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Encounter Designers - MoP Talents - Enchant Eff...

posted Jan 27 2012 01:17 PM by Lucifer | 36 views and 0 comments.

Encounter Designers Who Worked on Ulduar


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What a coincidence! We happened to talk about raid design and results with Ghostcrawler and Mumper yesterday, and everyone looked back fondly on Ulduar, among others.

Yes, the same designers and artists who worked on Ulduar are still working on raids.

Here's the thing -- Ulduar is an example of a raid where lots of players got to enjoy the first few bosses, and very few players ever saw the last few. Yogg Saron and Algalon were among the least-killed bosses ever, and not because they were exceedingly difficult. Rather, clearing the dungeon all the way to Yogg took up a big chunk of a raiding week (and you only had an hour to kill Algalon), and the ability to extend raid lockouts came later in 3.2.0 (but extending raid lockouts means getting less loot overall). Raid Finder partially resolves the length-of-raid problem, so we can consider designing longer raids, but that's not always an easy call. Long raids mean longer development time, and while some players might be willing to wait, we understand why others might get impatient.

Of course, having multiple raids in a tier (like the combination of Bastion of Twilight and Blackwing Descent) has the advantage of giving players different environments to play in while potentially making scheduling and logistics easier.

Pushing a big red button for Mimiron was very cool, and again is fondly remembered. We have created something like 40 raid bosses since the creation of those encounters however, and we cant help but think that it would start to feel really gimmicky and forced if every raid encounter had its difficulty set by pushing a button, (or not killing adds, or changing the order you kill the bosses, or the other mechanics we used in Ulduar). We think Mimiron would feel less special if there were six more bosses in the game with big red buttons, and we’re just not sure the design space is there to have a near infinite variety of means by which players launch a heroic mode in game.

Nonetheless, because there are so many requests for those style mechanics, we are considering doing a few bosses with optional modes (in the same way Mimiron, Freya or Sartharion had them) in Mists of Pandaria.


MoP Talent Trees


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One of the problems we're specifically trying to address with the new talent system is getting back a little to the sense that there are 10 classes in the game (soon 11) instead of 30 (soon 34). A common complaint we saw about the Cataclysm talent design was that hybridization was greatly downplayed. Now it’s easy to dismiss going down two trees as never really having worked out, but it’s clear that many players are in love with the idea of doing so.

We also just want to keep the total number of talents under control, since the intent is that they have pretty big effects. If you're facing a Frost mage in PvP in Mists of Pandaria, you’ll have even less of an idea of what is in their toolbox than you do today. If you're a raid leader, you won’t be so certain what abilities your Discipline priest has to deal with the upcoming boss. A little of that keeps gameplay feeling fresh, but too much of it can be overwhelming. If each of the three mage specs, for example, had different talent choices, then we would have 612 total talents in the game instead of 198. Even 198 is a lot to learn. We also have the suspicion that coming up with 612 really awesome talents will be much more challenging. One of our design philosophies is concentrated coolness: have a few awesome things instead of a lot of mediocre things.

Now in some ways we are strengthening the concept of a spec by really pushing rotations and some other signature spells to specific specs. Immolate is Destruction only. Backstab is Subtlety only. Given that, talents are a great vehicle to make sure that your character still feels like a warlock or a rogue at the end of the day.

We really want to avoid talent synergies where only one talent on a tier makes sense for your character. This would be the case if say Fire mages did bonus damage with only Fire spells, or there was one healing talent on a tier competing against two DPS talents for your priest. Please continue to bring up concerns you have in this regard (though not necessarily all in this thread) and we will try to address them.


Turning Off enchant effects


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I realize this thread has been around for a while but the topic is still relevant. As many of you may or may not know, weapon enchants have been a feature of World of Warcraft since the beginning. Providing iconic and recognizable looks to various enchants is something that’s added an element of uniqueness to the game and to your character. However, we do understand they can sometimes overpower the aesthetics of the awesome weapons you can obtain in game now. It’s certainly something we have discussed with the developers recently and we’ll be looking into potentially allowing an enchant toggle. If and when such a feature is introduced, we’ll be sure to let the community know as soon as possible.


BlizzCon 2012 Canceled - Battle.net World Champ...

posted Jan 25 2012 07:29 PM by Lucifer | 149 views and 5 comments.

2012 Battle.net World Championship


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Blizzard Entertainment is proud to announce the 2012 Battle.net World Championship, a major global eSports event featuring some of the best pro-gaming competition in the world. Slated to take place in Asia toward the end of 2012, the Battle.net World Championship will host this year’s StarCraft II and World of Warcraft Arena World Championship tournaments. Blizzard gamers and eSports fans from around the world will be invited to attend and witness some of the most skilled pro players on the planet battle it out for cash and glory.

We’re excited to be showcasing Blizzard eSports on a truly global stage this year. We're also heavily focused on getting Diablo III, Mists of Pandaria, and Heart of the Swarm into players’ hands as soon as possible. In light of our jam-packed schedule, we’ve decided to hold the next BlizzCon in 2013.
More details about the 2012 Battle.net World Championship and BlizzCon 2013, including specific dates and locations, will be coming in the months ahead.


Apparently there will be NO BlizzCon 2012


Unlike the last years, Blizzard wont open the Anaheim convention doors this year for BlizzCon 2012.
Looks like they are going to focus on the release of multiple titles this years, and that's why they decided to cancel this year BlizzCon... Well, at least we have a promise that BlizzCon 2013 is going to be awesome.

Read the following blue posts for more details about BlizzCon 2012 cancellation:

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Yeah it's a bit disappointing because we all really do enjoy being able to 'open the doors' so to speak. But, it is an enormous effort by all employees, including our game designers and artists, not to mention customer support and quality assurance, PR, our business departments, and *hot breath on fingernails & shirt rub* Community & eSports to make a BlizzCon happen. In a year when we're working to release multiple titles (knock on wood) it makes sense to focus our efforts. Also with multiple game releases we just wonder if we'd be at a point with any of them where we'd have anything really big or new or cool to talk about.

We didn't have a BlizzCon in 2006 either, and at that time we were really strong on the idea that BlizzCon isn't really supposed to be and doesn't have to be an annual event. Of course then we have it for five straight years in a row... which obviously built some expectation.

Personally I always enjoy seeing the excitement, the rushing crowds, hearing the clicking of mice on the demo stations, and waiting in agony as the seconds countdown to an announcement and then the waves of emotion from the crowd that follow it. But thinking about our year and what we're trying to get done already without a BlizzCon, and having to think pretty hard about what we'd have to announce or demo, it just makes sense to me not to have one.

Here's to the Battle.net World Championship, it's going to be awesome, and to a bigger and better BlizzCon in 2013.


Last chance to buy a Server Blade

posted Jan 24 2012 08:00 PM by Lucifer | 122 views and 0 comments.

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If any of you is interested on buying a server blade (maybe even your own server blade) this is the time to do it. This charity event is almost over, but there are still some blades left.

For more details read the official announcement below and the Blizzard blog to see what blades are still there for you to buy.

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If you thought you'd missed out on your chance to own a piece of Blizzard Entertainment history, we have good news for you: it's not too late! Starting today, we're releasing the last batch of retired EU server blades, which are now available for bidding on eBay. Don't miss your final opportunity to take part in this charity auction - net proceeds will be donated to St. Jude Children's Research Hospital.

St. Jude is a pediatric hospital and research facility, where patients from Europe and around the world are cared for. European medical professionals benefit from the discoveries made at St. Jude in their treatment of children with cancer and other serious illnesses. Partner clinics across the globe are aided by the hospital's valuable research.

For more details, and to view the auction schedule for this final batch of server blades, please visit our information page.

To see exactly how much it would cost to have one of these server blades delivered to you, see our reduced shipping costs.


Dragon Soul Difficulty Changes

posted Jan 19 2012 09:14 AM by Lucifer | 221 views and 0 comments.

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During the scheduled server maintenance on the week of January 31, the Dragon Soul raid will become enveloped by the “Power of the Aspects” spell, reducing the health and damage dealt of all enemies in the raid by 5%. This spell will grow progressively stronger over time to reduce the difficulty and make the encounters more accessible. The spell will affect both normal and Heroic difficulties, but it will not affect the Looking for Raid difficulty.

The spell can also be disabled by talking to Lord Afrasastrasz at the beginning of Dragon Soul, if a raid wishes to attempt the encounters without the aid of the Dragon Aspects.

For those of you who raided in Firelands and/or Icecrown you’re no doubt aware that as time goes on we want to keep people progressing by adjusting the difficulty. For any number of reasons a group may be having difficulty on a specific encounter each week, and our intent in adjusting the content is to ensure the ability to keep progressing, enjoying the content, and gearing up. With Icecrown we progressively buffed the players, and while this slow progression (and ability to opt-out of the buff) were both beneficial, it led to an expectation of your characters power, and once you left the raid you could certainly feel less effective. For Firelands we attempted to fix that by nerfing the content instead of buffing players, but we nerfed the content difficulty all at one time, which was counterproductive for players who really didn’t need as severe a change as we made. With Dragon Soul we’re attempting to do the best of both by having a progressive nerf to the content, keeping player power constant while providing small increases in assistance over a long period of time, as well as allowing players to opt-out of the assistance by speaking to Lord Afrasastrasz.

We hope you continue to enjoy Dragon Soul, and that these changes encourage you to attempt a higher difficulty, or just keep pushing to down that next boss.



Believe it or not there are actually guilds and raiding groups that are attempting to progress through Normal and Heroic raids, but are hitting a wall, and have been hitting a wall. We have actually statistical date we base our changes on, we know exactly how many people are clearing these raids each week, we know exactly how many people are able to down just a few bosses, and how many were only able to down a few bosses every week for weeks on end and then stopped raiding altogether.

The issue we're constantly trying to combat is the one where people feel like they're just out of options. One way this is an issue is the content is too easy, they blasted through it, have everything they could possibly want, and have nothing else to do. Ideally that's a small subset of very hardcore players. For everyone else it's a feeling of just being stuck with no possible way to progress. Very few players are willing to suit up, buff up, do all the necessary requirements to raid, jump in, and then do no better than they did last week for hours and hours, only to return next week and do the same.

If a guild doesn't want the help, they're free to opt out of the buff. For those that do it's an approximate 5% change, which is pretty minor, and we expect it to be about a month before we raise it another 5%. This first change will absolutely help the guilds that are just barely scraping by, or just need a tiny bump to cross the next hurdle, but it's just not logical to exclaim that someone will roll into Raid Finder, grab a couple items, then be looting Heroic Deathwing's corpse the next night.

We feel the content has been out for quite a while now, that most people who have progressed and downed Deathwing on Heroic have done so, they've had sufficient time to celebrate in their accomplishments, and these very small progressive alterations will only help guilds that are already doing well in the raid get over some hurdles they may be facing.

If they don't have to be like us, why do they have to have nerfs to get to our position in HM Raiding?
Because they want to and they pay the same amount for the game? I don't know, man. How is it good for the game to have 1% of players parading around for months and months and a 99% sitting around with nothing to do because they're sick and tired of wiping?

Your solution is "Well then they should get better or quit." and that's just not reasonable for a video game comprised of millions of people looking to just have some fun. It's still a computer game.

If there's a easy, normal, and hard difficulty, why tweak normal until it becomes as easy as the easy mode?
Well the nerfs are going to be progressive enough, as I said, I don't see a 5% change being a big enough change for Raid Finder players to suddenly start clearing Normal. We also don't know where we'll end up. We plan to increase the spell by 5% about every month, but we're not sure if we'll need to. If we see a lot of people able to keep progressing and downing bosses, maybe 5% is all we need. It's going to be watching completion numbers and seeing where that gets us. We're not assuming we'll need to go as far as we did with ICC. It's not going to be automatic, our hand is on the dial.

The increase is not automatic or set in its frequency. We will be manually controlling when it increases, if at all. It will be completely based on how many people we see able to complete the raid, and our decision to increase it or not.


The evolution of Reputation System

posted Jan 16 2012 11:13 AM by Lucifer | 1110 views and 1 comments.

Starting with the Classic World of Warcraft, back in the days, the Reputation System has been trough considerable change.
Firstly, we will try to take a look into the old days, to see how the old factions worked. Secondly, we will talk about the present, and how the reputation system has changed into what is today.
To conclude, since Mists of Pandaria has already been announced, we will also try to speculate on the future... just a little bit.

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The past: the old factions


In the early days, when WoW had just been launched, a lot of factions were introduced in the game. Not all of them were present right from the start, but nevertheless there were a lot of them.
We had six PvP based factions, three for Horde and three for Alliance, we had the major city factions: six of them at that time and aside from those we had about 20 of other factions all around the Azeroth.

It was not only the number of different factions that was impressive, but for most of them the path to Exalted was a very difficult one. For us to understand how it was back then when you wanted to get to exalted, I'll try to "review" some of the old factions...

Let's take Wintersaber Trainers as an example. The only way to get to exalted was to farm their repeatable quests. The only problem was that these took a lot of time at level 60. The mobs in Winterspring were tough, and if you wanted to kill the Giants in the south of Witnerspring, usually you had to bring a party.
The current Wintersaber Trainers faction only require 7 days of daily quests to get to exalted, while at level 60 required A LOT more time. Assuming you completed all the three repeatable quests, the reward for your efforts was only 175 reputation points. This way, you had to complete that set of quests at least 240 times to get to exalted. You do the math to see how long would that take...
The really funny part is that all this effort was just for a single mount. That's it. Nothing more. But at level 60, and still at level 70, when you had that mount, you felt really epic.

Another type of faction is the raid faction, everyone is used to these now. Avengers of Hyjal was the latest addition, but we won't talk about them now, we will go way into the past.
The first time when players faced Ragnaros, Hydraxian Waterlords were the ones that helped us out in the Molten Core. You needed them if you wanted to clear the entire raid. You had to follow their quest chain, and you had to be Revered with them to be able to douse the Firelord's runes. After killing a boss in the old MC, you had to destroy a Firelord rune left on the floor by using a vial from the Hydraxian Waterlords. Destroying all the runes in the instance enabled players to summon and fight Majordomo Executus. Defeating him was required before players could try their luck with Ragnaros and his Sons.
It was possible to get to exalted, but it took a lot of MC clears. And in the end you were the proud owner of... nothing! Because the Exalted status had no rewards. The only thing you could get was a ring from the Hydraxian Waterlords quest chain, but that was pretty much useless. Nevertheless, at level 60, someone who was exalted with the Waterlords was a real hero. I honestly never met someone who was exalted with them back in the old days on my realm...

While these are only two random examples of old factions, most of the others were like this too. It was a real challenge for players to reach exalted and the rewards were very few or even non existent. Even so, I remember a lot of people farming those reputations. I know it was a real struggle to farm the texts for the Cenarion Circle... Does anyone remember the trade frenzy for Zandalar Tribe bijous or coins?
Those were some strange days I must say...

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The transition and present times


With the launch of Burning Crusade a lot of things changed. The daily quests were introduced and most of the factions took advantage of them. The different kind of paths to exalted were pretty much removed. Most of the new factions gave us only one possibility to get to exalted. Farm something, do the daily quests, run an instance/raid or hand in some items... All in all it became much simpler.
Additionally, most of the factions had their own quartermaster who carried a bunch of rewards for the ones who decided to farm reputation with them. If i had to pick one Burning Crusade faction and say that it was the hardest one to get exalted with, I would honestly say there was not a single difficult one. Time consuming, yes, but nothing difficult. At level 70 the hardest and most challenging factions were still the old ones, the Vanilla WoW factions.
Regardless, these factions were pretty entertaining. You had to keep track of something, to focus on your reputation level, to prioritize certain factions over others... It was pretty interesting. That's when we decided to launch our Reputation Calculator.

When Wrath of the Lich King came, the reputations system was pretty much the same as in the Burning Crusade. A new addition was the Championing or Tabarding, whatever you like to call it. At honored, you were able to buy the faction tabard from its quartermaster. While wearing that tabard, you'd get reputation with that specific faction for slaying mobs in instances.
I guess the Sons of Hodir faction was the hardest one to get exalted with (at least before the amount of reputation you would receive was buffed). Even if it was based mostly on daily quests, you had to do a lot of work.
Also, after the launch of the Argent Tournament, reputation farming for most of the major city factions became pretty trivial.
The only real challenge was the Insane in the Membrane achievement, and funny or not, that was still based on the Classic factions.

Cataclysm made the reputations even easier. Now, except Therazane and Avengers of Hyjal, all the factions can be Championed. You get the tabard and farm random dungeons. When you see the Exalted message you just change the tabard. Before you know it, you are exalted with everyone and you can access their rewards.

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What can we expect in the future?


These are only pure speculations, since nothing was officially announced by Blizzard. I don't think we will see any changes for the old factions. Maybe the Centaur factions and the other factions you can't get reputation with anymore are going to be removed completely and be replaced by a simple Feat of Strength.

At BlizzCon 2010 (two years ago) it was announced that a similar achievement like Insane in the Membrane might be introduced. Since we didn't get that in Cataclysm, maybe we will see it in Mists of Pandaria.

I honestly expect, and this is my personal opinion, to see less factions in MoP, 4-5 or something close to that. And maybe not with this expansion, but somewhere in the distant future, I guess the whole reputation system is going to be abandoned/removed.

Either way, I'd like to see the evolution of the reputation system. I can say that with every new expansion and with every new faction things have become easier and easier and in the end all reputations are probably going to be useless.

But there is hope! We might see a revamp of the reputation system, like what has happened with old raids, old talent trees or even the companions. Everything can be improved upon, but sometimes that means it has to be remade from scratch.

Now the questions are:
Is this system really worth another chance?
How do you see the future of factions and the reputation system?
How would YOU improve it?




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