Thursday, December 25, 2008

Blue Posts Update

Dual Spec Q&A (Source)

Will the current respec costs be reset or will they stay at the current 50g max?
If you mean will respec costs be changed permanently, no. If you mean will the costs be reset or will you get a free respec when this goes live, possibly.

How about the cost of our second spec? If the respec fee starts out at 10c or 1s (I forgot what it starts as) shouldn't our "main" respec fee be reset?
A respec should be a respec.

Anything special being done in the case of say, BM Hunters and their exotic pets?
We have a solution for pets, but we're not ready to announce it yet. You'll like it.

Will swapping specs also swap the gear you're wearing?
Not automatically, but we're aware of the issue and dual spec would be a really opportune time to examine it

How will this system affect Action Bar AddOns?
I'm sure the addon authors will figure out how to make them work with the new system. Things can sometimes be a little rocky just following a patch if you use a lot of addons.

More on Dual Spec (Source)

We haven't finalized the design, because ideally we want to be able to get it on a PTR and have players try it out.

Our thought at the moment is that swapping specs (going from A to B) will truly be free in towns and possibly during the prep phase of PvP. In an instance it may cost a nominal fee (think reagent level). We want you to be able to do it when you want to do it, but we also don't want to slow things down if everyone is constantly flipping spec from fight to fight. But if it's free in town, then obviously it can't be more of a burden out of town than just hearthing and being summoned back is or nobody will use the remote option.

Someone helpfully quoted our response on why we are likely to launch the feature with "only" 2 specs.

[Infinite Dust] More Common Next Patch (Source)

In BC we thought that dust was too common and enchants were basically gated by the cost and availability of shards. We wanted to adjust this for LK and in retrospect overcompensated, such that dust is now the rare, limiting reagent.

As Excrusiate points out, this should be better next patch.

Haste's Benefit for Melee (Source)

We are looking at the benefits of haste (or lack thereof) for all melee right now. If anything there aren't enough stats available to make items distinct, so rather than swap out a less desirable stat with a more desirable one, we'd rather make the less desirable one desirable.

Deathknight

Frost Presence (Source)

We adjusted Frost Presence to make up for the nerfs to Icebound Fortitude, Bone Shield and the change to bonus armor from jewelry etc. (Most raiding DK tanks were Unholy at the time, though they have begun to branch out a little.)

Both of those abilities are intended to be more like Shield Block or Last Stand, not something that is up all the time like Frost Presence itself. In most of the estimates I have seen that figure this is a huge nerf use pretty unrealistic estimates of how much Bone Shield is up (thinking their avoidance can make up for the charges). But we can check out numbers again.

Paladin

Protection Spec and PVP (Source)

Ultimately, we'd love to get Prot paladins as viable as Ret or Holy, but we realize we have long way to go.

Priest

Divine Hymn (Source)

We still have plans to make some changes to the Hymns, but changes like that typically A) require a lot of discussion, B) are more technically intensive changes (which also can lead to bugs if not thoroughly tested) or both.

Priest Versatility (Source)

You can only take that "priests are versatile" design too far or yes you will get into them either being better than everyone or jack-of-all-trades-master-of-none.

You have to look at the tools the priest has. Prayer of Mending is an amazing spell, and nobody has anything like that. Binding Heal is an interesting spell that will perhaps see more use after the Circle nerf. PW:Shield, SW:Death, Mass Dispel and Shadowfiend are all unusual mechanics that don't directly map to another class.

For us, it always comes down to questions such as: Will Holy priests get invited to heal 5-player groups, raids and (in a perfect world) Arena teams? Will a raid feel like they are giving up something to bring a priest instead of a druid, paladin or shaman? Do groups do different things when they have healing priests? Do priests care about the same items, buffs, debuffs and mechanics as other healers?

I don't beleive groups really organize themselves around healing niches in the sense that they want one hot guy, one AE guy and two direct heal guys. We just want enough distinction that you consider bringing e.g. a druid as your third healer once you have two priests.

Absorbs Not Always Working (Source)

Absorbs not (always) working is a known issue and should be easy to fix.

Shaman

Analysis of Elemental Changes (Source)

This is why I am often reluctant to post actual numbers. I think they end up launching more questions than actually providing answers.

The 10 to 12% number I quoted was the additional amount we wanted to add with the changes post-Shamanism. If you recall, we did two rounds of buffs on Elemental. The first juggled the talent tree a little bit (and introduced Shamanism). The second changed a couple of additional talents (Elemental Oath, Elemental Mastery and the change to the Lightning Bolt glyph).

For an Elemental in Naxx 25 gear, *each* of these rounds should have increased dps by about 10% between patch 3.0.3 and patch 3.0.8, for a total of about 20%. If you are in heroic blues and don't have as much spellpower, then you won't see quite such a lift from the first (Shamanism) round of changes.

Note that the build on the PTR only contains the first round of changes, IIRC.

Sorry for the confusion.

Riptide and Earthliving Bugs (Source)

We think we have isolated the Riptide and Earthliving bugs.

Warlock

On the Class So Far (Source)

I did post a list of what we wanted to do with warlocks in LK and now that we have done those changes, we have a new list of what we want to look at in warlocks next. A few players linked it. I could have found the quote myself but I figured the community would be able to do it faster, which they did.

I am sorry if my communication sometimes seems disjoined. Reading all of these threads takes a great deal of time that I try to squeeze in during my other responsibilities. To some extent you're going to get what you're going to get. That may not sit well, but the alternatives are to give up on posting altogether or at least post a lot less frequently. I don't see a way I will be able to spend more time here than I do already. (As most of you know, I'm not a CM. I also don't want to hire people to read the forums for me, because that defeats the purpose. But I do have a lot going on.)

I think there is some truth to the notion that after enough tweaks here and there that you need to step back and take a big look at the class as a whole. I think we've reached this point with warlocks. We are satisfied with the changes we wanted to make in BC, which included things like giving Affliction more competitive damage, giving Destruction more than one button to push, and getting Demonology to consider more different types of demons. When I say we want to make some changes to the class, I would not interpret this as burning warlocks to the ground and starting over. Overall it's still a really cool and distinctive play style.

I'll reach for an analogy here, which can be illustrative but will also break if streteched too far, as all analogies do. We've spent some time checking the tire pressure and vacuuming out the interior, but every few thousand miles you want to actually pop the hood, check all the belts and hoses, and possibly even rebuild the engine. That is not the same as driving her off a cliff and then hitting the dealers for a newer model.

No one spec should be ideal for PVP (Source)

In an ideal world, we don't want Demonology (or any spec for any class) to be THE PvP tree. This is tougher with the pure dps classes because any spec that sacrifices all for dps feels like a PvE spec and any spec that has survivability, crowd control or escape tools feels like a PvP spec. Long term though it is definitely a goal.

More Pet Choices In Arenas (Source)

That is the goal. I think we've done better at Affliction wanting the felhunter, Destruction wanting the imp and Demonology wanting the felguard, at least in PvE. We would like to get the succubus and voidwalker into Arenas more. We have some ideas....

Fear (Source)

We still like the change to how fear works overall. Because it can be broken it's less of a long-term CC, but it's also more consistent in the short-term.

However, I think a lot of the consternation about warlock PvP comes from losing fear as an amazing source of CC (probably replaced by stuns now which probably isn't a good thing), coupled with losing some of the "tankiness" locks had before, but without giving you all of the get out of jail cards that a mage has.

Ultimately I think we actually do want locks to survive through mitigation (when compared to survival through CC or escape mechanisms). The trick is nailing this compromise between plate-wearers who stand and take it and glass cannons who run away. There is probably something to the fact that locks and hunters both feel like they can't stand and fight and can't get away from melee. It's the mail-wearer paradox. I know you don't wear mail per se, but we're pushing you closer to that than we are the slippery mage.

Warrior

Protection Spec and PVP (Source)

Prot warriors are better at PvP than they used to be. They still aren't as attractive as Arms and Fury.

Known Protection Warrior Bugs (Source)

These are known issues. I can't recall off the top of my head if we've been able to fix them for 3.0.8 or if they required technical changes.

Mostly I wanted to add that we fix several hundred bugs in patches like this. The patch notes typically only record big changes -- the kinds that might confuse players if they weren't explained. We usually only call out bug fixes if they were so common that people had really gotten used to the buggy state.

Tabard of Brute Force

For those of you looking to complete the Twenty-Five Tabards achievement and get your very own [Tabard of the Achiever], there's been a new tabard discovered on the live realms thanks to the start of the Arena season.

By completing the Brutally Dedicated achievement (winning 300 rated Arena matches), you will receive the [Tabard of Brute Force] (Screenshot).

Design an Encounter Contest Update

Blizzard has updated the Design An Encounter Contest to clarify a few things based on posts in the forums, as well as requests made privately. Be sure to check it out for what's changed.

World of Warcraft reaches 11.5 million subscribers

World of Warcraft has officially surpassed the 11.5 million subscriber mark, according to a press release put out by Blizzard today. This is primarily attributed to the successful launch of Wrath of the Lich King -- selling more than 4 million copies in its first month -- but other promotions have no doubt contributed to the increase. Many new television commercials have aired recently, and of course the Recruit-A-Friend program not only encourages players to recruit their friends into the game, but also rewards them for it. Check out the press release below for full details.

IRVINE, Calif. - December 23, 2008 - Blizzard Entertainment, Inc. today announced that World of Warcraft®, its award-winning subscription-based massively multiplayer online role-playing game, is now played by more than 11.5 million subscribers worldwide. This new high was reached following the November 13 release of the game’s second expansion, Wrath of the Lich King.

Within its first 24 hours of availability, Wrath of the Lich King sold more than 2.8 million copies, making it the fastest-selling PC game of all time. In addition to winning a number of editor’s choice awards from major gaming publications, the expansion has now gone on to sell more than 4 million copies in its first month, setting a new record for monthly PC-game sales. Both sales records were previously held by World of Warcraft's first expansion, The Burning Crusade.

“We’re pleased to welcome the new and returning players who have helped World of Warcraft reach these new milestones, and we appreciate the enthusiasm and support that the game’s global community has continued to show,” said Mike Morhaime, CEO and cofounder of Blizzard Entertainment. “We look forward to providing all of them with an excellent entertainment experience for a long time to come.”

“Not only is Wrath of the Lich King still doing well, the base World of Warcraft game and the World of Warcraft Battle Chest® are performing better than last year,” said Bob McKenzie, senior vice president of merchandising at GameStop. “That type of traction is very impressive for a game that is going into its fifth holiday season and speaks to the enthusiastic player base Blizzard Entertainment products have.”

To keep pace with the continued growth of World of Warcraft as well as development on other Blizzard Entertainment games, the company is currently hiring for numerous open positions. More information on available career opportunities can be found at www.blizzard.com/jobs. More information about the latest World of Warcraft expansion is available at the official Wrath of the Lich King website: www.worldofwarcraft.com/wrath.

World of Warcraft's Subscriber Definition

World of Warcraft subscribers include individuals who have paid a subscription fee or have an active prepaid card to play World of Warcraft, as well as those who have purchased the game and are within their free month of access. Internet Game Room players who have accessed the game over the last thirty days are also counted as subscribers. The above definition excludes all players under free promotional subscriptions, expired or cancelled subscriptions, and expired prepaid cards. Subscribers in licensees’ territories are defined along the same rules.

About Blizzard Entertainment, Inc.

Best known for blockbuster hits including World of Warcraft® and the Warcraft®, Starcraft®, and Diablo® series, Blizzard Entertainment, Inc. www.blizzard.com, a division of Activision Blizzard (NASDAQ: ATVI), is a premier developer and publisher of entertainment software renowned for creating some of the industry’s most critically acclaimed games. Blizzard Entertainment’s track record includes eleven #1-selling games and multiple Game of the Year awards. The company’s online-gaming service, Battle.net®, is one of the largest in the world, with millions of active users.

*Based on internal company records and reports from key distribution partners.

Cautionary Note Regarding Forward-looking Statements: Information in this press release that involves Blizzard Entertainment’s expectations, plans, intentions or strategies regarding the future are forward-looking statements that are not facts and involve a number of risks and uncertainties. Blizzard Entertainment generally uses words such as “outlook,” “will,” “could,” “would,” “might,” “remains,” “to be,” “plans,” “believes,” “may,” “expects,” “intends,” “anticipates,” “estimate,” future,” “plan,” “positioned,” “potential,” “project,” “remain,” “scheduled,” “set to,” “subject to,” “upcoming,” and similar expressions to help identify forward-looking statements. Factors that could cause Blizzard Entertainment’s actual future results to differ materially from those expressed in the forward-looking statements set forth in this release include, but are not limited to, sales of Blizzard Entertainment’s titles, shifts in consumer spending trends, the seasonal and cyclical nature of the interactive game market, Blizzard Entertainment’s ability to predict consumer preferences among competing hardware platforms (including next-generation hardware), declines in software pricing, product returns and price protection, product delays, retail acceptance of Blizzard Entertainment’s products, adoption rate and availability of new hardware and related software, industry competition, rapid changes in technology and industry standards, protection of proprietary rights, litigation against Blizzard Entertainment, maintenance of relationships with key personnel, customers, vendors and third-party developers, domestic and international economic, financial and political conditions and policies, foreign exchange rates, integration of recent acquisitions and the identification of suitable future acquisition opportunities, Activision Blizzard’s success in integrating the operations of Activision Publishing and Vivendi Games in a timely manner, or at all, and the combined company’s ability to realize the anticipated benefits and synergies of the transaction to the extent, or in the timeframe, anticipated. Other such factors include additional risk factors identified in Activision Blizzard’s most recent annual report on Form 10-K and any subsequent quarterly reports on Form 10-Q. The forward-looking statements in this release are based upon information available to Blizzard Entertainment and Activision Blizzard as of the date of this release, and neither Blizzard Entertainment nor Activision Blizzard assumes any obligation to update any such forward-looking statements. Forward-looking statements believed to be true when made may ultimately prove to be incorrect. These statements are not guarantees of the future performance of Blizzard Entertainment or Activision Blizzard and are subject to risks, uncertainties, and other factors, some of which are beyond its control and may cause actual results to differ materially from current expectations.

 

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