Entries in live blogging (3)
BlizzCon 2009: Important Guild Changes
Note: The below information was covered as part of our Live Blogging & Tweeting during the show. But the information is simply too important to be glossed over. Here are the major class changes in one convenient, to the point package. Guild progression was, without a shadow of a doubt, my favorite WoW announcement during BlizzCon 2009. The crowd erupted when the snippet was splashed across the screen. The bees nest was stirred further as the developers began detailing the progression tracks, rewards, and reward schemes. The panelists had to stop speaking numerous times during the presentation as the crowd drowned them out with hoots, hollers and hoorays. It seems that I wasn't the only player desperately seeking a reason to grow with a guild. Prophetic vision placing that in the The Next Expansion column, rather than Wishful Thinking methinks. Cataclysm's Guild Progression basics:
- You're guild will earn experience by way of its most active members (top 20 guildmates contribute). The "gate" is to limit the "grindiness", a reoccurring theme at this year's BlizzCon. Limiting the amount of players who can contribute helps maintain a balance between massive guilds, and those with only a few dozen players.
- Guild contribution won't change your daily activity much. You can contribute by doing the stuff you already do, be it dailies, professions, farming reputation, raiding, PvP (rated Arenas and BGs) or bum rushing Hogger. Different acts will be weighed differently.
- The guild level cap currently discussed is level 20. Guilds will receive talent points, much like the class talent points. More on this below.
- Looking For Guild system being implemented. The idea is to make it easy for a Raid Leader, Officer or GM to find exactly what a guild needs, or to post a casting call.
- Guild Achievement system is also incoming. It'll act like today's system, but require that a certain percentage (75% discussed) of the attendees be a part of the guild. Some current achievements will be recycled, but most challenges are to be new.
- A new paid service, guild transfer, was mentioned as a possibility.
- No, it's not going to happen. There is still no guild housing plans.
BlizzCon 2009: Important Changes to Hunters and Warlocks
Note: The below information was covered as part of our Live Blogging & Tweeting during the show. But the information is simply too important to be glossed over. Here are the major class changes in one convenient, to the point package.
- Resource change - This is by far the biggest change to Hunters, and possibly any class, since the game was released. The class' current resource, mana, will be thrown out the window and replaced with Focus, an all new resource. Focus is a lot like a rogue's Energy. Hunters will regen during battle, with a maximum default pool of 100. However the resource will regenerate slower than a rogue's energy on average. It'll regen at a faster rate when using Steady Shot.
- Cooldowns - As a direct result of the resource change, Hunters will now struggle with cooldowns less. Instead you will be fighting with gaining the appropriate amount of focus to launch an attack. Get ready for tons of "Not enough Focus" error messages.
- Aspect of the * - Aspect of the Viper, as it plays now, will be gone, obviously. It may come back in a different form, or Aspects may disappear all together.
- Ammo - They still promise to address this issue, but ammo will remain as an item, just a non consumable item.
- Soul Shards - Here's the big change for the other WoW pet class, the shard mechanic. For starters, shards will no longer take up bag space! But that isn't as good as it sounds, because you'll be needing them less, and creating them easier. Locks will only use a shard during combat (likely 3 per fight), and summoning your demon buddies won't waste one. Shards will regenerate when out of combat.
- UI change - The shard mechanic is becoming such a focal point that Blizzard is changing the default Warlock frame to include a spot for (currently three) shards. If you don't like shards "you play a Mage."
- Soul Burn - This will be your new spell, and the basis of the new shard mechanics. Using the ability will burn a shard and empower your next spell. Once triggered, nearly all of the following spells will behave differently (Death Coil -> longer, more powerful Death Coil, Summon Demon -> Instant Summon Demon, Fear -> Instant Fear, etc). Soul Burn will have a 30 second, off GCD, cooldown.
BlizzCon 2009: How Did MMO-Champion Do, You Ask?
The short answer is that Boubouille scored. The data mining machine, who used some other resources for his recent discoveries, received almost a perfect score during yesterday's opening ceremony. Nearly every World of Warcraft detail that had been disclosed by MMO-Champion.com came true. Nearly ever one. There's absolutely no way I can take away from the sleuthing that went on to find out Cataclysm's particulars. Sure, I didn't believe them all at first, but Blizzard confirmed that the company is simply crazy. Crazy enough to reinvent what MMO gamers, not just World of Warcraft players, will expect in future expansions. Here's what MMO-Champion had spot on:
- Worgen & Goblins - WoW.com independently "confirmed" this before the event ever happened, but it was Boubouille and his mask discovery that sparked the rumors. The new races' racials definitely sound OP as announced. However it was later confirmed that all the other races will have their racials revamped.
- Level cap raised to 85 - Seems an arbitrary choice, but Blizzard wants players to focus a bit more on the content leading up to level 85. Not just the idea of getting there. Of course that won't stop many people from being level capped week 1.
- Azeroth revamp - The lands as we know them will indeed change drastically. Barrens is split in two (double the Barrens Chat?!), Grim Batol is now Twilight Highlands and various other lands, coastlines and jungles will radically change.
- Flying everywhere - Yes folks, we will be able to fly everywhere in Cataclysm. This even includes Wintergrasp.
- Class combinations - Data mining discovered the new possibilities and they've all come true, even Night Elf Mages. Solving the 2:1 Horde to Alliance druid question is the Worgen's ability to offer a self-standing holy trinity.
- Unfinished original content done - Uldum and Mount Hyjal will both be arriving as part of Cataclysm. Blizzard stated that Hyjal was never completed because it was impossible to do what they wanted previously.
- New Secondary Profession - Archaeology (a word that will be often misspelled) will be added to WoW. It'll be the first secondary profession that plays like a gathering profession. No, fishing doesn't count. After collecting from nodes of ruins and such, players will be able to discover rewards. The mechanic to discovery hasn't been disclosed, but the possibility of a mini-game (Bejewled?!) was mentioned. We will be able to track ruin nodes, and other gathering nodes at the same time.
- Mastery system - A new mode of progression. The Mastery system is going to work alongside Talents to offer additional character customization, and it won't be class restricted. This means a Priest can pick up the same Mastery skills (or whatever they are to be called) as a Rogue. We are going to find out more details during the WoW Game Systems panel at 10:30 PST. I'll be covering it via Twitter, and I expect it to be live blogged here as well.
- Heroic Deadmines & Shadowfang Keep - We heard dungeon revamps were coming, and now it's official. These particular dungeons will use the same art and models. To spice things up these assets will be mixed with new encounters and fights. We'll hear more at today's Raids & Dungeons panel, which I'll be covering as well.
- Ragnaros - He's indeed back, "bigger and more pissed." How much bigger can the developers possibly make the Lord of the Fire Elementals?
- So much more - Changes to fishing, Blackrock Spire is back, new PvP zone, rated BGs and the Alliance loses Southshore!