Jump to content
FORUMS
Sign in to follow this  
Stan

Blizzard Explains Entire History of WoW

Recommended Posts

p40z21I.jpg

Blizzard's Game Director Ion Hazzikostas, Lead Gameplay Engineer Patrick Magruder and Visual Development Supervisor Jimmy Lo go through the entire history of World of Warcraft from the game's launch date, until the newest expansion, in a 50-minute video released by Wired.

  • Like 4

Share this post


Link to post
Share on other sites

I don't have the time for the video right now, but I will tomorrow morning with a cup of coffee and some breakfast!

 

I wonder how much retcon they'll talk about (if any, and omit the old lore), I'll make sure I polish my pitchforks and get some new torches at the store before I watch it!

Share this post


Link to post
Share on other sites
54 minutes ago, Yridaa said:

I don't have the time for the video right now, but I will tomorrow morning with a cup of coffee and some breakfast!

 

I wonder how much retcon they'll talk about (if any, and omit the old lore), I'll make sure I polish my pitchforks and get some new torches at the store before I watch it!

im sure there is a good deal not really a fan of ion myself some reason dude just rubs me the wrong way when he defends decisions about gameplay changes 

 

Share this post


Link to post
Share on other sites
1 hour ago, Yridaa said:

I don't have the time for the video right now, but I will tomorrow morning with a cup of coffee and some breakfast!

 

I wonder how much retcon they'll talk about (if any, and omit the old lore), I'll make sure I polish my pitchforks and get some new torches at the store before I watch it!

It's almost solely tech-talk and - as you may expect from Wired magazine - a very generalized one. Despite it's almost hour long runtime I doubt there's any new information in the video for regular World of Warcraft players.

  • Like 3

Share this post


Link to post
Share on other sites

So I had time to watch it this morning and it is indeed mostly about WoW as a game rather than WoW as a story or fantasy setting.

 

It is also very inconsistent. For some expansions, new races or classes are mentioned while for others, they're completely omitted. The same can be said for some other features; Dual class specialization was elaborated on quite a bit, but the free-form versions we've had since WoD's pre-patch was never mentioned. Achievements were never mentioned either even though they were extremely well received in WotLK.

 

Furthermore, when they talk about something like Classic WoW and talk about the raids they had, they showcase raids from... expansions. When they talk about the initial vanilla races, they showcase the new models instead of the old ones. They even show the Draenei and Blood-Elves and their starting areas while they're talking about Classic WoW.

 

This trend continues on and on "We introduced this in BC!" *shows a WoD area*. Other inconsistencies are also there. Garrosh wasn't the first "big bad" that originated in WoW at all. Just because it takes them 5 years to set it up doesn't validate this error.

 

It surprised me that Vashj'ir was never mentioned specifically even though this was indeed a tech talk. Vashj'ir was a massive undertaking just by itself because of the unique underwater setting, showing off advanced phasing or anything like that.

 

Hazzikostas mentioned specifically (but loosely quoted here) "We didn't bring Garrisons into further expansions but you can still go back and do that" and then immediately talk about Artifact weapons. Well guess what, we can't go back and do anything with them except unlocking them come BfA.

 

It also makes me question design decisions that they mentioned "We can do wild things with these (qt. the Artifacts) because we don't have to bring them into the next expansion and make things convoluted with layers and layers of new systems". This is a mindset that makes you play yourself. Instead of programming something and laying the foundation of something that you can work with for many years to come, you just spend a ton of man hours into something and just throw it away after a few years.

 

Oh, but at least you can bring the positive feedback with you for the next big thing you'll be working on for a few years and then drop like a brick all just the same. You just end up reinventing the wheel each expansion instead of building an empire over a decade.

 

I swear, these devs have a fetish for pruning things until all you have to do is press 1212121212 while falling asleep.

  • Like 3

Share this post


Link to post
Share on other sites
6 hours ago, Yridaa said:

Instead of programming something and laying the foundation of something that you can work with for many years to come, you just spend a ton of man hours into something and just throw it away after a few years.

Well, the talent tree system is vastly different than Mists, which was vastly different than Vanilla, but it's also vastly superior IMO.  

Some things you dont want to keep around.  

  • Like 1

Share this post


Link to post
Share on other sites

Just knowing Wired I knew it wasn't going to be about the games history in terms of story or lore, Wired seems to do interviews on the design or technical aspect rather than the story, lore, and key elements of the game.

1 hour ago, PatrickHenry said:

Well, the talent tree system is vastly different than Mists, which was vastly different than Vanilla, but it's also vastly superior IMO.  

Some things you dont want to keep around.  

I agree with this wholeheartedly. Even though the Talent tree system was amazing and made you feel like you had a choice in creating a character that you want, it also had that one glaring problem that there's always that one build or route that was superior. It was nice seeing the talent tree return in a form of our weapons but even that wasn't as exciting as it used to be back when it was first introduced in Vanilla.

I actually really love the way they do talents now, the way they keep balancing them really changes the way you play the game. Albeit it may not be perfect when they go about balancing each classes talents but all throughout Legion I always had a different talent setup that kept my Enhancement Shaman fresh, exciting, and more engaging.

 

8 hours ago, Yridaa said:

It also makes me question design decisions that they mentioned "We can do wild things with these (qt. the Artifacts) because we don't have to bring them into the next expansion and make things convoluted with layers and layers of new systems". This is a mindset that makes you play yourself. Instead of programming something and laying the foundation of something that you can work with for many years to come, you just spend a ton of man hours into something and just throw it away after a few years.

 

Oh, but at least you can bring the positive feedback with you for the next big thing you'll be working on for a few years and then drop like a brick all just the same. You just end up reinventing the wheel each expansion instead of building an empire over a decade.

 

I swear, these devs have a fetish for pruning things until all you have to do is press 1212121212 while falling asleep.


I believe the Artifact system was more of a foundation for newer systems such as the Heart of Azeroth as well as a throwback system to the good ol' Talent trees back in Vanilla. I honestly don't blame them for creating new systems that were spent hours and hours into and they just toss it out like nothing. In an old game such as WoW you always have to keep implementing new and creative ideas even if they work or not. That is why we are seeing a return to Mythic+, the better improved Artifact system (Heart of Azeroth), the throwing out of the Legion legendary system and so forth. While they have proven you can actually fix some aspects of the game and make them at least bearable much like the Class halls and the mission tables there are some aspects that prove that certain systems just fail to make a good impact on the game.

Also about the pruning, it was necessary this time around. Yea, I get it. I was there. I main Shaman so when they removed a ton of my totems I was upset just like you. But after a few a months into Legion I realized how often I used some of those totems... which was hardly. Pruning is kind of like a necessary evil to get rid of old clunky spells, and this goes back to my earlier statement about the new talent system with Patrick. Even though it is not perfectly balanced, they designed the talent system in which you can add more to your rotation or take less from it. And I love that aspect, it's what kept my enhancement shaman's rotation different each time a new raid tier came out. We also starting to see some spells and abilities return such as class buffs and unique situational tools (I.E Tremor Totem). This leads me to believe that they are rethinking some of their pruning options and actually bringing back some spells that were pretty damn useful. 

Edited by Rhondis

Share this post


Link to post
Share on other sites
30 minutes ago, Rhondis said:

Pruning is kind of like a necessary evil to get rid of old clunky spells,

I, for one, am glad that I dont need a bag full of symbol of Kings in order to get into a raid every week.

  • Like 2

Share this post


Link to post
Share on other sites
3 hours ago, Rhondis said:

Even though the Talent tree system was amazing and made you feel like you had a choice in creating a character that you want, it also had that one glaring problem that there's always that one build or route that was superior.

That didn't change at all. You take the magic damage mitigation for magic bosses and you don't for other bosses. You pick the big aoe heal for large spread out bossfights and you don't if you can stack up. You pick a burst dps talent for adds that need to die quickly but you don't for sustained fights. This didn't change. Maybe it does for the lower tier raids where you don't care, but that was still true with the old talent system as well...

 

3 hours ago, PatrickHenry said:

I, for one, am glad that I dont need a bag full of symbol of Kings in order to get into a raid every week.

Are you just as happy when they removed your Seal of Truth/Seal of Righteousness/Seal of Command/Seal of the Crusader? When they removed your Blessing of Sacrifice? Your Holy Wrath? Your Sanctity Aura?

Share this post


Link to post
Share on other sites
11 minutes ago, Yridaa said:

That didn't change at all. You take the magic damage mitigation for magic bosses and you don't for other bosses. You pick the big aoe heal for large spread out bossfights and you don't if you can stack up. You pick a burst dps talent for adds that need to die quickly but you don't for sustained fights. This didn't change. Maybe it does for the lower tier raids where you don't care, but that was still true with the old talent system as well...

 

Are you just as happy when they removed your Seal of Truth/Seal of Righteousness/Seal of Command/Seal of the Crusader? When they removed your Blessing of Sacrifice? Your Holy Wrath? Your Sanctity Aura?

To address the first part, no no it wasn't. If you listen to a lot of the complaints about the old talent system, it was because there was always the better one regardless of what situation. There is no if's, and's, or buts. The old talent system was unique and fun but if you truly wanted to raid you had to follow the same template just as everyone else. Whereas in this new talent tree you can actually spec into talents depending on your legendaries, tier sets, and situations, and stats. Sure, there is always that one best talent setup for min/maxing but we are starting to see more options come into the fold in terms of play style. Otherwise my own shaman wouldn't have had his rotation changed at least 4-6 times all throughout Legion.

 

As for the second part, I never really played paladin. But you failed to see my point or probably didn't read most of what I said so I'll just repeat myself. Pruning is a necessary evil Yridaa. Whether you like it or not, pruning must happen. Were choices made by the dev's all good? No. Did some abilities needed to go? Yes. But not all of them. And that's why I stated later on that they were actually bringing back some abilities that had a function and was used on a regular basis such as some utilities as well as class buffs. Who knows, maybe down the line in BfA they will bring back Holy Wrath, Sanctity Aura, Blessing of Sacrifice etc. etc. you just have to have patience. And if you're playing a class that just goes 121212 then switch. That was the major issue with some classes such as Balance or Markmanship was that they were too linear and boring in terms of engaging the player along with challenging them.

 

 

Share this post


Link to post
Share on other sites
On 6/30/2018 at 9:54 PM, Rhondis said:

Who knows, maybe down the line in BfA they will bring back Holy Wrath, Sanctity Aura, Blessing of Sacrifice etc. etc. you just have to have patience.

 

Afaik there are quite a few Abilities resurrected for BfA. From the top of my head Hammer of Wrath for Ret Pallies comes to mind. I think I read somewhere, Killshot will be re-added as well, but couldn't confirm that just now. Adding to that, pretty much all of the buffs will be back - although they don't solve the 1212 problem. Just browse the BfA parts of the classguides - if you don't mind class spoilers.

  • Like 1

Share this post


Link to post
Share on other sites
On 6/30/2018 at 2:33 PM, Yridaa said:

Are you just as happy when they removed your Seal of Truth/Seal of Righteousness/Seal of Command/Seal of the Crusader? When they removed your Blessing of Sacrifice? Your Holy Wrath? Your Sanctity Aura?

If they brought them all back now, would you be complaining that they got rid of the Judgment window and current playstyle?  

I think Ret plays better as a class now than it ever did in the history I've had with it.  And it's a long history.

TLDR - like vanilla wow, it was fun while it lasted, but its better now.

Edited by PatrickHenry

Share this post


Link to post
Share on other sites
1 hour ago, PatrickHenry said:

If they brought them all back now, would you be complaining that they got rid of the Judgment window and current playstyle?  

I think Ret plays better as a class now than it ever did in the history I've had with it.  And it's a long history.

TLDR - like vanilla wow, it was fun while it lasted, but its better now.

The same could honestly be said about Enh Shaman as well with it's really linear play style back then. Even though I miss my Flame Nova, Unleash Elements, Chain lightening etc. Enh Shaman plays far better currently than it does now, it's not as linear and requires some really good resource management if you want to dish out good DPS. But otherwise them pruning most of the totems and some of the abilities turned out to be good for Enh Shaman. My only real gripe about the prune was that they took away our CD - Ascendance - and turned into a talent choice that is pretty lack luster compared to other choices you have.

Edited by Rhondis

Share this post


Link to post
Share on other sites
On 6/30/2018 at 2:54 PM, Rhondis said:

Whether you like it or not, pruning must happen. Were choices made by the dev's all good? No. Did some abilities needed to go? Yes. But not all of them.

And that therein lies the entire heart of the problem.  

Nobody will be happy 100% of the time, and its literally impossible to please everyone equally.  

When the devs listen and change something, there are cries for 'sanctity of play' like here.  When they dont listen and keep it, inevitable screams about not listening to the player base.

But i wholeheartedly agree there are some major screw ups.  Also major successes.  Clearly more of the latter or else there probably wouldnt be a decade+ long history.

  • Like 3

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Starym
      It's time for more boss tests in Ny'alotha, the Waking City, as Wrathion, Maut, Skitra and Ra-den all get some action on heroic difficulty this Thursday and Friday.
      Raid Testing (source)
      On Thursday, October 17th and Friday, October 18th, we will be continuing our raid tests in Ny’alotha, the Waking City.
      Thursday, October 17th
      Wrathion, the Black Emperor - Heroic Ny’alotha, the Waking City
      13:00 PDT (16:00 EDT, 22:00 CEST)
      Maut - Heroic Ny’alotha, the Waking City
      14:00 PDT (17:00 EDT, 23:00 CEST)
      Friday, October 18th
      The Prophet Skitra - Heroic Ny’alotha, the Waking City
      13:00 PDT (16:00 EDT, 22:00 CEST)
      Ra-den the Despoiled - Heroic Ny’alotha, the Waking City
      14:00 PDT (17:00 EDT, 23:00 CEST)
      As always, this testing schedule is very fluid and subject to the realities of a test environment. We might have to change the time of a testing session, change the bosses being tested, or cancel a test entirely, due to bugs, server hardware issues, etc. Keep an eye on this forum for the latest information, and thank you in advance for testing and providing feedback.
      Q: How do I get into the raid zone?
      A: In Zuldazar, Boralus, Dalaran, Orgrimmar, or Stormwind, you may speak to Nexus-Lord Donjon Rade III in order to teleport into the raid zone while it is open for testing. (The option to teleport into a zone will not be available when the zone is not open for testing.)
      Q: What character should I use to test the raid?
      A: Whichever you prefer. We will be scaling players’ effective level to 120 for raid testing, and their item level to an appropriate threshold for the encounter(s) being tested.
      Q: How long does testing last?
      A: The primary purpose of testing is to give us the information we need to balance the encounters, evaluate how mechanics are playing out in practice, and identify bugs. Once we’re satisfied that we’ve received that information for a given boss, we’ll be shutting down testing. Usually this takes anywhere from 45 minutes to 2 hours, but there are no guarantees.
      Other Patch 8.3 Content:
      Visions of N'Zoth Class Changes Visions of N'Zoth Development Notes Allied Races & Pandaren Death Knight Textures Added on 8.3 PTR Official Mechagnomes & Vulpera Preview Vulpera Heritage Armor Preview Mechagnomes Heritage Armor Preview Mechagnome & Vulpera Dance Animations Corrupted Rings with Kiss/Curse Effects from Ny'alotha New Essences in Patch 8.3 Wrathion's Legendary Cloak Preview Alpaca Mounts in Patch 8.3 N'Zoth Serpet Mount in Patch 8.3 Assaults in Patch 8.3 Vulpera Tidbits: Racial Mount, Shaman Totems, Hunter Pet N'Zoth's Model in Patch 8.3 Mechagnomes & Vulpera Unlock Requirements Ny'alotha Raid Boss Names & Descriptions Goblin & Worgen Heritage Armor Sets Preview Visions of N'Zoth Content Update Preview
    • By Stan
      As is usual with every raid tier, we're looking at the sets found within Ny'alotha in Visions of N'Zoth, starting with Plate!
      Plate Sets from Ny'alotha, the Waking City
      Raid Finder

      Normal Difficulty

      Heroic Difficulty

      Mythic Difficulty

      Other Patch 8.3 Content:
      Visions of N'Zoth Class Changes Visions of N'Zoth Development Notes Allied Races & Pandaren Death Knight Textures Added on 8.3 PTR Official Mechagnomes & Vulpera Preview Vulpera Heritage Armor Preview Mechagnomes Heritage Armor Preview Mechagnome & Vulpera Dance Animations Corrupted Rings with Kiss/Curse Effects from Ny'alotha New Essences in Patch 8.3 Wrathion's Legendary Cloak Preview Alpaca Mounts in Patch 8.3 N'Zoth Serpet Mount in Patch 8.3 Assaults in Patch 8.3 Vulpera Tidbits: Racial Mount, Shaman Totems, Hunter Pet N'Zoth's Model in Patch 8.3 Mechagnomes & Vulpera Unlock Requirements Ny'alotha Raid Boss Names & Descriptions Goblin & Worgen Heritage Armor Sets Preview Visions of N'Zoth Content Update Preview
    • By Stan
      Today, we're looking at another mount coming in Patch 8.3 called N'Zoth Serpent which drops from Adherent of the Abyss found in Stormsong Valley.
      N'Zoth Serpent (Dark)
      The mount name is just a placeholder and will be renamed in a future 8.3 build.

      FlyRun Animation

      Other Patch 8.3 Content:
      Visions of N'Zoth Class Changes Visions of N'Zoth Development Notes Allied Races & Pandaren Death Knight Textures Added on 8.3 PTR Official Mechagnomes & Vulpera Preview Vulpera Heritage Armor Preview Mechagnomes Heritage Armor Preview Mechagnome & Vulpera Dance Animations Corrupted Rings with Kiss/Curse Effects from Ny'alotha New Essences in Patch 8.3 Wrathion's Legendary Cloak Preview Alpaca Mounts in Patch 8.3 Assaults in Patch 8.3 Vulpera Tidbits: Racial Mount, Shaman Totems, Hunter Pet N'Zoth's Model in Patch 8.3 Mechagnomes & Vulpera Unlock Requirements Ny'alotha Raid Boss Names & Descriptions Goblin & Worgen Heritage Armor Sets Preview Visions of N'Zoth Content Update Preview
    • By Stan
      An overview of seven new Essences coming to the game in Visions of N'Zoth.
      Note that some tooltips may display incorrect values. Essences are subject to change at any time during Patch 8.3 testing.
      Unwavering Ward
      Rank 1
      Major Power: Guardian Shell - Release 12 protective spheres outward over 4 sec, granting the first ally to touch it a barrier that absorbs 888 damage for 10 sec. Minor Power: Unwavering Ward - Every 10 sec, allies with 15 yds gain a shield that absorbs 109 damage, stacking up to 409. x Rank 2
      Major Power: Guardian Shell - Each time you send out a protective sphere, gain an absorb shield for 2% of your maximum health that stacks. Minor Power: Unwavering Ward - Absorption can stack up to 20% higher. Rank 3
      Major Power: Guardian Shell - Each sphere consumed heals you and the ally for 0. Minor Power: Unwavering Ward - Protected targets take 3% reduced damage. Spirit of Preservation
      Rank 1
      Major Power: Spirit of Preservation - Channel a beam of energy onto an ally, healing them for 5,256 over 3 sec. Minor Power: Devout Spirit - Every 5 sec, gain Saving Vigil, causing your next Quick Heal to heal for an additional 42, stacking up to 3 times. Rank 2
      Major Power: Spirit of Preservation - Allies in the beam are healed for 219 every 0.6 sec. Minor Power: Devout Spirit - Saving Vigil can now stack up to 5 times. Rank 3
      Major Power: Spirit of Preservation - Gain 1 stack of Devout Spirit each time the beam heals its primary target. Minor Power: Devout Spirit - Each stack of Saving Vigil consumed increases the critical strike chance of your next Quick Heal within 6 sec by 20%. Touch of the Everlasting
      Rank 1
      Major Power: Touch of the Everlasting - Your next death is prevented, and you instead regenerate to 20% of your maximum health and take 85% reduced damage for 3 sec. Cannot occur more often than once per 10 min. Minor Power: Will to Survive - When you fall below 35% health, gain 0 Avoidance for 15 sec, and your next Active Mitigation will last 30% longer. This can only occur once every 1.5 min. Rank 2
      Major Power: Touch of the Everlasting - When Touch of the Everlasting saves you from death, regenerate to 40% of maximum health. Minor Power: Will to Survive - The minor effect of Touch of the Everlasting can now occur every 60 sec. Rank 3
      Major Power: Touch of the Everlasting - When Touch of the Everlasting saves you from death, the cooldown of Shield Wall is reset. Minor Power: Will to Survive - Increases the duration bonus of Active Mitigation by an additional 20%. Strength of the Warden 
      Rank 1
      Major Power: Vigilant Protector - Taunt all nearby enemies, forcing them to attack you for 6 sec. Minor Power: Endurance - Every 2 sec, store 76 healing, up to a maximum of [ 10% of Total Health ]. When you dodge or parry an attack, heal for all stored healing. Rank 2
      Major Power: Vigilant Protector - When you activate Vigilant Protector, gain 15% dodge for 6 sec. Minor Power: Endurance - Accumulate 25% additional healing every 2 sec. Rank 3
      Major Power: Vigilant Protector - Deal 50% additional damage to targets affected by your Vigilant Protector. Minor Power: Endurance - The maximum health of all Tank specialization players in your party or raid is increased by 3%. This effect stacks. Breath of the Dying
      Rank 1
      Major Power: Reaping Flames - Burn your target with a bolt of Azerite, dealing 1,481 Fire damage. If the target has less than 20% health, the cooldown is reduced by 30 sec. Minor Power: Lethal Strikes - Your spells and abilities have a chance to strike your target for 300 Fire damage. Unique: Corruption reduced by 10. Rank 2
      Major Power: Reaping Flames - Virtuous Assault now also has a reduced cooldown if the target is above 80% health. Minor Power: Lethal Strikes - You heal for 50% of the damage dealt by Virtuous Assault. Rank 3
      Major Power: Reaping Flames - If Reaping Flames kills an enemy, its cooldown is reset and it will deal 100% increased damage on the next cast. Minor Power: Lethal Strikes - Virtuous Assault happens 400% more frequently against targets below 20% health. Spark of Inspiration
      Rank 1
      Major Power: Moment of Glory - Release a wave of energy from your Heart of Azeroth, increasing the damage all party members within 15 yds deal with Azerite Essences by 45% for the next 10 sec. Minor Power: Unified Strength - Your spells and abilities have a chance to increase your Haste by 0 and reduce the cooldown of your currently slotted Major Essence by 1.0 sec. Unique: Corruption reduced by 10. Rank 2
      Major Power: Moment of Glory - Increase the duration of Moment of Glory by 10 sec. Minor Power: Unified Strength - Unified Strength now affects 1 additional ally. Rank 3
      Major Power: Moment of Glory - Moment of Glory now also increases your Speed by 0. Minor Power: Unified Strength - Unified Strength now affects 1 additional ally. The Formless Void
      Rank 1
      Major Power: Replica of Knowledge - Replicate the energy in your target's Heart of Azeroth, gaining access to rank 1 of their currently slotted Major Essence for the next 15 sec. The Formless Void will go on cooldown for 50% longer than the base cooldown of the Essence you replicated. Does not work on passive Essences. Minor Power: Symbiotic Presence - Each time any ally within 40 yds uses an Azerite Essence, gain 89 pri for 20 sec. Unique: Corruption reduced by 10. Rank 2
      Major Power: Replica of Knowledge - Replica of Knowledge can now copy up to rank 2 of your target's current Major Essence, and the increased cooldown is lowered by 10%. Minor Power: Symbiotic Presence - pri bonus increased by 25%. Rank 3
      Major Power: Replica of Knowledge - Replica of Knowledge can now copy up to rank 3 of your target's current Major Essence, and the increased cooldown is lowered by 10%. Minor Power: Symbiotic Presence - When an ally within 40 yds uses an Azerite Essence, you and that ally gain 0 Haste for 20 sec. Other Patch 8.3 Content:
      Visions of N'Zoth Class Changes Visions of N'Zoth Development Notes Allied Races & Pandaren Death Knight Textures Added on 8.3 PTR Official Mechagnomes & Vulpera Preview Vulpera Heritage Armor Preview Mechagnomes Heritage Armor Preview Mechagnome & Vulpera Dance Animations Corrupted Rings with Kiss/Curse Effects from Ny'alotha Wrathion's Legendary Cloak Preview Alpaca Mounts in Patch 8.3 Assaults in Patch 8.3 Vulpera Tidbits: Racial Mount, Shaman Totems, Hunter Pet N'Zoth's Model in Patch 8.3 Mechagnomes & Vulpera Unlock Requirements Ny'alotha Raid Boss Names & Descriptions Goblin & Worgen Heritage Armor Sets Preview Visions of N'Zoth Content Update Preview Initial Ny'alotha Raid Testing: October 11th Seven new Essences will be added to the game in Visions of N'Zoth.
    • By Stan
      Allied Races and the Pandaren will be finally able to become Death Knights in the near future, as Blizzard added creature textures together with encrypted sound files for Bolvar Fordragon and Darion Mograine in 8.3 Build 32151.
      It seems Bolvar is going to forge a new line of Death Knights in Patch 8.3. Death Knight textures for all Allied Races (Including Lightforged Draenei) have been added to the game along with encrypted sound files for Bolvar Fordragon and Highlord Darion Mograine, who's likely going to narrate the new Death Knight intro. There's also an encrypted map of an area, which is likely the one of Icecrown Citadel.

      Datamined Pandaren Male Death Knight Texture
      It seems there's going to be a brand new Death Knight intro, but at this time, we don't know if the Allied Races are going to start at level 20 or 55 and how that's going to affect Heritage Armor acquisition.
      Other Patch 8.3 Content:
      Visions of N'Zoth Class Changes Visions of N'Zoth Development Notes Official Mechagnomes & Vulpera Preview Vulpera Heritage Armor Preview Mechagnomes Heritage Armor Preview Mechagnome & Vulpera Dance Animations Corrupted Rings with Kiss/Curse Effects from Ny'alotha Wrathion's Legendary Cloak Preview Alpaca Mounts in Patch 8.3 Assaults in Patch 8.3 Vulpera Tidbits: Racial Mount, Shaman Totems, Hunter Pet N'Zoth's Model in Patch 8.3 Mechagnomes & Vulpera Unlock Requirements Ny'alotha Raid Boss Names & Descriptions Goblin & Worgen Heritage Armor Sets Preview Visions of N'Zoth Content Update Preview Initial Ny'alotha Raid Testing: October 11th Death Knight textures have been added to the game for all Allied Races and the Pandaren in Patch 8.3.
×
×
  • Create New...