Blizzard released a new beasts of the savage lands preview and an announcement about changes to the heroes of the storm reward system! Check them both out below.
The lush Shadowmoon Valley appears peaceful and idyllic, lulling many would-be adventurers into a false sense of security as they explore its rolling hills and violet forests. But countless hidden perils lie waiting behind the tranquil façade, and only those well-armed with knowledge can hope to survive. What dangers lurk in the shadows?
Riverbeasts
Adventurers are often misled by the seemingly docile riverbeasts. Though slow to anger, once disturbed, a charging riverbeast is a ferocious sight: 4,000 pounds of fat and muscle storming toward its target like a runaway tram. Roaming draenei rangari have long been astounded by how much damage a rampaging riverbeast can take before it’s brought down, and draenei children are taught to keep a wide berth of shallow waters. Riverbeasts are characterized by their rock-like skin, likely developed during the early days of Draenor’s prehistory, when creatures of stone dueled for supremacy against the chaotic flora. Those looking to take a riverbeast as a trophy should take note of their durable armored flesh and tendency to charge unexpectedly.
Podlings
A number of Draenor’s indigenous species blur the line between plant and animal, and the so-called podlings are the most vicious and chaotic of their ilk. Small and seemingly harmless, they work together to capture their prey, attacking only when they have numerical superiority. Explorers who pay attention to the color of podlings’ flowering buds can ascertain whether they favor poison, ensnaring, or physical attacks to incapacitate their victims. Once podlings have overwhelmed their quarry, they will drag the unlucky creature down into the weeds to fertilize a new generation. The clear lesson for adventurers: looks can be deceiving!
Elekk
The majestic elekk graze contentedly across the grassy plains of Draenor, relying on their huge size and the support of the herd to keep predators at bay. Draenei explorers have determined that the animals pose no threat, as long as their young aren’t endangered or their water supply jeopardized. With the endurance to cover great distances and the ability to defend themselves by ramming or stomping attackers, these beasts have emerged as the draenei transport of choice. Explorers should take note of persistent draenei rumors that the Thunderlord Clan orcs torment and twist terrified elekk into vicious weapons of war, covering them in armor plating and inciting them to rampage when turned loose on their foes. Beware!
Draenor Ancients
It was only very recently that draenei rangari managed to communicate with these enormous sentient trees, but wildly different ways of life—not to mention a completely different perception of time—have made further interaction difficult. The ancients get their name from their analogues on Azeroth; they are tied closely to a prehistoric plant lineage that unites much of Draenor’s flora and places them in opposition to the creatures of stone. These enigmatic ancients remain in the same area for hundreds of years and are reluctant to move unless their home is threatened. Adventurers should be cautious when harvesting the valley’s lumber, as they may find the forest fighting back.
Shadowmoon Valley is a dangerous place, but there are many deadly threats still to be discovered across the savage world of Draenor. Until next time, stay alive . . . if you can.
Our next Heroes of the Storm Technical Alpha patch will bring a number of changes to the out-of-game Leveling System, Hero Quests, Player Profiles, and much more. Many of the changes that we’ve decided to include in this patch were made entirely because of the feedback that the Heroes community has shared with us on the official forums. Thank you very much for your help during Tech Alpha testing thus far; we’re looking forward to hearing much more from all of you in the future so that we can continue to make Heroes the best game it can possibly be. For now, we’d like to make sure you’re completely prepared to level up and earn rewards come patch day. Let’s take a look at some of the major features that have been reworked in the next Tech Alpha patch, starting with the new Player Profile layout.
Player Profile
Upon logging in to Heroes of the Storm once our next Tech Alpha patch is released, you’ll immediately notice that the Leveling System progress bar and reward icons have been removed from the home screen. Never fear, they haven’t gone far! They’ve just found a new home in the freshly revamped Player Profile screen. Access your Player Profile by clicking the Hero portrait found in the top right corner of the home screen. Once you do, you’ll see your current player level and Hero portrait are now located at the top of the profile screen, and several tabs have been added to the left-hand side which can be used to navigate the your profile. Hero Progress Use this tab to track of the Experience Points and Rewards you’ve earned by playing games with each Hero. Rewards Here, you’ll be able to see which Leveling System Rewards you’ve earned, as well as those you have yet to unlock. Daily Quests Select this tab to keep an eye on which Daily Quests are currently available to you. Profile Summaryand Match History Have been disabled during Tech Alpha testing.
Hero Progress and Rewards
In our next patch, the Hero Quests tab has been renamed Hero Progress, and Hero Quests have been replaced by Hero Levels. The Hero Progress tab is where you’ll be able to keep track of each Hero as you earn XP, level them up, and unlock new rewards. In previous versions of the game, Hero Quests could only be completed by playing in Versus games. Thanks to your feedback, however, that restriction will soon be a thing of the past. Once the patch is released, the experience points you’ll receive after playing games in Cooperative and Versus modes will not only count toward your overall player level, but carry over toward progress and rewards for the Heroes you use during those matches, as well. Better still, you’ll no longer need to reach player level 10 with the Leveling System in order to start leveling up your favorite Heroes. Instead, you’ll begin earning XP toward Hero progress with your very first game — Even if you’re starting from scratch with a brand new account! Hero Rewards Each Hero begins at level 1, and the more you play with a particular Hero, the closer you’ll get toward his or her next level. Progress caps at level 10 for each Hero, and every level after the first will unlock rewards that are specific to that hero. The table below details which rewards you’ll earn at each Hero Level: <center>
Hero Level
Reward
1
Heroes Start Here
2
Second Heroic Ability
3
Six Additional Talents
4
All Remaining Talents
5
500 Gold
6
Hero Portrait / Mount Variation 1
7
Skin Variation 1
8
Skin Variation 2
9
Hero Master Portrait / Mount Variation 2
10
Master Skin Unlocked
</center> There’s quite a bit of information there, so let’s break down a few rewards that you may not be familiar with yet: Heroic Ability Following the patch, each Hero will begin with one Heroic Ability, and the second can be unlocked by reaching Level 2. Talents Talents are no longer completely unlocked for all Heroes at once by achieving player level 8. Instead, each Hero begins with two Talent choices available at each tier of in-game Talent selection. Six additional Talents, one for each tier, can be unlocked by reaching Hero Level 3. All of a Hero’s remaining Talents will become available at Hero level 4. Hero Portraits Hero Portraits are now unlocked on an individual basis by reaching level 6 with each Hero. Upon reaching Level 9, you’ll unlock that Hero’s Master Portrait, which features a shiny golden border. Skin Variations At levels 7 and 8, you’ll unlock Skin variations. With these, each Skin you own (including a Hero’s base model) offers three different options for customizing the look of your Hero in-game, for free! Mount VariationsMount variations will unlock at Hero levels 6 and 9. Much like Skin variations, Mount variations allow you to customize the steeds you ride into combat.Master Skin At level 10, you’ll unlock the ability to purchase a Hero’s Master Skin with Gold, which you can use to show off your prowess with that Hero in-game. Just like other Skins, a Master Skin features two variations, which you’ll have already unlocked by reaching level 10. This means that once you’ve purchased a Hero’s Master Skin, you’ll immediately be able to use its variations in-game. It is also important to note that any Hero Quests which are completed prior to our next patch will count toward Hero Levels, but partial Hero Quest progress will be lost.
For example, if a Hero’s first Quest is already complete prior to the patch, that Hero will begin at level 2. If all six of a Hero’s Quests are completed, that Hero will begin at level 7.
Additionally, if a Hero’s second Quest was only halfway complete prior to the patch, progress will be reset, and that Hero will begin at level 2.
Leveling System and Rewards
Taking a look at the Rewards tab above, you can see that our next patch will bring a host of changes to Leveling System Rewards in Heroes of the Storm. As before, you can still earn Gold by leveling up, and you’ll receive 1,000 Gold for reaching levels 2 and 4. We’ve also made a few changes to the rewards unlocked at levels 8, and 10. Not only have we moved the free Hero rotation slot reward from level 7 to level 8, but we’ve also added a second slot that you can unlock by reaching level 10. This means that you’ll be able to choose from among seven free rotation Heroes for any given game, at any time! Additionally, we read feedback from a number of players who mentioned that they’d like to see rewards added above level 10, so we’ve added a 2,000 Gold reward to level 12, and levels 20, 25, 30, and 35 now offer 3,000 Gold each! You may have also noticed an “Artifacts” reward pictured at level 15 above, but we’ll have much more information to share on that in the coming days. Kindly note that all partial progress made toward the next player level prior to patch day will be lost.
For example, if you were halfway toward reaching player level 21, you will be reset back to the start of level 20 following the release of our next patch.
Let’s take a look an exciting new way to earn Gold in the next Tech Alpha patch.
Daily Quests and Gold
Many of you who frequent our forums have mentioned that opportunities to earn Gold in Heroes felt rather infrequent at times. We definitely heard your feedback, and after the patch, you’ll receive Gold for completing matches in Cooperative and Versus game modes! Every Cooperative game you win will award you with 10 Gold; while Versus games will net you 10 Gold for losses, and 40 Gold for wins. What’s more, quite a few of you have also let us know that you’d like the ability to complete Daily Quests outside of Versus matchmaking. We’re happy to share that, thanks to your comments, you’ll be able to progress toward and complete Daily Quests in both the Cooperative and Versus game modes alike after the patch. In order to help account for this change, we’ve decided to slightly rebalance the amount of Gold awarded by Daily Quests. Rather than offering 250 or 500 Gold on completion, all Daily Quests after the patch will instead award 200 Gold.
End of Game Screen
Along with the myriad of changes mentioned above, we’ve also reworked how you’ll experience Leveling System progression, and made a lot more information available to you on the end-of-game Score Screen. We’ve added a navigation bar to the top of the screen, which features four new tabs: Summary, Stats, Quests, and Rewards. Let’s take a look at what each of these tabs has to offer: Summary After completing a game in any mode, you’ll land directly on the Summary page, which is where you’ll be able to see the fruits of your labor from your most recent game.
All of the experience points and Gold you earned from your most recent match, as well as any rewards you’ve unlocked, will be counted up and detailed for you in the center of the screen.
The large blue progress bar keeps track of your Hero’s current level, the XP you earned toward the next Hero level, and displays your next Hero level reward to the right.
Similarly, the purpleprogress bar tracks your current player level, the XP you’ve earned toward your next level, and displays your next player level reward to the right.
If you’re ever curious about which reward is coming up next, hover the mouse over the reward icons to the right of each progress bar to get a brief description.
Stats The Stats page is essentially the end-of-game Score Screen you’ve become familiar with in previous Heroes of the Storm builds. Much like before, you’ll still be able to see Takedowns, Deaths, Battleground Mechanic scores for each player, as well as elapsed game time, and XP earned during the previous match. Quests The Quests page offers another a look at all of the Daily Quests that are currently available to you in case you’d like to quickly check out which Quest to complete next before hitting the Play Again button in the lower left corner of the screen. Rewards The Rewards page displays all of the rewards you earned during the previous match.
That just about does it for our Progression System and reward changes in the next patch. Thank you once more for helping us test during this phase of the Tech Alpha. Your constructive input over the past few weeks has gone a long way toward helping us shape the changes we made for the impending patch. If you’d like to share more of your thoughts with us, be sure to drop by the Heroes forums and contribute there. Stay tuned right here at HeroesoftheStorm.com over the next few days to catch more exciting information about what’s coming to the Technical Alpha. Finally, don’t forget to drop by our live Developer Insights broadcast, starting at 11:00 a.m. PDT on Tuesday, July 22. If you’d like to submit a question for the Q&A portion of the show, kindly submit your queries to @BlizzHeroes using #HeroesQA on Twitter.
The good people over at wowhead have put a nice list of the current jumping puzzles in the WoD beta. There is currently one in Shadowmoon Valley and two in Frostfire Ridge. Check it out here.
There has also been some Heroes of the Storm news today. The first is a look at the new battleground/map which they are currently working on. The second is in the form of a video showing off the Master Skins they are working on. The first set they’re showing off are ones on Warcraft heroes.
With this episode of Designer Insights, we’re shifting our focus to a brand new battleground called Garden of Terror. Senior Technical Designer Meng Song gives us an overview.
Trikslyr: Garden of Terror is our brand new, 3-lane battleground featuring a day and night sequence. Can you tell us what changes occur when the night sequence begins? Meng: When night falls, the night horrors will come out in the garden area of the Battleground and all normal mercenary camps will disappear. The minimap displays the location of all the night horrors with purple indicators, similar to the Haunted Mines display of skulls. This should make locating the Night Terrors easier to pinpoint. Garden of Terror provides us with the opportunity to feature our dynamic lighting. During the night, we turn down the brightness of your hero’s vision, so the map becomes much darker. We recommend players to stay alert and keep your allies close, night is the perfect time for enemies to strike and take advantage of your reduced visibility. As a side note, the night sequence will not end until all the night horrors are killed. Since the nature of the map changes and the day/night cycle is controlled by the players, it becomes part of the strategy whether to try and keep the map on the night cycle or try and shift it back to daytime.
T: One of the objectives on the map is for each team to grab seeds. This is done by killing the small, but deadly Infested Servants scattered throughout the garden, and the massive plant called the Flowering Shambler. What’s the purpose of collecting the seeds? Meng: After collecting 100 seeds, any player on the team can right click on the Fertile Soil inside their base to summon the almighty Garden Terror. That player will become the Terror and will be free to use the Garden Terror’s power to their advantage. However, use your time wisely, as the summoned Terror has a time limit that will expire.
T: Besides a massive amount of health and power, what kind of cool abilities can players look forward to obtaining once they become the Garden Terror? Meng: The Garden Terror has two abilities. Plant Horror Overgrowth disables and damages all enemy buildings around the casted area. Be careful, as the Overgrowth can be destroyed by the opposing team. This creates a good risk-reward scenario and opens up gameplay choices. Players can use the ability as bait, place it in areas away from heroes, or just go for the all-in play. Plant Horror Overgrowth will be on top of the priority list for enemies, so players will have to think on their feet with how, where, and when to use such a powerful ability. If you’re sick of the enemy team clumping up and pulling off a wombo-combo on your team, Spore Queen’s Curse lets you turn them into slow, weak Plant Zombies! This is an area of effect polymorph ability that can definitely turn the tide of a fight, when used correctly.It’s wise to keep the ability off cooldown, so the ability can be used as a follow up tactic right after an Overgrowth.
T: Are there any Heroes in particular that excel well on Garden of Terror? Meng: We believe some of the choices below fit well on this unique battleground:
Heroes that have summons and/or can jungle well such as Gazlowe and Zagara
Heroes or talents that allow you to scout, such as Tassadar and Clairvoyance
Trikslyr: We like to end our Designer Insights with a fun anecdote. Mind sharing a terrifying moment that occurred while testing the new battleground? Meng: There were a few hilarious moments that occurred during the development playtest. At one time, the Garden Terror was balanced to be so strong that we just couldn’t kill it. So you would get these weird moments where each team would summon a Terror, all the other four heroes would be forced to chase the enemy Terror in an attempt to slow it down. The game eventually turned into a base race scenario in which the Terror who could kill the enemy’s core faster won. In another test phase, the Garden Terror’s Spore Queen’s Curse ability could be casted on the enemy’s Garden Terror. So when two separate Garden Terrors were summoned, it was all about which Terror could cast the ability on the enemy Terror first, and it was pretty hilarious to watch teams beating up on a tiny Garden Terror.
A huge thank you Meng Song and the design team for taking time out of their day to chat with us about Garden of Terror. If you missed any of our previous Designer Insights, check out the list below, and keep an eye on HeroesoftheStorm.com for more news from the Nexus.
In this Coffee with the Devs, we’d like to give an update on secondary and minor stats in Warlords of Draenor. A lot has changed since we first revealed our plans at BlizzCon, so this blog will not only cover the latest developments related to what we’ve already discussed, but also go into detail on some new changes we’ve got in the pipeline.
As we announced at BlizzCon, we’re retiring Hit, Expertise, Dodge, and Parry. Hit and Expertise weren’t really providing very interesting gameplay, and Dodge and Parry are being replaced with Bonus Armor. Check out the Patch Notes for further discussion on why we removed these stats.
The other secondary stats—Crit, Mastery, Haste, and Spirit—work well and will be sticking around. One important note is that Spirit will only appear on items for specific slots (fingers, neck, back, and trinkets) and will give a much stronger benefit than it does today. Healers will prefer items with Spirit for those slots, but otherwise will use similar gear to everyone else.
New Stat: Multistrike
A new stat in Warlords of Draenor, Multistrike grants your spells, abilities, and auto-attacks additional chances to activate. If you’ve been following along since BlizzCon, you may remember that in our early plans, your Multistrike chance would split between two rolls and effectively have a 200% cap. We’ve since changed that to make it more clear and intuitive: the full chance is given to both rolls, with a 100% cap.
Now Multistrike grants your spells, abilities, and auto-attacks the chance to activate up to two extra times at 30% of normal effectiveness. For example, if you have 55% Multistrike and cast a Fireball that does 1000–1100 damage, you’ll have two separate 55% chances to automatically follow with another smaller Fireball that does 300–330 damage. That means every time you cast Fireball, you have a chance to see one big-damage Fireball, and then two smaller-damage Fireballs leave your hands in quick succession.
New Stat: Bonus Armor
Throughout the game’s history, some items have had bonus armor on them, which made them more attractive to tanks. After we removed Dodge and Parry, we wanted to replace these stats with a new tank-specific stat, and Bonus Armor fit the bill nicely. As with Spirit, it’ll only show up on rings, necklaces, cloaks, and trinkets. It’s clearly valuable to all tanks, and will be tuned to be much stronger than other secondary stats. Tanks will want to use items with Bonus Armor for those slots.
Retiring Stat: Amplify
We tried out Amplify on trinkets in Siege of Orgrimmar, and at BlizzCon we announced that it’d be a stat in Warlords of Draenor. The intent of Amplify was to multiply the effects of your other secondary stats. However, as we continued development, we found that Amplify had some design problems. In particular, we determined that it would quickly become the absolute best stat for everyone. On top of that, even if we were to apply heavy diminishing returns, the stat still wouldn’t have an interesting effect on your gameplay. For those reasons, it’s no longer going to be a stat in Warlords of Draenor.
Retiring Stat: ReadinessReadiness was another stat that we tried out on Siege of Orgrimmar trinkets. This one looked solid at first. Cooldown reduction is a great concept, the idea was well received, and although there were some balance issues, they seemed solvable. However, as we continued development, we hit a snag. Readiness works great in small quantities on the scale of a trinket or two, like in Siege of Orgrimmar. However, when we expand that to a point where you could potentially have Readiness on all of your character’s gear, problems arise.
Using a damage-dealing (DPS) class as an example, most of the stat’s value comes in letting you use your temporary burst-damage cooldowns (Arcane Power, Vendetta, Recklessness, Dark Soul, etc.) more often. Most of those cooldowns increase damage by 20%–30% while active, which is substantial for a temporary burst ability, but doesn’t compare well against secondary stats. If you stack a lot of Crit and can reach 30% Crit from gear, that’s more or less a 30% passive increase to damage. If secondary stats are equal, you should be able to stack Readiness instead, and get a damage increase that’s similar (or at least close). But how do we give you a 30% damage increase from letting you use a +20% damage cooldown more often? And once you get to 100% uptime, then what?
We experimented with many potential design changes but never found a version of Readiness that really felt good, so we’re going to shelve it for now, at least as a common secondary stat. You may still see it pop up occasionally in small quantities, such as on a trinket.
New Stat: Versatility
The removal of Readiness left some space in our itemization plans and room for another stat to take its place. It’s important to offer players plenty of different secondary stats so that you have a wide variety of interesting and compelling gear to choose from. To that end, we’ve been working on a new secondary stat called Versatility. Versatility is pretty simple: 1% Versatility grants a 1% increase to your damage, healing, and absorbs, and reduces the damage you take by 0.5%. It’s a straightforward, obvious upgrade to your primary role’s performance, but also gives significant boosts to secondary role performance and survivability. The healing increase it provides does work on self-heals, such as Recuperate, for example. We won’t be tuning it to be anyone’s highest throughput secondary stat, but it’ll be close, and it’ll give you a nice boost to how versatile your character is in the process. It’ll be especially attractive to hybrids who want to feel more “hybridy.”
Minor Stats
Most gear that drops in Warlords of Draenor has a chance to have a random bonus in addition to its normal stats. We call these “minor stats,” and they provide a small but useful bonus to your character.
New Minor Stat: Movement Speed
The first of our minor stats is Movement Speed, which, as you can probably guess, increases the speed that you move by a small amount. Previously, movement speed increases came from enchants and various class abilities, but otherwise never directly came from gear. The Movement Speed minor stat will stack with all other sources of movement speed, but we’ll be keeping the maximum benefit you can get from it fairly low—we want it to feel like a fun bonus when you get it, but not a large increase to character power. New Minor Stat: Avoidance
Another minor stat, Avoidance, has previously only ever been used for a few prominent class pets. It reduces the damage you take from area-of-effect (AoE) attacks, though compared to the pet version, the Avoidance minor stat will come in much smaller quantities. The goal is to soften the blow of AoE attacks a bit, but not allow you to just stand in the fire. New Minor Stat: Indestructible (previously Sturdiness)
We called this one Sturdiness when we announced it at BlizzCon, and its original effect reduced durability damage that you take by a small amount across your whole character. Since then, we’ve renamed it Indestructible, and changed it to cause that specific item to not take any durability damage. We think the change will make the stat more intuitive while providing a similar overall benefit.
New Minor Stat: Leech (previously Lifesteal)
Lifesteal is another minor stat that has been renamed and slightly redesigned since BlizzCon. Our original plan was for it to convert a percentage of your damage done to self-healing. We’ve extended it to work for healers as well, causing an extra percentage of all of the healing you do to heal you as well. With that change, the name was no longer fitting, so we’re renaming it Leech.
Proposed Minor Stat: Cleave
We announced Cleave as a minor stat at BlizzCon, but have since run into some problems with it. Most importantly, it was of situational value to DPS classes,always valuable to healers, and had very little value to tanks. As a result, we were concerned it would cause items that would otherwise be equally appropriate for a healer and a DPS class to be viewed as “healer gear,” which isn’t our intent. We’ve shelved it for now, though we have some ideas about how it might show up occasionally in specific cases. The Complete List
In summary, here’s a complete list of our planned secondary and minor stats in Warlords of Draenor:
Secondary Stats
Haste: (Unchanged) Increases attack speed, spell casting speed, and some resource generation
Critical Strike: (Unchanged) Increases your chance to critically strike, dealing double damage
Mastery: (Unchanged) Increases the effectiveness of your specialization-specific Mastery
Multistrike: (New) Grants two chances for your damage and healing effects to fire an additional time, each at 30% effectiveness
Versatility: (New) Increases damage and healing, and reduces damage taken
Spirit: (Unchanged, healer-only) Increases mana regeneration rate
Bonus Armor: (New, tank-only) Increases your armor
Minor Stats
Movement Speed: (New) Increases your movement speed
Indestructible: (New) Causes the item to not take durability damage
Leech: (New) Causes you to be healed for a portion of all damage and healing done
Avoidance: (New) Reduces your damage taken from area-of-effect attacks.
As you can see, we have a lot of exciting changes and additions in the works designed to give you a variety of intuitive and interesting gearing options. We’ll be keeping a close eye on how these are playing out in our alpha and beta testing, and we’ll continue to refine and adjust as needed. As always, we look forward to hearing your constructive feedback!
It’s also Muradin week for heroes of the storm, which means there’s a new video out showcasing him!
Lili is a new support hero with an ability set that helps her to very effectively aid her teammates throughout the game.
She has lots of ways to protect herself and allies, and she doesn’t need to be babysat.
You’ll see a lot more from her in the showmatch commentary at the end of the panel.
Brightwing
Brightwing has the ability to passively heal any allies nearby.
She can also transform enemies into animals.
Brightwing is a versatile support hero capable of teleporting from ally to ally, healing them and providing them with the help they need to succeed in battle.
Zagara
Zagara has map-wide components to her design.
She can drop Creep Tumors to spread Zerg Creep, which helps speed up her movement speed, as well as the speed of her summons.
What’s more, Zagara can use her Nydus Worms to hop back and forth around the map, giving her plenty of opportunity to Creep up and siege multiple lanes at once.
Murky
When we talked about putting Murky in the game, we initially struggled with what to do with him. Making him a really powerful hero just didn’t seem to fit quite right (he is a Murloc, you know.) Instead, we chose to make him very, very weak, but incredibly persistent.
Murky can lay an egg which he can use to respawn near instantly upon being killed. If his egg is destroyed, Murky will face the same respawn timers as other heroes do, so be sure to hide it well!
Murky is going to die A LOT, but he’s a hero who eventually overwhelms enemies across multiple battles. He doesn’t need to win every fight; he just needs to win once.
We also shared a sneak peek of three additional new heroes who are also in development: Chen, Kael’thas, and Sylvanas!
Pax East panel video:
Now onto Hearthstone, where we’ve gotten the first preview of the PvE adventure mode!
Quote from: Blizzard
Hearthstone’s highly anticipated single player Adventure Mode has been officially announced today at PAX East: Curse of Naxxramas, A Hearthstone Adventure!
The Curse Comes!
The ancient necropolis Naxxramas, a base of operations for the powerful lich Kel’Thuzad and his plague-bearing undead host, comes to Hearthstone in a single player PvE Adventure that anyone can undertake! Progress through one of the five unique wings of the dungeon and gain new cards for your Hearthstone collection by defeating the iconic bosses that you’ll face along the way – the oversized arachnid Maexxna, the fungal horror Loatheb and the shambling abomination Patchwerk are just a few of the horrors that await your challenge. Each boss has their own unique cards and Hero Powers at their disposal to challenge even the most seasoned of card-slinging adventurers!
New Cards!
Progressing through Curse of Naxxramas and overcoming the challenges that lurk within will reward you with all new Hearthstone cards! Once you earn these cards, you can start playing with them in your decks right away. A total of 30 new cards will be added with Curse of Naxxramas – Check out a few of the shambling creatures of the undead that are just dying to be a part of your collection below!
Peer Into the Plague Quarter
One of the bosses you’ll be pitted against within the Plague Quarter is the devious plague cauldron master Heigan the Unclean! His Eruption spell will put your minion’s dancing skills to the test, and Mindpocalypse will make you think you’ve got the upper hand! Speaking of hands, Heigan definitely never washes his. Gross.
Defeating Heigan will net you a brand new card to add to your collection, and the completion of each wing will reward you with a guaranteed new Legendary card!
All New Game Board!
Curse of Naxxramas will have its own unique game board Hearthstone players battle on while they are in the adventure, complete with brand new interactive corners! What could possibly lurk within that quivering mass of eggs? Do you really want to find out?
Test Your Might with Class Challenges!
On top of all of that, nine unique Class Challenges lie in wait within Curse of Naxxramas. These challenges put a difficult twist on existing encounters within the adventure and will put your Hearthstone skills with a specific class to the test! If you’re able to overcome the Class Challenges that face you, you’ll be rewarded with new class-specific cards to add to your collection.
Make Tracks to Naxx!
Curse of Naxxramas will open its gates to challenge Hearthstone players over the course of 5 weeks, opening wing by wing. The first wing of Curse of Naxxramas, The Arachnid Quarter, will be available free for all Hearthstone players. If players wish to venture further into Naxxramas to collect all of the new cards for their collection, each wing besides the Arachnid Quarter can be purchased with in-game gold OR real money. As each wing is released, the cards available in each wing will also show up in your Arena picks, even if you have not earned them for your personal collection yet!
Beware the Necropolis!
We hope you enjoyed this first look into Curse of Naxxramas, A Hearthstone Adventure. Curse of Naxxramas is planned to release simultaneously for PC, Mac and iPad. A release date will be announced at a later time.
Welcome to Artcraft! I’m Chris Robinson, senior art director for World of Warcraft, and today we’ll be discussing the revamp of the female Draenei model. In this blog, we’ll touch on how we approached this redesign, show before and after images, and talk about our art process with this particular model.
When we first discussed throwing away the old model and making a new female Draenei from scratch, one topic that kept coming up was the connection between the Lost Ones and the Draenei; visually, there wasn’t one. We wanted to help a player understand, more viscerally, the connection between the Lost Ones, and their seemingly perfect cousins—the Draenei. Ready to challenge long-standing design conceits, we rolled up our sleeves and got to work.
Lead Character artist Tyson Murphy explains: “The original model was never very popular among players, and while certainly there are the few who dearly love playing a female Draenei, we felt like we needed to start over. The best way for us to do that was pretty clear from the start: rely on the lore. I wanted to create a new face that got across the idea that this was someone you know, the proverbial “blue space demon next-door”, while playing up her connection to the Lost Ones. We brought out her eyes, created a more natural “Lost Ones” jaw line, brought her waistline in to more realistic proportions, and took the hairline up to create some visual parity with the male designs.”
Lead Animator Steve Aguilar:
“A lot of what we try to accomplish with art in the game is to tell a visual story through the textures, props, and animation, giving you a sense of what something is without having to outright explain it through text or voice. Most people forget that the original Draenei survivors on the Exodar came from one specific mountain family clan, and the Draenei female you know and love was actually conceived en route to Azeroth. We wanted to rough up her edges a bit, and tell a story that has been told many times before—the story of a rebellious young girl cooped up on her family’s floating crystal ship that’s just crashed on a fantastical planet. When you get your hands on Warlords of Draenor, be sure to take a look at some of the unique emotes the animation team has created for her. Some of my favorites are: /twerk, /ew, /chewgum, and /whatever. Also keep in mind that the models shown here are using a temporary pose, which may make her appear more animated and lively than she will in the final product.”
Character Artist Dusty Nolting adds:
“The Draenei, like all of the game’s races except the humans, are essentially anthropomorphic representations of animals, so a lot of care went into conveying that. Playing up the capra-like slender reverse-ankle and hoof, and adding tasteful amounts of fur, were both changes players have been asking for since Burning Crusade. We also know a lot of you have been requesting full “back side” shots to properly compare the before and after. Hopefully this helps!”
That’s all we have for the female Draenei right now. We hope you continue to enjoy this series as we invite you to meet the team, get insight into our development process, and sneak early looks at some of the art we’re creating for Warlords of Draenor.
The new hero Pajamathur was presented today. You can check out his amazing abilities and other details here. Let’s hope this will become a Abathur skin!
Throughout our history, we’ve sought to bring epic experiences to gamers around the world. StarCraft II has seen Jim Raynor, Sarah Kerrigan, and Zeratul as the focal points of epic adventures across the universe. As we move toward our third chapter for StarCraft II, we’ve come to feel that a fresh approach is needed to keep the experience as immersive as possible. Accordingly, we’ve decided to realign the focus of the Protoss story to reveal this mysterious race in all its power and glory. Therefore, we’re happy to announce that the next expansion will feature the Protoss story through the eyes of Artanis, the Hierarch of the sage Templar, and it will be titled StarCraft II: Herald of the Stars.
Herald of the Stars will feature a revolutionary non-linear campaign. It can be played backwards, forwards, with any mission in any order, or not played at all, while still delivering the exact same life-affirming storyline.
Writers James Waugh and Justin Dye said,
“We don’t want to give away too many details of the plot at this point, but rest assured we will answer the important questions you’ve always wanted to know about the Protoss, and we plan to do so in excruciatingly specific detail. “What do they eat?” “How do they breathe?” “Do they breathe?” “Hold on – they surely breathe, or how do they oxygenate their blood?” “You know what, I’m sorry I asked about the whole breathing thing… this is going massively off-track.””
New weapons! New units! New armors! New hairstyles on the Stalkers! Customize the color of your lasers so long as you’re okay with 10 different shades of blue! A dance editor? Yes. Sure! A dance editor!
Will Artanis save all of the multiverses from utter annihilation? It’s up to you and all of the other Twitch viewers who are in chat at the time!
While the motivation for this change ultimately stems from our desire create the most epic gaming experiences ever, there’s more behind this decision. As you might expect, Blizzard Entertainment is constantly researching the aspects of our games that our community of players enjoy. One thing that has unexpectedly come to our attention is our audience’s love for the acronym HotS. With recent successful titles Heart of the Swarm, Heroes of the Storm, and Hearth (of the) Stone, we took notice of players’ absolute love for this particular string of letters. This caused us to reconsider everything, and the results were nothing short of spectacular.
Long-time Blizzard Head of Trend Studies Jack Sterling said,
“At Blizzard, we constantly strive for optimization. Over the last few years, through deep market analysis, ethnographic study, and highly advanced acoustic research, we have come to scientifically prove that the player community prefers games with titles that form the following acronym: HotS. We were amazed. It’s quite unexpected. For some reason, people just synergize with the acronym HotS. In one study, 87% of respondents choose the HotS acronym over another random video game acronym. People seem to like how easy it is to say, how attractive they feel when saying it, and the sudden rise in body temperature associated with such an impactful acronym. Other than that, it’s baffling, but it’s awesome at the same time!”
Senior Game Designer David Kim also voiced his excitement about the new name.
“From a design perspective, we want to create new and exciting experiences for our players, while making it as easy as possible for new or returning players to try the game out. HotS is a well-known name at this point with lots of awareness in the gaming community. Switching over to an entirely new acronym for our next expansion creates an entry-barrier that just felt unnecessary. When players upgrade from HotS to HotS, that transition will be as smooth as possible!”
Senior Game Producer Hony Tsu had this to say about HotS:
“Developing the StarCraft II franchise puts a lot of responsibility on us at Blizzard. There were many creative hurdles between Heart of the Swarm and Legacy of the Void, and we just love the acronym HotS. We’ve spent so many hours of time searching for names in the past. In fact, more than half of the time we spend in development is on hair-brained, outlandish, theory-crafted suggestions from random co-workers. With Herald of the Stars, our team saves not only frustration and time, but we get to hold on to superior acronyms. It’s hard, on the spot data that can’t be contested. HotS is like a … hug of the soul. HotS will hugely overhaul the sacred naming conventions of our games. I just realized that thanks to my name – Hony Tsu – my e-mail address is [email protected]. That just makes heaps of total sense.”