warlords-of-draenor

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  • Shado-Pan transmog and player-created games

    by 
    Anne Stickney
    Anne Stickney
    12.17.2013

    The coolest things to come out of Pandaria's multitude of reputation grinds were the rewards that players could reap at the end of what was sometimes an excruciatingly long journey. It was your treat for weeks, sometimes months of endless dailies. The rewards are fairly extensive -- mounts, new pets, items for your farm, trinkets and toys -- but none were quite as well received as one lone item from the Shado-Pan: the hat. A transmog-only stat-less item, the Replica Shado-Pan Helmet was created specifically for use with transmogrification. There was one minor problem with that, however. Shado-Pan armor was most definitely not included. This left players with the task of building outfits to go along with the sets. And due to this, players got ridiculously creative with solutions to the problem, sorting out which color schemes would look best with that unique red bandana and hunting down the various pieces, one by one.

  • The Queue: You're imagining things

    by 
    Alex Ziebart
    Alex Ziebart
    12.16.2013

    Welcome back to The Queue, the daily Q&A column in which the WoW Insider team answers your questions about the World of Warcraft. Alex Ziebart will be your host today. Let it be known: Sunday does not exist. You have imagined it for your entire life. Tom asked: I see people referring to time traveling in WoD. Are we time traveling? I thought Garrosh was the one doing that, and that we'll just be dealing with the present day of the new timeline.

  • WRUP: Speculation about the release date

    by 
    Michael Gray
    Michael Gray
    12.14.2013

    Clearly, it would be impolite and improper to speculate when the beta of Warlords of Draenor would open in a general sense. And in this holiday season, who wants to be impolite and improper? That would be wrong. But when we asked our intrepid WoW Insider staff to tell us what they're playing this weekend, we also asked them to speculate on what day of the week the beta will begin. I'm guessing the beta will begin on a Wednesday, because hump day is a great day to have a treat in the middle of the week.

  • World of Warcraft, complexity, and design vs. sprawl

    by 
    Matthew Rossi
    Matthew Rossi
    12.13.2013

    One of those trends that comes out of reading a lot about World of Warcraft is you start to see patterns in the responses. One trend I (and others, to be fair) have noticed coming out of BlizzCon, and then from discussions with people that I think needs to be understood and explored by players is the notion of vastness in World of Warcraft - this is a game that has recently celebrated its ninth anniversary. In that time it's seen four expansions, with a fifth on the way. Each of these expansions has added something to the game - reforging, transmogrification, arenas, new raid content, new dungeon content, new classes, new spells and abilities, new levels, new stats - and in many cases, this all increases the overall complexity of the game. It goes far beyond simple to understand symptoms of this growth, like the upcoming item squish, and into a realm of interconnected complexity that causes dominos to fall in directions we may not have even seen before it happens. We started the game with three classes capable of tanking. We're up to five. Along the way, tanking has changed and changed again, until its modern implementation barely even resembles what we were doing back in the days of ten or fifteen person UBRS groups - tanking today has a host of mob control abilities in order to allow them to more effectively control groups of adds, tools for mobility and is based around actively reducing incoming damage in a way it simply wasn't years before. Now, consider this - how does the game itself change in order to challenge the modern tank? What does it do to demand they play to their best? Encounters of the past wouldn't even make a modern tank blink - what challenge would Garr pose to today's tank, for example? A bunch of adds? Bring it. So design has to take these new tanking modes and abilities into account and provide new ways to give them difficult encounters... and these encounters thus create, in their turn, the new tank of the future.

  • The Problem of Raid Clutter

    by 
    Matthew Rossi
    Matthew Rossi
    12.13.2013

    What is raid clutter? Well, it's that mess of stuff that goes on during a raid encounter. It can be a boss, it can be trash, that's not really important. What is important is that absolute mess of spells going off, that can make it almost impossible for you to see anything. As fights get more complex with more encounter mechanics that need to be observed and reacted to, the clutter of modern raiding becomes more and more difficult to deal with. To use one example, the Dark Shaman fight is an absolute bonanza of raid clutter, especially on heroic - even separating the two shaman only means that half the raid gets to deal with tombs falling from the sky and ground effect cones while the other half of the raid has big red circles and purple cyclones. And that's just the boss mechanics - it doesn't take into account every member of the raid casting some form of spell or using some attack or ability, most of which have a visual component. But don't take my word for it. Blizzard knows this is a problem. @MysticalOS @evangel666777 We 110% recognize the problem that is visual clutter, especially in raids, and want to make it better, not worse. - Celestalon (@Celestalon) December 9, 2013 This issue gets frustrating for players because it's not one they have much control of aside from just turning down their graphics settings. It can certainly cause graphical slowdown when fights get really busy, it can prevent you from being able to react to mechanics in time or even prevent you from seeing them. It exacerbates the need for raiding addons that call out mechanics for you.

  • What we leave behind

    by 
    Anne Stickney
    Anne Stickney
    12.12.2013

    I'm really concerned about Dog. Dog is the dog that I rescued from near starvation in the Heartland over in the Valley of the Four Winds. I was so excited to find and rescue this poor little guy that I even wrote a brief article about him at the time. Since then, Dog has been happily living the life of a king on my farm, and despite the fact that I was never able to name him, he seems to be happy enough to just respond to the name Dog, not to mention a few choice emotes. If you haven't already done so, try using /love, /pet, /bark, or /kiss on your puppy, because the result is adorable. Actually, I kind of love everything on my farm. Shaggy the yak from Farmer Fung, the sheep from Chee Chee, the piggies sent courtesy of Fish Fellreed (who is still my favorite), and of course Luna the cat from Ella. Even the chickens, although they have a disturbing tendency to flop over dead due to phasing. I spent a lot of time building up the farm and making it the nicest little place to hang out, even when I'm not currently farming crops. It's a good farm. I had fun building it. But I'm super concerned about Dog, because I know I'll be leaving soon.

  • Warlords of Draenor: The return of hard heroic 5-mans?

    by 
    Olivia Grace
    Olivia Grace
    12.11.2013

    Just occasionally I'll see a blue post that gets me really excited. And today, I saw one. Blizzard EU Community Manager Taepsilum posted in response to a thread about the difficulty of 5-man dungeons. It's a really long post, so do go and read it, but I'm just going to pull out the exciting stuff for now. He mentions, firstly, that Warlords will see the return of normal and heroic modes at max level, and goes on to add that "WoD heroics will be much harder than MoP heroics". This is music to my ears. MoP has been a terrible expansion for 5-man content. And, while I appreciate that my experience is not the same as everyone's, 5-mans are some of my very favorite content to do to grind points, to grind gear, just to do for the sheer fun of it. I have hated the absence of new, relevant 5-mans in Mists. It's also something Blizzard devs are keenly aware of. And the latter ones in Cataclysm weren't that great either, yes there were a few tricky moments in Well of Eternity, but as ever, Blizzard overcompensated for players' complaints that the early Cata 5-mans were too hard.

  • The Soapbox: World of Warcraft isn't back, and that's fine

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.10.2013

    So. That Warlords of Draenor, huh? To take the narrative that a lot of people have constructed, World of Warcraft has been sort of floundering for the past few years. It released one expansion (Cataclysm) that consistently ranks as the worst expansion in the game's history, coming behind the launch game, The Burning Crusade, and Alganon. Then it released another one that turned out to actually be pretty good but with a premise that turned a lot of people off right out of the gate. Mists of Pandaria's quality doesn't matter in the face of the game losing five million subscriptions in three years. But then, Warlords of Draenor was announced, and suddenly hope returned to the faithful. There's this thought that the game has suddenly returned from the brink, that Blizzard hit the big red button labeled "Save World of Warcraft" and the game will be catapulted back into prominence once again. Except that I think that portion of the story isn't just premature -- it's making a stab in the dark about a game that isn't back and can't, in fact, be back.

  • Officers' Quarters: 20-man misconceptions

    by 
    Scott Andrews
    Scott Andrews
    12.09.2013

    Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook. Several weeks ago I wrote an article about how Blizzard could help guilds make the transition from 10-man heroic to 20-man mythic raiding. The comments on that article were eye-opening to me. In the interest of promoting dialogue about the new raiding system and supporting the guild officers who will make it work, I'd like to clear up some misconceptions. Who deserves extra rewards? Many commenters expressed the opinion that hard mode raiding and the best loot in the game are reward enough. No extra rewards are required. For your average heroic raider, that is certainly true. But your average heroic raider doesn't have to do much outside of raid times, and then it's mostly just a matter of showing up prepared. The people who deserve the big incentives are not the average raiders.

  • Know Your Lore, Tinfoil Hat Edition: Alternate Azeroth

    by 
    Anne Stickney
    Anne Stickney
    12.08.2013

    The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft. Warlords of Draenor takes place in an alternate, splinter reality in which Garrosh Hellscream has gone back in time and prevented the leaders of the old orc clans from drinking the Blood of Mannoroth. In this version of reality, several events have changed dramatically -- leading players to ask many, many questions about alternate Azeroth, how its history has been altered, and how that changes the Azeroth we know and love today. The answer is very simple: it doesn't. Not in the slightest. That alternate Azeroth, and whatever future it may hold, has no bearing on Warlords of Draenor at all. We won't be exploring that world, and our Azeroth remains unchanged. However, people still continue to ask. So we're going to take a little trip into that alternate reality and explore what that version of Azeroth would theoretically look like without the Dark Portal. We're going to explore this alternate world, take a look at what likely never came to pass, and what happened as a result. And then we're going to quietly put all of that away, because this is all information and events that we are not going to see in Warlords of Draenor. But it'll be nice to get it out of our systems, won't it? Today's Know Your Lore is a Tinfoil Hat edition. The following contains speculation and history based on known material. These speculations are merely theories and shouldn't be taken as fact or official lore.

  • My Warlords of Draenor PvP wishlist, and looking back at Mists

    by 
    Olivia Grace
    Olivia Grace
    12.06.2013

    So, let's have at this again. A fair while back I wrote a similar article for Mists of Pandaria PvP, and in all honesty, I was giggling to myself looking back at it. At the time I wrote it, I'd been chatting with Eldacar, PvP theorycrafter extraordinaire, and bouncing ideas around. We both felt, ironically, that CC was a little out of hand. We were worried that too much existed, and that it had the potential to become a problem. And how right we were! Fortunately, a CC squish is inbound. But I did get a lot of what I wished for. Role-specific queues in random battlegrounds, and associated matchmaking was introduced in 5.3, and bots are slowly being whittled down. PvE gear has been squashed a lot better in instanced PvP, although it still massively prevails in world PvP. Burst damage is becoming less and less of a problem, with a few notable exceptions (I'm looking at you, elemental shaman). And what's more, while the implementation had some ill effects, one thing I wanted to see but was conflicted about came into play with The Crowd Chose You, and later with Dampening and the fix to make teams who've lost more players lose the arena too. We did pretty well, altogether. But there were plenty of things we didn't get. Has my wishlist changed? Yes, in that I now want an even bigger moon on an even longer stick. Again, do note that these are just desires. Where I am aware of Blizzard talking about things being done, I'll say so.

  • The Daily Grind: What do you expect from an MMO expansion?

    by 
    Bree Royce
    Bree Royce
    12.06.2013

    When World of Warcraft's Warlords of Draenor expansion was revealed last month, I was stoked to see what will be included but disappointed to see what will not -- namely, a new class or race. Admittedly, not every WoW expansion has seen these two additions, but each one has seen one or the other. It's not a rule, spoken or otherwise; it's just become something that folks expect. Thinking it over, I also found that I expect several additions in any expansion for any games: some sort of new landmass to explore, new gear to wear, and usually some new mechanic or skill for character development. In WoW, I'd certainly expect a level cap bump too, though I'd grumble about powercreep in most others (don't go getting any ideas, Guild Wars 2)! Let's put aside quibbles over the line between expansions and patches today and just focus on expansions. What, specifically, do you expect out of a content release that a studio labels an "expansion"? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Clarifications on Cross-Realm raiding and Warlords' Group Finder

    by 
    Anne Stickney
    Anne Stickney
    12.05.2013

    Community Manager Lore has released some additional clarifications on the differences between the cross-realm functionality being added to the Raid Browser in patch 5.4.2, and the new Group Finder being introduced with the new expansion in patch 6.0. These two features are entirely different things -- the Group Finder is an all new feature being built from scratch. This new Group Finder will allow players to find and create groups for any content at any level. The cross-realm functionality in 5.4.2, however, is just that -- cross-realm functionality. Currently, the Raid Browser only allows players to see other players from their own realm. In patch 5.4.2, players will be able to see cross-realm players as well -- something that is similar to what the popular addon oQueue already accomplishes via the BattleTag system. Follow after the break for the full post from Lore.

  • Encrypted Text: What rogue changes should Warlords of Draenor bring?

    by 
    Scott Helfand
    Scott Helfand
    12.04.2013

    Every week or two, WoW Insider brings you Encrypted Text for assassination, combat and subtlety rogues. Scott Helfand (@sveltekumquat) will be your shadow on this treacherous journey; try not to keep your back turned for too long, and make sure your valuables are stashed somewhere safe. The winds of change are howling through the mountain passes ahead. From the path on which we're walking, up a hill toward the mouth of the first pass, we can't see what's up there yet. But we know change is coming. We can hear it in the whoosh of air sweeping past those stone walls. The warlords are coming, the wind whispers. In the new expansion, rogues will not be the same. But how will our class change? Rogues aren't utterly broken, but they do remain consistently unpopular (they make up roughly 6.5% of all level 90 toons in the U.S. and Europe, according to the latest RealmPop figures; only the still-new monk class comes in lower, and not by much), and senior designers have repeatedly expressed a desire to do something about it. Not a Warlock-level degree of change, but something. Going into BlizzCon last month, many of us may have had hope that a solid look into our future would be offered at the convention. But we -- like most every other class -- got more of a teeny glimpse. Some of the key questions we have about the future of roguedom remain unanswered. But, wait: What are those key questions?

  • Warlords of Draenor: What CC needs to be cut?

    by 
    Olivia Grace
    Olivia Grace
    12.04.2013

    Blizzard Community Manager Lore posted yesterday about the devs' plans to reduce CC with Warlords of Draenor's changes to abilities. If you haven't been keeping up, their general plan is a so-called ability squish, removing certain skills from every class, with a particular focus on those suffering from button bloat, such as hunters and shaman. We spoke a little while back about how they should cut abilities, and what you could stand to lose, and now Lore's weighing on CC. Lore We are planning to take a strong look at CC in Warlords with the intent of dialing things back a little. We do think it's important that players are rewarded for using CC intelligently (by coordinating usage, being mindful of diminishing returns, etc), but we think we can approach things in a way that allows us to tone down CC overall while still providing that gameplay. source To me, the key here is this: "We do think it's important that players are rewarded for using CC intelligently..." CC, in my opinion should have to be used intelligently. It shouldn't be something you use just because it's off cooldown, because there's no risk to using it, because it's effectively a surefire thing. That is not intelligently using CC, that's using CC blindly, and it's because there's no risk to doing so. So, what's bad CC? What would I cut, if it was up to me?

  • Feedback and what it does and doesn't do

    by 
    Matthew Rossi
    Matthew Rossi
    12.03.2013

    For as long as I've been playing World of Warcraft (which is as long as it's been around) one thing I've seen over and over again is the constant debate between players about the forums and what they're for. Blizzard has stated repeatedly that they listen to player concerns and take feedback very seriously, but they've also stated that they don't design by committee. Still, we've seen design choices made with the player base and its reactions in place - Mists of Pandaria had a far more engaging and active endgame than did Cataclysm, and it evolved over the course of the expansion in response to player reaction. Similarly, many credit (or blame) the steep increase in difficulty in heroic dungeons between the end of Wrath of the Lich King and the neginning of Cataclysm on fanbase complaints. One question that seems to get asked a lot is does anyone at Blizzard care about the forums, which to my mind is a strange question to ask given the evidence I just cited. Clearly, player feedback (and not just from the forums, either) is something that Blizzard pays a lot of attention to. CM Takralus gave a brief on what, exactly, the CM's do with player feedback on the forums and how it is brought to the devs' attention. Let's talk a bit about feedback. When is it useful and when isn't it useful?

  • Warlords of Draenor: All health will come from Stamina

    by 
    Olivia Grace
    Olivia Grace
    12.02.2013

    Blizzard Technical Game Designer Chadd "Celestalon" Nervig is a recent arrival to Twitter, and in the wake of Ghostcrawler's departure, has been recommended as your main person to complain to point of contact from the dev team for PvE issues. He's been starting as he means to continue, talking about the new secondary stats and more. Today, though, he's been chatting about how health pools will work in Warlords with the squish. @ryegeleye @Venaliter @tiberria @DrenaFrostmane Not sure what was in the BlizzCon build. Important bit: Base health is gone. All HP = Stam. - Celestalon (@Celestalon) December 2, 2013 Now, stop freaking out. It's scary, I know, to see that you'll have no base health whatsoever. But if you've thought of an issue, it's likely that designers like Celestalon will have too. So, for example, he follows up by pointing out that you will still have base stamina, so you're not going to get into a situation where you're sitting at 0 health at low level. Currently, characters have base HP and base stamina. A level one brand new naked alt in the start zone has 22 base stamina, increasing base health by 40, 1.8 health per stamina. Of their total health of 123, 83 is base health. At level 90, same class, same race, base stamina is 164, but that gives 2036 health. This is around 12.4 health per stamina. Level 90 health for a naked restoration shaman is 148,699, so of that, 146,663 is health.

  • Should weapons be more universal?

    by 
    Matthew Rossi
    Matthew Rossi
    11.30.2013

    I admit it, I love talking about the new gear paradigm in Warlords of Draenor because it's such a big change, with so many permutations. But as big as it is, some folks think it's not going far enough. This post over on the 7th Tower discusses weapons and how they could be made more universal, and it got me thinking - should we move away from the era of agi, strength and/or int weapons? There are multiple ways to do this. The easiest would be simply to put Attack or Spell Power on weapons, which would still leave them segregated by role to some extent (melee would want the AP weapons, ranged casters would want the SP weapons, and hunters would still be the only ones using bows, crossbows and guns). A more complicated but perhaps more compelling system would be to have them switch between AP and Spell Power, so that a holy paladin could use a weapon for healing, then switch over and use said weapon for tanking. Still more complex but perhaps even more interesting would be to have weapons retain int, agi or strength and switch depending on which class was using them as well as each role. If you visit the original post at 7th Tower, he breaks down how it might look using Siege of Orgrimmar as a template. The current breakdown of agility and strength weapons would, in either scheme, now be available to a broader range of players. It would certainly fit within the paradigm of broader usefulness for gear established by the changes to armor. The question becomes what are the up and downsides to this?

  • Who we will and won't see in Warlords of Draenor

    by 
    Anne Stickney
    Anne Stickney
    11.30.2013

    Warlords of Draenor, the next WoW expansion, comes complete with a storyline that has players asking plenty of questions. Featuring an all-star cast of previous RTS characters, Warlords delves into an alternate version of reality, a version in which the orc chieftains never drank the Blood of Mannoroth, instead choosing to band together in the Iron Horde. In this version of reality -- a splinter of reality that shouldn't really exist -- the orcs and draenei are still at war, and that entire splinter of reality is being connected to our own via the Dark Portal. This has been raising all kinds of questions regarding who exactly we'll see on the other side of that portal. What about Azeroth, in that version of reality? What about Deathwing and his kin? What about the Velen leading the draenei at that point in time, what about younger Garrosh? Will there be duplicates of orcs who have since made their homes on Azeroth, after traveling through the Dark Portal? Will the Alliance Expedition be stranded on this version of Draenor? Just who are we going to see over there, and who won't be making an appearance? While we don't have all the answers, we have more than enough to start filling in the blanks.

  • How hybrid should hybrids be?

    by 
    Matthew Rossi
    Matthew Rossi
    11.29.2013

    In terms of design elements that have been problematic over the course of World of Warcraft's existence, the idea of hybrid classes and what, exactly, they should be able to do has always been one of them. When the game first debuted, two hybrids - priests and warriors - weren't even treated like hybrids. Priests were considered healers, with their two healing spects (holy and disc) while shadow was barely utilized, and warriors were not only nearly the only tanking class (druids and paladins could tank, but warriors were the unrelentingly favorite choice in classic WoW) and they were designed as a pure DPS class as well, not balanced as a hybrid, in their DPS roles. Over the course of the years and years since classic (seven of them, to be exact) we've seen hybrid classes rise to ascendancy. The way hybrids were balanced for pure DPS changed to be much closer to pure DPS classes, and since all healers and tanks are hybrids there's been competition between each for both of these roles (considering that the two new classes added during WoW's life, death knights and monks, are both tanks and monks are also healers, competition has been necessary) making hybrids more attractive. However, it was really the addition of dual spec that made hybrids start to live up to the ideal of the hybrid class - with dual spec specialization, a druid can choose to have a tanking and healing, or tanking and ranged DPS, or healing and melee DPS specialization ready to be selected at the touch of a button. However, it's never as easy as all that. Yes, a paladin can have a ret and protection spec, or protection and holy, or holy and ret ready to go. But he or she still needs to gear said spec. If you intend to heal for you raiding, tank for five mans and flex, and go ret for fun you'd actually not only need to hit a trainer from time to time to drop a spec, you'd also need three sets of gear ready to go. And it is this very limitation, so woven into the fabric of the game over the past few years that I myself have almost entirely forgotten about it, that is about to be bent further than it ever has been. Make no mistake - Warlords of Draenor will change not only what stats we want on gear, but how we use that gear.