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WoW Stuff

 

 

 

The Broken Shore

  • The cinematic ties directly in to the main story of Legion, a first for the cinematics.
  • Legion is an opportunity to take storytelling to a new level.
  • Broken Shore will have a 40 person scenario for the Horde and Alliance, kicking off the expansion and changing the world. It starts right after the cinematic.
  • The level 100 boost is it's own separate adventure, so Broken Shore tuning will be more challenging and fun.
  • The Broken Shore scenario is 20 Alliance and 20 Horde fighting towards the Tomb of Sargeras.
Demon Hunter
  • The Demon Hunter intro is the story bridge from Burning Crusade to Legion, answering what Illidan was doing in the Black Temple.
  • There will be a cinematic at the start of the Demon Hunter intro.
  • Illidan was not prepared!
  • Mardum was a prison world for demons a long time ago, but it was shattered by Sargeras. You are there to get the Keystone that held the demons in for a long time.
  • The Burning Legion has more powerful versions of older demons, along with new more terrifying demons.
  • The Legion has giant Constructs as well.
  • You will turn the Legion's devices against them, bringing in your own army, listening in on their communication, and stealing power from their crystals, reducing some of your cooldowns to 0 for a short time.
  • You will gain your abilities by taking them from the powerful demons that you slay during the intro.
  • Illidan creates a Felsaber epic mount for you.
  • Maiev Shadowsong takes you prisoner at the end of the intro, putting you in the Vault of the Wardens for a long time.
  • The second half takes place in Vault of the Wardens, coming in Beta.
  • After the intro you join the Horde / Alliance who need your help to take the fight to the Burning Legion.
  • You then return to Mardum to establish your class Order hall.
  • Finally, you quest for your own artifact warglaives.
The Broken Isles
  • We are looking for the Titan relics, The Pillars of Creation.
  • The Broken Isles were a tiny part of a vast region of Azeroth known as Suramar.
  • Suramar was devastated in the Shattering, leaving only The Broken Isles.
Val'sharah
  • Val'sharah is being consumed by the Emerald Nightmare.
  • Malfurion was trained as a druid here.
  • Shaladrassil was a gateway to the Emerald Dream, but it has been twisted and tainted.
  • You are going to meet three of the key archdruids in Val'sharah.
  • There are new satyrs in the zone.
  • Lots of new models for druid related NPCs, including new Moonkin and Sea Lion models!
  • Many of the structures are inspired by trees
Stormheim
  • After the intro, you go to Stormheim and meet the Vrykul, competing against the God King.
  • We will learn more about the Kvaldir and Valkyr.
  • Mystic Vrykul are religious zealtots
  • There are Ascendant Valkyr in the Halls of Valor
  • New Dragonflight - The Storm Dragons. Found in Stormheim and Suramar
Azuna
  • Azshara's Vengeance devastated this zone before the Sundering. Mystery of why she killed and cursed thousands of her own people.
  • The max view distance in Legion is increased 3x
  • We meet the remnants of the Blue Dragonflight
  • Warden's Isle is an island in the zone, home to the Vault of the Wardens
  • The specter is the male counterpart to the banshee
  • There is a new huge type of Naga.
  • Naga have new high res models, armor, and weapons.
  • There is a local sea giant kingdom that Azshara has allied with.
  • The Wrath of Azshara is a creature that is huge.
  • Wardens have Owl companions.
  • Greek island concept art for this zone
  • Lots of new columns and domes for the Night Elf architecture in the zone.
  • 80+ artists and 60+ designers on the team.
Highmountain
  • One of the largest mountains in Azeroth.
  • There are three ancient Tauren clans who have lived in peace for generations.
  • The Drogbar stole an artifact, fracturing the Tauren clans.
  • The Drogbar are a shamanistic race, cave dwelling, were enslaved for some time.
  • Drogbar chieftain is in Neltharion's lair.
  • There are new creatures like Alpine harpies and new moose models!
  • Tauren decorate their horns to show clan and rank.
  • Swiss alps and Yosemite are inspirations for this zone.
Suramar
  • Suramar City is still intact thanks to a defensive spell from the city's mages. They harnessed the power of the Nightwell, keeping it up for 10,000 years.
  • The elves became dependent on the energies of the well, relying on it for living energy.
  • The elves in the city are a new type, The Nightborne.
  • The gates of the city were opened to the Legion. The city is kept in darkness.
  • Crimes are punished by exile of the city. Physical withdrawal makes them into The Nightfallen.
  • If a Nightfallen can't get arcane sustenance, they become permanently Withered.
  • Ancient Night Elves are arcane based, not nature based.
  • Suramar City is one of the most ambitious projects the team has ever done. A giant playable Night Elf metropolis.
Gameplay and Systems
  • Originally the plan was to work your way through the Broken Isles zones in a clockwise manner.
  • The team learned from flex and scaling in Warlords.
  • The Broken Isles will let you do the four leveling zones in any order you want, as all of the zones scale.
  • All roads lead to Suramar, which is a max level zone.
  • You can play with your friends, as the zones scale. Level 105 and 102 players can go to a zone and quest together.
  • Players aren't being scaled, the world is.
  • If it takes 12 seconds to kill a boar at level 102, it will take 12 seconds when at level 106.
  • Ideally players won't even notice the scaling.
  • There will still be enemies that won't scale for you to come back and tackle at max level.
  • In the past you would go to a zone, do some daily quests for some reason and then never go back.
  • In Legion, the goal is to have the best of Warlords and Mists of Pandaria. The freedom to choose which quest you want on a given day, but there is still a purpose and story.
  • There will be some structure to the endgame quests, but it should feel less like required content.
  • The endgame content can make use of all of the Broken Isles thanks to the scaling.
  • Legion will have ongoing world quests that are constantly changing. Varied reasons, gameplay, and rewards.
  • Objectives will last from hours to an entire week depending on how important it is.
  • The team wants to overwhelm you with variety and choices.
  • Rather than choosing what missions to send followers on, you can go on your own missions!
  • Some of the objectives are reputation specific.
  • Some of the objectives are PvP related, such as assaulting an Alliance tower as Horde.
  • World Bosses can be an objective that cycles through.
  • Gatherers will have special objectives for them only.
  • This can bring back some minigame gameplay, such as the rolling on the wall quest in Vale.
  • All of the region will have the same objectives at the same time so that you can play with friends on other servers.
  • Emissaries will send you on a quest to do some objectives for their faction. You can pick from the available ones. These aren't daily quests, they will hang around for a couple days.
  • If you don't log in for a while, there may be more emissaries waiting for you, similar to Hearthstone.
Raids
  • Legion will have two raids initially.
  • The Emerald Nightmare is a 7 boss raid in Val'sharah, essentially the Emerald Dream.
  • You get there by climbing the World Tree, crossing over from our reality to the Dream.
  • The first raid boss is a dragon! Pestilence Worm was a green dragon, now is withered away.
  • Cenarius is the next boss, corrupted by the Nightmare. He may or may not die, but is a boss.
  • Xavius is the third boss.
  • Suramar Palace is a 10 boss raid that is Gul'dan's base of operations. It is the center of the Nightborne and home to the Eye of Aman'thul.
  • Suramar Palace isn't a dark zone, it is a light city.
  • There will be a Dreadlord ambassador that you fight.
  • Grand Magistrix of the Nightborn.
  • Gul'dan final boss.
Dungeons
  • There are 10 dungeons in Legion.
  • Level up dungeons - Eye of Azshara, Neltharion's Lair, Halls of Valor, Darkheart Thicket, Violet Hold
  • The dungeons will be integrated into the story of the zones more than they have been previously.
  • The dungeons can also be done in any order, as they scale with your level.
  • At max level, there are five more dungeons - Vault of the Wardens, Black Rook Hold, Helheim, Suramar Noble District, Suramar Catacombs.
  • Suramar Noble District has some new gameplay that is different than any gameplay they have done before.
  • Darkheart Thicket - Level up dungeon in Val'sharah in the heart of the forest's corruption, part of the story of the zone to rescue an ally trapped there.
  • Halls of Valor - Level up dungeon in Stormheim that is inspired by Valhalla. You will prove your worth to Odyn. You are racing the God King to claim the Aegis of Aggramar. One of the best looking dungeons the art team has ever made.
  • Helheim - The counterpart of the Halls of Valor. This is a max level dungeon where you start on the dock to board the cursed ship of the damned. Much of the dungeon takes place on a ship.
  • Black Rook Hold - Max level dungeon. Ancient elven stronhold against the Legion, militaristic elves. Lord Ravencrest.
  • The goal for Legion is to keep dungeons relevant for the entire expansion, both in terms of rewards and difficulty.
  • Dungeons also need some variation to avoid the "Mechanar problem", picking the most efficient, even if it isn't your favorite.
  • Legion Challenge Mode will keep dungeons relevant.
  • Challenger's Keystone is used to start the Challenge Mode dungeon. It may come from world objectives. The keystone has a power level that determines the difficulty and reward. Higher levels of it will have some additional modifiers. There is now a single timer, roughly around where Silver is now. If you beat the timer, you upgrade your stone and can take on more challenging. If you fail, you lose the stone but still get loot.
  • You get a jackpot at the end of the week based on your best run.
  • There will be new modifiers to master each week to keep things fresh.
  • As good as you are, there will always be more of a challenge for you in dungeons.
  • You will have to focus on the combat experience, not just time.
  • Higher level keystones give more health and damage to enemies, but also can give them things like Enrage.
  • Extra enemies, corpses explode and leave fire behind, constant DoT for the entire dungeon.
  • The system will start slightly above Heroic Dungeon difficulty.
  • This system will complement raiding or even replace it for you entirely depending on what you choose.

 

  • Like 1

Why has elegance found so little following? Elegance has the disadvantage that hard work is needed to achieve it and a good education to appreciate it. - Edsger Wybe Dijkstra

Posted

Dungeons as a plausible alternative to raiding as end-game content? Sign me up! Most of the WoD dungeons are awesome, it's just that we've got no reason to run them after we're geared up.

Posted

New trailer for Mass Effect Andromeda is out (not good at the linking thing).  Why are BioBoards drooling over it?  It showed pretty much nothing.

 

I'll start getting excited when they actually show gameplay or story footage.  Hearing Jennifer Hale do a monologue while showing old video footage of various astronauts heading to the moon is hardly drool-worthy.

"Console exclusive is such a harsh word." - Darque

"Console exclusive is two words Darque." - Nartwak (in response to Darque's observation)

Posted

I'll get excited if the camera is not always over the right shoulder. Otherwise eff it, which is most likely to happen anyway. :grin:

1.13 killed off Ja2.

Posted (edited)

New trailer for Mass Effect Andromeda is out (not good at the linking thing). Why are BioBoards drooling over it? It showed pretty much nothing.

 

I'll start getting excited when they actually show gameplay or story footage. Hearing Jennifer Hale do a monologue while showing old video footage of various astronauts heading to the moon is hardly drool-worthy.

Bio fanboys did the same thing for DAI at an E3 showing a few years ago all because it was a brief glimpse at Morrigan. Edited by the_dog_days
Posted

More WoW stuff

 

 

 

Legion Pre-Expansion Patch

  • The Broken Shore scenario picks up exactly where the cinematic leaves off.
  • There is a massive joint Horde and Alliance assault on the Tomb of Sargeras.
  • In the patch before Legion, there will be a demon invasion of our world, with invasions happening all over the world.
  • The forces of Azeroth decide that they need to launch a counterattack and cut off the corruption at its source.
  • Players will get on ships and arrive at a beach assault that has different stages. The stages are completed by the raid group as a whole, you are destroying Legion fortifications, killing demons, killing their major lieutenants and generals as you fight your way up the hill from the beach to the foot of the Tomb of Sargeras. When you get there, there will be some fateful and eventful things that they don't want to spoil yet, but you do not completely succeed at stopping the Legion invasion. All of this will be playable during the pre-expansion patch.
  • The Broken Shore scenario is flexible, scaling anywhere from 1 to 20 players, so when there aren't as many people starting later in the expansion it will wait for a few minutes and then start, maybe with additional NPCs to keep the epic feeling.
  • The pre expansion patch is on a similar timeline to previous expansions.
  • There will be a pre-release patch coming out a few weeks prior to the Broken Isles becoming accessible, which will include the invasion events.
  • Anyone who has pre-purchased Legion will be able to make their Demon Hunter and play through their starting experience during this patch.
Challenge Mode Dungeons
  • The difficulty of challenge mode dungeons should be able to scale endlessly, but there will be a cap on how high the loot goes.
  • For example, if a Tier 20 challenge mode dungeon is very hard to complete, they may cap the loot potential there, even if there are a couple of groups that can go a little higher. This is somewhat like how current challenge modes have a gold timer that is designed to be attainable by virtually any reasonably balanced group. Players can try for even faster times for prestige or leaderboard ranks, but there aren't any more rewards.
  • The goal is to have leaderboards for the new challenge mode dungeons, focused on the highest tier you clear rather than how fast you are doing it.
  • If you are a skilled fully Mythic geared player, you will be able to do a very high tier challenge mode dungeon and they want to give you a chance to get loot comparable to that.
  • Loot will be in a range of item levels, somewhat like what Mythic dungeons offer in Patch 6.2.3. While there is a chance to get items equal to the best ones from Mythic raids, that is not the default expectation.
  • This will complement high end raiders gameplay, not replace it. For players who do Normal difficulty raiding, but actually prefer a smaller group setting, this could replace raiding for them.
  • Each player will be able to get one keystone per week. There may be opportunities to get additional ones as a bonus, but one will be the baseline.
  • If you fail to beat a timer on a run that you have initiated, your keystone is depleted. The depleted keystone can still be used to start additional runs, but those runs won't give a loot chest at the end.
  • If you are trying Level 6 Halls of Valor and just barely fail, you will get a Level 6 quality reward chest for your group at the end of the run, but you now have a depleted Level 6 Halls of Valor keystone. You can try again and if you manage to beat the time, you will upgrade your keystone to a fresh empowered Level 7 keystone that will give you loot.
  • The team wants to avoid frustrations such as having a tank disconnect and being done for the week, but they didn't want players to take the same keystone and run the same dungeon over and over for all of the rewards.
  • The quality of the loot you get from the weekly jackpot is going to be significantly higher. There is a possibility of getting a lucky upgrade from the regular runs, but at some point your main goal will become the weekly chest.
  • There aren't going to be unique challenge mode armor sets, but it is likely that there will be Artifact appearances tied to the challenge mode dungeon system.
Raiding
  • Raid sizes are staying the same, with Mythic at a fixed 20 player size.
  • Cross-realm Mythic raiding unlock time will depend on how long a tier is lasting and where things stand overall for the game.
  • By default, Mythic raids will remain closed to cross-realm raiding at release. Part of that is to preserve the server first races, as well as a sense of guild identity.
  • The idea of a top guild on a specific server is one of the few server specific things that remains and the team wants to make sure it stays and keeps a sense of prestige. At some point it will make sense to unlock cross-realm raiding.
  • The game will have two raid zones at launch and a number of content patches following that.
  • The team is talking about moving away from single monolithic raids that are very large and having a tier that has a couple of separate raid zones that complement each other.
  • Rather than having one 13 boss raid like Hellfire Citadel, what if there was a 6 boss raid and a 7 boss raid, somewhat like Serpentshrine and Tempest Keep. This would allow for more options, diverse environments, and flexibility.
Questing and Reputations
  • There are going to be a wide variety of rewards from the world quests. Some examples include gold, experience, Artifact Power, crafting materials, things that benefit your class order, rare mounts, rare pets, and gear.
  • Doing organized raiding will be the most consistent source of high quality gear, followed by dungeons, followed by stuff in the outdoor world.
  • The world quests on your map will exist without picking up a quest from the emissaries in your class hall. You should be able to see how much time remains before they are gone. The emissary quests are just there to give you some structure.
  • You can do as many of the world quests as you want. At some point you will start clearing out your map and you will have to wait for new ones to appear.
  • The quests that offer more attractive rewards aren't going to appear as frequently as the smaller quests. Most players will pick and choose what is most exciting to them and leave the rest alone.
  • It shouldn't feel mandatory to clear out all of the world quests. The emissary quests help you to know when you have done enough.
  • In Legion, reputation is earned more like it is Tanaan and Mists of Pandaria. The team wants to get away from the more grindy kill reps where you just spend hours in a group AoEing things.
  • There may be one or two reputations that require grinding, something like the Timbermaw, but most will not be like that anymore.
  • The main way you will earn reputation is the emissary quests. You might get thousands of rep from the emissary quest, but individual world quests might give you 50 or 100, allowing you to work towards them faster if you want to.
  • Reputation rewards will be pretty standard, some convenience items, some cosmetic, some power items, while still avoiding the Mists of Pandaria model that required reputation and Valor. The items are likely just going to cost gold and be unlocked by reputations.
  • If two different level players attack a mob, it will almost exist in two states. A level 102 player would see a mob as level 102 and the level 106 player will see the mob as level 106. Most of the time when you are leveling you don't worry about actual numbers, just percentages. The mob will do more damage to the level 106 player than the level 102 player, but the percentage of health it takes off of both players will be the same. The goal is for you not to even notice it is there.
  • While the leveling zones will scale, you won't be able to join friends in the middle of the main quest line in another zone. The idea is for you to both progress through a zone at the same time, regardless of level.
Artifacts
  • The team is pretty far along with all of the Artifacts at this point. They are aware that some players that have a spec that they play that doesn't perfectly match what they want out of their Artifact. Frost Death Knights have asked for a choice between a 2H and a Runeblade. Choice is nice, but it would come at the expense of the identity of the Artifact.
  • You will be able to transmog your Artifact to look like something else, but you can't transmog something else to look like your Artifact.
  • In terms of transmogging to legendary items, a world where everyone has transmogged to Warglaives or Thunderfury isn't right. Those weapons were designed with an iconic look and to be rare. It is still an open question though.
  • Artifact fist weapons are definitely a concern. The team is making sure sheathing works better with them, as well as making them more visible with your combat casting animations.
Misc
  • The team knows that droughts in content are the worst thing for players, but their focus is on getting Legion done as soon as possible.
  • You won't be able to earn flying in Patch 7.0. The world is being built with flying in mind and players will definitely be able to fly later in Legion. Players can begin working on the flying achievement in 7.0 though.
  • It seems likely that another Heirloom upgrade level is coming in Legion, but they aren't sure if they will do it immediately in Patch 7.0.

 

 

So WoW borrows from Diablo again. Am a bit interested to see how the class halls play out, then again I was interested in Garrisons :p

  • Like 1

Why has elegance found so little following? Elegance has the disadvantage that hard work is needed to achieve it and a good education to appreciate it. - Edsger Wybe Dijkstra

Posted

More WoW stuff

 

 

 

Legion Pre-Expansion Patch

  • The Broken Shore scenario picks up exactly where the cinematic leaves off.
  • There is a massive joint Horde and Alliance assault on the Tomb of Sargeras.
  • In the patch before Legion, there will be a demon invasion of our world, with invasions happening all over the world.
  • The forces of Azeroth decide that they need to launch a counterattack and cut off the corruption at its source.
  • Players will get on ships and arrive at a beach assault that has different stages. The stages are completed by the raid group as a whole, you are destroying Legion fortifications, killing demons, killing their major lieutenants and generals as you fight your way up the hill from the beach to the foot of the Tomb of Sargeras. When you get there, there will be some fateful and eventful things that they don't want to spoil yet, but you do not completely succeed at stopping the Legion invasion. All of this will be playable during the pre-expansion patch.
  • The Broken Shore scenario is flexible, scaling anywhere from 1 to 20 players, so when there aren't as many people starting later in the expansion it will wait for a few minutes and then start, maybe with additional NPCs to keep the epic feeling.
  • The pre expansion patch is on a similar timeline to previous expansions.
  • There will be a pre-release patch coming out a few weeks prior to the Broken Isles becoming accessible, which will include the invasion events.
  • Anyone who has pre-purchased Legion will be able to make their Demon Hunter and play through their starting experience during this patch.
Challenge Mode Dungeons
  • The difficulty of challenge mode dungeons should be able to scale endlessly, but there will be a cap on how high the loot goes.
  • For example, if a Tier 20 challenge mode dungeon is very hard to complete, they may cap the loot potential there, even if there are a couple of groups that can go a little higher. This is somewhat like how current challenge modes have a gold timer that is designed to be attainable by virtually any reasonably balanced group. Players can try for even faster times for prestige or leaderboard ranks, but there aren't any more rewards.
  • The goal is to have leaderboards for the new challenge mode dungeons, focused on the highest tier you clear rather than how fast you are doing it.
  • If you are a skilled fully Mythic geared player, you will be able to do a very high tier challenge mode dungeon and they want to give you a chance to get loot comparable to that.
  • Loot will be in a range of item levels, somewhat like what Mythic dungeons offer in Patch 6.2.3. While there is a chance to get items equal to the best ones from Mythic raids, that is not the default expectation.
  • This will complement high end raiders gameplay, not replace it. For players who do Normal difficulty raiding, but actually prefer a smaller group setting, this could replace raiding for them.
  • Each player will be able to get one keystone per week. There may be opportunities to get additional ones as a bonus, but one will be the baseline.
  • If you fail to beat a timer on a run that you have initiated, your keystone is depleted. The depleted keystone can still be used to start additional runs, but those runs won't give a loot chest at the end.
  • If you are trying Level 6 Halls of Valor and just barely fail, you will get a Level 6 quality reward chest for your group at the end of the run, but you now have a depleted Level 6 Halls of Valor keystone. You can try again and if you manage to beat the time, you will upgrade your keystone to a fresh empowered Level 7 keystone that will give you loot.
  • The team wants to avoid frustrations such as having a tank disconnect and being done for the week, but they didn't want players to take the same keystone and run the same dungeon over and over for all of the rewards.
  • The quality of the loot you get from the weekly jackpot is going to be significantly higher. There is a possibility of getting a lucky upgrade from the regular runs, but at some point your main goal will become the weekly chest.
  • There aren't going to be unique challenge mode armor sets, but it is likely that there will be Artifact appearances tied to the challenge mode dungeon system.
Raiding
  • Raid sizes are staying the same, with Mythic at a fixed 20 player size.
  • Cross-realm Mythic raiding unlock time will depend on how long a tier is lasting and where things stand overall for the game.
  • By default, Mythic raids will remain closed to cross-realm raiding at release. Part of that is to preserve the server first races, as well as a sense of guild identity.
  • The idea of a top guild on a specific server is one of the few server specific things that remains and the team wants to make sure it stays and keeps a sense of prestige. At some point it will make sense to unlock cross-realm raiding.
  • The game will have two raid zones at launch and a number of content patches following that.
  • The team is talking about moving away from single monolithic raids that are very large and having a tier that has a couple of separate raid zones that complement each other.
  • Rather than having one 13 boss raid like Hellfire Citadel, what if there was a 6 boss raid and a 7 boss raid, somewhat like Serpentshrine and Tempest Keep. This would allow for more options, diverse environments, and flexibility.
Questing and Reputations
  • There are going to be a wide variety of rewards from the world quests. Some examples include gold, experience, Artifact Power, crafting materials, things that benefit your class order, rare mounts, rare pets, and gear.
  • Doing organized raiding will be the most consistent source of high quality gear, followed by dungeons, followed by stuff in the outdoor world.
  • The world quests on your map will exist without picking up a quest from the emissaries in your class hall. You should be able to see how much time remains before they are gone. The emissary quests are just there to give you some structure.
  • You can do as many of the world quests as you want. At some point you will start clearing out your map and you will have to wait for new ones to appear.
  • The quests that offer more attractive rewards aren't going to appear as frequently as the smaller quests. Most players will pick and choose what is most exciting to them and leave the rest alone.
  • It shouldn't feel mandatory to clear out all of the world quests. The emissary quests help you to know when you have done enough.
  • In Legion, reputation is earned more like it is Tanaan and Mists of Pandaria. The team wants to get away from the more grindy kill reps where you just spend hours in a group AoEing things.
  • There may be one or two reputations that require grinding, something like the Timbermaw, but most will not be like that anymore.
  • The main way you will earn reputation is the emissary quests. You might get thousands of rep from the emissary quest, but individual world quests might give you 50 or 100, allowing you to work towards them faster if you want to.
  • Reputation rewards will be pretty standard, some convenience items, some cosmetic, some power items, while still avoiding the Mists of Pandaria model that required reputation and Valor. The items are likely just going to cost gold and be unlocked by reputations.
  • If two different level players attack a mob, it will almost exist in two states. A level 102 player would see a mob as level 102 and the level 106 player will see the mob as level 106. Most of the time when you are leveling you don't worry about actual numbers, just percentages. The mob will do more damage to the level 106 player than the level 102 player, but the percentage of health it takes off of both players will be the same. The goal is for you not to even notice it is there.
  • While the leveling zones will scale, you won't be able to join friends in the middle of the main quest line in another zone. The idea is for you to both progress through a zone at the same time, regardless of level.
Artifacts
  • The team is pretty far along with all of the Artifacts at this point. They are aware that some players that have a spec that they play that doesn't perfectly match what they want out of their Artifact. Frost Death Knights have asked for a choice between a 2H and a Runeblade. Choice is nice, but it would come at the expense of the identity of the Artifact.
  • You will be able to transmog your Artifact to look like something else, but you can't transmog something else to look like your Artifact.
  • In terms of transmogging to legendary items, a world where everyone has transmogged to Warglaives or Thunderfury isn't right. Those weapons were designed with an iconic look and to be rare. It is still an open question though.
  • Artifact fist weapons are definitely a concern. The team is making sure sheathing works better with them, as well as making them more visible with your combat casting animations.
Misc
  • The team knows that droughts in content are the worst thing for players, but their focus is on getting Legion done as soon as possible.
  • You won't be able to earn flying in Patch 7.0. The world is being built with flying in mind and players will definitely be able to fly later in Legion. Players can begin working on the flying achievement in 7.0 though.
  • It seems likely that another Heirloom upgrade level is coming in Legion, but they aren't sure if they will do it immediately in Patch 7.0.

 

 

So WoW borrows from Diablo again. Am a bit interested to see how the class halls play out, then again I was interested in Garrisons tongue.png

 

Well, I'm excited for it haha. Class Halls sounds like only a minor feature, unlike Garrisons which was the core feature of WoD. Plus, in the Garrisons you send your followers to do awesome things you can't. The Class Hall sends your followers to discover new quests and awesome things for you. Sounds good to me.

Posted

They are certainly saying the right things. So far what they're planning sounds good. Although WoD sounded good before release as well so we'll see how it panned out. But it seems like they've realized what went wrong with WoD and are taking their time to make a better xpac.

 

The only thing they've said so far I don't like is the zones scaling to your level when questing. I understand why they do that (so people of various levels can play together and give players options in what path to go), but it kind of removes the feeling of progress for me, so it's a bit meh.

 

Although leveling is such a small part of the experience it's definitely not a deal breaker, just one feature I could do without.

 

I'm also hesitant about them giving shaman a new resource system. I main an enhancement shaman and I love how it plays (ie having to hit buttons all the time). But since they haven't shown any more details on how that system issupposed to work I'm in the wait and see corner (fortunately they'll give more info wednesday so won't have to ait long).

 

Push comes to show I can always reroll demon hunter or survival hunter.

Posted

Hey now, Shammies represent (Ele Shaman here). I'm definitely a bit worried though, with getting a new resource mechanic and losing Multistrike as an Ele Shaman I have no idea how it's going to play. Shaman is scheduled for wednesday for a Class Preview on the WoW website, so I guess we'll see. If I don't like it I'll probably move to my Shadow Priest alt, since the changes to that sound badass.

Posted

Hmm... I skipped WoD, I did'nt like what they did to the Warrior class. Going to have to take a look at what they want to do from here on, who knows, I might be able to find interest in the game now again. :)

Civilization, in fact, grows more and more maudlin and hysterical; especially under democracy it tends to degenerate into a mere combat of crazes; the whole aim of practical politics is to keep the populace alarmed (and hence clamorous to be led to safety) by menacing it with an endless series of hobgoblins, most of them imaginary. - H.L. Mencken

Posted

Hey now, Shammies represent (Ele Shaman here). I'm definitely a bit worried though, with getting a new resource mechanic and losing Multistrike as an Ele Shaman I have no idea how it's going to play. Shaman is scheduled for wednesday for a Class Preview on the WoW website, so I guess we'll see. If I don't like it I'll probably move to my Shadow Priest alt, since the changes to that sound badass.

Played Shaman as my secondary class from the start of WoD to the end of BRF, and I'll be the dissenting voice I guess. :p Playing as Enhancement there's how many keys now, fifteen? Way too many for my puny 101-key keyboard to handle. As Restoration the class was generally fine although the lack of a tank cooldown hurt a bit. Haven't played Elemental since Firelands so not qualified to comment on that. (For what it's worth, started WoD with Druid main and Shaman alt, ended with Paladin main and Priest alt)

 

Aside, it can be surprising how quickly the cliff comes. In the space of not much more than a month, I've gone from business-as-usual to eh-I'll-stick-around-for-raids to I-really-don't-want-to-log-in. Maybe it's telling how much I've lost interest that I haven't even read a Blizzcon summary of Legion yet, let alone any of the class previews.

 

I've only been back for one year now, after being out of the game for two-and-a-half. I wonder if that's going to be my pattern of play going forward.

L I E S T R O N G
L I V E W R O N G

Posted

Now I  am not against removing some of the abilities from enhancement. Things like Searing Totem, Magma Totem and Unleash Elements can easily go without having too much impact (and in fact, Searing and Magma Totem are already confirmed gone).

 

But I just hate downtime between attacks, Waiting for a few seconds while resource regenerates or for cooldowns to expire makes for really boring gameplay, which is why I enjoy Enhancement. If they keep that feel to it I don't care about a resource system, but not sure it'll work out that way. We'll see tomorrow I suppose.

 

As for growing bored of the game fast, WoD has very little engaging content so that certainly helps.

Posted

The Paladin changes are so so. Interesting idea to make Paladins have a healing aura so they need to get in the fight rather than hang at back with plate on.

Why has elegance found so little following? Elegance has the disadvantage that hard work is needed to achieve it and a good education to appreciate it. - Edsger Wybe Dijkstra

Posted

Nah, just getting stuff like below

 

Mastery: Lightbringer

Proximity to your target causes your spells to heal for up to 30% (with Mastery from typical gear) more.

 

Additionally, to provide a glimpse at how some talents may build upon this, here’s one example of a Holy-specific talent:

 

Beacon of the Lightbringer

Passive

The maximum bonus from Mastery: Lightbringer is increased by 24%, and it now increases your healing based on the target's proximity to either you or your Beacon of Light, whichever is closer.

I still wish they'd bring back the judgement system from TBC - where you can judge light or wisdom to restore health or mana on attack and run those seals. Kind of boring having 2 seals alone as Holy :p

Why has elegance found so little following? Elegance has the disadvantage that hard work is needed to achieve it and a good education to appreciate it. - Edsger Wybe Dijkstra

Posted (edited)

One of the video games news, which really deserves calling them epic :D

 

http://thenextweb.com/insider/2015/11/13/pornhub-reports-a-10-traffic-drop-the-day-fallout-4-came-out/

 

HINT: It's about Fallout 4 ;)

Edited by Mamoulian War
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