PTR 3.3: Deathbringer Raid Encounter [Video]
Whether it was due to a bug or just over-tuning, I'm not entirely sure, but Saurfang also had an insane dodge chance, certainly above and beyond that of the average boss. Though we failed to kill him, I feel that we were in good company. It seems that few, if any, groups managed to down the Deathbringer in this round of testing. If he goes up again, I fully anticipate Blizzard changing a few things.
Nonetheless, he could end up being one of the toughest fights in Icecrown Citadel, and a good gateway encounter that leads into the second part of the dungeon.
Arenas: Biggest Design Mistake of WoW
The Escapist of the Warcry Network had the fortune to interview the VP of Game Design, Rob Pardo, in a sort of retrospective look at the past five years of design of World of Warcraft. Its a great interview, and Blizzard has been doing a lot of these sort of things recently, perhaps to hype up WoW's upcoming fifth anniversary on November 23rd. One question that was just asking for trouble was "What are you most proud of over the last five years? What was the biggest mistake you think you made?" Its not an easily answerable question, and there might have been a slight PR disaster with its answer. When addressing the "biggest mistake" portion of the question, Pardo responded:
As for the biggest mistake? There's a lot of them that I think, were ... they just "fell out" of things. One example: I wish the servers were more stable when we launched, of course - there's a lot of that sort of thing. We have a lot of excuses for that - we didn't expect nearly the response - but we can't say it wasn't a mistake. If I was going to pick on a game design thing that I look back on and think was a mistake? We really never designed WoW to be a competitive e-sports game; it was something that we decided to start tackling because there was such a desire and demand to evolve it in that direction, to introduce competitive arenas. I'm not sure that that was the right thing to do with the game. We didn't engineer the game and classes and balance around it, we just added it on, so it continues to be very difficult to balance. Is WoW a PvE cooperative game, or a competitive PvP game? There's constant pressure on the class balance team, there's pressure on the game itself, and a lot of times players who don't PvP don't understand why their classes are changing. I don't think we ever foresaw how much tuning and tweaking we'd have to do to balance it in that direction. Either I'd go back in time to before WoW ever shipped and change the rules to make the basic game more conductive for being an e-sport, or if not that, just say it doesn't make sense. Right now, WoW has a bit of a schizophrenic philosophy behind it, and we're trying to figure out how to guide it. It's tricky, now that we've gone down that road, because we have a passionate, large audience that enjoys it - the Arena, the e-sport - so we can't just chop off that head. We can't just say, "We fouled up and will go back to how it used to be before," because we have a really passionate audience that wants it in the game. If I could go back in time before we shipped WoW, I would have either made serious changes to basic class balance to facilitate that type of play, or if I went back to when we had the idea two years later, I would have said, "Maybe we shouldn't go there."
This was really a baited answer. Pardo really highlighted a lot of the incredible design that made WoW so successful, but his brutally honest answer here is a bit of a surprise. He comments later in the interview that as far as PvE goes, they have given up a lot of their preconceived notions of what an MMORPG should do. They stopped catering to "hardcore players" as much as they used to by reducing raid sizes and making content more accessible, among other changes. Going the "e-sports" route doesn't seem to fit in with the philosophy of recent PvE changes. Look at the players that get all of the attention. Guilds that get "world firsts" and "server firsts" get a lot more attention than players who get 2200+ rating. The arena reward system seems to get revamped and redesigned every season. WoW doesn't need to be a competitive PvP game to get attention or longevity. Its already extremely competitive on a PvE front. Arenas have failed to be accessible or rewarding to new and average players. Talent and class design is now all over the place, with buffs having to be carefully implemented and thought through to obtain balance in both PvP and PvE. Complaints would be quieter if the only PvP mediums were world PvP and battlegrounds, where winning conditions are much less dependent on the intricacies of class balance. For more, read the interview. Its a very good read and makes you realize how well-designed WoW really is.
BlizzCon 2010 In Las Vegas...But Not Really
Tom Chilton On Blizzard's Microtransactions
The High Inquisitor: With Respawns and Spirit Heals, Who Can Win?
I think that over time the children of Azeroth evolved to become safe from all those gigantic spiders, raging elementals and opposing faction members by turning invisible. The children stay like this while they train to become adventurers themselves, but do it in a safe way, because the creatures they are trying to take [enlarged spleen]s from can’t see them. Some of the children realise that they aren’t going to every be good enough to be an adventurer and stop being invisible to live their life running round Stormwind free of the perils of adventuring. The other children however, once they have been training for several years, suddenly get a calling to run to a certain place to start their true lives, where they become visible at last: the starting zones. If you hang around them for long enough you can see this miraculous act happening.Now moving on, let's explore this week's question a bit. I'm sure you're all familiar with Spirit Healers, those celestial beings who await adventurers who enter the astral realm between life and death, ready to guide them back to the land of the living. While I appreciate the life that my toons can continue living, I also am aware that these spirit healers also must be the reason for respawning foes in areas that we so painstakingly clear out while questing. So here's the question: How can any side ever truly win? Be they members of the Scarlet Crusade, tribal leaders atop Darkcloud Pinnacle, hostile centaurs or quirky murlocs, our enemies will simply run back to their corpses and respawn a few minutes after their defeat. How can any group ever claim victory when neither side's numbers wane? In the case of PvP, we at least have an objective that will determine the winner; Capture the flag, defend the keep, gain the most resources. In the rest of the world, our objectives are outlined in quest form: Kill 10 of these and 20 of those; gather 8 shiny items scattered throughout the enemy village. But the world is static, and so the outcome of our endeavors is less defined. After we leave, the world goes back to the way it was before we ever came. Generations later, our alts can perform the same quests. Once again, game mechanics come into play. This is an essential aspect of MMO gameplay, and the only way around it that I've seen is through phased events. But phasing the whole world would be quite a task, and wouldn't necessarily give us anything better. Regardless, I'm interested in how we can use the lore to explain the situation. I say we need to appeal to the enemy spirit healers themselves, and convince them they're on the wrong side. Then, we'd get somewhere. How do you think we can get past this dead heat?
PTR 3.3: Patch Notes Updated 11/11 (Build 10805)
GeneralThat's it for the documented changes today (though there may be more lurking beneath the surface). If you're antsy about Halls of Reflection and can't make it onto the PTR, don't worry. Project Lore will be bringing you coverage in one form or another in the near future! Stay tuned!Dungeons and Raids Oculus
- Icecrown Citadel
- All three wings of the 5-player dungeon are currently available for testing.
Druid Restoration
- Azure Ring Guardians aggro distance changed from 50 to 40 yards.
Paladin
- Gift of the Earthmother: Redesigned. This talent now increases spell haste by 2/4/6/8/10% and reduces the base global cooldown of Lifebloom by 2/4/6/8/10% instead of its previous effects.
Rogue Assassination
- Sanctified Light - Reverted due to changes being made to Lay on Hands.
Warrior
- Murder: This talent now provides a flat damage increase of 2/4% against all targets, instead of only targets which do not appear in Icecrown.
- Glyph of Victory Rush: This glyph now increases the critical strike chance of Victory Rush by 30%, regardless of the percentage of the target’s remaining health.
Blizzard Sells Out Of Non-Combat Pet
Just One Day Left To Merge Your Account
- Chilly the Penguin -- Who can say no to a free vanity pet? Though they've been threatening you with a specific date for the merger, they haven't yet set one for when you will no longer be able to receive the pet, though it will likely be in the very near future.
- You get to continue playing World of Warcraft! -- Of course, this is the most important of all. Unlike Chilly, Blizzard is keeping very strict with this one. Don't merge your account by the end of today? Starting tomorrow (the 12th), you don't get to log-in to WoW until you do.
Rogue Weapon Swapping a Big Deal
-- $EVENTS TIMER UNIT_COMBAT local dp_name="Deadly Poison IX" local switch_time = 5 if UnitAffectingCombat("player") then for i=1,40 do local n,_,_,s,_,_,x,c,_=UnitDebuff("target",i); if n==dp_name and c=="player" then equip = ( x-GetTime() > switch_time and s == 5 ) end end else equip = false endBy using this script with an addon like Outfitter, you can achieve the same effect as PoisonSwapper. It seems ripe for a nerf, but I don't know how Blizzard can directly prevent this. Blue posters have said that it seems non-essential for Rogues right now and they do not believe it gives significant DPS increases, and they see no reason to nerf it. Take advantage of it now, and see if it helps you sweep the deeps!
PTR 3.3: Raid Testing Schedule 11/11-11/14
We are scheduling raid tests in Icecrown Citadel for November 11-14. The schedule is as follows: EU Servers Thursday, November 12 at 19:30 CET – Blood-Queen Lana'thel, Rotface Friday, November 13 at 19:30 CET – Blood Princes, Professor Putricide Saturday, November 14 at 19:30 CET – Lord Marrowgar US Servers Wednesday, November 11 at 7PM EST / 4 PM PST – Lord Marrowgar, Festergut Thursday, November 12 at 7PM EST / 4 PM PST – Deathbringer Saurfang Friday, November 13 at 7PM EST / 4 PM PST – Blood-Queen Lana'thel, Icecrown Gunship Battle Saturday, November 14 at 4PM EST / 1 PM PST – Sindragosa Only normal difficulties will be tested, although 10 and 25 player raids will be available. The Icecrown Citadel raid test schedule will be very flexible, and can change at a moment's notice due to build status, bugs, and server issues. Remember that this is the test server, so things can, do, and will break from time to time. Check this forum for the latest Icecrown Citadel raid testing schedule information in the weeks to come.I noted on the last schedule update that there were only four more bosses to be tested. After this week, three of those will be knocked out (Blood Princes, Blood-Queen Lana'thel, Deathbringer) and only the big, bad guy at the top will remain. We have it on good faith (and a little bit of experience) that the Lich King will NOT be available on test servers, and will rather continue to be evaluated in-house. The case has been similar for end-bosses in past raids, and with an extra helping of lore and spoilers plopped on top of Arthas, I highly doubt Icecrown Citadel is going to be any different. Likewise, I anticipate Blizzard testing all hard modes internally, which shouldn't much of a problem considering they'll have extra time to do so. Even when 3.3 goes live, players will have to wait for the Lich King to be unlocked and defeated before they can even begin to tackle any bosses in their more difficult forms. As for the encounters being re-tested? Some like Professor Putricide presented with rather large bugs the first time around (you couldn't target him again after engaging him for the first time!), while others seem to be on their way to receiving their final coat of polish (Lord Marrowgar). By my estimation, this places the patch about three weeks away at Dec. 1 (right after Thanksgiving), though that may depend on whether or not they postpone holiday-week testing to the next (assuming they even need it in the first place), which could push 3.3 back to Dec. 7 at the latest. We'll keep you posted here on Project Lore and, if all goes as planned, there will be some videos of all the new encounters being tested on the US servers this week. So stay tuned!