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Warlords of Draenor - General Discussion

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Post by Sanara Tue Apr 29, 2014 3:51 pm

Helmut wrote:Helmut looks just like I want him to :DAbit rounder in the build aswell!

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His hair... It looks like he's bald with a toupé. >_>
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Post by Drustai Tue Apr 29, 2014 3:53 pm

Coppersocket wrote:
Drustai wrote:Only works for gnomes, orcs, dwarves, and male tauren right now.
I though that was obvious tho, I mean they haven't even showcased some of the models yet and we only have the data mined ones until further notice.
Then again, I guess some don't pay as much attention to this as I do.

I was actually surprised that there were enough faces for WoWHead to do profiles for those ones. I had thought Blizzard had only released one or two faces per model so far. Though I haven't been keeping tabs on the data mining, so I guess there's more there.

Sanara wrote:
Helmut wrote:Helmut looks just like I want him to :DAbit rounder in the build aswell!

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His hair... It looks like he's bald with a toupé. >_>

Which is very fitting for Helmut. <.<
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Post by Coppersocket Tue Apr 29, 2014 4:03 pm

My characters of notice:
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+ Zibble, Kazbo and Nimble, which are not mine.


Last edited by Coppersocket on Tue Apr 29, 2014 5:55 pm; edited 1 time in total
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Post by erwtenpeller Tue Apr 29, 2014 4:04 pm

Buuuhh I want to see HD Wellsy and Alph'el!
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Post by Zouyo Tue Apr 29, 2014 4:17 pm

A random thought occurred to me just now as I do the Children's Week quest with Dornaa and Salandria (the Outland chain I still purport to be the best ones for this yearly event). It's been quite some time since we last saw these characters, assuming they were there in TBC to begin with and weren't just shoehorned in later as a patch.

And since this new expansion is going to expand on not only the Draenei, but also the Blood Elves in connection with the Light... anyone here think we may have a slim chance of having these two as NPC's?
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Post by Sanara Tue Apr 29, 2014 4:35 pm

I kind of hope so, though they can't be very old considering, according to Blizz, it's only been about 4 years since TBC.
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Post by Zouyo Tue Apr 29, 2014 11:18 pm

Still... would like to get something out of them...

Anyways... crafted armour has appeared. Alpha is Alpha atm bearing in mind...

Cloth Crafted
Spoiler:

Leather Crafted
Spoiler:

Mail Crafted
Spoiler:

Plate Crafted
Spoiler:

Out of the lot of them so far... Only one that kinda sticks out to me needing some work / fixing would be the leather crafting set... maybe trousers instead of a kilt?
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Post by Flo Wed Apr 30, 2014 7:37 am

That plate is, by far, the closest we've ever gotten to Warden armor. Pity alliance will prolly get shafted with the Blue/gold look; 'bout time WoW got armor dyeing.
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Post by erwtenpeller Wed Apr 30, 2014 7:39 am

The Warlords of Draenor expansion will also bring some major improvements to the way PvP gear is earned. For starters, we’re vastly improving the bonus rewards you can earn from doing Random or Call to Arms Battlegrounds. At the end of a match, you’ll earn a Bronze, Silver, or Gold Strongbox—or possibly all three. Which Strongboxes you earn depends on how well your team did in the match, but you can still earn them even if your team doesn’t win.

Take Warsong Gulch,for example. If your faction captured at least one flag before the game ended, you’ll get the Bronze Strongbox. Capture a second, and you’ll earn both the Bronze and Silver. And if you capture all three, not only do you win the game, but you’ll also earn all three Strongboxes. We’ll be restructuring the scoring of other Battlegrounds slightly (such as changing Arathi Basin to end at 1,500 points) so it’s easy to figure out what you need for each Strongbox.


Sounds great!
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Post by Thelos Wed Apr 30, 2014 7:44 am

It's about bloody time they players some incentive to keep trying after they've got a point scored against. Most capture the flag games I join tend to throw in the towel as soon as the other team scores. I often even get yelled at for respawning and trying to fight back!
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Post by Anivitas Wed Apr 30, 2014 9:16 am

I approve!
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Post by Zinkle Figgins Wed Apr 30, 2014 9:20 am

The entire post:

Blizzard wrote:War looms on the horizon, and although the Iron Horde poses a substantial threat to all of Azeroth, old grudges between the Alliance and the Horde are not so easily set aside. As Warlords of Draenor development continues, we wanted to share some exciting changes coming to PvP gear and how you’ll earn it in the expansion.

I’ve Got the Power!
In Mists of Pandaria we introduced the PvP Power stat, which allowed PvP gear to be functionally superior to raid and dungeon gear in PvP combat without exceeding the value of its equivalent PvE gear in PvE content. That was largely a success in instanced PvP Arenas and Battlegrounds, but we think we can do better—while also granting players those same benefits in outdoor world PvP. So, in Warlords of Draenor, we’re taking a different approach.

PvP gear in Warlords will no longer have PvP-specific stats. Instead, it will scale up to a higher item level as soon as you enter a designated PvP area, such as an Arena or Battleground, or as soon as you enter PvP combat anywhere else in the world. If you’re out questing with PvP gear, your items’ base item level will be used while fighting back the Iron Horde, but the second that raiding Druid tries to gank you, your higher PvP item level kicks in and you’ll have the upper hand. Each piece of PvP gear will have its PvP item level displayed clearly on its tooltip, so there’s no guesswork involved.

On top of that, all gear—even gear found in PvE content—will be scaled up to a certain minimum item level in any designated PvP area. That minimum is still lower than any of the actual PvP gear, but a fresh level-100 character who’s just wearing some dungeon gear, or even whatever they picked up while questing, will not be at quite as severe a disadvantage should they choose to step into a Skirmish or Random Battleground.

One added benefit of this new system is that most PvE gear will no longer need to be downscaled in PvP areas, as the equivalent PvP gear is already a higher item level in PvP situations. Instead of making players wearing PvE gear feel weaker in PvP, this makes it so players wearing PvP gear feel stronger. The only exception is Mythic raid gear. Mythic’s PvE item level and Conquest’s PvP item level are very close, so we’ll be downscaling Mythic gear slightly in designated PvP areas just to make sure that Conquest gear remains the best available for PvP.

What’s In the Box?!
The Warlords of Draenor expansion will also bring some major improvements to the way PvP gear is earned. For starters, we’re vastly improving the bonus rewards you can earn from doing Random or Call to Arms Battlegrounds. At the end of a match, you’ll earn a Bronze, Silver, or Gold Strongbox—or possibly all three. Which Strongboxes you earn depends on how well your team did in the match, but you can still earn them even if your team doesn’t win.

Take Warsong Gulch,for example. If your faction captured at least one flag before the game ended, you’ll get the Bronze Strongbox. Capture a second, and you’ll earn both the Bronze and Silver. And if you capture all three, not only do you win the game, but you’ll also earn all three Strongboxes. We’ll be restructuring the scoring of other Battlegrounds slightly (such as changing Arathi Basin to end at 1,500 points) so it’s easy to figure out what you need for each Strongbox.

Inside those Strongboxes could be any number of rewards: Honor points, Conquest points—even gear. Better Strongboxes can have better rewards, so even if your team is behind in the match, it’s worth keeping up the fight to try to earn the best reward you can.

Of course, Skirmishes (the unranked Arenas we announced a little while back) will have rewards as well. We’re still discussing exactly how we want to hand them out, but you’ll be able to earn gear and Honor by playing Skirmishes if you’d prefer.

A Veteran’s Honor
Another issue on our radar is the ever-increasing item level gap between the gear you can purchase with Honor and Conquest points. To help bridge that gap, in Warlords we’re going to have three separate tiers of PvP gear.

It starts with an introductory set of a quality similar to today’s Honor gear, except you’ll earn it much, much faster. That set comes primarily through the Strongboxes, and you’ve got a high chance of getting a piece in each Strongbox you earn. After that starter gear comes a new set: Veteran’s gear. There’s a small chance to find a piece of Veteran’s gear in a Silver or Gold Strongbox, but you can also purchase Veteran’s gear with Honor points. That gear’s PvP item level will be halfway between the starter gear and Gladiator’s gear.

Adding the Veteran’s tier accomplishes a lot of things for us. First, it helps make sure that someone who wants to step into rated PvP later on in the season isn’t nearly as far behind their opponents in gear. Second, since the basic gear is earned so quickly, that helps ensure players get those important set bonuses, trinkets, and so on without too much trouble, and helps put everyone on a decent baseline in their ability to compete. For players who enjoy PvP but aren’t really interested in jumping into rated competition, earning Veteran’s gear will feel a lot more rewarding.

As for Gladiator’s gear, we’ve been pretty happy with how Conquest points have worked in Season 15, but we are making one small change: Rated Battlegrounds and Arenas will have the same base Conquest cap. That cap can then be increased by your rating in either Arenas or Rated Battlegrounds (whichever is higher). Instead of giving you extra Conquest points, winning a Rated Battleground will allow you to use a bonus roll token for a shot at a piece of Gladiator’s gear, similar to the Celestial world bosses on the Timeless Isle. This tweak makes the weekly Conquest cap easier to understand, while still providing an extra incentive for running Rated Battlegrounds and letting you use your bonus rolls on PvP gear through PvP.

The Island
While these changes will bring some pretty exciting changes to World of Warcraft PvP, there’s still another major piece to this puzzle: Ashran. We’ll be sharing more details on what you can earn from Ashran soon. In the meantime, we look forward to seeing you on the battlefield!

These seem very reasonable changes to me, hopefully skirmishes and less frustrating BGs will lure more people towards PVP. I also look forward to know more about Ashran.

And here's a blue post about BGs and healers:

Blizzard wrote:Warlords of Draenor Battlegrounds and Healers
Our matchmaking system does its best to even out healers between teams in Random Battlegrounds. So if one team has 3 healers, it will do its best to match up them up against a team with a similar number. Maybe it's 2 or 4 instead of 3, but it's still relatively even in the grand scope of things.

When we see cases like the OP describes where one team has a much higher number of healers than the other, that's almost always due to players misusing the queue system. See, when you queue for a BG, the system assumes you intend to play the role you've queued for (or if you've selected both, that you'll play whatever role it assigns you). As we've investigated these cases of heavy healer imbalance, we've discovered that's not always the case.

Sometimes, a player will queue as both roles, but not play the one they're assigned (either because they didn't notice it, or simply chose to ignore it). Some players queue as healer with the intention of playing as DPS, under the (incorrect) assumption that it will speed up their queue times. In some extreme cases, players will specifically queue as DPS with the intention of playing healer and causing an imbalance.

To alleviate this and help ensure that groups have equal numbers of healers, we plan to lock players into specs that align with the role they were assigned when the queue popped. So, for example, a Shaman who only selects the Damage Dealer option when queuing will be forced to play as either Enhancement or Elemental once they're in the battleground. A Priest who selects Healer can choose to play as either Holy or Discipline, but not Shadow. And a Monk who selects both Healer and Damage Dealer and is assigned to heal will be forced to play Mistweaver.

Keep in mind that the system doesn't look for a set number of healers when it's setting up games -- all it's doing is trying to match up teams with roughly the same number. The goal isn't necessarily to ensure that every single game has 3 healers, it's just to make sure that it doesn't match a team with 4 healers up against a team who only has 1. When everyone's playing the roles they're expected to, it can be much more successful.

Hopefully this doesn't mean having to be in spec while waiting for BGs.
It doesn't.

I seldom think to see what role I'm told I'm playing currently...I may be a bit cranky if I find my side has no heals while the other side has two, and I'm not allowed to switch spec to healing.
The first part is something a lot of people do, and it directly leads to the issue in the second part. Quite regularly, the reason your side has no heals and the other side has two is that someone on your team was assigned the Healer role and just didn't notice. It's probably not even malicious most of the time -- they just didn't notice the healer icon before they clicked the button.

Warlords of Draenor Healing and PvP
15 seconds to top someone off is a bit long of an estimate, unless you're purposefully choosing to use weaker heals in an effort to conserve mana. Our goal is that you can still top someone off in a hurry if you choose to do so, but it'll be expensive. Skilled healers will recognize when they need to spend that extra mana, or when it's okay to leave their teammate hovering around 50% or so and just sustain.

Burst windows will still be a thing. Creating opportunities via CC will still be a thing. Those are all important parts of Arena gameplay, we're just trying to get away from "if I don't keep the Shaman at 100% he might die." (Blue Tracker / Official Forums)

Interrupted Through Unending Resolve
To clarify, since it's kind of a confusing issue: when a Druid activates Unending Resolve gained through Symbiosis, they should be immune to all Interrupt effects, but not Silence effects. That's different from the Warlock version of the spell, which grants immunity to both.

The issue we're potentially seeing here is that the Interrupt portion of spells that also have Silence effects attached (such as Counterspell) is still going through, which is unintended. Silences will still interrupt casting, but the Druid should only have to wait for the Silence effect to wear off, and never be affected by the spell lockout from the Interrupt effect. That's the issue we're currently investigating.
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Post by Drustai Wed Apr 30, 2014 11:56 am

Flo wrote:That plate is, by far, the closest we've ever gotten to Warden armor. Pity alliance will prolly get shafted with the Blue/gold look; 'bout time WoW got armor dyeing.

Take that helmet, get [You must be registered and logged in to see this link.] from Darkmoon, the [You must be registered and logged in to see this link.] from Darkmoon, and a green cloak... bam, [You must be registered and logged in to see this link.].
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Post by Adry Wed Apr 30, 2014 12:08 pm

Drustai wrote:
Flo wrote:That plate is, by far, the closest we've ever gotten to Warden armor. Pity alliance will prolly get shafted with the Blue/gold look; 'bout time WoW got armor dyeing.

Take that helmet, get [You must be registered and logged in to see this link.] from Darkmoon, the [You must be registered and logged in to see this link.] from Darkmoon, and a green cloak... bam, [You must be registered and logged in to see this link.].

Temptation to play a Nelf Warrior... rising...
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Post by erwtenpeller Wed Apr 30, 2014 12:16 pm

Would be better to find plate substitutes for the Beaststalker bits so you can use it as a transmog.
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Post by Drustai Wed Apr 30, 2014 12:19 pm

erwtenpeller wrote:Would be better to find plate substitutes for the Beaststalker bits so you can use it as a transmog.

If you want to use it as a transmog, sure. But if you want it to look as close to Warden as possible, there's nothing more fitting than those shoulders.

Being able to transmog your complete RP set is nice, but it's hardly mandatory for RP gear.
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Post by Adry Wed Apr 30, 2014 12:22 pm

There's no doubt some kind of halfbaked substitute. Wouldn't be too tasking to have said substitute in your bags to switch to when the PvP train reaches your destination, then quickly switch back to the Mail afterwards before anyone notices.
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Post by Drustai Wed Apr 30, 2014 12:29 pm

Adry wrote:There's no doubt some kind of halfbaked substitute. Wouldn't be too tasking to have said substitute in your bags to switch to when the PvP train reaches your destination, then quickly switch back to the Mail afterwards before anyone notices.

When I used non-primary-item-type RP sets, I tended to purchase the strongest crafted PvP piece for that slot and then transmog the RP item. Not ideal, but also not defenseless. On my plate wearers, even my cloth and leather RP pieces were mogged to PvP items. Very Happy

For most spontaneous world PvP while RPing, that's enough to still have a fighting chance.
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Post by Adry Wed Apr 30, 2014 12:33 pm

Drustai wrote:
Adry wrote:There's no doubt some kind of halfbaked substitute. Wouldn't be too tasking to have said substitute in your bags to switch to when the PvP train reaches your destination, then quickly switch back to the Mail afterwards before anyone notices.

When I used non-primary-item-type RP sets, I tended to purchase the strongest crafted PvP piece for that slot and then transmog the RP item. Not ideal, but also not defenseless. On my plate wearers, even my cloth and leather RP pieces were mogged to PvP items. Very Happy

For most spontaneous world PvP while RPing, that's enough to still have a fighting chance.

What I did on my Hunter because I'm crazy and daring or something was just wear the crap gear and if I did get into combat, Feign Death to drop combat then equip the real gear. Could do as a Nelf Warr since Shadowmeld to drop combat, then get yo gear on. Dangerous. Risky. Ballsy. Fun.
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Post by Flo Wed Apr 30, 2014 12:58 pm

While I appreciate the suggestion, the fact that the gunmetal blue from the helm likely won't match the rest of the mentioned armor will just annoy the piss out of me - hence my dye remark. I'm a stickler for that kinda thing. <<'

Just taking the set as a whole would prolly be the best bet, since it allready sorta has the shoulder-arch thing going anyway.

Could do as a Nelf Warr since Shadowmeld to drop combat, then get yo gear on.
Shadowmeld drops combat again? Thought they nerfed that due to arena qq.
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Post by Ixirar Wed Apr 30, 2014 1:01 pm

Shadowmeld always dropped combat. They never nerfed that.
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Post by Lavian Wed Apr 30, 2014 5:31 pm

Yeah Shadowmeld drops combat already. It's OP as a druid I swear.
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Post by Flo Wed Apr 30, 2014 6:55 pm

Yea that's what I remember all the fuss being about. Been a while since I last played so ya, forgot :p
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Post by Vaell Wed Apr 30, 2014 11:58 pm

This is pretty outrageous as a business decision. Upping the prices without sufficient justification and hiding it behind entertainment? Bullshit.


We will shortly be adjusting the pound sterling prices of some of the optional services we offer for World of Warcraft. We regularly review our pricing and services around the world to make sure we’re offering what we feel is the best entertainment value for the cost, and the upcoming adjustments are being made with that goal still in mind.



Name Change .................................................... Current Price: £6 | New Price: £7
Pets ....................................................... Current Price: £9 | New Price: No change
Helms ................................................... Current Price: £10 | New Price: No change
Appearance Change ...................................... Current Price: £12 | New Price: £13
Guild Name Change ....................................... Current Price: £15 | New Price: £17
Character Transfer ........................................ Current Price: £15 | New Price: £17
Race Change ................................................. Current Price: £15 | New Price: £17
Mounts ................................................ Current Price: £17 | New Price: No change
Faction Change ............................................. Current Price: £20 | New Price: £22
Guild Transfer ..................................... Current Price: £25 | New Price: No change
Guild Faction Change ......................... Current Price: £30 | New Price: No change
Level 90 Character Boost .................... Current Price: £40 | New Price: No change
Guild Transfer and Faction Change .... Current Price: £50 | New Price: No change


If they lowered it to £13 for transfers, they'd get more business. By upping it, they show no consideration for customers who already pay their overpriced in the MMO market system. Unbelievably shitty decision.
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Post by Ixirar Thu May 01, 2014 5:46 am

I'm gonna wager that they probably won't lose enough subs to make this a loss in revenue.
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