Showing posts with label world of warcraft. Show all posts
Showing posts with label world of warcraft. Show all posts

Sunday, June 6, 2010

AVR / AVRE Broken in 3.3.5



According to a blue post

This is a notice that we're making changes in 3.3.5 in attempts to break the ability for the AVR (Augmented Virtual Reality) mod to continue functioning. For those unaware, this mod allows players to draw in the 3D space of the game world, which can then be shared with others who are also using the mod. In some cases this manifests itself through drawing/tagging/defacing the game world, but more popularly is used to give visual guides for dungeon and raid encounters.

We're making this change for two reasons. The invasive nature of a mod altering and/or interacting with the game world (virtually or directly) is not intended and not something we will allow. World of Warcraft UI addons are never intended to interact with the game world itself. This is mirrored in our stance and restriction of model and texture alterations. The second reason is that it removes too much player reaction and decision-making while facing dungeon and raid encounters. While some other mods also work to this end, we find that AVR and the act of visualizing strategy within the game world simply goes beyond what we're willing to allow.

The change we're making in attempts to break the functionality is light in its touch and approach. When blocking any functionality we run the risk of affecting other mods, but we've targeted the changes as carefully as possible. If we find that the AVR mod (or any mod attempting to replicate its functions) are usable after 3.3.5 we will take further, more drastic steps.

This is coming from the same people that put sparkles on plants and quest items, updated the maps include giant yellow question marks for quest turn ins, and much more. On the whole the impact isn't that great for skilled players – but it may make the game more of a challenge for some folks that aren't so situationally aware. The nice aspect of this mod was the ability to mark and for it to stay consist throughout the encounter (whereas you have access to smoke flares still) so the issue isn't a large one.

I don't know Bliz.. my stance is that if there is a desire to use functionality to this effect – someone will figure out a way to code around it. Until then, there's already a tentative type replacement for those folks that do rely on the visual cues of AVRE. Enter Hudmap – it's much smaller scale but the effect is similar. This doesn't even go into the aspect of audible cues – what about that twist on things Blizz? Are you sure it's not taking away some reaction time on the part of the player?




Monday, May 17, 2010

Interface – First Looks

The first impression I had of the beta was "WOW" – why? Because they really changed a few things on the User Interface. I copied over my shaman – with a bit of gold – as premades aren't available yet. There was so much to explore – it was hard to decide where to start. Upon logging in – I naturally got the "Your talent points have been reset" message. This found me hitting the P button.. and WOW, what a difference.

Check it out- you couldn't visit the profession trainers, and you couldn't find the archeology trainer yet – but hey it's new yet.



The next awesome find was the talent tree itself. It resembles the Add On Talented – so if you're used to that type of interface, you'll find yourself right at home with the new talent point UI.



I'll add a post on once you spend your talents - the top changes but I've got to download the updated version.

Cataclysm – Beta?

I have an acquaintance at work – that posted to an internal workgroup that he used to play in Cuties Only (Horde guild) and that a few Bliz devs played there. He said he had contacted them for the Friends and Family Alpha for Cataclysm. Each Blizz employee got 20 invites, and while he couldn't guarantee invites – he stated that if we sent the battlenet name, he would see what he could do. I know the alpha is out – but when I checked my battlenet account – under games, I found a Cataclysm beta. Let the fun begin!


At first, just the screenshots while it was downloading was pretty exciting. As you can see my screenshots below – it did take a while.



Even more awesome – being able to mount in Stormwind on my drake -even more awesome!


Check back for some incoming screenshots and posts.

Tuesday, February 16, 2010

Changes to Warriors AGAIN!!!


Blizztard is making changes again the warriors after the "buff" to Devastate damage. Now they are looking at buff Revenge as it is now less useful since the Devastate buff. What's next?? Do we make cleave have a 10 yard range on it??

All of these changes are because warriors and druids (and DK's to some degree) are way behind prot pallys in terms of AoE threat. Even Blizzard admits that prot pally AoE threat is a bit over done. (http://www.wow.com/2010/01/25/ghostcrawler-on-aoe-tanking-the-paladin-method-is-probably-t/)

What this has created is a broken LFG system where DPS will get used to not watching threat because the last tank was a pally and it was ZOMGPEWPEWMOBS!!!!! till your blue in the face and you still dont pull. Granted I am one of those people that spoil my DPS on my pally as I can consistantly pull 2.6 - 3.6K depending on the instance as the tank. Sometimes I out DPS my DPS.

Logging onto the warrior and queue up and its a different story. I have to work at it and use all my tools to keep threat for the most part on multi mobs pulls. One thing I don't do on the warrior is lots of chain pulls in fast sequence since I know my AoE threat is not as good. I like to take a few seconds to setup the pull and make sure my high threat tools are not on CD.

On the DK , I still have to work at it but once my dieases are down and I am popping Blood Boils off with Howling Blasts (yes I still 2H Frost tank) I usually don't have any issues.

This however means that I usually leave one character aside , the warrior, for the others when using the LFG unless I run with a guild group. Sad I know as I have tanked successfully , Heroic Halls of Reflection on the warrior twice with PuG groups so I know I can do it. It just takes the other 4 people to work with me and not against me to make it happen.

Ever since BC my pally tank has seen more and more action and the warrior has seen less and less and has evolved into a DPS / trade crafting toon , especially with the DK's coming out in WotLK and how easy-mode DPS they seem to be for the most part. I know that gear levels play apart of how much DPS you can put out as well but the warrior and DK are pretty equally geared and the DK will just flat out pwn the warrior when tanking. (Sad panda face here)

This is sad as my warrior is one of my first toons and typically what you would see as a tank. He has all the tools , Last Stand and Shield Wall glyphed for a 2 minute cooldown , Juggernaunt , Shockwave , and many others. He carries his sword and board looking for that boss to tank and kill. It's just depressing to see my DPS numbers way less than my pally or DK and hope that Blizzard fixes it and restores come balance.

Monday, November 23, 2009

Latest PTR Build Thoughts & Insights Part 1

The latest PTR build notes have illuminated me with some insights that I just find interesting. The first change (thankfully) is that any one can use meeting stones – there are no maximum level caps. This is awesome – just think of doing the Headless Horseman in Scarlet Monestary! The only catch is that there is a minimum level of 15. No biggie there!

The next change that caught my eye was the AoE damage cap change. It has been redesigned (we'll see if it makes it to the live realms this way) to have a cap of on the total damage done. The cap is designed to hit 10 targets- so for example if you have an AoE spell that does 1000 damage to each mob – the damage cap would be (10 * 1000)= 10000. If you hit 20 mobs instead of 10, basically what happens is you would take the maximum damage done on 10 mobs and divide it by 20 – so 10000/20 = 500. This means each mob would take 500 damage instead of 1000.

The latest PTR build also has health and mana regeneration buffed by 200% for low level characters. It decreases as the character levels but by the time the character hits 15, it is reduced to normal regeneration gains.

Taunt Diminishing Returns has been changed on the PTR build. The system for diminishing returns on taunt was modified so that creatures do not become immune to Taunt until after 5 taunts have landed. The duration of the taunt effect has been reduced by 35% instead of 50% for each landed taught. To add to this, most creatures in Azeroth will not be affected by taunt diminishing returns- instead, just if the mobs have been specifically flagged for that behavior. This leaves me guessing that the adds on Yogg will still have it but overall, I'm think our tanks will like the change.

Naxxramas has been changed as well. Most people will only be running this place for new 80s or badges. (Likely the latter) Once 3.3 hits, you no longer have to clear all wings. Instead you can tackled whichever part of the instance in whatever order you like. Teleportation orbs are being added in Sapphiron's lair to allow players access to and from it.

Occulus also got a face lift. This place is generally dreaded by most folks. Blizz definitely implemented a lot of changes here. The Azure Ring Guardians agro distances have changed from 50 yards to 40 yards. Many bosses and creatures in Occulus have had their total health reduced as well a nerf on their specific abilities, effect durations, damage, and health. Mob groups have been dropped from 5 packs to 4 packs. Vehicle scaling has been changed to increase the vehicle more powerful for the player's item level.

That's a quick rundown on a few things that stood out. I'll be posting more about the PTR a bit later this week.