Подведены итоги 5-недельного юбилейного конкурса

Компания Blizzard Entertainment огласила имена победителей последней недели конкурса, посвященного пятилетнему юбилею MMORPG World of Warcraft. Авторы лучших работ, среди которых встречаются и русские фамилии (К. Смирнова, И. Иванов – рис. 1 и 2 соответственно), получили в награду плакат с изображением Ониксии с автографом художников Blizzard Entertainment и год бесплатной игры в World of Warcraft. Наши поздравления победителям!

Занявшие второе место выиграли по видеокарте ASUS ENGTX260/HTDI/896M NVIDIA, а авторы двух лучших работ – ноутбук ASUS G51J 3D Republic of Gamers 3D Vision Laptop с американской раскладкой клавиатуры. Конкурс завершен.

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Patch 3.3.3 on Live Servers This Week

Update – Yes, the Icecrown Citadel buff is still at 5%. You can stop asking.

Patch 3.3.3 on Live Servers This Week
Patch 3.3.3 will hit the live servers this week, it's time for the super-big recap of all the changes and additions from this patch.

Patch 3.3.3: Frozo The Renowned

Quote from: Zarhym (Source)
I'm sure some of you noticed this in the 3.3.3 PTR patch notes:

  • Frozo the Renowned has moved into the Dalaran Magus Commerce Exchange and will be trading your Frozen Orbs for various other trade goods.

For those curious, here are the items for which you can trade your Frozen Orbs to Frozo. These each cost 1 Frozen Orb unless noted otherwise in parentheses:

Patch 3.3.3 – Random Dungeons Changes
Patch 3.3.3 should be deployed during the next maintenance on live servers and it's time to mention a few interesting changes to the Dungeon Finder that I forgot to report in the past weeks. Tons of minor changes have been made to make your life easier but there are two changes that will probably make you very happy.

First, the patch notes mention a change to "skip" the introduction of Culling of Stratholme. The change doesn't sound really exciting but it's actually a huge improvement over the previous version, you can basically talk to Chromie and skip all the roleplay to jump directly to the first Scourge wave. A couple of other tweaks have also been made to make the dungeon slightly faster and I'm pretty sure you won't skip it anymore. (Especially with a Deserter debuff extended to 30 minutes)


The second major changes to the random dungeon system is the new vote kick system, you can now give a reason when you start a vote to kick someone. At some point it was mentioned in a blue post that the 15 minute limit before you can kick someone was gone, but it doesn't seem to be the case in the current build of the PTR. We will have to wait and see how it works on the live servers.


Patch 3.3.3 Professions Changes
Patch 3.3.3 will introduce a couple of VERY interesting changes to professions. The first part of the change is obviously the removal of most of the transmutation cooldowns, it will affect most tiers of crafted items and it wouldn't be surprising to see items like Breastplate of the White Knight drop from 4000 to 2000G at the AH.

The 2nd part is also very interesting if you're looking for cheap epic gear to start running instances with your alts, all the crafted recipes from Ulduar had their reagents cost considerably lowered and you can expect to find these items for less than 1000G.

Reminder

  • Frozo the Renowned will let you trade Frozen Orbs for a lot of rare reagents, including Crusader/Runed Orbs and Eternal elements.

Quote from Blizzard staff
Cooldowns

Blacksmithing

Enchanting

Leatherworking

Patch 3.3.3 this week, Blue posts, Comics

Is Patch 3.3.3 this week?
Yes, most likely. (The "most likely" is only here to make sure that you don't yell at me if something changes)

Check the Patch 3.3.3 PTR Notes for a quick summary of the changes, the regular recap will be available on MMO-Champ soon.

Blue posts

Quote from Blizzard staff
Rogue (Forums / Talent Calculator)
Rogue damage distribution
Overall, we think rogues do too much passive damage — autoattacks + poison. We want to shift more of that towards their specials, which will let both the finishers and the generators hit harder while keeping sustained damage about the same. It might mean less-skilled rogues do less damage by comparison, but that's not really a bad thing. (Source)

Warrior (Forums / Talent Calculator)
Tanking and Rage Management
Early on in Karazhan you could get rage starved, and then letting off of some of the buttons for Shield Block or vice versa if you needed threat was a decision. I disagree with you that it was a major problem past that point. In the raids that followed you pretty much had enough rage to do whatever you wanted because the bosses hit so hard, unless you just got unlucky and had a string of avoidance or something.

If you look at parses today of good tanks, you'll see them convert a great deal of autoattacks to Heroic Strike. Some of them can hit 100%. That implies rage is never an issue and they would have been able to hit the old Shield Block as often as they wanted… perhaps macro it even.

Now if rage was a little harder to come by, then yes, you might make the decision between threat and survivability abilities. However, as a counter to that point, consider that MD and ToT combined with tauntable bosses and a lack of threat management fights like Voidreaver or Vael probably make threat rarely matter, so you lose the decision again.

If we nerfed tank rage income in Cataclysm as well as nerfing the threat of MD and ToT, then I could see warriors and druids maybe having to manage their rage so they have enough for both threat and cooldowns. It's tricky though. If we went too far, then you'd feel continually rage starved, which is pretty frustrating. Having to manage a resource can be fun. Never having that resource to manage would suck. (Source)

The MMO Report Spoiler Alert
Oh, look, it's Monday! And it's MMO report time! With a spoiler alert this week, I guess. And people will probably yell again.

Comics
Dark Legacy Comic #230 and Teh Gladiators #118 are out.

Посоветуй Blizzard, что делать с танками в Катаклизме


Компания Blizzard Entertainment предложила пользователям MMORPG World Of Warcraft поделиться мнениями о кулдаунах танков, об этом на американских официальных форумах игры сообщил менеджер по работе с игровым сообществом Nethaera. Сотрудница с изображенной на аватаре вибрирующей свечкой сказала следующее:

«В настоящий момент мы работаем над кулдаунами танков в дополнении Катаклизм. Нам хотелось бы услышать мнение игрового сообщества о том, что сделает кулдауны полезными и интересными. Например, вам больше понравилось бы умение с коротким временем восстановления, которое вам нужно нажимать безостановочно, или умение с длинным временем восстановления? В каких существующих умениях больше всего фана? Какие кулдауны существовали в Burning Crusade или классическом World Of Warcraft, которых вам не хватает во Wrath of the Lich King? Какова, по вашему мнению, должна быть роль талантов и символов. Например, если символы не должны снижать время восстановления, тогда что они должны делать?

Мы менее заинтересованы в конкретных дискуссиях по поводу классового баланса. Обсуждайте вопрос «кто сейчас ОР?» за пределами этой темы. Мы хотим сфокусироваться на поиске фана и полезности.

Мы планируем использовать ваши отзывы для принятия некоторых решений в дизайне талантов и умений Катаклизма, но в то же время не можем дать гарантий, что все (или некоторые) ваши предложения буду введены в игру – это лишь один из многих рычагов, при помощи которых мы хотим принять лучшие возможные решения в дальнейшей разработке».

Все желающие могут ознакомить Blizzard со своим мнением по этому вопросу в разделе танкования русскоязычных официальных форумов World Of Warcraft – возможно, мнение русских игроков тоже кого-то интересует.

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Categorized as wow news

3.3.3 Random Dungeons, Blue posts, WoW TCG

Patch 3.3.3 – Random Dungeons Changes
Patch 3.3.3 should be deployed during the next maintenance on live servers and it's time to mention a few interesting changes to the Dungeon Finder that I forgot to report in the past weeks. Tons of minor changes have been made to make your life easier but there are two changes that will probably make you very happy.

First, the patch notes mention a change to "skip" the introduction of Culling of Stratholme. The change doesn't sound really exciting but it's actually a huge improvement over the previous version, you can basically talk to Chromie and skip all the roleplay to jump directly to the first Scourge wave. A couple of other tweaks have also been made to make the dungeon slightly faster and I'm pretty sure you won't skip it anymore. (Especially with a Deserter debuff extended to 30 minutes)


The second major changes to the random dungeon system is the new vote kick system, you can now give a reason when you start a vote to kick someone. At some point it was mentioned in a blue post that the 15 minute limit before you can kick someone was gone, but it doesn't seem to be the case in the current build of the PTR. We will have to wait and see how it works on the live servers.


These changes were in the patch notes but I think they're definitely worth a small dedicated spot on the front page. As a reminder, here is the Dungeon Finder part of the 3.3.3 Notes.

Quote from: Blizzard (Source)
Dungeon Finder

  • The Deserter debuff given to players who leave a dungeon prematurely when queuing via the Random Dungeon option has been increased to 30 minutes, up from 15 minutes. The cooldown for using the Random Dungeon option remains 15 minutes.
  • The Random Dungeon cooldown is no longer displayed as a debuff. Instead, players will see the cooldown time remaining displayed in the Dungeon Finder window when Random Dungeon or Random Heroic Dungeon is selected from the pull-down.
  • If a player in your party has the Deserter debuff, or is on cooldown from the Random Dungeon option, his or her character name will be displayed in the Dungeon Finder window listed as "On Cooldown," preventing the group from queuing.
  • Anyone in a dungeon party can now re-queue their group for a dungeon, as players will still be prompted whether or not to accept their chosen role.
  • Players who use the Vote Kick option will now be prompted to provide a reason for kicking a party member. This reason will be presented to everyone in the party except for the person voted to be kicked.
  • When joining as a group, more generous level requirements will be used instead of Random Dungeon level requirements so that players of different levels joining together will be eligible for a greater number of dungeons.
  • Parties randomly created via the Dungeon Finder will always be arranged in the party interface from top to bottom in the following order: tank, healer, damage, damage, damage.
  • If a random party is created via the Dungeon Finder and a player cannot roll Need on an item, a reason will now be provided.

Cataclysm Tanking Cooldowns: Feedback

Quote from: Nethaera (Source)
We’re currently working on the tanking cooldowns for tanks in Cataclysm. We’re interested in feedback from the community on what makes cooldowns fun and useful. For example, what is the sweet spot in cooldown duration between an ability with such a short cooldown that you must mash it constantly versus an ability with such a long cooldown? Which current abilities are fun? Putting aside any rose-colored glasses, were there cooldowns in Burning Crusade or classic WoW that you miss in Lich King? What, in your minds, should the role be for talents and glyphs. For example, if glyphs shouldn’t reduce cooldowns, what can they do?

We’re less interested for purposes of this specific discussion on class balance. Let’s try to keep the “who is overpowered?” discussions out of this thread. We want to focus on fun and useful with an eye towards the future.

We intend to use this feedback to help make informed decisions when designing Cataclysm talents and abilities, but this is no guarantee that we will be implementing all suggestions or any particular suggestions from this thread. This is merely one of many tools that we plan to use for making the best possible decisions about continuing development.

Thank you for your feedback.

Blue posts

Quote from Blizzard staff
Theorycrafting / Spreedshets and class balance
Spreadsheets and simulations are awesome and some of them have become quite sophisticated. There are still plenty of situations where actual players can't get anywhere close to those theoretical maximums. Now there are other situations where really exceptional players can bump up against those predicted numbers. For most players, their potential dps (in game) is a lot more relevant than what the spreadsheet says their potential dps could be.

As an example, imagine that Survival required a really punishing shot rotation. Very good players (the kind that get insane actions per second on Starcraft maybe) might eek 14,000 dps out of that rotation. Mere mortals might only get 9000 dps though. On the other hand, imagine Marks could pump out 10,000 dps for almost any level of player. If you're going by the spreadsheets alone, you'd be dumb not to play Survival. Going by your logs, you'd be dump not to play Marks (unless you're in the 1% bracket). You could come up with similar examples for one spec only beating the other with best possible gear, or one spec only beating the other on fights with no movement. And so on. (Source)

Survavibility as a DPS
Yeah, this is exactly what I was referring to. Survival does matter in terms of being able to beat the boss, and I think we would be in a better place if more dps players took some responsibility for survival instead of assuming the design was that they focus solely on dps and blame the game (or the healers) when they die. That doesn't have to mean socketing blue Stamina gems in every piece of armor. It could mean "Hey, maybe I can afford the 2 talent points for this survivability talent. That drops by maximum dps by 6%, but I'll do more damage alive than dead." (Source)

Classes homogenization and tanking niches
We try and prevent homogenization among classes when we can. It's actually very important to us and obviously more important to us than many players who would be satisfied with us just smearing critical abilities across all of the tank classes.

Having said that, we don't think well-defined tank niches are very good for the game. We've even backed off of well-defined healing niches and we'll continue to do so even more in Cataclysm. It comes down to a numbers problem. In a 5-player dungeon you get one tank. If the dungeon happens to be an AE tanking dungeon (Shattered Halls comes to mind) then groups want a paladin and not another tank. Likewise if we positioned DKs as the magic tank, they'd be underpowered on any dungeon without a lot of magic damage. Now maybe that's okay for a 5-player run, but it gets a lot trickier when you're talking about a 10-player raid with 2 tanks. When you're up against the most challenging content, you'd likely want to swap out for the best tank for the encounter, which means keeping a stable of 4 tanking classes ready to come in at a moment's notice. Some amount of swapping is hard to discourage, but we definitely don't want to design dungeons around the expectation that your paladin tank doesn't mind sitting out on the single target fights just to shine on the AE ones. She'll miss out on a lot of badges for one. Sad

It is definitely a challenge to keep classes feeling unique while giving players enough flexibility that they don't feel like they constantly have to ask their friends to reroll and / or recruit the missing puzzle pieces into their social circle. (Source)

"Perfect" DPS balance

That's not actually a goal, or a realistic one anyway. I drop that 1% number a lot because it seems sometimes that's what the expectation is. The goal is that you should be able to play what you want and still be able to raid (and ideally PvP, but we're a lot farther from that). We've always said that taking on the most challenging content is going to take away some of your flexibility, and for the most part, players capable of beating that content are okay with that level of min / maxing. In fact, they kind of enjoy it.

There's just no realistic way to have every dps spec in the game anywhere clo…