataclysm, but no promises.

Q. Is the Valithria Dreamwalker encounter a deliberate move towards making WoW more “fun & interesting” for healers? Will we see more encounters like this?
A. We want to make healing more fun, yes. Part of that is letting healers use their whole repetoire instead of just their best spells. Part of it is trying to get healers to look at the battlefield a little more and unit frames a little less, that of course means a little more time in between spamming heals so you can do stuff like that.

Posted in Blue Tracker, Development.


GC Clarifies Improved Icy Talons Haste Buff

You put 5 points in Icy Talons. While fighting (and applying Frost Fever), you swing 20% faster. If you have talented Windfury Totem on you, you swing a total of 40% faster.You now put a 6th point in Improved Icy Talons as well. You have a passive personal 25% haste at all times. When you engage in combat and apply Frost Fever, you now have 45% melee haste. If you have Windfury also, you still only have 45% haste since Windfury and Improved Icy Talons are exclusive.This is basically a 20% haste buff to any DK who has Icy Talons and Improved Icy Talons.


Ghostcrawler
Lead Systems Designer

Nihonga

Posted in Blue Tracker, Death Knight.



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