BlizzPro's Warcraft

 
 

Blizzard’s newest addition to the in-game shop announced at Blizzcon, Mischief the fel kitten, has finally been added to the in-game shop and is available for purchase. As they have done with other pets, 100% the proceeds from the sale of this pet from now until the end of 2016 will benefit the Make-A-Wish foundation. Along with the in-game pet Blizzard has also added a glow-in-the-dark plush version to the Gear Store, the proceeds of which will also benefit the foundation. For every plush version sold, $14 of the $25 purchase price will be donated. We’ve got the full details below or they’re also available on the World of Warcraft Community Site....

 

Legion PvP Season 1 Ends Dec 13th

by pallimmanis on

Blizzard has announced that Legion PvP Season 1 will occur on Tuesday, December 13th at 6am PST, and Season 2 will begin two hours later at 8am PST. This is an odd turn of events since in previous seasons there has typically been at least one week between the end of one season and the start of the next. At the same time, this bodes well for the next patch to be released to live realms since the end of the PvP season typically coincides with the release of the next patch....

The “bad luck” soft cap on legendary loot was apparently lifted a week ago, according to Watcher. Previously, players would become a little more likely to receive a new legendary each time they failed to get one. After each legendary, it would be reset, and once players got their fourth one, it would stop applying completely. The legendary system has been one of the few areas for somewhat consistent Legion criticism. The complex mix of many issues, including DPS/HPS vs. utility, drop rate, and player value based on who has them has sparked numerous conversations, including a recent statement by Exorsus. In short: The legendary reward system was designed to provide an infrequent, surprise bonus to most max-level activities Its randomness was a contrast to the “transparent and omnipresent” Artifact power and gearing rewards The legendary drop rate was designed to be stingy at first, so as to avoid lucky people having too ...

 

12 Years of the World of Warcraft

by pallimmanis on

Today starts the 12th anniversary event of the World of Warcraft and to celebrate Blizzard is once again doing something a bit different this year to allow players to get more choice from their game. The event will end on November 30th. If you recall, Blizzard’s ten-year anniversary netted players a Molten Corgi pet, revamped the Molten Core raid into a 40 player LFR event which awarded the Core Hound mount and a chance at another pet (Hatespark the Tiny), added the special event only battleground Tarren Mill vs Southshore, and special headpieces for transmog. For the 11th anniversary, players received two consumable “Celebration Wands” which turned other players into Murlocs or Gnolls depending on which wand was used, an Exquisite Costume Set which temporarily turned players into Edwin Van Cleef, an Inflatable Thunderfury, Blessed Blade of the Windseeker consumable toy, and a token which temporarily increased the rate at ...

 

7.1 Hotfixes: 15 November 2016

by Ktjn on

A few more hotfixes roll out today that were not included in yesterday’s blog post, the largest impacting PvP rewards....

In 7.1’s latest hotfixes, Legendary items receive the 15 ilevel boost, Trial of Valor loot increases by 5 ilevels, and many PvP changes will begin to affect players today....

In a dual publication interview, BlizzPro’s own John Horstmann and Lee Vaughn in conjunction with Blizzplanet’s Danny Perschonok were able to sit down with WoW developers Brian Holinka and Michael Bybee to discuss WoW and what’s coming up in patch 7.2 and beyond. Some interesting notes in the discussion were surrounding when we would be going to Argus, that the new class mounts will change in appearance based on your spec, and just how the WoW team has been approaching Legion and beyond due to changes within the team (new blood + some old guard leaving). You can check out the full video of the interview below:...

 

Legion Post-BlizzCon Developer Q&A

by Ktjn on

Hi guys! Ktjn here, this is a first pass summarization of the Dev Q&A on 11/11/16 with Ion Hazzikostas. I’ll clean it up as the day goes on, but wanted to get summary out to you ASAP!! Was Karazhan as a 5man raid considered successful? We found it successful— it is reminiscent of the original instance in addition to posessing mind-blowing new encounters. We would love to continue doing these types of this, but also focus building on where they fit story-wise. We would love to do this type of instance again. How do you feel about the lengthy runbacks in Karahan? We’re looking to make some tweaks. there are shorter routes once you beat the opera but people tend to naturally retrace their steps. We tend to time runbacks, around 90 seconds is ok, but that’s the high end for ok. If they’re longer, we look for checkpoints and ...

 

Design Retrospective: Demon Hunters

by Magistrate on

In this short Design Retrospective series, we’ll dissect the the BlizzCon 2016 Design Retrospective panel. Today, we take a deeper look at the development of the Demon Hunter class alongside senior game designer Jonathan LeCraft. When the team finally got word that Demon Hunters were actually happening, they wasted no time digging in. The last real bite anyone has had of them was Burning Crusade, so in only three days, they had a somewhat-working version ready in an internal build. The early build let users create their Demon Hunter in the character creator and had just a couple skills. Since one of Legion‘s focuses was class fantasy, they kept the skill kit limited while they iterated–working with only enough active abilities to fit the standard hotbar. Eyebeam At first, the idea of shooting laser beams out of a character’s head was more of a joke (looking at you, Hozen Idol)–but no one ...

In this short Design Retrospective series, we’ll dissect the the BlizzCon 2016 Design Retrospective panel. Today, we take a deeper look at the creation of the first zone players ever set foot in with the expansion–the Broken Shore–with senior game designer Jeremy Feasel The Broken Shore–to disambiguate it from the Broken Isles–consists only of that first zone we took on in the pre-patch content. Until now, it has stood vacantly in the shadow of Dalaran, lathered in fel goo, with the Tomb of Sargeras looming on the northern shore. Back to the Roots When the team started to develop the Broken Shore, they used two references for how the zone would turn out. First, they looked at the Tomb of Sargeras and surrounding area in Warcraft III. The Broken Shore portion of the isles was once submerged into the ocean, but was raised by Gul’dan in order to get to the tomb. ...

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