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Cross-Realm Zones in Mists of Pandaria

Blizzard Official WoW Blog
Cross-Realm Zones Coming to Beta

In the World of Warcraft: Mists of Pandaria beta, we're introducing a new technology that will enable players to meet up and group with other players in under populated areas of the world such as low level zones or areas that other players may have outleveled or moved on from. This technology will allow players to form a group with other players from within a select pool of realms in order to quest just like they normally would while still allowing the social structures of their home realms to remain intact.

F.A.Q.

Q. Why cross-realm zones?

A. For many years now, the significant majority of the player population online at any given time has consisted mostly of characters at or near the level cap. This has resulted in an environment where characters that are leveling up experience a world that has fewer other players to interact with than what the world was designed for. Cross-realm zones give us the capability to ensure that level-up zones retain a population size that feels more like the high level areas of the game, leading to a more fun play experience for characters of all levels.

Q. How do cross-realm zones work?

A. When you're in a zone that is set as a "cross-realm zone" you'll notice that in addition to the players you'd ordinarily see from your realm, you'll also see (and be able to play with) players from other realms. This will happen seamlessly, and players will be able to group and quest as they normally would with players from their own realm.

Q. How will this work on boats or zeppelins?

A. Usually transitions will occur on area boundaries (think moving from Darkshore to Ashenvale).

Q. Can I form groups with the people I meet in the zone?

A. Yes! You can group and talk to others within the cross-server zone normally though trading will be restricted much as it is within raids, dungeons, or battlegrounds.

Q. Will my cross-realm group be disbanded if we move on to an adjacent zone together, like from Goldshire to Westfall or from Thousand Needles to Feralas?

A. Much like how cross-realm groups currently work, your party won't be disbanded when you move through different zones, though if you're not in the same home realm, you won't be able to see each other if you're in separate zone instances.

Q. Will I be able to group with my friends?

A. Yes, you will be able to group with your Real ID friends, provided they are within the same faction. The functionality works the same as it does for cross-realm dungeons, raids, or Battlegrounds.

Q. What level range do my friends and I have to be within in order to group?

A. There is no restriction on level ranges. You'll be able to group with anyone you would normally be able to.

Q. Can I go into main capital cities while grouped with others?

A. Capital cities and areas with regularly high populations will not be set as cross-server areas/zones so you will not be able to enter into the same instance of a city as someone who is from a different realm.

Q. Will I be able to trade with others I meet?

A. Trading restrictions are in place much the same as they are in cross-realm dungeons, raids, and battlegrounds.

Q. How is group loot handled?

A. Group looting will function the same as it would with any group you would create through normal play.

Q. Who will I be playing with?

A. You'll be able to interact with players from within a select pool of realms which will make it possible to run into a player in Redridge that you already ran into within Westfall.

Q. What areas will be shared?

A. This can vary from realm to realm and relies on how densely populated (or underpopulated) an area is. Capital cities and areas with regularly high populations will not be eligible for area sharing.

Q. What about resources or gathering nodes, will those be shared too?

A. Resources and nodes will be available to all parties within the shared area the same as always. We will be keeping a close eye on the impact of area sharing and should an area become too populated, we are capable of adjusting how many realms are able to connect to a shared area.

Q. Does this mean that Auction Houses will be merged?

A. No, when any player access an Auction House, they will be only able to access their home realm's Auction House.

Q. What about zones that are already overpopulated, like new race starting zones?

A. With this technology, we can also flag zones to allow for more than one copy of that zone per realm. Players on that realm will be split among those copies in order to alleviate problems due to overpopulation. Players won’t normally see or interact with those on a different instance of their zone, although joining a party will relocate all party members to a single instance of that zone.

(Source)

Account-wide Achievements in Mists of Pandaria

Blizzard Official WoW Blog
Bringing Achievements to the Account Level

We recently added account-level changes to achievements in World of Warcraft: Mists of Pandaria, and there's still a lot of work left before we're done. The plan here is to illustrate the intent behind our design, which should in turn help you figure out the answers to many of your questions.

Overall, we never want you to play Character A instead of Character B because of achievement concerns. If Character A had the Violet Proto-Drake, then you might not play Character B. If Character A was only one holiday away from the Violet Proto-Drake, then you may not play Character B. If Character A had completed most of the raid achievements from Dragon Soul, you may not want to bring Character B for one fight and miss out on the achievement. Having alts is cool and working on achievements is cool, but we don't want the two systems to work against each other.

This goal is paramount and drives everything else. If we allowed you to earn extra achievement points from completing an achievement on two different characters, then you might only want to play the character with the most points and you'd feel like you had to grind through all the achievements with every alt, thus defeating the purpose of having account-level achievements.

Most achievements are account-wide

This means you only earn the points once. If you have earned an achievement on one character, you can see it on all your characters. However, and this is important, you will still see the achievement toast (the pop-up notification) if a second or subsequent character completes the achievement. We think it's still important to recognize milestones like reaching level 80, maxing out a profession, or killing a raid boss for the first time. It's fun to have everyone congratulate you when you get the toast. Nonetheless, this will just be a new character of yours completing the achievement that you've already earned on your account. You won't double up on points.

Most criteria are not account-wide

If you start an achievement on one character, you can't then finish the achievement on another (there are exceptions, so please keep reading). We didn't think it made sense for one character to get level 60 and another to get level 20 and then see the "level 80" achievement toast. If you start to explore Thousand Needles on one character, you'll probably want to finish that achievement on the same character.

Some achievements are "meta achievements."

These are achievements that require you to get other specific achievements. An infamous example is "What a Long, Strange Trip It's Been." These achievements generally ARE account-wide. If one character earned Noble Gardener and another character earned The Flame Warden, then your account would get Long Strange Trip. (Otherwise it would be weird: it would look as if you had the sub-achievements, but you wouldn't have the meta-achievement). Even though you need Explore Thousand Needles on one character, all of your characters can contribute to Explore Kalimdor.

A few achievements are account-only.

There are two categories of account-only achievements. One is achievements that are not possible to earn on one character. If we made an achievement to level every class to level 90, it would be account-only. (I'm not sure we will, but it's a good example.) The other category are achievements that are just brutal to complete on one character (and you'd never want to do for multiples), such as 2500 daily quests or 250K honorable kills. In these cases, the cumulative work of all your characters on those criteria will count.

We hope that rewards granted from achievements (pets, mounts, titles, and tabards) will be shared at the account level.

 I'm not going to promise this yet, because a lot of magic has to happen for that to work, but it's our intent. We have discussed having a character level requirement for some rewards, so that your level-2 gnome couldn't walk around with the Defender of a Shattered World title just because your level-90 shaman earned it. If the gnome made it to level 80, though, you could proudly show off your title. You also won't be able to use a faction-specific pet, mount, or title on the wrong faction. The achievement wouldn't go away -- you just wouldn't be able to show it off on that character. There are probably additional exceptions and details we'll find as we dig deeper into the system.

This is the kind of system that will evolve over time, and we don't think this has to be the way achievements work forever. As beta players start experimenting with it and offering feedback, I am certain that we will end up making even more changes.

Greg Ghostcrawler Street is Lead Systems Designer for World of Warcraft. He loves you very, very much. Yes, you.

(Source)

Dragon Soul Difficulty Change

Blizzard Official WoW Blog
Dragon Soul Difficulty Change

During the scheduled server maintenance on the week of April 30, the "Power of the Aspects" spell will grow more powerful, reducing the health and damage dealt of all enemies in the Dragon Soul raid by 20%. This spell will grow progressively stronger over time to reduce the difficulty and make the encounters more accessible. The spell will affect both normal and Heroic difficulties, but it will not affect the Raid Finder difficulty.

Don't need the help of the Dragon Aspects? The spell can be disabled by talking to Lord Afrasastrasz at the beginning of Dragon Soul.

We hope you continue to enjoy Dragon Soul, and that these changes encourage you to attempt a higher difficulty, or just keep pushing to down that next boss.

(Source)

Item Restoration from Battle.net Account

Have you ever dreamt of recovering lost items without having to petition a Game Master?

Battle.net Support

Battle.net Item Restoration allows World of Warcraft players to request restoration for sold, destroyed, or disenchanted items. In many cases, players will receive their restoration immediately.

Basics

Q. How can I access the restoration web form?

A. When you use the ticket submission system on our Battle.net Support site to request restoration for an item, you will see the item restoration service in addition to the normal ticket submission option.

Q. How do I use the web form to restore my items?

A. When you select the item restoration service, you will first choose a character to receive the restoration. A sortable list of items that the character recently destroyed or sold will appear. You can select items to restore by clicking Add. Once you're satisfied, click Continue and confirm your restoration. The restored items will be delivered to your character via in-game mail.

Restrictions

Q. How often can I use the web restoration service?

A. Active World of Warcraft accounts in good standing (not locked or banned) may use the item restoration web form once every 30 days.

Q. What items can be restored?

A. Items that were recently sold, destroyed, or disenchanted can be restored through the web form. Items lost in any other way -- including through trade, crafting, and use, among others -- will not be eligible for restoration through the web form.

Q. What if an item I want restored isn't appearing on the list?

A. If an item does not appear on the list, it is not available for restoration through the web form.

Restorations

Q. When will I receive my restoration?

A. Sold and destroyed items will be restored to you immediately after completing the web form, and a ticket for any disenchanted items will be sent to Customer Support for review on your behalf.

Q. How will I receive my restoration?

A. Restored items will be sent to your in-game mailbox. Items that were sold to a vendor will be mailed cash on delivery for their sale amount.

Q. How do restorations work for disenchanted items?

A. Disenchanted item restorations must be reviewed by Customer Support. During the review process, any materials gained from disenchanting the item will be removed before the item is restored. If the materials cannot be recovered, restoration of the disenchanted item will not be possible.

Q. When will I receive the restoration for my disenchanted items?

A. Restorations for disenchanted items will need to be reviewed by Customer Support. A ticket will be automatically submitted through the web form and the restoration will be delivered to your in-game mailbox when the review is complete. The amount of time the review takes will depend on the number of tickets in our queue.

(Source)

Patch 4.3.4: Customer Support Changes

Battle.net Support Site

With the upcoming World of Warcraft Patch 4.3.4, there will be a few changes to the way you interact with Customer Support in the game. We are implementing brand new interfaces to report harassment, naming violations, and potential cheating. By building these reporting methods directly into the game client, you can automatically gather information on who you are reporting and what you're reporting them for.  In addition, we've also added options to report bugs and submit suggestions for World of Warcraft.

Reporting a Player

If you encounter a player using an offensive name or foul language, violating our chat policies, or cheating, you can quickly right-click on their name in chat, and select Report Player For. If you have the character targeted, you can right-click their portrait and select Report Player.

Submitting a Bug

If you have stumbled upon a bug, you can report it to the World of Warcraft Development & Quality Assurance teams, directly through the Customer Support window. In the Customer Support interface, click Submit Bug and fill out the requested information.

Note: If a bug has seriously affected your character in a way that requires Game Master intervention (lost items, reputation, raid progress, etc.), Open a Ticket so we may investigate the situation.

Submitting a Suggestion

If you wish to provide feedback to the World of Warcraft team, you may do so directly through the Customer Support window. In the Customer Support interface, click Submit Suggestion and fill out the requested information. Be sure to be as specific and constructive as possible.

Note: By submitting a suggestion, you confirm that the suggestion is your own idea, the idea is not confidential, and you permit Blizzard Entertainment to use the idea publicly with no obligation to compensate you.

(Source)

Soul of the Aspects - Pet Store Exclusive

A new pet is available from the Blizzard Store and we will be offering it in our weekly giveaway on Friday.

Blizzard Official WoW Blog
Soul of the Aspects -- Pet Store Exclusive

Meet the diminutive Soul of the Aspects — a pint-sized version of the Heart of the Aspects flying mount. As your newest faithful companion pet, this radiant whelpling flies by your side through the skies of Azeroth, celebrating your adventures together with aerial summersaults and twisting corkscrews.

Visit the Pet Store today and fly home with the Soul of the Aspects.

(Source)

Mists of Pandaria Looting Explained

Blizzard Official WoW Blog
Coffee with the Devs -- Mists of Pandaria Looting Explained

Hey, how about that landslide of Mists of Pandaria information? It has taken a few days, and will probably take a few more, for the nuance of everything to really sink in. One of the topics we've been getting lots of questions about is the crazy new loot model we're introducing in Mists. We've answered several related questions in the forums, but thought it might be prudent to just put all the information in one place.

I should clarify that the systems we're introducing are actually pretty simple in practice. I'm only going into a fair amount of detail because those are the kinds of questions we are getting. You don't have to understand all the particulars to participate, and we're certain that it will just all make sense once you are experiencing it in-game instead of hearing it described (that whole "show, don't tell" thing). Let's begin:

Personal Loot

Here is how looting works in today's Raid Finder groups:

  • The boss dies.
  • The game randomly decides which items off of the boss's loot table drop.
  • The group rolls Need, Greed, or Pass on each item.
  • If you were raiding with a group of friends, you might discuss who should get each item. Even if you ultimately lost, hopefully you are happy that a friend got an upgrade and that your group as a whole is now a little bit stronger.
  • But if you're in Raid Finder, you are quite possibly alone with a bunch of strangers.
  • So, if you can Need, you probably do, because there's no time for discussion, some of the rollers may be AFK, and even if you piss someone off, you aren't likely to have to pay the social cost of doing so since you'll never see them again.
  • The highest roll wins.
  • Drama ensues.

Here's how the new Raid Finder system will work in Mists of Pandaria:

  • The boss dies.
  • The game automatically decides who won some loot, and gives those players a spec-appropriate item.
  • Some players may still get mad, but hopefully they are mad at the laws of probability and not at the rest of the raid.

So, realistically, that's really all you need to know to understand how it'll play out in-game. For those looking for more detail, here's what's happening behind the scenes:

  • The boss dies.
  • Each player has a chance to win loot, independent of the other players.
  • For each player who wins loot, the game randomly assigns them a spec-appropriate item from that boss's loot table. This subset contains only items that the game (meaning the designers in this case) thinks are appropriate for your class and current spec.
  • Notice that you aren't rolling Need or Greed. You don't have an option to Pass. The game just says "Take this."
  • You can't trade this item, or that would defeat the purpose of removing the social pressure on groups of strangers. If you don't want the item, you are free to vendor, delete, or disenchant it.

The big difference here is that instead of kill → loot → roll, the new system uses kill → roll → loot. The loot is not determined until the winners are determined. It's all automatic, and you're under no obligation to pass or roll — these choices no longer exist. The game decides who gets loot, not the players. The end. Nobody is going to be a callous jerk and take the item that you rightfully deserve. Nobody is going to try to talk you into trading an item to them because they are down on their luck and can't ever win a weapon. No DPS dude is going to ninja the tanking shield that you need for your guild to progress.

We understand some players are interested in off-spec or transmogrification loot, and we will consider future changes to the system to accommodate those desires. However, we're not sure fundamentally that Raid Finder is the best avenue for acquiring that loot. You would either need to take it from another player who actually desires it for their main spec, or a conversation would have to take place to make sure nobody else needed it more than you do. In other words, you would have to stop people from just rolling Need whenever they could. I've seen some suggestions that we allow an option for essentially "I'm happy to get loot beyond just what my main spec can use," and maybe that's the kind of approach we could take, but let's make sure the basic design works first. For now, there are other avenues, such as dungeons, faction gear, normal raids or older content to provide off-spec or cosmetic gear.

Here is a model I've seen some people say they want:

  • The boss dies.
  • I get the exact item or items I want.
  • I never have to come back and kill this boss again.
  • I politely ask Blizzard when there will be new content for me to run.

I added that, somewhat tongue in cheek, to point out that the intent of the new system is not to make killing bosses or getting loot more efficient, or to let you choose buffet-style which items you get. We like random loot being random, as long as it isn't so frustratingly random that you stop enjoying the experience. The intent of the new loot system is really to relieve social pressure on a group of random and anonymous strangers. We think it is reasonable for groups of friends, such as the typical raiding guild, to have a discussion about how to divvy up loot. That discussion is a tried and true RPG tradition going back to D&D or earlier. We don't think that is a reasonable expectation for Raid Finder, though.

The personal loot system will initially be used for Raid Finder and for world bosses. We want to use it for world bosses because we want it to be fairly easy to form PUGs to take down these bosses when they're up. If my raiding guild is about to take on a world boss, and some lonely hunter is asking to join the group (it's always a lonely hunter, isn't it?), it would be nice to be able to bring him on without worrying about that jerk taking loot away from me or my friends. We want to foster a "the more the merrier" attitude with world bosses.

This is why it's so important to us that the size of the group shouldn't matter. We don't want guilds to try to kill a world boss with the smallest number of players necessary in order to maximize loot per player. When everyone has their own chance at loot, why not make the group as large as you can? Note that you still have to be a member of the group that taps and kills the boss. We want to have a little bit of competition for world boss kills, especially between the Horde and the Alliance. We think that is part of the fun of world bosses; otherwise, why not just stick the gronn in a cave? (That sounds dirtier than I intended.) We don't want everyone in the zone to get credit just by lurking around. We want you to cooperate with other players, and we're trying to remove barriers to cooperation by eliminating loot drama.

Bonus Roll

We have one other new system that will use part of the personal loot model. This is what we're calling the bonus roll.

Once upon a time, raiders had to invest a lot of time and effort every week preparing for a raid. This felt kind of cool in the abstract because it built anticipation, rewarded players who prepared for raid night, and otherwise just added a little more ceremony to the act of entering the dragon's lair to seek glory and treasure. The reality is that you spent your time killing mobs to farm flask materials or gathering Whipper Root Tubers. The reality didn't match the fantasy and we eventually greatly minimized the need to farm consumables altogether. Of course, that led to another problem, as raiders would log on for raid nights, finish, and then have nothing to do the rest of the week. The bonus roll is intended to give those players something to do that is hopefully more enjoyable than grinding elementals or Blasted Lands boars. We want to see players out in the world doing stuff, and we want that stuff to be a little more interesting (if not downright fun) than farming mats.

The way it works is like this: We have two major Pandaren factions, the Elders and the Craftsmen. Completing daily quests and scenarios for each group earns you one of two currencies. The Craftsmen tokens are spent mostly on cosmetic items. The Elder tokens are spent mostly on power items. The intent here is to let players who want some optional content to be able to devote time to both Craftsmen and Elders, while more min-max focused players or players who don't want such a time commitment can stick to Elders. The Elder tokens can be used to purchase head enchants, some nice purple items, and the kind of gear you've come to expect from factions. However, they also sell an item called a Charm of Good Fortune. Imagine you can complete a quest once a week to buy one Charm for 25 Elder Tokens. You also might be able to save up a few charms, but you won't be able to hoard them until the next tier of content.

If you have one or more Charms of Good Fortune, then whenever you kill a raid boss (in Raid Finder, normal or heroic) then a new UI window will pop up asking if you want to spend your Charm on a bonus roll. If you click yes, then you'll instantly get another shot at that boss's loot table! You will always win something from the bonus roll, such as a pile of gold, gems, or flasks. However, you also have a small (but not miniscule) chance of receiving a piece of epic loot. As with the personal loot system, the item will always be something designed for your current spec. Also, just as with personal loot, the game doesn't analyze if you already have the item, if the item would be an upgrade for you, or if you prefer axes to swords or anything like that.

Most importantly, winning a bonus roll has no effect on what other players win on their bonus rolls or what the boss drops normally. If you have saved up several Charms (this will probably happen when you play but don't raid every week) then you can use one per boss, but you can't cash in multiples on a single boss kill. If you want to save up all of your Charms for the final boss because he (or she in the case of the mantid raid) drops weapons or whatever, that is your prerogative, but you'll only be able to spend one per kill. If you want to save up your Charms for heroic bosses, go for it.

Here is an example of per-person loot and the bonus roll in action:

  • Stan is a death knight.
  • Jim Bob is a warrior.
  • Naomi is a hunter.
  • The three friends run Raid Finder together and tackle Mogu'shan Vaults. They get matched with a bunch of random folks from across their region. On the fourth boss, the Council of Kings, the game decides that Jim Bob wins an item. Jim Bob is a Fury warrior, so the game is either going to give him a two-handed Strength axe or a Strength bracer, because those are the two Fury-appropriate items on the Council of Kings loot table (in this theoretical example). Regardless of what Jim Bob wins, Stan might also win the same items. Naomi won't ever be offered those items, because they aren't appropriate hunter loot. If she had gotten lucky and earned loot for the kill, it would have been hunter appropriate.
  • Let's say Naomi is frustrated because Bob and Stan both won loot and because the trinket she wants won't ever drop. So, she decides to use a Charm of Good Fortune. Let's say she gets lucky and the game decides that she won an item instead of gold, flasks, etc. (Thanks, game!) She might get the trinket she wants, or she might get an Agility neckpiece that is also on the Council of Kings loot table. Her winning an item doesn't affect Stan or Jim Bob or anyone else, even if they use their Charms as well.

Okay, we're almost done here, but I did want to mention two other relevant changes.

Area of Effect Looting

Yes, we are doing area looting. After killing a group of enemies, you may have a bunch of corpses lying around (perhaps because you went all Bladestorm on a bunch of hozen). If you loot one of the corpses, the loot window will include items from all of the nearby corpses for which you have loot rights. Some recent games have incorporated a similar feature, and it's one of those things that players just want in their MMO these days. It's already in and it works fine.

The Future of Valor

The second change I want to mention is that we plan to adjust the role of Valor points. Valor (or the various other names that the currency has had over the years) was originally added to WoW for two reasons: it helped to mitigate really bad luck, for those times when the boss just refused to drop the item you wanted, and it helped encourage players to stay with the group even if they didn't need anything off the next boss.

Over time, we have felt like Valor has taken on too prominent a role, to the point that it risks becoming more important than actual boss loot. This is particularly the case when the tier sets are available on the Valor vendors. We think killing dragons and ransacking their hoard is more epic than shopping at the magic armor store, so we want to shift back toward boss kills being the primary source of epic PvE gear.

In Mists of Pandaria, Valor will be used to power a new feature that allows you to increase the item level of your existing epic items. This means that each week, you can become a little more powerful, hopefully allowing you to kill that boss that has eluded you thus far. There will be a bit of a game in trying to decide when to upgrade your gear versus hoping for a new piece to drop from a raid boss, but our plan is that even heroic gear can be upgraded slightly in this way.

We won't allow you to upgrade Raid Finder gear so much that it becomes better than normal gear, but imagine if you can increase your item level by around eight points. At this time, we're thinking there won't be gear on the Valor vendors at all, but we'll see how that shakes out. Valor will come primarily from dungeons (including challenge modes) and scenarios. You might earn a little from daily quests and raiding as well, but that won't be as efficient.

Final Thoughts

That's a lot of information to absorb all at once I know, and I'm sure it will lead to dozens of questions. It'd be more helpful to us if you were to focus your discussion on how things will feel, and the basic rules of the system, instead of immediately leaping to the conclusion that you've figured out some exploit and ergo the whole thing is doomed to failure. We've stitched up a lot of the egregious loopholes already and the system is a little more complicated behind the scenes than I figured was worth getting into here.

Check it out in beta if you get the chance. Let us know how it feels. We have time to iterate and refine this stuff. Good luck on getting the loot you want, too... but not too quickly.

Greg "Ghostcrawler" Street is the lead systems designer of World of Warcraft. The first epic item he can recall getting was the Drillborer Disk.

(Source)

Mists of Pandaria Beta is Live!

Blizzard Official WoW Blog
World of Warcraft: Mists of Pandaria Beta is Live!

The World of Warcraft®: Mists of Pandaria™ beta test has begun! Over the course of the test, we'll be inviting Annual Pass holders, press, fansites, friends and family, and opt-in beta testers to participate. This first phase of the beta focuses on the 1-10 starting experience for new Pandaren. High-level content as well as template characters will become available in future beta updates, but you can still copy over your own high level characters now if you'd like to test the new talent system.

As there's no NDA for this test, you're likely to start seeing lots of screenshots and new video around the web. Please keep in mind that the expansion is still in development — we'll be making changes to the game as the beta evolves, and what you'll see during the beta test is not necessarily representative of the final game.

Players selected to participate in the beta test will receive an email invitation directing them to download the beta client directly from their Battle.net account. As always, please be aware of phishing attempts — if you're unsure whether your invitation is legitimate, please log in to your Battle.net account to verify that there is a Mists of Pandaria beta license attached.

To find out more about getting into the beta test, including info on how we're inviting Annual Pass holders, please read the Mists of Pandaria Beta Opt-in announcement and FAQ.

(Source)

Mists of Pandaria Beta Opt-in and FAQ

Blizzard Official WoW Blog

We're very close to beginning beta testing for World of Warcraft® Mists of Pandaria™! Over the course of the beta test, we'll be inviting Annual Pass holders, press, fansites, friends and family, and opt-in beta testers to participate. As there's no NDA for this test, you're likely to start seeing lots of screenshots and new video around the web. Please keep in mind that the game is still in development, and what you'll see during the beta test is not necessarily representative of the final game.

If you're wondering how you can help us test Mists of Pandaria, or how the test works, look no further than the paragraphs directly below this one.

Q. How do I opt-in?

A. Once you've set up a Battle.net® account and have attached at least one Blizzard game, you can choose to opt in to our beta tests from the Beta Profile page. You'll need to select which franchises you'd be interested in helping test, as well as download and run the System Check tool to attach your computer's specifications to your beta profile. Once that's complete it's simply a matter of waiting for an invite.

Q. How will I know if I'm selected?

A. We'll send you an email letting you know when you're selected, but please be aware of phishing attempts. Some unscrupulous individuals send out falsified emails purporting to be from Blizzard, but are in fact meant to steal your login credentials. For more information on how to identify these emails please refer to our Battle.net Security site. One easy way to ensure your invite is legit is to avoid clicking on links in any invite emails you receive, and instead log in to your Battle.net account and see if you have a Mists of Pandaria beta license attached. If there's no license, you can be sure the email you received was not from Blizzard.

Q. I am participating in the World of Warcraft Annual Pass promotion; when do I begin testing?

A. We're inviting Annual Pass holders in waves over the course of the beta test, and will be ramping up the number of invites we send as quickly as possible. We'll be inviting Annual Pass holders based on several factors, including how long your World of Warcraft account has been active and when you signed up for the Annual Pass. Keep an eye on your Battle.net account and email for your invite to join the beta test.

Q. How many players do you plan to invite to the beta test?

A. Our primary focus will be ensuring that all of the players who signed up for the Annual Pass are invited over the course of the beta test. The number of additional players we invite will be based on our testing needs. If during the course of testing we determine we need more players to participate, we'll invite more.

Q. Is there an NDA?

A. There is no Non-Disclosure Agreement for the Mists of Pandaria beta test. Those invited to play are free to take screenshots, movies, or stream the game content. Please be aware that the game is very much still a work in progress, and we appreciate your understanding when you encounter bugs, graphical errors, or other issues.

Q. How long will the beta test last?

A. We have not determined an exact date for the end of the beta test. We'll post a notice when the beta test is nearing completion.

(Source)

Italian Community Site Launches!

Blizzard Official WoW Blog
Benvenuti su Azeroth: Italian Community Site Launches!

We are proud to present the new Italian World of Warcraft community site! Consider this the Italian base of operations for all the latest happenings in Azeroth, including all the features found here, such as an improved media section, contest details and, of course, community forums. As always, you'll want to check out the news feed regularly; we use it to share community highlights, game information and much more.

Some content is still being translated, so certain sections may still be in English for now, but we will keep you updated. In the meantime, take a minute to look around and get acquainted with the site. We look forward to sharing and discussing the latest World of Warcraft news, content and updates with you on our newest localized community site!

(Source)

A Night in Mists of Pandaria

Blizzard Official WoW Blog
A Night in Mists of Pandaria

With all of the great coverage coming out today on the upcoming expansion, we thought it'd be fun to take some of the details we've been revealing and relate them in practical terms. One of our main goals in this expansion is making sure that no matter what day of the week it is, and regardless of your experience or progression, that when you log in you can make meaningful progress toward advancing or customizing your character.

To set the scene for this article: Mists of Pandaria has been released, and as a long-time player I've enjoyed exploring all the new high level zones and tackled countless quests. I've leveled my character up to 90 and I'm logging in to play for the night. What is there to do?

Acting All Professional-like

I haven't hit max on my professions yet, and as an avid cook I'm interested in maxing out each of the new branching trees of cooking specialization. The changes to Archaeology are pretty great so maybe I can mix in some dig sites as I go. I actually got a chance to teleport to a different dig site last night after finding an artifact, which really helped, along with now being able to dig more times at a single site.

I haven't worked on Inscription much, but I really love the looks of the staff or wand I can make with the profession. Being able to level my tradeskill all the way to 600 by just working on them doesn't hurt, either. Of course, I could go hit the cooking, fishing, and archaeology faction dailies and level those professions that way too.

Factions Speak Louder Than Dungeon Finder

I should probably work on my factions some more. With the new factions and their currencies I can acquire Craftsman tokens to spend on vanity items like fun toys or pets, and with Elder tokens I can purchase new items, convert them to Valor, or purchase Charms of Good Fortune. The charms actually allow me to "buy" another go at a boss' loot table (including LFR) once I've downed them. I'm really glad the bonus roll loot tables are class specific, so I don't run the risk of getting an item I can't use. I do have a chance of just getting gold or some consumables, but it's not a bad deal since I'm still getting rewarded for working on my factions.

I'm only Honored with a few so far, and one of my friends hit Revered with Golden Lotus last night so I want to keep up. Exalted is pretty tough to hit and I want to try to be the first in my guild to get one of the new factions maxed out. I can complete dailies to get faction, and even earn more powerful items along the way.

Proving Myself

I have all of the dungeons and raids at my disposal, and now that all of the raids are supported by the Raid Finder I don't need to wait for my guild's raid night to get a shot at some upgrades; plus with some Charms I have a lower probability of experiencing "loot rage" with the option of a second roll. Speaking of loot rage, the change in Raid Finder to per-player loot has made running random raids so much nicer without people fighting over rolls. I really wouldn't mind running another one tonight.

With the new Valor system, I can work toward upgrading my current gear by increasing its item level and adding on a few stats at a time. Raid Finder is an option for a little Valor from boss kills, or I could get some more from dungeons, challenges, or scenarios. Regardless of what else I have to do I could be earning Valor and improving my items, which makes scenarios, challenge modes, and dungeons a very appealing option for tonight. If I do make some gear improvements, I'll probably want to hit the new Proving Grounds. They're like lored-up solo instances that make trying out my rotations a lot more fun since I can chase achievements.

Oh, You Fancy, Huh?

So maybe I'll work on getting some item upgrades from dungeons, raids, or faction rewards, or I can improve my current item levels with Valor earned from challenge modes, scenarios, dungeons, and Raid Finder. I'm not ashamed to say I'm kind of geeked up over the new Pet Battle system. I wasn't a very avid pet collector before, but after battling some of my friends (and seeing how much some of the trained pets sell for on the auction house) my interest has definitely skyrocketed.

But you know, I've seen some people strutting around with new transmog items, and I'm thinking it's time I start looking a bit fancier. I have a few friends on and we can use dungeon finder to fill out a challenge mode run, which is where the coolest looking transmogrification set (IMO) for my class comes from. I just need another medal in Gate of the Setting Sun and I'll be able to get the boots, and then move on to the chest piece. It's pretty easy to build a group too since none of us really need to be chasing the same medals, as long as we hit them we'll be able to make progress toward some rewards. The ultimate prize for completing all the challenges is a mount, of course, and although I'm still a ways off from that it's a good goal to shoot for.

Rogue Sappin' My Totem

Those are some ideas, but I've really been getting back into PvP lately. With some of the changes it's pretty enticing to get out into the world and mix it up. By accomplishing some of the outdoor PvP quests and objectives I can actually raise my weekly Conquest cap, which means I can build my PvP set that much faster. I've flown over some pretty intense looking outdoor battles, and I can't help myself as I jump in and work toward increasing my cap for the week. Plus, with the change from Resilience to two new stats and the accompanying item budget changes, the PvE gear I'm wearing isn't totally awful if I do want to jump in (or get jumped while trying to work on my dailies). Once I start getting more PvP gear I also won't be totally awful if I decide to hop into a dungeon.

I'm still working toward a set of PvP and PvE gear, but it's nice to be able to work on what I want and not be completely underpowered if I change my mind or want to dip my toe into one or the other. The other two people from my 3v3 team are online, and we should probably group up and go see about increasing our caps. Once I increase my cap I definitely want to get back into one of the new objective-oriented Battlegrounds. Protecting and pushing a mine cart as you fight off attackers in Silvershard Mines is a ton of fun, and the Murderball-esque Temple of Kotmogu is super intense.

One More Thing...

Well, I clearly have a lot of options for tonight. I almost forgot about finding some of the new mounts that are hidden around Pandaria; cultivating my garden and earning faction with the Tillers; caring for, hatching, training and eventually riding my own cloud serpent mount; building my historical library with the Lorewalker faction; and advancing my progress in the persistent sacred Vale of Eternal Blossoms by driving the Mogu out. There's clearly no shortage of things to do at the level cap.

So what should I do tonight?

(Source)

Mists of Pandaria's Website Updated

Blizzard updated their Mists of Pandaria's website and added a massive amount of information (detailed below). The date for the beginning of the beta test has, however, not been released.

World of Warcraft's Youtube channel has also been updated to feature videos of some of the new zones and dungeons.

Blizzard Official WoW Blog
Mists of Pandaria Website Updated

This week's been a whirlwind of news as a massive amount of information regarding the World of Warcraft: Mists of Pandaria expansion is now out in the wild. Much of this new content has landed on our Mists of Pandaria site, with a particular focus on the exotic sights and unusual creatures you'll encounter as you explore the long-hidden land of the pandaren. Click through to unveil:

  • A world map of the isle of Pandaria, including two previously unannounced zones: the Dread Wastes and the Krasarang Wilds
  • A bestiary of Pandaria's wondrous and monstrous races, like the tyrannical mogu and the wise jinyu
  • Revised zone & dungeon pages, featuring videos of the Wandering Isle, Jade Forest, and Valley of the Four Winds
  • Updated monk and pandaren pages — check out the female pandaren, human monk, and more

These updates just scratch the surface of what we have in store. We plan to reveal even more of the secrets of Pandaria on this site in the future, featuring details on zones and dungeons, a more expansive bestiary, the diverse factions of the pandaren continent, and the latest information on gameplay systems like challenge modes, pet battles, and scenarios.

(Source)

Mists of Pandaria Screenshot of the Day

Blizzard Official WoW Blog

With development on World of Warcraft: Mists of Pandaria well underway, the Screenshot of the Day section on the World of Warcraft community site will now feature unique Mists of Pandaria images every day, showcasing a variety of new creatures, characters, and environments from the upcoming expansion. Be sure to stop by daily for the latest look at what's waiting within the mists.

(Source)

Mists of Pandaria Buff and Debuff Design

Blizzard Official WoW Blog
Mists of Pandaria Buff and Debuff Design

We recently released an update to the Mists of Pandaria talent tree. Since the expansion is still in development, these updates represent a snapshot of where we are at any given moment and not a final design where we step back and say “Ladies and gentlemen, we have achieved perfection. Let us not change a thing.” If you’ve been playing the game for a while, you’ve probably realized by now that we never think we’ll hit perfection, and we probably never will.

One design that we haven’t focused on much yet is the plan for various group buffs and debuffs. Some specs have their buffs in place and some do not. Rather than trying to describe each omission, we thought we’d just dump the whole design on you here. As with the rest of the expansion’s systems, we’re not even in beta yet, so there’s plenty of time for things to change.

First, some underlying design goals, so you might understand where we’re coming from. Our main goals for group buffs are:

  • Make you feel more powerful when grouped with other players.
  • Give you lots of freedom to invite whom you want. This gets to be a problem when there are too many mandatory buffs spread out among too many specs. . .
  • …But not offer too many incentives to class stack. If you can achieve every buff with, say, only three players, then there might be a tendency to fill all of the other slots with whoever is best for a particular situation. Some class stacking is inevitable at the cutting-edge level, but to some extent, the players on the cutting edge of raiding enjoy extreme min-maxing. For the rest of us, we try to make sure you can finish all of the encounters without feeling like you need a huge roster of folks waiting in the wings for their one fight.
  • We tend to be more generous to DPS specs, since groups -- especially raids -- already have ample reasons to bring tanks and healers.
  • We generally don’t want a DPS spec to have to switch to a different spec in the same role just to bring a different buff. An example would be a Combat rogue who has to go Assassination just for a buff. In our experience, players are less likely to switch from a ranged to a melee DPS spec just for a buff, so DPS shaman and DPS druids might bring different buffs.

And finally some notes on the categories below:

  • The list only includes what we consider “traditional” buffs, such as Prayer of Fortitude. It doesn’t include utility like being great at snaring, battle rez, knock backs, high DPS while moving, and other mechanics. Those ultimately all factor into a raid or Battleground comp as well.
  • The matrix is a little more complex than it appears. A paladin, for example, can only offer one Blessing at a time, while a warrior can only do one shout at a time. You can’t assume one character can cover every buff or debuff listed below at the same time.
  • Some of these are active (you must cast them, like Prayer of Fortitude) while others are passive. Note that totems no longer bring passive buffs as a rule.
  • You’ll see several categories consolidated or gone. Bleeds no longer made sense, since everyone who cared about bleeds already buffed themselves. Magical resistance we just removed from the game, though there are some abilities that provide magical damage reduction.
  • We are still likely to use the design that hunters, especially Beastmaster hunters, can fill in for missing buffs or debuffs by using certain pets.

As always, we’d love to get your feedback on this design.

Buffs

  • Stats
    • Effect: +5% Strength, Agility, and Intellect
    • Example: Blessing of Kings
    • Brought by: Any druid, any monk, any paladin
  • Stamina
    • Effect: +10% Stamina
    • Example: Power Word: Fortitude
    • Brought by: Any priest, any warlock, any warrior
  • Attack Power
    • Effect: +10% melee and ranged attack power (which will be the same value again)
    • Example: Battle Shout
    • Brought by: Any death knight, any hunter, any warrior
  • Spell Power
    • Effect: +10% spell power (there will no longer be a 6% version)
    • Example: Arcane Brilliance
    • Brought by: Any mage, any shaman, any warlock
  • Haste
    • Effect: +10% melee and ranged haste
    • Example: Improved Icy Talons
    • Brought by: Frost and Unholy death knights, any rogue, Enhancement shaman
  • Spell Haste
    • Effect: +5% spell haste
    • Example: Moonkin Aura
    • Brought by: Balance druids, Shadow priests, Elemental shaman
  • Critical Strike
    • Effect: +5% ranged, melee, and spell critical chance
    • Example: Leader of the Pack
    • Brought by: Guardian and Feral druids, any hunter, any mage
  • Mastery
    • Effect: +5 mastery
    • Example: This is a new category
    • Brought by: Windwalker monks, any paladin, any shaman

Debuffs

  • Weakened Armor
    • Effect: -12% armor
    • Example: Sunder Armor
    • Brought by: Any druid, any rogue, any warrior
  • Physical Vulnerability
    • Effect: +4% physical damage taken
    • Example: Brittle Bones
    • Brought by: Frost and Unholy death knights, Retribution paladins, Arms and Fury warriors
  • Magic Vulnerability
    • Effect: +8% spell damage taken
    • Example: Curse of the Elements
    • Brought by: Any rogue, any warlock
  • Weakened Blows
    • Effect: -10% physical damage done
    • Example: Previously Demoralizing Shout; now Thunder Clap
    • Brought by: Blood death knight, Feral and Guardian druid, Brewmaster monk, Protection or Retribution paladin, any warrior (any tank)
  • Slow Casting
    • Effect: -30% casting speed
    • Example: Mind-numbing Poison
    • Brought by: Any death knight, any rogue, any warlock
  • Mortal Wounds
    • Effect: -25% healing received
    • Example: Mortal Strike
    • Brought by: Arms or Fury warrior, any rogue, any hunter

Discuss the buff and debuff design here.

Greg “Ghostcrawler” Street is the lead systems designer for World of Warcraft. He was unsuccessful in convincing the rest of the class team to change Arms warrior mastery to decreased falling damage taken.

(Source)

Cataclysm Post Mortem #3 -- Greg Ghostcrawler Street

Blizzard Official WoW Blog
Cataclysm Post Mortem -- Greg Ghostcrawler Street

As part of our World of Warcraft: Cataclysm post mortem series, we sat down with World of Warcraft Lead Systems Designer Greg “Ghostcrawler” Street to talk about his thoughts on World of Warcraft: Cataclysm.

Q. What were your main goals going into Cataclysm?

A. Westfall was a seven-year-old zone with seven-year-old trees and seven-year-old quests. It naturally felt old. It felt tired for players going back to level up an alt, and it wasn’t inspiring for new players coming to the game. We just felt like it was time to give all of those old 1-60 zones some attention again. Beyond that though, we wanted to update the classes at low level as well. The spell flow, by which we mean the level you get certain spells, just hadn’t aged well. You would get some very group-focused buffs at low level and some powerful leveling tools at high level, which would have made more sense reversed. There were some specs that just weren’t functional at low level before because they lacked the damage abilities or tools to effectively solo. Similarly, we took a look at all of the quest rewards at 1-60 because some specs just didn’t have adequate itemization to support them.

A second goal, from the systems design point of view, was to improve the class talent trees. We thought the trees had become bloated with filler instead of legitimately interesting talents. We also embraced the notion of class specialization to a much greater degree, by letting you choose your spec formally at level 10.

We also knew we needed to provide more content to players focused on maximum level, which meant we couldn’t just re-do 1-60, but we had to provide questing zones, class mechanics, and new PvP and PvE content for players who would be at level 85 too.

Finally, we wanted to deliver all of this content more aggressively. We know players can only wait so long for something new to do before they start to get bored.  This has been a goal for some time, but it has been a challenging one for us. When you compare the graphic fidelity of a raid like Firelands to an older raid like Molten Core, you can imagine how it takes both more time and more people to make a raid these days. That’s exactly the opposite of what we want to be doing though, which is providing players content at faster rates.

Q. What do you think worked best in Cataclysm?

A. We’re really happy with the 1-60 revamp. Each zone looks amazing, we improved their quest flow, and they all have a story that has a (hopefully) meaningful climax, often with a blue item reward. Zones that didn’t have much going on before have an actual plot now, many of which are related to Deathwing’s return. We also did a better job of integrating the dungeons in a zone into the questing experience for that zone, so you feel like you have a good reason to explore them.

We really like how having players choose a spec at level 10 worked out. I’d say nearly every single design decision we make ends up being at least somewhat controversial in that some players agree with them and some players disagree with them -- that’s just the reality of having such a large and diverse player base. But choosing a spec at level 10 was as close to universally acclaimed by players as anything we’ve ever done. It just works. You get a meaningful choice early on, and powerful, useful, and fun abilities to go along with it. It leads to each spec having a stronger sense of identity, even at higher level.

We’re pretty happy with the level 80-85 content that we offered. The zones looked great and the stories were good. We offered several new dungeons, raids, and Battlegrounds. Late in the cycle of Cataclysm, we introduced Raid Finder, which provided a new type of content to players who historically weren’t raiders. We’re at the part of the lifespan of the game where some original features no longer have the cachet they used to -- you can only roll up so many alts, and by this point you might very well be done with achievements or convinced yourself that that type of gameplay isn’t for you. When we can offer a whole new way to play the game -- in this case provide raids to non-raiders -- it’s a big win.

Transmogrification is another one of those features -- it opened up an entirely new avenue of gameplay. One of the great things it’s done, aside from giving players more tools to personalize their characters of course, is make a lot of old content relevant again. Now players are doing old raids and dungeons looking for Transmogrification pieces, and that’s really cool.

I could name a few smaller features we thought worked out as well. The Justice / Honor badge system in Cataclysm cleaned up the crazy system from Lich King. All things considered, we’re happy with the healing model. We encountered issues with mana being in short supply at lower gear levels and conversely too abundant at the higher levels, eliminating much of the challenge for healers when the content is supposed to be the most difficult, but overall the model did what we wanted, and we’ll be refining it in Mists.

Q. What didn’t work out as planned?

A. Everything else! Seriously though, we tend to be our own harshest critics, so it’s actually easy for us to point out things that didn’t work out as expected.

While zones like Uldum and Deepholm look fantastic, they didn’t fit together as well as we’d have liked. In the planning phases, we didn’t think that having scattered end game zones would be a big deal. It turned out to feel a lot weirder than expected. Players ended up teleporting to nearly every destination, and it gave Cataclysm a disjointed feeling, detracting from that feeling of exploration and discovery. We learned that giving players a land to explore, a sense of place, is valuable. Ultimately, the scattered zones and the portals both served to kind of shrink the world, when we want to make the world a place you want to go out and be in. We’re definitely looking forward to getting back to a continent in Mists. We underestimated how important that was.

In addition, while we liked that each zone has a story, questing ended up being too linear. It didn’t feel like you could fly into a zone, find some quest givers, and explore. Instead, you kind of had to start at the beginning and follow all the quests to the end, and if you didn’t like a quest, well, you had to stick with it to get to the next one. We want zones to have an identity, flavor and a story, but we don’t want to railroad players through a zone either.

The difficulty at which we pegged our heroic dungeons and raids was controversial. They were designed to be about as tough as the dungeons were back in Burning Crusade, but the game has changed since then. Coming out of Lich King, we’d gotten the message loud and clear from players that they wanted tougher challenges. They liked the convenience of Dungeon Finder, but they missed using their crowd control and survival abilities and having to strategize about how to beat a given encounter. We designed the Cataclysm heroics with that in mind, and the players who wanted challenging content were thrilled.

The problem was that we had this whole group of players who felt like they couldn’t make any progress on their characters. Even if they wanted to end up raiding with their friends, they couldn’t earn the gear they needed to get into those raids (especially in the absence of Raid Finder). I don’t believe that the instances were too hard; it’s obvious there are players who enjoy that content. I believe the problem was that there were no alternatives. With such a diverse community, the goal is to have experiences that players from all over the spectrum can enjoy. We don’t want to shut anyone out. So, we’re addressing that with Challenge Modes in Mists. You’ll have normal and heroic mode dungeons, and then Challenge Modes, for players who are looking to prove their mettle. Likewise, you’ll have normal and heroic raids, and Raid Finder for players who don’t enjoy wiping on a boss week after week until they can master it.

While choosing a spec at level 10 felt great, we weren’t very happy with the rest of the talent tree overhaul. We definitely pruned some dead wood from the trees and got rid of some talents that weren’t a lot of fun, but players felt like they weren’t getting anything out of the bargain. Having simpler trees is a good goal, but it would have felt better if players felt like they got something cool in return for losing some boring fluff. Unfortunately, as is the case with many compromises, this one didn’t fully solve the original problems it was intended to solve, while it created new ones.

Fundamentally, taking into account what we’ve learned about talent trees over the years, we’ve come to the conclusion that the talent tree model where you pick up tiny performance increases here and there (and where there’s, mathematically, nearly always a ‘right’ answer and a ‘wrong’ answer) is not a great model. The Mists talent design is a major revamp that should fix this problem once and for all. Talents should be meaningful game-changers. At absolute worst a given talent may be the right one only situationally, and at best, players will have a lot more customization to make their play-style stand out. Furthermore, the fact that you’ll have more flexibility to change your talents should help keep gameplay fresh, even with that character that you play most often.

I feel like I should mention Abyssal Maw again. As with many cancelled features, it somehow took on a life of its own in the minds of players. Believe me, though -- you just don’t cancel things that you think are going to be awesome. It was three bosses inside Nespirah, with no unique art. The reason it was originally appealing to us was because we had so many Vashj’ir assets that we could use. But by the time it was time to do the work, we felt like we (and many players) had Vashj’ir fatigue. Now don’t get me wrong -- I loved Vashj’ir. I was an oceanographer, remember? Vashj’ir delivered on the promise of an underwater zone, but we feel like most players were ready to be done with it by the time they had quested through that. (Individuals will feel differently -- it’s that diverse player base thing again.) Firelands received a lot of new art, from bosses to environments, and we just didn’t feel like Abyssal Maw was going to compete. Who knows, though! We haven’t totally given up on the idea of cool underwater experiences, so maybe there’s potential we’d visit it again someday. (For my money, the zone I am personally saddest about cancelling is not Abyssal Maw; it was the Azjol-Nerub quest zone in Wrath of the Lich King.)

Speaking of raids, we also weren’t particularly happy with how accessible legendary items became in Cataclysm. Multiple characters in a single raiding guild were getting, and worse, expecting a legendary weapon. Legendaries are supposed to be rare and exciting, not a bar you fill up like some reputation grind, and certainly not something you feel entitled to get because it’s “your turn.” Dragonwrath in particular was usable by a large variety of class specs, which coupled with the guarantee to completion, just made them too ubiquitous. In the future, legendaries will be more legendary, perhaps so much so that not every raiding guild will have one. In that model, there might be those who almost, but not quite, complete one, but there will also be those who finish one and feel truly honored.

I have mixed feelings about Archaeology. I feel like it’s a good addition to professions and offers more, and more varied, gameplay than our existing professions. Still, it’s clear that some players wanted more. We wanted Archaeology to be hard to complete. We didn’t want it to be one of those professions you can max out by buying up mats at the Auction House. But random reward systems whose long-term goals are more interesting than the short term ones can feel grindy. Archaeology had too much travel time. It could be punishingly random, especially for players who imagined that it would be a guaranteed delivery mechanism for Zin’rokh (which was never the intention). Players missed a lot of the lore, which was delivered in the Archaeology journal and not as part of the survey or digging experience. We think the Mists of Pandaria expansion will be really good for Archaeology. Players will be focused on a couple of new races on a single continent, so travel and randomness will be reduced automatically, and leveling Archaeology should be a bit more convenient since there will be more opportunities to dig at a single site. We have other tricks up our sleeve too.

Q. What lessons have you learned and what are some of your top goals for Mists of Pandaria?

A. There are four big goals for Mists:

  1. Get players out into the world. We don’t want to totally eliminate convenience, so it’s fine to queue for some features from capital cities, but we also want players to see other players out in the world, questing, trying world bosses, engaging in PvP, and just travelling from place to place.
  2. Give players plenty to do. It’s a sad feeling, and a real failure on our part, whenever someone says “I want to play WoW this evening, but I just don’t have anything to do.” Like I said above, achievements and alts were great in their time, and we’ll continue to support them, but we understand the need for new ways to play as well. The new expansion will have entirely new systems, like scenarios and challenge modes. We are designing the initial zones to have features similar to the Molten Front daily area, so you don’t feel like questing is something you finish at level 90 (and so you don’t feel like daily quests are synonymous with ‘boring’ or ‘grind’). We want to make the Pandaria factions interesting. We want Exalted to be something you earn for bragging rights, not something every player has. We are adding a lot of mounts that will be hard to get, and awesome-looking armor that you’ll want just for transmogrification. We’re considering ways to let you increase the number of Conquest points you can earn per week or a way to translate questing into bonus loot from instances. We want to hide lots of cool little things all over Pandaria. Some will offer your character more power and some won’t. And if you really like achievements and alts, well hopefully we’ve got you covered there too, with account-level achievements and a new race and class.
  3. Appeal to a broad audience. I’m always surprised by the number of players who want the game to be easier and the equal number who want the game to be harder (and can’t understand why anyone would disagree with them!) We approach the issue in a different way -- we think that what all of those players are really saying is that they want content for them. Message received. We’ll be offering Raid Finder versions of all of our raids going forward. We’ll be offering brutally difficult challenge modes of dungeons for players who thought the Cataclysm heroics were too easy. We’re experimenting with some tricky boss encounters for players who loved the hard-mode Ulduar achievements. We want to provide more cross-over between PvE and PvP, for those who are interested, so that it doesn’t feel like you have to play two different games to progress your character. We want to continually add new Battlegrounds, so those players have fresh experiences to look forward to. We’ll provide players with ways to upgrade their gear incrementally, while reserving tier sets for actual boss kills.
  4. Get great content out faster. Enough said.

************

We hope you’ve enjoyed this entry in the Cataclysm post mortem series and that this has proven to be an enlightening opportunity to take in our perspective on what worked, what didn’t, and some of what’s coming. If you missed the chance, you can join us in looking back at Cataclysm by checking out the other entries in the post mortem series with Lead Encounter Designer Scott Mercer and Lead Quest Designer Dave Kosak.

Now it’s time to look forward, since we have more to share about World of Warcraft: Mists of Pandaria coming on March 19. Stay tuned!

Discuss the latest Cataclysm Post Mortem here.

(Source)

Cataclysm Post Mortem #2 -- Dungeons and Raids

Blizzard Official WoW Blog
Cataclysm Post Mortem -- Dungeons and Raids with Scott Daelo Mercer

As a part of our post mortem series on Cataclysm, we sat down with World of Warcraft Lead Encounter Designer Scott “Daelo” Mercer to hear his thoughts on Cataclysm dungeons and raids.

Q. What were your main goals going into Cataclysm?

A. We really wanted to make sure we were creating new challenges, strong mechanics, and cool creatures while staying true to the expansion and the themes we wanted to carry out. The three raid dungeons came out well and we had a lot of fun bringing the story of Nefarian and the Twilight’s Hammer to life. We were also able to add some dynamic mechanics in Throne of the Four Winds, which featured players moving across multiple platforms.

Q. How did this evolve over the various content patches?

A. Zul’Gurub and Zul’Aman were entertaining raids with diverse mechanics, and they translated well when we converted them into Heroic dungeons for patch 4.1. Interesting mechanics and features that once were restricted to raids are now finding their way into our five-player dungeons.

Adding the Dungeon Journal in patch 4.2 was also a major step forward. We wanted to be able to share more information in the game so that players wouldn’t feel the need to go look everything up on external websites. While those sites are great at what they do, we felt like we needed to try to alleviate the need to go out of the game to find the information players wanted to see.

The addition of Raid Finder in patch 4.3 also opened up more opportunities for players to be able to experience our raid content. The feature has proven to be extremely popular, and not just with people who had given up on raiding. Many players use Raid Finder to gear up their secondary characters, gain Valor for the week, or just because it’s fun.

Q. What do you think worked best?

A. We’ve been reasonably successful with our tuning across all four raid difficulty modes. There were a few warts here and there, but we delivered on the idea that 10-player and 25-player raids could exist at a similar difficulty. We also had some memorable dungeons and cinematic moments in Cataclysm. I’m particularly fond of the interactive bombing run in Grim Batol involving the red drakes. Players really got a sense of the epic scale of Grim Batol, and how well they performed in the event could make clearing the rest of the dungeon much easier.

With our improved tools and the experience we’ve gained over the years, we’ve become better at finding ways to explain the mechanics of our encounters. Our bosses do a better job of warning players of incoming threats. In Dragon Soul we also began to better inform players of mechanics that caused them to die. Providing a better understanding of the encounters to players is an important goal. We feel that losing to a boss and not understanding why is frustrating, just as beating a boss and not understanding why you won is not as satisfying.

Q. What didn’t work out as planned or expected?

A. Initially, we started off the Heroic dungeons at too high of a difficulty. The difficulty level rather abruptly changed when compared to the Heroics players experienced at the end of Wrath of the Lich King. This major change caught many players off guard, and frustrated some of them. The difficulty also increased the effective amount of time required to complete a dungeon to a longer experience than we wanted. With the release of patch 4.3 we’re now in a much better place.  We’ve always talked about being able to complete a dungeon over lunch, and the Hour of Twilight dungeons get us back to that goal. End Time, Well of Eternity, and Hour of Twilight  all provide epic play experiences to our players, but at the real sweet spot of difficulty, complexity, and time commitment.   

Q. Was there anything that surprised you about how players reacted to a particular encounter?

A. Not particularly. Something we’ve learned over the years is to expect the unexpected. The community is very creative and intelligent. The most important thing for us is that players are having fun. They often find interesting ways of approaching things that maybe we didn’t expect, but as long the creative solution is still fun for everyone, we usually don’t have a problem with it.

Q. What have you learned from Cataclysm and what are some of your top goals for Mists of Pandaria?

A. We learned we could create a crazy encounter like the Spine of Deathwing. It took a lot of hard work from the whole team and it was a difficult design challenge to tackle. How do you orchestrate a fight on the back of a gigantic flying dragon without inducing nausea? How do we make sure you feel like you’re on Deathwing? Delivering that experience was really important and everyone wanted the opportunity to work on it. What was really great was that we launched the story of Cataclysm with the cinematic that showed Deathwing having his elementium plates being put on, then we end the expansion with those very same plates being torn off. It gives some real closure to storyline.

For Mists of Pandaria, we will continue to provide new dungeons and raids while also presenting interesting new types of content in the form of challenge modes and scenarios. Players will also be introduced to new enemies in the Sha, Mogu, and Mantids. Making those creatures come to life will be a lot of fun.

Q. Do you have a favorite dungeon or encounter from Cataclysm?

A. There are so many. The Conclave of Wind was a great one. Working out interesting mechanics that allowed players to go from platform to platform was a lot of fun and the environment felt really epic. A fight like that was a goal of the encounter team for a very long time.

Blackwing Descent was another favorite and working out the mechanics for the Atramedes fight gave us a lot to think about. How do you create an encounter with a blind dragon that fights? So we gave him sonar and showed the interaction with a sound meter on the player’s UI.

In Bastion of Twilight, we really got to sell the corruption angle on Cho’gall which made for another really interesting fight.

Q. Is there a certain mechanic that you always wanted to do but couldn’t do prior to Cataclysm?

A. Not really. There are so many cool ideas to work with that I never feel held back. It’s easy to be creatively inspired by the people around you and their energy. It’s never a problem of coming up with ideas. It’s usually deciding which ones we want to go with next, but the possibilities are endless.

Q. Do you have a “dream” dungeon or encounter that you’d like to create if you had the opportunity?

A. I’ve never felt that I haven’t been able to do the things I want to do. Everyone on the team is completely dedicated to giving us unlimited opportunities to make epic and awesome experiences. But, if I have to mention something, it would be huge giant death robots. We had Mimiron in Ulduar, but you just can’t have too many death robots. 

Q. Thank you for your time, Scott.

A. You’re welcome.

(Source)

Dev Watercooler - Mists of Pandaria Stat Changes

Blizzard Official WoW Blog
Dev Watercooler - Mists of Pandaria Stat Changes

Our recent talent calculator changes led to some players asking questions about how character and item stats were changing, because some spell and talent tooltips suggest that changes are coming. We compiled this list to attempt to explain more of what’s coming in Mists of Pandaria. First of all, please note that we actually aren’t making many stat changes compared to the ones we made in Cataclysm (“armor penetration -- gone!”). Second, the stuff below can get a little technical. If you’re not into the subtle nuance of gear itemization, then don’t worry about it -- you don’t need to be to enjoy the expansion -- but we know there are plenty of you who enjoy some nuts and bolts talk, so here we go.

Spell Resistance

  • Spell resistance is gone. There are no buffs that improve it and there shouldn’t be much, if any, spell resist gear left. We always thought the system was hard to understand and we weren’t getting much gameplay out of it. Now taking a step back, we can imagine how to develop a game where you’d want various forms of resist gear for certain situations and opponents. Resist gear could potentially be interesting, but it isn’t currently in World of Warcraft -- the game has just been moving away from that sort of thing for years.
  • In the absence of spell resistance, there is no need for spell penetration on gear, so we’ll remove it as well.

Hit and Expertise

  • We still think having stats that can be capped is a good game design. Rather than focusing solely on stacking your best stat, you have to decide how valuable it is to hit your target before you go back to stacking your best stat. However, we are making some changes.
  • Hit and spell hit will no longer be separate stats. The hit stat negates melee miss and spell miss.
  • Expertise will negate dodge and spell miss, then parry.
  • Expertise will be listed as a percentage, just like hit, instead of having an intermediary stat.  
  • We are normalizing hit with expertise, so that 1% of each stat will require the same amount of rating.
  • We are normalizing melee and spell hit, so that spell hit is equal to miss plus dodge.
    • Against an equal level creature: 6% spell miss, 3% melee miss, 3% dodge, 3% parry (from the front only), 3% block (from the front only).
    • Against a +1 level creature: 9% spell miss, 4.5% melee miss, 4.5% dodge, 4.5% parry (from the front only), 4.5% Block (from the front only).
    • Against a +2 level creature: 12% spell miss, 6% melee miss, 6% dodge, 6% parry (from the front only), 6% Block (from the front only).
    • Against a +3/boss level creature: 15% spell miss, 7.5% melee miss, 7.5% dodge, 7.5% parry (from the front only), 7.5% block (from the front only).
    • Ranged attacks will be able to be dodged. Hunters will benefit from expertise and will have it on their gear, which will also allow hunters and Enhancement shaman to share gear more easily.

Block

  • The chance to block will be handled by a separate combat roll for each attack that is not avoided. In other words, we first determine if an attack misses, or is dodged or parried. If it is not, then the attack has a chance to be blocked.
  • This gives block a consistent value, regardless of avoidance. Currently block becomes more valuable the more you have.
  • Block will also have diminishing returns, much like dodge and parry. This doesn’t mean that the value of block will go down as you get more block. It means that it won’t go up by as much when you get more block.
  • We don’t expect Protection warriors or paladins to get “block capped” other than during temporary effects, such as mastery procs on trinkets. Block tanks will be balanced around this change. Our intent is to make playing block tanks more fun, not to nerf them.
  • Also notice how Shield Block and Shield of the Righteous have changed in Mists.

Criticals

  • All spells and abilities will crit for double damage, baseline. There are a few exceptions where crits can get larger, but the default is x 2.0 for everyone.
  • This means that Enhancement shaman spells and rogue poisons will crit for double damage. Rogue poisons will also use the melee hit chance.

Resilience

  • We are renaming this stat to “Defense (PvP)” or possibly “PvP Defense.” All players will have 30% base Defense, the same way all characters have some base Stamina.
  • PvP gear will have Defense on it, as well as a new stat, “Power (PvP).” Power increases the damage you do to other players as well as the healing you do to other players in PvP situations.
  • If you have a lot of Power, you’ll do more damage to other players, but they likely have Defense as well. If you fight players in lots of PvE gear, they’ll take more damage. Likewise, a player in PvE gear won’t have enough Power to effectively penetrate your Defense.
  • The names PvP Power and PvP Defense may not be final, but we’re leaning towards going with stat names that are obviously PvP-related, rather than “fluffier” names that might not be as easy to grasp. We want it to be clear to players that neither Power nor Defense have any relevance when fighting creatures, such as in dungeons or raids.
  • PvP gear will be lower in item level than PvE gear of an equivalent tier, however the Power and Defense stats will make sure that PvP gear is more powerful in PvP (both offensively and defensively) than PvE gear. In our budgeting system, the PvP stats will be free rather than causing other stats, such as Strength or haste, to be smaller as a result of including Power or Defense.
  • The goal of this change is to make it easier for a PvP player to participate in PvE, or for a PvE player to get started in PvP. Currently, we feel it is too large a barrier to go from one to the other, and the result has been that we see more and more players choosing to focus exclusively on only PvP or PvE. In earlier expansions, it was more feasible to use PvE gear in Arenas or Battlegrounds until you acquired the more useful PvP gear. The same was true of being able to use your PvP gear in a dungeon or raid until you acquired something better. In Cataclysm, stepping into PvP with no PvP gear would result in a player being so ineffective that it was difficult to even make progress towards acquiring PvP gear.
  • For the higher-end of PvP or PvE (say Gladiators or heroic raiders), we believe those players will still gravitate towards the dedicated PvP or PvE gear. It is the players who are working towards those two end games that will benefit more from some cross over.

That’s a lot of information, and it probably sounds more set-in-stone than it really is. We’ll continue to iterate as players poke holes in our ideas, tell us what is working out and what isn’t, and finally get to experience it first hand in beta.

Greg “Ghostcrawler” Street is the lead systems designer for World of Warcraft. He didn’t name Mogu’dar, Blade of a Thousand Slaves, but he wishes he had.

(Source)

Blizzard Fire Employees

US Forums & General Discussion

Everyone,

We announced today that we're in the process of cutting a number of active positions, mostly non-development, throughout the company. I'm sure this announcement has sparked some questions from all of you, so I want take this opportunity to address those as best I can. Over the past several years, the company has grown rapidly and evolved to better serve you and the rest of our global community. Thanks to all of your support, we continue to serve by far the biggest subscription-based MMO community, as well as the most passionate eSports and online gaming communities, in the world.

In order to keep making epic game content while serving players effectively, we have to be smart about how we manage our resources. This means we sometimes have to make difficult decisions about how to best maintain the health of the company. We're in the process of making some of those hard decisions now.

After evaluating our current organizational needs, we determined that while some areas of our business had been operating at the right levels and could benefit from further growth, other areas had become overstaffed. As a result, we need to scale down some of our departments and part with some of our colleagues and friends here at Blizzard. I know that you all understand how difficult this type of situation can be for anyone who might be affected, so I want to assure you that we'll be offering each impacted employee a severance package and other benefits.

I also want to emphasize that we remain committed to shipping multiple games this year, and that our development teams in particular remain largely unaffected by today's announcement. We're continuing to develop, iterate, and polish Blizzard DOTA, Diablo III, StarCraft II: Heart of the Swarm, World of Warcraft: Mists of Pandaria, as well as other, unannounced projects. We'll have exciting news to share in the coming weeks regarding Diablo III's release date, and will soon be holding a private media event to showcase the latest work on Mists of Pandaria. It goes without saying that we're working hard to get all of these games in your hands as soon as possible.

You've all come to expect Blizzard to live up to our mission statement with every game, and deliver the most epic entertainment experiences ever. You can continue to expect that and nothing less from us as we move forward.

-Mike Morhaime

(Source)

Cataclysm Post Mortem #1 -- Quest Design

Blizzard Official WoW Blog
Cataclysm Post Mortem -- Quest Design with Dave "Fargo" Kosak

To kick-off our World of Warcraft: Cataclysm post mortem series, we sat down with World of Warcraft Lead Quest Designer Dave "Fargo" Kosak to discuss his thoughts on questing in Cataclysm.

Q. What were your main goals going into Cataclysm?

A. Certainly from a quest design standpoint our primary goal with Cataclysm was to remake the old world, specifically the 1-60 questing experience. World of Warcraft was released in 2004, and we've learned so much in the years since about what constitutes good MMO gameplay. We wanted to make sure that the game was relevant to new players coming in, and walking up and down the length of the Barrens on foot over and over just didn't do it for us anymore.

Remaking the entire old world -- 46 zones! -- was ambitious. Actually, it was ludicrous. It was like re-releasing a whole game in the course of an expansion cycle. Then we added a couple new races and their starting zones on top of that. I'm not sure how we convinced ourselves we could make it happen, but somehow we pulled it together.

Q. Are you happy with how the old world re-vamp turned out?

A. I am. Leveling up a new character to 60 nowadays is a great deal of fun. Every zone has stories to play out, with interesting nooks and crannies and plenty of hidden gems or references for players who remember the pre-Cataclysm world.  Zones like Ashenvale now live up to their premise (intense Horde-vs.-Alliance combat), and previously empty zones now have a lot of character (see: Azshara). The content just flows. It's still World of Warcraft, but the quests have a modern feel, with lots of action and storytelling.

Q. But what didn't work out so well?

A. We really spread ourselves thin and taxed the team. The original plan was to totally re-do a handful of high-priority zones, but to leave a lot of the zones that worked mostly alone. We categorized them into "red," "yellow," and "green" zones. The idea behind the green zones (for example, Loch Modan) was just to tweak the quest flow to be a little smoother, but not to make any major changes.

The reality is that even the green zones really needed a lot of love. Once we got in there, it was all or nothing: we ended up completely re-doing a lot of green zones so that they met our new quest design standards. We came up with a nickname: "watermelon" zones. They were green on the outside, until you got in there and started poking around. . . .

Where that hurt us was when it came time to do the max-level content, the 80-85 zones. The content there turned out well, but the experience is inconsistent across the board -- Uldum feels totally different from Hyjal, which in turn feels different from Vashj'ir. The design decisions and efforts we made didn't always yield the desired results.

Q. Tell us more about the level 80-85 zones -- what worked and didn't?

A. We were aiming for a really global feel with Cataclysm, so we set the max-level zones in varied environments all over the world (underwater, across deserts, in the elemental plane of earth, etc). However, as a result, they ended up not feeling as connected as we'd like. You get widely different experiences in zones that aren't geographically related to one another. That's something important that we're keeping in mind moving forward – World of Warcraft works best when there's a sense of place. A connected world to explore.

We feel the storytelling in Cataclysm was strong. Whether assembling the ancients in Hyjal, rescuing your drowned crew in Vashj'ir, or reassembling the world pillar in Deepholm, there's a strong sense of plot in every zone. Players participated in stirring stories, like bringing the Dragonmaw into the Horde via a violent coup or reuniting the Wildhammer Dwarves with a crazy wedding. These were memorable moments and shared experiences.

The downside to creating these stories is that the zones on the whole ended up being way too linear. For example, because we wanted to show your character re-growing the burning devastation of Mount Hyjal, there was really only one way to play that zone: you started at point A, and you worked your way through to point Z. Pretty glorious the first time, but frustrating on your second or third character because there's only one way to do it, and no way to skip around. That's a lesson we're going to carry forward for sure. We want big sweeping stories, but we want to give players the freedom to explore those stories on their own terms.

Q. Places like Hyjal also used a lot of phasing to show the world changing.

A. We have a massive phase shift halfway through the story that changes the terrain for nearly a third of the zone. It's epic, right? But it can be a real pain for players when so much of the world changes like that. Phasing is like a story sledgehammer: it gets the job done, but at best it splits up players and at worst it totally confuses them.

We're going to be a lot more careful going forward. The Firelands dailies in patch 4.2 gives you a much better idea of our future direction. There were sweeping visual changes to the world as you progressed, but there's very little actual phasing. For the most part, everyone is playing together on the same map. That's important to us. Looking ahead, we're going to be a lot smarter about how we show changes to the world, and we're going to do everything we can to avoid splitting players up.

Q. Talk more about the 4.2 patch. Were the Firelands dailies a hint of what's to come?

A. Definitely. With those dailies we were able to engage a lot of players, myself included. (I was the first quest designer on the team to get the mount and all the achievements on the live servers -- suck it up, slackers!) Previously, "doing dailies" meant hitting the same quest givers for the same three quests, usually in a static place. Here we were able to deliver a sense of progression and a story that unfurled over the course of a few weeks, all as you did a constantly changing set of quest objectives in a dynamic environment. We think that worked out well.

Moving forward, we're going to look for more opportunities like this -- ways to keep people engaged and cool things to do solo with your max-level character. We've got ambitious plans.

Q. Patch 4.2 also had the Aggra and Thrall questline, "Elemental Bonds." Did that meet your expectations? How do you feel about Thrall's character development?

That's a tricky one -- we've got mixed feelings. The essential story is a good one, and we really wanted to portray all the inner struggles Thrall is going through. Here's a guy that stepped down as Warchief and had to rediscover himself as a shaman in order to save the world. And he's haunted by his decisions: he's afraid of what's to come, paralyzed by doubt, angry at what Garrosh did to Cairne . . . the guy's a mess. We figured out a way to show all that internal tension, and we wrapped it up in a story that demonstrates how his mate, Aggra, will literally go to the ends of the world to pull him through this. It's a powerful love story, and a story about finding one's inner focus.

But we had to do a lot of things to make it work in the game. We needed to make a quest that 500 people could do simultaneously without getting in each other's way. We wanted a quest that players could do solo, no matter what their skill level. We didn't know if the player was decked out in raid gear or level 85 greens, so we had to keep it simple. We somehow made all of it work under those restrictions, and we filled the screen with some killer imagery (I love the vision of Thrall immersed in the Abyssal Maw). But ultimately the quests themselves ended up not being as compelling from a gameplay perspective as we would have liked. Many players blew through them once and never looked back.

I really think we can do better. Cataclysm was in many ways Thrall's story, but it was hard for players to follow his development over the course of the expansion. Going forward we want to convey a clearer narrative, delivered in the context of solid gameplay. We have some ideas on how to do that, and we're also going to keep experimenting. This is important to us -- we talk about ways to tackle this problem all the time.

Q. The Cataclysm patches also saw the debut of some legendary weapons: Dragonwrath and the Fangs of the Father. Will future legendaries be this, uh, legendary?

A. Good question. We love class-specific content, but quest lines like those are very resource-intensive. Each sequence involves weeks of development focus that takes content away from dungeons, dailies, or outdoor zones.

The feedback from players (and from our own team) has been overwhelmingly positive. Dragonwrath proved to be extremely popular, and allowed caster classes to get a front-row seat for major lore moments otherwise reserved only for dragons. Meanwhile, Fangs of the Father was pure rogue, from the theme to the mechanics. It was super-targeted and extremely fun -- it proved to us the value of focusing in on a specific class and tailoring the content to their abilities. Given that the audience for these weapons consists of badass raiders, we didn't hold back on the difficulty either, so these quests were great for people who wanted a real challenge.

The short answer is yes, we'll definitely continue doing these moving forward. Most likely future legendary quest lines will be built similar to the rogue experience: a couple key story moments, a lot of flavor, and some very specific challenges. But I wouldn't expect very many quest lines like these. Like legendary weapons themselves, they're going to be rare and special.

Q. We haven't even talked about goblins and worgen yet. What lessons did you take away from the new racial starting zones?

A. In both cases, the starting areas really sold the character and tone of the new races. The worgen area is so marvelously gothic, and Kezan is unmistakably unique and gobliny. The art and the quests all work together to establish a racial character. So that's a big win.

As for the mechanics themselves, I'm glad we were so experimental, but our general feeling now that all is said and done is that we went a little too "gimmicky" with the player's initial experiences. Everyone can agree that the goblin experience gets pretty wild in places.

That's a big lesson we're carrying away from the expansion as a whole.

Q. Can you elaborate?

A. Overwhelmingly, players have told us that they want more quests where you have to flap a giant bird around a cave while targeting creatures in a 3D space.

Q. Seriously?

A. Maybe not . . . But moving forward, we're re-focusing on core gameplay mechanics. World of Warcraft works best when you've got your boots on the ground and you get to play your class. To that end, we're concentrating on giving players lots of fun combat challenges in continually changing environments, wrapped up in a terrific story that's propelled forward by the quests. Whenever we do special mechanics, we want them to feel special, and they'll never tear you away from combat for very long. Our goal is to load up the world with lots of interactive spaces, cool encounters, great characters, and neat spaces to explore. That's part of the reason we're keeping you grounded (literally) in Pandaria, and why we're focusing on a single continent. But I'm getting ahead of myself. We'll talk more about Pandaria soon enough.

Q. Looking forward to it. Thanks for your time!

A. Not a problem!

(Source)

64-bit Client for Patch 4.3.3

The 64-bit clients for patch 4.3.3 can be found at these links:

Patch Notes (almost nothing) can be found below.

Blizzard Official WoW Blog

Bug Fixes

  • Fixed several client-side bugs.

General

  • Modified code and content support for the Scroll of Resurrection system.

(Source

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