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Author: Mezzy

Host and author of WoW Weekly podcast, guides and website. I have played WoW since classic, enjoy MMORPG’s and game design in general.

WoD Beta Raid Testing Schedule – July 28

After the stability issues last time there’s new raid testing coming on monday!

Quote from: Blizzard
On Monday, July 28, we will continue Warlords raid testing. As this is early in the overall beta raid testing cycle, it is quite possible that there will be technical or gameplay issues that disrupt the testing. Thank you in advance for your patience and understanding.Remember that Heroic difficulty scales for any group size between 10 and 30 players, so feel free to assemble and bring a group of any size within that range. Our general plan is to test every encounter on Heroic difficulty first, and then test sections of the raid on Normal and Raid Finder, alongside targeted Mythic tests.

Each encounter should be available at approximately the listed times below on all Beta servers.twin orgron

Monday, July 28

Oregorger – Heroic Blackrock Foundry
10:30 PDT (13:30 EDT, 19:30 CEST)

Twin Ogron – Heroic Highmaul
16:00 PDT (19:00 EDT, 01:00 CEST)

As always, this testing schedule is very fluid and subject to the realities of a beta environment. We might have to change the time of a testing session, change the boss being tested, or cancel a test entirely, due to bugs, fire, server hardware issues, etc. Keep an eye on this forum for the latest information, and thank you in advance for testing and providing feedback.

Important Testing Notes

Q: How do I get into the raid zone?

A: In Stormwind, Orgrimmar, Dalaran, Shattrath, the two Vale Shrines, and your garrison, you may speak to Nexus-Lord Donjon Rade 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.) Note that new teleport NPC locations have been added to other expansions’ capital cities, as well as near the zone portals in Stormwind and Orgrimmar.

Q: What character should I use to test the raid?

A: Whichever you prefer. We will be scaling players’ effective level to 100 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.

Friday Morning News: Get to Your Choppa!, Rest Of Tanaan In Content Patch, Beta Patch Delayed

We got a tiny update on the Chopper from Azeroth Choppers.

Quote from: Blizzard
Get to Your Choppa!

The Horde chopper is on its way, and you need to log in now to claim it!

Your votes for Azeroth Choppers were counted, and one faction’s war cry roared loudest: the Horde bike will now be turned into a mount in World of Warcraft! Anyone who logs in to the game between now and September 30, 2014 will automatically have their account flagged to receive the Horde chopper upon the release of the upcoming Warlords of Draenor expansion. Everyone can (and should!) claim their chopper by logging in now, but as a reminder, only your Horde characters will be able to mount up and take it for a ride.

It turns out we’ll return to Tanaan Jungle (after the intro event) in a later patch!

Quote from: Blizzard
It’s not just Frostfire and Shadowmoon. Most Draenor zones have additional content at level 100. For example, there’s a bunch of content involving Shattrath at level 100 that we alluded to in the recent Talador preview:Even once the Iron Horde is routed out of Shattrath, the city will not remain safe for long, as new foes are waiting to emerge and lay claim to the city. The Sargerai are a sect of draenei who have aligned themselves with the Shadow Council to usher Gul’dan’s twisted schemes into fruition.

As to Tanaan, the rest of the zone has always been planned as patch content. The area past the Dark Portal is where the Iron Horde has amassed the majority of its army and resources. Naturally, it’s going to take some time for the Alliance and Horde to prepare to assault that directly.

And then finally/sadly, the WoD Beta patch has not finished being applied yet due to a power outage.

Quote from: Blizzard
Unfortunately due to the power outage that occurred our staff was forced to leave the office. As such, we won’t be able to finish the push tonight and bring the realms up.

Developer Insights: The Bloodlust of Rehgar

A nice developer interview has come out about Rehgar, the newest hero in Heroes of the Storm!

Quote from: Blizzard
It’s time for another Designer Insights in which we explore a hero’s design and mechanics. We’ll be chatting with Game Designer Kent-Erik Hagman about the Earthen Ring Shaman himself, Rehgar.
 
Trikslyr: Rehgar is a strong support who can certainly hold his own during combat. After learning the ways of the shaman through Thrall, Rehgar will now join the Nexus. How did the design team create a kit for a hero with a small amount of background lore to pull from?
Kent: So Rehgar’s kit, with respect to his core abilities and Bloodlust, actually all used to be available on Thrall, who was one of our support heroes at BlizzCon 2011. As we kept iterating on design and re-evaluating Heroes of The Storm, Thrall’s kit was set aside. After deciding how we wanted Heroes to play, we started bringing the older heroes back online. From there we received feedback internally from other team members, stating they really wanted to see Thrall laying down the hurt with Doomhammer. But we were really happy with the gameplay of Thrall’s previous kit, and wanted to keep it in our game. We decided to find another great hero that could easily fit the lore and theme of the kit, and Rehgar Earthfury was perfect for our goal. From there it was all about updating the design to our new standards and finding an awesome trait to tie it all together!
Trikslyr: Let’s take a second to look at Rehgar’s trait before diving into the process of the design. Rehgar can turn into a ghost wolf without a channel, allowing him to increase his movement speed instantly. In addition, basic attacks during ghost wolf hit for 100 percent more damage and cause Rehgar to change back to his regular form. What were the intentions of the design team with a different trait compared to what’s available in the Tech Alpha?
Kent: There are times with design, where we have a really strong mechanic for an ability, and we’ll look for ways to get the fantasy to bend to fit the mechanic. Then, there are Rehgar times: when we have an absolutely awesome flavor hit like ghost wolf and will rework the mechanics to fit the awesomeness of the fantasy. We thought it was a really awesome hook, and after playing it, immediately decided we needed to work around it. Oddly enough, it was one of the last pieces added to his kit, and is very defining of his playstyle, as it happened to synergize so well with the positional play of Lightning Shield and Earthbind Totem. As for the attack out of wolf form, it seemed like such a natural fit, and that went through a couple iterations before we settled on its current play.
Trikslyr: There are damage and utility options available for Rehgar in the talent selection screen. He reminds us of Tassadar, in terms of versatility. What are some of the talents players can look forward to when playing Rehgar?
Kent: Our talent designer, Matthew Cooper, knocked it out of the park with Rehgar. He has, in my opinion, one of the most fun talent trees to play with. Rehgar boasts so many options and synergies that you can create with his talent tree. There are games where I go for a full wolf harass build, where I’m using Feral Lunge (Rehgar’s attack from Ghost Wolf leaps at the target and does 200% bonus damage) constantly to poke my enemies, and stealth talents like Shadow Wolf to constantly evade my enemies when I’m running from them. There are games where I’m utilizing Lightning Shield often, and so I elect to grab the free Lightning Shields talent on my totems and double cast them on allies! Lightning for everyone!
Trikslr: Thanks for all the information! It’s time to end this episode of Designer Insights. You know the drill, let’s hear an awesome anecdote from playing Rehgar in the bullpen!
Kent: Rehgar’s second heroic ability, Ancestral Healing, heals a target for a massive amount after a short delay. There was a time (and this is reflected in the Level 20 talent for Ancestral Healing) when the heroic simply healed a target to full health (we were inspired by the Hearthstone card Ancestral Healing, but just couldn’t find a way to give taunt capability to a hero.) Well this was all fun and games until someone decided to take the Dragon Knight. While healing an ally for 15,000 HP in one go was certainly fun for one team, it was apparently not as fun for the other team. So yeah…. we had to change the ability!   A huge thank you Kent-Erik Hagman and the design team for taking time out of their day to chat with us about Rehgar.