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.

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…

ICC Hall of Fame, Blue posts, Fan Arts

Icecrown Citadel Hall of Fame Update
It's been a couple of weeks since the last update of the Hall of Fame and pretty much everything on that list is now down. Hopefully we will see an heroic kill of the Lich King (25) very soon, maybe before the 10% version of the zone-wide buff.

[html] tr.loot1:hover, tr.loot2:hover {background:#d6ffb2;}.loot1 {background-color:#FFFFFF;}.loot2 {background-color:#ebebeb;}

Hall of Fame

Heroic Bosses First Kills
Boss Guild Server Time
   Lord Marrowgar    vodka
   Paragon
   Alterac Mountains
   Lightning's Blade
   Feb. 9 21:59 GMT
   Feb. 10 10:00 GMT
   Lady Deathwhisper    vodka
   Paragon
   Alterac Mountains
   Lightning's Blade
   Feb. 10 01:13 GMT
   Feb. 10 11:36 GMT
   Gunship Battle    vodka
   Paragon
   Alterac Mountains
   Lightning's Blade
   Feb. 10 01:28 GMT
   Feb. 10 11:48 GMT
   Deathbringer Saurfang    vodka
   Paragon
   Alterac Mountains
   Lightning's Blade
   Feb. 10 06:13 GMT
   Feb. 10 14:13 GMT
   Valithria Dreamwalker    vodka
   Paragon
   Alterac Mountains
   Lightning's Blade
   Feb. 10 07:28 GMT
   Feb. 10 15:46 GMT
   Festergut    vodka
   Paragon
   Alterac Mountains
   Lightning's Blade
   Feb. 10 09:12 GMT
   Feb. 10 17:09 GMT
   Rotface    vodka
   Paragon
   Alterac Mountains
   Lightning's Blade
   Feb. 10 10:14 GMT
   Feb. 10 17:23 GMT
   Professor Putricide    Exodus
   Paragon
   Ysondre
   Lightning's Blade
   Feb. 23 23:56 GMT
   Feb. 12 15:44 GMT
   Blood Princes    vodka
   Paragon
   Alterac Mountains
   Lightning's Blade
   Feb. 10 11:14 GMT
   Feb. 10 18:00 GMT
   Blood Queen Lana'thel    Exodus
   Paragon
   Ysondre
   Lightning's Blade
   Feb. 11 03:00 GMT
   Feb. 10 23:06 GMT
   Sindragosa    Exodus
   Paragon
   Ysondre
   Lightning's Blade
   Feb. 12 06:15 GMT
   Feb. 11 15:05 GMT
   The Lich King (10)    Adept
   Paragon
   <img src="http://static.mmo-champion….

US First Lich King 10 Heroic, Blue post

US First Lich King (10) Heroic Kill by Adept + Video
On March 15, Adept (US – Dreadmaul) claimed the US first kill of the Lich King in 10-man heroic mode. Congratulations to them!

They also released a full video of the encounter, the encounter definitely looks much harder in Heroic Mode. The 1st part of the video will be available a bit later.

Blue posts

Quote from Blizzard staff
AE Tanking
Here are ways we could make AE tanking trivial. None of these are things we would actually do, though players have suggested some things dangerously close to them.

— Challenging Shout has no cooldown. Everything is pretty much taunted to you the whole time.
— You can tank everything by spamming Commanding Shout. (Back when say warriors tanked the pre-Nef adds, they could do it by spamming Battle or Demo Shout, which generated terrible threat but just enough to actually work on that encounter. Now it really won't work… but it could with the right numbers.)
— Thunder Clap hits so freaking hard that you hit it once and never really have to again.
— Thunder Clap puts a dot on everything (stronger than Deep Wounds) so that you hit it once and never really have to again.
— Defensive Stance has an 8000% threat modifier.

Those ideas would all work if we wanted you to never lose threat. That's not the goal. On the other hand, the goal also is NOT:

— Some tank classes just generate a lot more AE threat than others.
— Some tank classes just AE tank a lot easier than others.
— AE tanking gets harder and harder over time as dps specs gear up.
— AE tanking is really, really challenging and you're at the constant risk of losing aggro.
— Just for completeness, I'll add the original one above, which is that you never, ever lose threat no matter what.

What we like about the warrior AE tanking model that is worth extending to other classes without just duplicating the warrior abilities:

— You hit more than one button.
— You hit different buttons than you do when handling single targets.
— You have to pay attention to crowd controlled targets.
— You don't totally ignore your single-target abilities.
— You might switch targets on some pulls. (Source)

Hunter (Forums / Talent Calculator)
Beast Mastery
If you're talking best possible gear, we think BM is pretty close to Survival in 3.3.3. Marks is ahead, and that's largely a function of armor pen, but again you are talking about absolute best gear. If you aren't in Icecrown 25 hard modes, then gear is likely to have just as much effect on your damage as spec. Ideally, things are balanced at all levels between level 1 and 80 with BiS gear, but there are going to be a lot of points along the way where that's probably not true. We see Survival hunters beat Marks hunters all the time in what I would categorize as average (meaning not server first guilds but capable of progressing) raids. Hopefully we'll see some BM guys up there too, but it may take higher gear levels. (Source)

I would be pretty surprised if guilds doing hard modes w/ access to lvl 80 BiS gear have hunters raiding as BM, or would be happy with a hunter choosing a spec that isn't min/max'd.
My suspicion is that the hunters with the gear you are describing will have a propensity to go Marks, because that currently yields the highest damage and raiders tend to play whatever does the highest damage. In a world without armor pen, that might not be the case (though I haven't done the math lately).

Nonetheless, it is also true today that Marks can beat Survival, and yet there are a lot of Survival hunters raiding. Our hope is that in 3.3.3 that there will be as many BM hunters as Survival raiding, which would be a really nice bump for BM. Maybe the estimates (ours and those I've read) about the boost BM is getting are overly optimistic. We'll see.

It's possible the Survival hunters are only going Survival for Replenishment, though all 3 hunters bring some pretty solid raid benefits these days. (Source)

Warrior (Forums / Talent Calculator)
Shield Block
If you don't think Shield Block is interesting enough today, that's a fine discussion to have. I'm a little surprised to see any nostalgia for the old model though. Hitting a relatively common dps button that plays into other talents and abilities is one thing. Having to constantly mash "make me slightly more survivable" is another. I'll grant you that it was fun on Illidan, but it took that mechanic specifically to make it fun.

Imagine how you'd react to this scenario:

GC: Good news, everyone! We lowered the cooldown of Shield Wall to 5 sec and balanced assuming you hit it every 5 sec.

Tanks: Um…. Thanks? Could you maybe just make it a passive at that point?

GC: But hitting buttons is fun! (Source)

An Assault on Two Fronts – Patch 3.9

An Assault on Two Fronts – Patch 3.9
Blizzard posted about the the Cataclysm prologue event. According to the website link, it will happen after the release of Patch 3.9 on live servers. For more details on the assault check the cataclysm prologue post :

High Tinker Gelbin Mekkatorque: The Liberation of Gnomeregan

Quote from: Blizzard (Source)
Gelbin Mekkatorque is known as much for his technical brilliance as he is for his just leadership of the gnomes. In addition to being elected high tinker, the most prominent rank in gnomish society, Gelbin proved himself to be an inventor without equal by leading the construction of the Deeprun Tram, which links Stormwind and Ironforge. Yet all of the high tinker's achievements have been overshadowed by one catastrophic event that occurred under his rule: the fall of Gnomeregan.

Around the time of the Third War, an ancient menace known as the troggs surfaced in Gnomeregan from the depths of Azeroth. This barbaric race, thought to have been unintentionally released during the Uldaman excavation, crushed the gnomes' defenses and became entrenched in the lower sections of the city. Gelbin, for all his genius, was at a loss for a way to eradicate the savage invaders until his chief advisor, Mekgineer Sicco Thermaplugg, proposed that they inundate Gnomeregan with toxic radiation.

Confident in Thermaplugg's radical plan, Mekkatorque gave the order to irradiate the city. This bold move worked at first: toxic radiation spread throughout Gnomeregan and momentarily stopped the troggs' incursion. Soon, however, it was evident that the radiation was killing gnomes as well as troggs. In the end, nearly eighty percent of the gnomish race died, and many of those who survived were mutated into deranged leper gnomes. To add to the tragedy, the troggs then resumed their assault on the city.

Mekkatorque and the healthy survivors evacuated Gnomeregan and were taken in by the dwarves of neighboring Ironforge, but Thermaplugg disappeared. The high tinker later learned troubling news that his former advisor had seized control of the toxic gnomish city and instated himself as its twisted overlord. Much to Mekkatorque's shock, he also discovered that Thermaplugg had secretly desired the office of high tinker and might have been previously aware of or even complicit in the trogg invasion.

The immense loss of life at Gnomeregan weighed heavy on Mekkatorque's shoulders, and in his fury he ordered the death of Thermaplugg. A band of heroes took up the mission and returned with a tale of victory, but after analyzing the claim, Mekkatorque realized that the mechanized overlord defeated in the depths of the city was likely nothing more than a cleverly engineered facsimile of Thermaplugg.

Aware that defeating his nemesis would require a more robust approach, Mekkatorque labored over strategies to retake his city. His tireless brainstorming recently paid off with Operation: Gnomeregan, a brilliant multi-phased assault plan to liberate the gnomish capital and bring the real Thermaplugg to justice. With the operation set to begin, resourceful gnomes such as "Doc" Cogspin, Captain Tread Sparknozzle, and Drill Sergeant Steamcrank have been overseeing preparations and fine-tuning new technology that will be vital to the offensive.

Meanwhile, Mekkatorque has begun rounding up all able-bodied gnomes to join in the attack, and his call to arms has also been heard by other members of the Alliance. The gnomes' techno-savvy has been vital in past conflicts, and many Alliance heroes are likely to join the offensive to recapture the extraordinary inventions within the fallen city. For Mekkatorque, however, his plan goes beyond just reacquiring lost technology. The retaking of Gnomeregan will determine his legacy in history, either as the high tinker who lost the gnomes' beloved capital, or the one who reestablished it as the center of innovation on Azeroth.

Operation: Gnomeregan is now.


Vol'jin: The Glory of the Darkspears

Quote from: Blizzard (Source)
Most of Azeroth's savage trolls are infamous for their extreme hatred of other races, but the Darkspear tribe and its leader, Vol'jin, are an exception. Over the years, the Darkspears have proven to be invaluable members of the Horde. Vol'jin in particular is known to offer strategic advice to Warchief Thrall on a regular basis, and the cunning troll played a role in retaking the Undercity after it was overthrown by the rebel forces of Varimathras and Putress.

Yet for all of the tribe's accomplishments, the Darkspears are still plagued by a tragic history of exile. Long ago they were driven from Stranglethorn Vale's mainland by the more powerful trolls of the Gurubashi empire and then settled on a remote island. The Darkspears later sought refuge with the Horde when their isle was destroyed by a mysterious sea witch, and Thrall granted the trolls new lands on the Echo Isles off the coast of Durotar. Aside from a brief exodus when Daelin Proudmoore's fleet arrived to hunt down orcs, the Darkspears enjoyed relative stability until one of their own, Zalazane, drove his brethren from their latest home.

The witch doctor Zalazane had been one of the tribe's leading mystical instructors when he was inexplicably driven to insanity by the powers under his control. Utilizing dark magic, he enslaved many of his fellow tribespeople and amassed an army of mindless Darkspear trolls. Fearing that all of his tribe would come under Zalazane's sway, Vol'jin ordered the remaining free Darkspears to abandon the Echo Isles.

Vol'jin's Darkspears settled in nearby Sen'jin Village, which they have since used as a staging point to attack Zalazane. Over the years, members of the Horde looking to test their worth have braved the Echo Isles to confront Zalazane, and many of them even returned victorious with his severed head. These victories, however, proved to be nothing more than an illusion created by the twisted witch doctor's dark magic. Days after these trophies were taken to Sen'jin Village, they reverted to their true forms: painted rocks and coconuts adorned with wooden tusks, or even the heads of Zalazane's enslaved trolls.

Despite these setbacks and his preoccupation with advising Thrall on Horde-related matters, Vol'jin has spent considerable time formulating a strategy to recapture the Echo Isles. Now he believes that the time to strike at Zalazane has come. As the Darkspear leader and his close allies Vanira and Champion Uru'zin await approval of their plan from the ancestral spirits, they have begun rounding up new troll recruits and staging reconnaissance missions to learn about Zalazane's minions.

Yet Vol'jin's trolls are short on forces, and the enslaved Darkspears on the Echo Isles outnumber them. The Darkspears are well-known for being among Azeroth's bravest combatants, however, and fortunately many non-trolls have expressed interest in assisting Vol'jin, perhaps hoping that restoring the Echo Isles will eventually bolster the Horde's strength.

Vol'jin is also aware of the strategic importance that a Darkspear homeland offers his allies, but he is motivated by more personal reasons. Zalazane's betrayal was an affront against Vol'jin's dream of a better life for his tribe, a destiny that his late father, Sen'jin, envisioned years ago. Only by retaking the Echo Isles will Vol'jin be able to honor his father and at long last secure a permanent homeland for the long-exiled Darkspear tribe.

World first Shadowmourne by Juggernaut

World first Shadowmourne by Juggernaut
A few minutes ago, Modk, a Death Knight Juggernaut (US-Mal'ganis) was the first player to complete the questline to rebuild the legendary Shadowmourne. Congratulations to one lucky DK, and a very supportive guild!

According to Modk, the axe behaves exactly like in the video I posted a while back, except that the proc was slightly changed in a later version of the game, see Item – Shadowmourne Legendary.

<param name="movie" value="http://www.youtube.com/v/rcYUVVuMkaI

Patch 3.3.3 – PTR Notes Update, Blue posts

Update – Added today's blue posts.

Patch 3.3.3 – PTR Notes Update
The PTR 3.3.3 Notes. Blood Queen Lana'thel is getting slightly changed and most of the glyph changes reported last week here are now official. Nothing else really interesting in the patch as far as I can see.

This build is a release candidate, expect the patch on March 23 if everything goes well on PTRs.

Quote from: Zarhym (Source)
Icecrown Citadel

  • Blood-Queen Lana'thel: Pact of the Darkfallen now applies damage twice as often, but for half the damage. This change will make the removal of the spell a bit more responsive.
  • Hellscream's Warsong and Strength of Wrynn now provide their bonuses to player pet health and damage, as well as the absorption amounts of Power Word: Shield and Sacred Shield.

Death Knight (Forums / Talent Calculator)
Glyphs

  • Glyph of Icebound Fortitude: Now always grants at least 40% damage reduction.

Priest (Forums / Talent Calculator)
Tier 10

  • Priest Tier-10 4-Piece Healing Set Bonus: Redesigned. This bonus now increases the effectiveness of the caster's Power Word: Shield by 5% and Circle of Healing by 10%.

Glyphs

  • Glyph of Scourge Imprisonment: Now reduces the cast time of Shackle Undead by 1 second, up from 0.5 seconds.

Rogue (Forums / Talent Calculator)
Glyphs

  • Glyph of Deadly Throw: Now increases the slowing effect on Deadly Throw by 20%, up from 10%.
  • Glyph of Expose Armor: Now increases the duration of Expose Armor by 12 seconds, up from 10 seconds.
  • Glyph of Feint: Now reduces the energy cost of Feint by 20, up from 10.

Blizzard at PAX East

Quote from: Bashiok (Source)
Members of the Blizzard community team will be at PAX East in Boston, March 26-28, hanging out at the NVIDIA booth, talking about our games, and helping to demo StarCraft II. Also at the booth, NVIDIA will be showing off World of Warcraft using their 3D Vision technology. Stop by for the stage presentation Friday at 6pm for a world's first 3D Theatre presentation on an 80 foot screen.

If you're at the show stop by the NVIDIA booth and say hi!

http://www.paxsite.com/paxeast/
http://www.nvidia.com/object/paxeast.html

Community Interviews: The Arena Master

Quote from: Zarhym (Source)
We've added yet another in-depth interview with one of World of Warcraft's millions of players for our five-year anniversary site. Luek from U.S. realm The Underbog shares his views on his last five years of dynamic and fluctuating gameplay focuses, particularly with regard to PvP, and provides some insight on where he sees himself once Cataclysm arrives. Check out the anniversary page for our full discussion.

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

Blue posts

Quote from Blizzard staff
Debuffs and Dispells
Really though, we don't think the answer is to have a continuing arms race of dispels and dispel protection. This is why we've been so reluctant to implement a DK change in the first place, especially one that we ideally won't need in the future. The way things are headed, one could easily imagine the 4.0 glyph or talent that says "Your dispels now dispel stuff that normally can't be dispelled" and the 5.0 version that says "No, really, nothing can dispel your debuffs now," and the 6.0 one that said "Just kidding. You can dispel everything again."

We like the general concept of dispels as a counter. Making a good decision to spend resources (including GCDs) based on what another player is doing is what allows players to win because of their skill and not just because of their gear. The problem is that dispels were designed around (antiquated) PvE content such as Molten Core, where spamming dispels was something we asked you to do frequently. A better world would be one in which a dispel was a meaningful choice, meaning they would have a real mana cost and require you to actually push a button. There needs to be a cost for dispelling at the wrong time, just as there's a cost for using your trinket or Ice Block at the wrong time. If we make this change, we'd balance the PvE encounters accordingly, such as asking you to occasionally dispel big curses (or whatever) instead of constantly remove spammy, aggravating ones. (Source)

Bind on Account Emblems?
We currently don't plan to do this as we feel it makes sense to run a couple of normal dungeons (possibly) on the character you'd like to gear up and then run heroics until your heart is content.

[…] It's true that a main character can pile up a bunch of triumph/frost emblems at this point and not be too sure what to do with them. You could always make some gold via epic gems though – that will empty out your stores pretty fast.

We mainly just want to try and keep players focused on the idea of playing a character they want to gear up and not allow their one main character to take care of a whole set of alts. (Source)

Overpowered combat ratings in WotLK
As players above pointed out, the ratings would have worked fine had we not introduced extra item levels of gear to support the heroic modes of the last three tiers. Now we could have nerfed your ratings then, and maybe we should have, but that would have felt pretty harsh. Maybe Icecrown Radiance felt harsh enough that we should have done that. You can also argue that we should have guessed or at least planned in the possible addition of extra tiers. Maybe we'll do that in the future. Our model though is that player stats stop advancing from level and start advancing solely from gear at the level cap. We need some target for our combat ratings because they are expressly for the purpose of preventing players from maxxing out every stat with enough gear. Having creatures in later tiers scale along with your gear is one way that we're exploring. (Source)

Gear Scaling
Ni, I think you're just talking about a different kind of experience. The way RPGs traditionally work is that you defeat the monsters to get better gear to challenge more powerful monsters. The goal, typically, isn't to get so powerful that the monsters are no longer a challenge. Now I understand that seeing your dodge number actually go down might be a bummer, but that's because you're looking at a percentage and not the rating (which only goes up). If we expressed health as a percentage relative to the damage done by a boss, it would behave the same way — go down with every new tier, then start to go back up again.

Currently, your health and armor go up, but the more powerful monsters in later dungeons hit harder. It's not that they are less of a threat to you than earlier monsters, and in many case the opposite true. It's more that you couldn't even have a hope of facing them without having amassed all of the armor you have. We're just talking about doing the same thing with other stats. It doesn't make sense that you avoid Saphiron 30% of the time, but avoid Sindragosa (who is supposed to be a much more powerful opponent and has the stats to prove it) 60% of the time. In the same way, the mage shouldn't be critting the more powerful opponent more than the weaker opponent. It just does strange things to the game, where the later bosses have to hit so much harder to make up for the fact that you're avoiding them more, which ironically (but mathematically) means that your avoidance is less valuable since it doesn't actually keep you alive.

Really all we're talking about here is the distinction between absolute and relative differences. Bosses in higher tiers shouldn't be relatively easier to avoid. In fact, the opposite is arguably true. (Source)

Tanking
AE Tanking
Yeah, we'd basically agree with that. The risk should be that the tank will die, not that the tank can't hold aggro. However I have to caveat that because otherwise any time anyone ever fails to hold aggro for whatever reason they'll blame it on their tools instead of taking some responsibility for hitting the right button or gearing correctly. Threat still needs to matter as a mechanic

And without launching into class warfare again, we think the paladin is a little too good in the AE …

Lil’ XT and Celestial Dragon, Comics

Is Patch 3.3.3 this week?
Nop. The latest PvP PTR testing was made on the current build and developers were still looking for a couple of very annoying bugs. If you add it to a few random bugs like people disconnecting from the game as soon as they enter water and a few other things, I would definitely say that we will have to wait at least one more week before we see the patch on live servers.

Patch 3.3.3 Pet – Lil'XT and Celestial Dragon
One of the latest 3.3.3 PTR build added a new pet to the game: Lil' XT. We don't know what the drop location is for the moment but the name is very similar to Lil' KT from the Blizzard Store and the description mentions "Action Figure", it might be another pet that players can get out of the game. (But not necessarily)

He looks pretty cute and has a couple of unique animations + its own voice!

The MMO Report
It's monday, and it's the MMO Report because I like it and apparently, you also do.

Comics
Dark Legacy Comic #229 and Teh Gladiators #117 are out!

US First GotIR, Patch 3.3.3 Honor Changes, Blue posts

US First Glory of the Raider (25) by Midwinter
Midwinter (US-Ysera) was the first guild to complete Glory of the Icecrown Raider (25 player) and I totally forgot to report it. Shame on me, and congratulations to them!

Patch 3.3.3 Battlegrounds and Honor Changes
Patch 3.3.3 brings a couple of changes to the Battleground system, the new system is heavily inspired from the current random dungeon system and it should be pretty easy to understand.

Random Battleground and Call to Arms
Call to Arms are no longer a quests and are directly integrated to the battlegrounds interface, a new "Random Battleground" option has been added and give you the same honor bonus as the Call To Arms, but applied to any battleground.

  • The first time you win a Call to Arms or a Random Battleground, you gain 30 Honorable Kills worth of bonus honor and 25 Arena points.
  • Losing the battleground doesn't remove the ability to get this bonus, you can just try again.
  • After you won a Random Battleground or a Call To Arms for the first time of the day, the bonus is lowered to 15 Honorable Kills worth of bonus honor.
  • You can only get the 30 HK bonus honor for a Call to Arms or a Random Battleground once in a day, the bonuses aren't "stackable" and both are lowered to 15 HK. (See screenshot)

Honor Prices Changes / Battleground Marks Removal
All the battleground marks are being removed from the game.

  • Players will be able to exchange all their marks (AV, AB, EoTS, IQ, SoTA, WG) for Commendation of Service. Each Commendation of Service costs 1 mark and rewards you with 185 Honor.
  • All the items bought with marks had their price changed and can now be bought with honor only.
  • If you're interested in the old PvP rewards (some of them looked pretty nice), their price was also changed and it will be much easier to get them. Expect to spend 25,000 honor for a 2H weapon and 13,000 for a 1H. A full pre-BC epic PvP set will cost you 74,000 Honor.

Of course some of the price changes are more interesting than the others, for example you don't have to farm marks anymore to get your PvP mounts and you can just buy them for 50,000 Honor.

Just as a reminder, this is the PvP part of the Patch 3.3.3 PTR Notes, just in case you want to hear it from the blues.

Quote from: Zarhym (Source)
PvP

  • The amount of Honor awarded for an Honorable Kill has been increased by 100% for characters of all levels. This change will effectively double the amount of Honor received from Honorable Kills, or for completing Battleground and Wintergrasp objective…

US First GotIR, Patch 3.3.3 Honor Changes, Blue posts

US First Glory of the Raider (25) by Midwinter
Midwinter (US-Ysera) was the first guild to complete Glory of the Icecrown Raider (25 player) and I totally forgot to report it. Shame on me, and congratulations to them!

Patch 3.3.3 Battlegrounds and Honor Changes
Patch 3.3.3 brings a couple of changes to the Battleground system, the new system is heavily inspired from the current random dungeon system and it should be pretty easy to understand.

Random Battleground and Call to Arms
Call to Arms are no longer a quests and are directly integrated to the battlegrounds interface, a new "Random Battleground" option has been added and give you the same honor bonus as the Call To Arms, but applied to any battleground.

  • The first time you win a Call to Arms or a Random Battleground, you gain 30 Honorable Kills worth of bonus honor and 25 Arena points.
  • Losing the battleground doesn't remove the ability to get this bonus, you can just try again.
  • After you won a Random Battleground or a Call To Arms for the first time of the day, the bonus is lowered to 15 Honorable Kills worth of bonus honor.
  • You can only get the 30 HK bonus honor for a Call to Arms or a Random Battleground once in a day, the bonuses aren't "stackable" and both are lowered to 15 HK. (See screenshot)

Honor Prices Changes / Battleground Marks Removal
All the battleground marks are being removed from the game.

  • Players will be able to exchange all their marks (AV, AB, EoTS, IQ, SoTA, WG) for Commendation of Service. Each Commendation of Service costs 1 mark and rewards you with 185 Honor.
  • All the items bought with marks had their price changed and can now be bought with honor only.
  • If you're interested in the old PvP rewards (some of them looked pretty nice), their price was also changed and it will be much easier to get them. Expect to spend 25,000 honor for a 2H weapon and 13,000 for a 1H. A full pre-BC epic PvP set will cost you 74,000 Honor.

Of course some of the price changes are more interesting than the others, for example you don't have to farm marks anymore to get your PvP mounts and you can just buy them for 50,000 Honor.

Just as a reminder, this is the PvP part of the Patch 3.3.3 PTR Notes, just in case you want to hear it from the blues.

Quote from: Zarhym (Source)
PvP

  • The amount of Honor awarded for an Honorable Kill has been increased by 100% for characters of all levels. This change will effectively double the amount of Honor received from Honorable Kills, or for completing Battleground and Wintergrasp objective…