Entries in v3.1 (6)
Making The Patch 3.1 Cut - Equipment Manager Delayed
The many of you looking forward to the Dual Spec feature coming in Patch v3.1 will be slightly annoyed to hear that the supporting Equipment Manager feature has been cut from the patch. According to Bornakk - in an odd April Fools RPing thread - the feature has a few "issues" that still need to be banged out before it will meet Blizzard's quality standards. I haven't played on the PTR enough to know exactly what the issues could be, but it seems that we will be using ItemRack (remember Outfitter has ceased development due to the UI Policy changes) for awhile longer. Per Blizzard's mantra, it'll be ready soon, which this time means "some time after patch 3.1." Speaking of patch 3.1, that leviathan of an update will likely be going live in late April. The slashing of material isn't that big of a deal, as the Equipment Manager is still coming, but more of a sign of how huge Ulduar's patch is going to be. Perhaps more was bitten off than the company could chew. At the same time, I would much rather Blizzard cut these "lesser" content additions rather than delaying the entire patch. For the Equipment Manager, we have had several third-party addons to choose from since WoW launched back in 2004. Granted, the more robust the default UI is, the better. It is much easier if we can spend the least amount of time, memory and processing power on addons as possible. In the meantime, time to prepare for Ulduar, grind up 1000 spare gold, sharpen those daggers for the Argent Tournament and attempt to down the second Old God. One more after Yogg-Saron and I can be labeled as an Old God Serial Killer by the FBI. Sweet, a title to strive for! What do you multi-speccers use for gear swapping at the moment? Anyone come across Equipment Manager issues?
The All PvP Episode - Gear Included
Did you hear that Season 5 of the Arena would be ending soon? Well, thanks to Ulduar and its new tier set, Blizzard is forced to close up the Arena season that Wrath brought us and begin anew. The heads-up was announced early last week, but it lacked any concrete information. If Blizzard is to stick with their usual two weeks notice, then that means Season 5's demise may come with the launch of Ulduar or very shortly after. Content Patch v3.1 and all of its goodies are expected to drop sometime in early to mid-April. The end of an era brings the beginning of another though. The original news posting did not specify end of season rewards, but we have them now. According to WoW Insider via the PTR, the best of the best Arena players will be soaring through the skies on a Frost Wyrm under the terrifying title of a "Gladiator." I couldn't care less about the title, but I have wanted to plop my Gnome butt on that Frost Wyrm since MMO-Champion posted the screenshot after Wrath's launch. Sadly, it'll never happen for me. What about you guys? Anyone have a shot at what I consider to be the most badass mount in the game? Sorry Chopper. The flip side of the closing is that Arena Season 6 will begin soon, and . You will notice in the picture that the Druid set is far from finished, but really, nothing could be worse than their has the goods on that tooTier 8 Raid Set. The rest of the gear looks nice, but I would much rather drape myself in a raid set for almost every class. That being said, I should have expected something bad to happen after raving about the incoming rogue set before it was completed. Look how ridiculously out of proportion the Gnome Rogue is in his Ulduar set. His collar is eating the burning shoulderpads...and his head. Undead design for the win. Just to keep the PvP information flowing, those of you interested in the Arena Tournament that was announced a few weeks back, may want to take a peak at a thread from Aratil and one from Vaneras. The two blues posted the very early standings for Blizzard's 2009 Arena Tournament, with the Rogue, Mage, Priest combo still holding on to the top standing in the European bracket. However, Death Knights, who expert players expect to take over the brackets, have definitley done so, with 13 of the 20 top teams rolling DK, Paladin, Hunter/Warlock. Admittedly, I am no PvP expert, so I will allow you pro PvPers to draw your own conclusions. Excited for the end of season festivities, or are you realizing that all your hard work will still leave you short of a Frost Wyrm?
Ghostcrawler on Making WoW More Difficult
The difficulty of World of Warcraft has been a hot topic since Wrath of the Lich King released last November. The second expansion brought players three raids (four if you include Vault), raids that were conquered in only three days. Most of us wanted to reserve judgment on the latest expansion until the "normal" players had a crack at the high end content. I would wager that we can call it now, the raids are indeed incredibly easy. My evidence? The fact that completely random PUGs are able to tackle all the raids. Back in The Burning Crusade I considered Karazhan a challenging PUG, constantly dreading the raid when it wasn't a full guild run. World of Warcraft's upcoming content patch hopes to change the issue of difficulty, if only a little bit. Ghostcrawler stated on the boards that the encounters in Ulduar - there are fourteen of them - have been designed to be more difficult from the get go. However, everyone is hung up on the announcement of the upcoming mana regeneration nerf. If you missed that bit of news, Blizzard will be nerfing base mana regeneration by 40%, forcing users to conserve and use mana regenerating abilities properly. Paladins will have a different set of buffs due to the way they regen, but the nerfs will effectively match other healers' pain. At first glance, the nerfs seemed to be an artificial way to make the game hardier. Rather than designing some difficult encounters, Blizzard simply nerfed healers. On the surface, this would only make WoW more difficult for the nurturers out there. It is really so much more than that. Ghostcrawler defended the move, giving a soon to be classic example of why healers needed to be nerfed. The decision came down to the fact that raiders could simply "stand in the fire" and be carried through the damage by healers that wouldn't run out of mana. This is obviously a bad way to play the game, taking easily avoidable damage just because it can be outhealed . Blizzard wanted to make this kind of boss burning strategy obsolete in Ulduar, hence the mana nerf. Off the bat, I expect most raids to use the age old scapegoat of blaming the healers for the raid dieing. Until players actually learn the encounters, get out of the AoE or avoid any damage that can be nullified by player abilities, Ulduar should be a step up in difficulty. Which will make PUGing it more challenging. If the raid is managing to play the encounter correctly, but healers run OOM, then Ghostcrawler has two points for those players. You either don't have the correct gear for Ulduar, or you are playing the encounter incorrectly. Oh, and by no means is Mr. Street attacking the priestly classes, "if the idiots stand in the fire, guild kick them." So yea, Ulduar should be more difficult, due to design and a retooling of the various healing classes. All that being said, Ulduar is no Sunwell, "it is not a huge leap up in difficulty from Naxx, but it is a step up." Before you start complaining that Ulduar is two easy, be sure to have all 11 of hardmodes comepleted.
Quest Helper Functionality On PTR
Blizzard Entertainment is well known for tapping their addon community for ideas. They have implemented pieces of CT_RaidAssist, Omen Threat Meter, Deadly Boss Mods, SCT (Scrolling Combat Text), the various mods that allow chat customization and even the third party application of Ventrilo. If changes to the mob tooltips on the PTR are anything to go by, the latest mod that the User Interface team has borrowed from is QuestHelper. Quest information, which quest the target mob applies to and how many are needed, will now be displayed on applicable tooltips. The discovery of this change has already sparked off a bit of controversy - as will any change when dealing with such a large community. Which side of the camp do you fall on? Do you feel that this addition to the standard UI is dumbing down the game further? Or, is the modification a common sense, time saving change? Is your immersion ruined? I'll admit that I use Quest Helper to its fullest potential. The mod enables me to get the most out of my playtime, which can be limited windows depending on that thing called life. But I will agree that it is almost cheating, with its pinpoint mob locations and all. At the same time, I always read the quest text for the story, even if the more important information - mob location hints - becomes redundant. I believe that Blizzard found a perfect middle ground by implementing just one of Quest Helper's many features. Players still have to do the hard work of finding a mob's location (for the love of god, read the quest text three times before you ask in General chat) before the tweak offers any benefit. In its current implementation, I can't see how it could be "dumbing down" the game. Is going to your quest log, jumping to the associated quest and reading the summary at the bottom difficult? Not by any means. When the changes go so far as to put a giant X on your map and say "You need to kill the mobs right here!" then the opposing camp can complain their heads off. Till that time, it's just a friendly time saver to me. Other games - notably Warhammer Online and their Tome of Knowledge - actually have Quest Helper-type functionality built into their basic UI. WAR's implementation was heralded as one of the title's key features. Heck, people went so far as to consider it innovative! It seems that just because WoW didn't launch with it, adding it now would sully the "hardcore" memory. Would it really be that horrible?
Patch 3.1 Class Changes Announced
Everyone's favorite class designer hit the official forums during maintenance day to inform us that class changes for Patch 3.1 would be announced soon. For those who don't already know it, Patch v3.1 will be Wrath's first content patch, with the main feature being the addition of an all-new raid known as Ulduar. Popular speculation has Yogg-Saron - the second known "Old God" - or parts of him as the final boss. Piggy-backing on the big content patch are numerous other tweaks, such as the classes changes discussed below. Making good on Ghostcrawler's promise, Eyonix threw up Part 1 of the upcoming changes. However, only Rogues (yahoo), Priests and Shamans currently have a short-list of changes, every other class is "coming soon." I am no Shaman, nor am I an expert Priest, but it seems pretty obvious that both classes have been buffed overall in the listed changes. As for what my lovable little gnome thinks about his upcoming changes? Awesome. PvP, that is the big change for Priests. The notes specifically state that Shadow PvPers will see increased survivability thanks to a buff to Shadow Form which reduces magic damage along with physical damage. Although no specific modifications were detailed, Eyonix notes that the developers are looking into making Holy have "additional PvP utility." All the Discipline Priests shouldn't feel left out though, they get an entirely new ability, Power Word: Barrier, which is essentially a PW:S for their group. Blizzard even through in some love for the whole class, adding Divine Spirit as a core ability. Shamans of the Elemental and Enhancement varieties also scored some additional, although undefined, PvP utility. Following that, Dalaran's lag should be slightly lower come v3.1 thanks to the streamlining of Totems. Mana Spring / Healing Stream Totems and Disease Cleansing / Poison Cleansing Totems have been combined. They are now two totems rather than four separate lag-inducing pillars of doom. The nature-friendly class has received one modification that might be viewed as a nerf, Chain Lightning will jump to four targets, but do less damage. The less damage could mean for the fourth jump or that the overall DPS output by CL will be lowered The number one change I was looking forward to for Rogues was how Blizzard planned to tackle the annoyance of keeping Hunger for Blood active. For the none rogues out there, the spell had to be spammed three times, wasting two extra global cooldowns and 60 energy, to max it out. Then it had to be refreshed every 30 seconds to keep it up. While refreshing didn't break stealth - you could refresh while creeping to the next mob - it was incredibly annoying to worry about an ability with such a short duration that was so desperately needed. The new HfB is a self-buff that can only be used when a bleed effect (anyone's bleed) is active. While the need for a bleed is indeed a nerf, the 6% damage increase - from 9% with three stacks to 15% with no need for stacking - should help soothe that irritated skin. Like the other classes, rogues have also seen a selection of buffs beyond the HfB change. Added haste, lower cooldowns and additional damage to various talents and abilities should make every rogue happy. However, we do not know the exact amount these favorable changes will impact us, due to the numbers on a few of tweaks not being unveiled. The rest of the classes will be revealed in the upcoming parts of Eyonix's post. Please hold off on the complaints until you see your own buffs. Remember, these notes are not comprehensive and therefore do not list all the changes. On the flip side, they can also be thrown out the window at a moment's notice. All of the changes do seem to be buffs, so perhaps Blizzard is saving all the nerfs for one giant post to get all the QQ out at once...Sly devils. In other news, numerous bugs have been found in WoW recently, but the developers are already hard at work on hotfixes. Update: Eyonix has posted more class changes. Warriors, Warlocks and Druids should check out the post covering Part 2 of the changes.
BlizzCast Numero Siete
Initially, I was going to discuss the purported patch notes for Wrath of the Lich King's first content patch. As it turns out, the "leaked" Patch 3.1 notes that began floating around this weekend are fakes according to most sources. How fake? That remains to be seen, but it is likely that the creator - Aurelius of Forlorn Legacy on Windrunner-US according to WoWInsider - got some changes close to correct. Thankfully there was another interesting topic to crop up late last week, BlizzCast Edition Seven. The latest podcast of all things Blizzard focused on one universe for the first time since the developer began the series, Rock N' Roll Racing World of Warcraft. The episode was designed as a wrap-up to Wrath's release with J. Allen Brack, Jeff Kaplan and lore master Chris Metzen, all stopping by to give their thoughts. The first part of the cast featured JAB and Kaplan discussing Northrend's creative process, things learned from the previous expansion, the hard choices and how they turned out.
- Northrend was one of the first lands to be prototyped for the MMORPG, during the development of The Frozen Throne.
- Northrend & Outland were both in the running for the first expansion.
- A group of five people, lead by Metzen took care of the awesome quests.
- Implement multiple starting zones for expansions.
- Throw the antagonist in everyone's face at all times, in as diverse a fashion as possible.
- Moving to 10- and 25-man raiding was validated as a solid decision in the first month.
- Rune Master - Melee archetype like a rogue or monk (Pandaren ftw!).
- Necromancer - Ranged caster with "a lot of corpse explode." Many ideas incorporated into the Death Knight.
- Death Knight - Umm, well, I hope you know what this class does by now...