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Category: Warlords of Draenor

Tauren Male Model Preview

Blizzard came out with the next character model preview surprisingly quickly! Not only just model previews, but animation previews too!

Quote from: Blizzard

Hey there everyone, I’m Steve Aguilar, lead animator for the World of Warcraft animation team. Today we’re showing off the male Tauren, and with some help from the rest of the animation team, we’re going to give you a look at the animation processes we use to bring this big guy to life.

Before we even started animating him, we already knew the Tauren was going to be a blast to work on based on all of the detail the character art team added.

As we begin applying animations, we’re extra careful not to stray too far from the original. It’s important to us to retain the essence of the original animations, because how a characters walk, move, and carry themselves help to define their personality. We use all of the original animations as a starting point, and then go through the process of cleaning them up and adding additional articulation. Let’s delve into what that process looks like.

The Re-Animator

Steve Aguilar: The normal “stand” animation is one of the most important animations because this is what you, the player, see the majority of the time. When you stop moving or walk up to an NPC, the stand is the key pose that is being used. A huge chunk of animations also rely on this pose so they can easily transition into and out of it.

Dev Interviews About WoD Alpha – Final Boss.TV

warlords banner small

The second interview that took place today was over at Final Boss.TV! Again Zarhym and Celestalon joined them! Check out the transcript below, with a special thanks to Mario for transcribing it while it aired!

Jonathan Zarhym – JZ
Chadd Celestalon Nervig – CCN

Q: What do you do at Blizzard?

Title: WoW Senior Community Rep.
JZ – Is a weird title. Most people know us as Community Managers. Posting on Forums, Manage Official Pages (Face, Twitch, Youtube, Twitter), PR Marketing Campaigns, Community Feedback.We take seriously what we do.

Title: WoW Technical Game Designer
CCN – I work closely with the games mechanics designers. Systems design. I talk a lot with the core designers of the game. The main aspects of the game and how the class design and collaboration between the various departments that fine-tune the game experience.

I got started in Blizzard during WoTLK – during ICC. I was a theorycrafter. And back at that time, there were a lot of issues with “armor penetration”. So I created a few spreadsheets with numbers and calculations on the subject, to improve the mechanic of the game which seemed broken at the time. So I posted onto Blizzard pages and the next few days, I received a letter from Ghostcrawler that said: “Hey, I like your ideas, let’s have lunch”. And that’s how I ended at Blizzard.

Q: How do you feel about your job?

CCN – I think is important to follow what the community has to say about the game; I like talking to people and seeing what and how things are at all levels. Reason why I stay up late most of the time.

Q: Overall, does your information have a positive effect?

CCN – Absolutely yes. Players is what makes WOW alive and it inherently, makes the game better. We spend a lot of time on the patch notes to explain to the community everything about the changes or everything that we intend to do with the game. It helps the players to see the bigger picture with what we intend to do with the changes.

Reason also why we redesigned the patch notes format. People now can click directly on their class and skip down to that particular section, instead of reading through all the text.

Dev Interviews About WoD Alpha – Convert to Raid

On Sunday Zarhym and Celestalon are on to two other podcasts Convert to Raid and Final Boss.tv . And they are interviewed about the Warlords of Draenor Alpha. Check out the transcript from the Convert to Raid interview below. We might have missed some questions/answers but once the VoDs are up we’ll go back to see what is missing.

Convert To Raid:
Q: What is happening with the Alpha right now? How many people etc?
A: Right now it’s internal employee take home alpha. The reason we made the announcement, is that we plan on inviting a small amount of people soon. For that to happen the files need to be uploaded to battle.net. Which means that it could be datamined. So to not cause confusion we announced everything we have, so people know what’s going on.

Q: What does the roll out look as far as timing goes?
A: It’s still To Be Determined. The time frame is still uncertain. Even this week the announcement was delayed due to a problem with the 64bit client.

Q: Open beta, no open beta?
A: I don’t know. Generally it might be more limited than mists.

On time between Blizzcon and these patch notes:
Q: Did you guys encounter some problems? or was this the intended time line?
A: We didn’t want to step on D3 and Hearthstone’s thunder. But also the problems that occur like the client issues and builds that didn’t work. The stability of the builds is often suspect.

A: We have been in Alpha for a while now. It doesn’t mean much to the public but it’s still been a mile stone. All blizzard employees now have access to the Alpha, which in and of itself is a milestone.

WoD Alpha Patch Notes Galore!

As a second part to tonight’s announcement of the WoD Alpha, a gigantic amount of patch notes have been released. From ability removals to buff changes to system changes. Check out the full list here. See a highlight below:

Quote from: Blizzard
Automatically Learned GlyphsWhile leveling, characters unlock Glyph slots at several specific levels. However, in order to get glyphs, characters need to visit an Auction House (and potentially pay way more gold than an average character of that level has yet), or know a Scribe from which to request them. To solve this, we’ve made characters learn some Glyphs automatically as they level.

  • All classes now learn some of their Major Glyphs as they level. Recipes for these Glyphs have been removed.
  • At level 25, the following Glyphs are automatically learned by characters of the appropriate class:
  • Entangling Roots, Fae Silence, Ferocious Bite, Maul, Omens, Cat Form, Liberation, Pathfinding, Frost Nova, Blink, Fortuitous Spheres, Rapid Rolling, Afterlife, Harsh Words, Flash of Light, Alabaster Shield, Dazing Shield, Avenging Wrath, Templar’s Verdict, Levitate, Holy Fire, Fade, Deadly Momentum, Stealth, Flame Shock, Thunder, Healing Storm, Healing Wave, Spiritwalker’s Grace, Siphon Life, Drain Life, Demon Training, Ember Tap, Long Charge, Victory Rush, Bloodthirst, Gag Order
  • At level 50, the following Glyphs are automatically learned by characters of the appropriate class:
  • Might of Ursoc, Nature’s Grasp, Rebirth, Rejuvenation, Savagery, Mending, Chimera Shot, Black Ice, Polymorph, Spinning Crane Kick, Denounce, Divine Storm, Word of Glory, Reflective Shield, Smite, Mind Blast, Recuperate, Totemic Recall, Fear, Executor

 

  • At level 60, the following Glyphs are automatically learned by characters of the appropriate class:
  • Dark Succor, Unholy Command, Death Grip

 

  • At level 75, the following Glyphs are automatically learned by characters of the appropriate class:
  • Death and Decay, Dash, Faerie Fire, Healing Touch, Master Shapeshifter, Misdirection, Slow, Frostfire Bolt, Water Elemental, Breath of Fire, Mana Tea, Fists of Fury, Light of Dawn, Final Wrath, Double Jeopardy, Penance, Renew, Dispersion, Ambush, Cheap Shot, Lightning Shield, Eternal Earth, Healthstone, Bull Rush, Enraged Speed, Shield Wall

Professions

Some of our goals with Professions in Warlords of Draenor are to make them more of a personal choice, and less of a mandatory “min/max” selection. To that end, we’re removing the direct combat benefits of Professions. Additionally, we’ve made it easier to level Mining and Herbalism. Healing Potions have gone mostly unused lately, compared to combat stat potions. We chose to solve that problem, along with a problem with Warlock utility, by having Healing Potions and Healthstones share cooldowns.

  • Herbalists can now harvest herbs throughout the game world without hard skill requirements. The yield an Herbalist will be able to harvest from each node is now determined by skill level.
  • Miners can now harvest mineral nodes in outdoor areas of the game world without hard skill requirements. The yield a Miner will be able to harvest from each node is now determined by skill level.
  • Healing Potions no longer share a cooldown with other potions, but instead share a 60-second cooldown with Healthstones. The cooldown will not reset until the player leaves combat.

WoD Enters Friends and Family Alpha Testing!

The moment is finally here! Warlords of Draenor has entered Friends and Family Alpha testing! Not only that but in the announcement blizzard has declared we should be getting more information in the near future!

Quote from: Blizzard

We’ve been hard at work on World of Warcraft®: Warlords of Draenor™, and today we’ve entered the Alpha phase of our expansion testing. As part of this, we’ll begin using public servers to host the data, which means you may begin seeing some datamined information show up in the usual places.One of our goals for this very early stage of the Alpha is to test out some new technology in the wild with employees and friends and family, including a new file format called CASC (more on that below). As such, the expansion content available during this first phase will be quite limited—many of the expansion’s major features, such as Garrisons, won’t be available until a later point in the testing process. This early phase of testing will help us ramp up for our larger beta phase later on, when we’ll be inviting more players.

Introducing Our New File Format: CASC

For nearly 20 years, Blizzard games have used a file format called Mo’PaQ (MPQ for short) as a way to compress and store game files. We’ve been able to introduce some great new technology using MPQ, such as our streaming client, but we’ve really pushed the file format far beyond what it was ever intended to be used for. Today, it’s become the source of a number of technical limitations for World of Warcraft.To address these limitation and help us develop new technologies that will improve everyone’s game experience for years to come, we’re introducing a new proprietary file format that we call CASC (Content Addressable Storage Container). We’ll be using this new format in the Warlords of Draenor alpha and beta tests, and our intent is to convert everyone to the new format in a pre-expansion patch.

As geeky as it may sound, we’re extremely excited to be moving to this new file format. It provides a ton of benefits not only for us and our ability to support and patch the game, but also for players. Here are just a few of the benefits of the new CASC file format:

  • File Corruption—File repair tools are a thing of the past. The file structure maintains itself, helping to prevent errors during installation.
  • Speed—Real-world game performance should increase for many players thanks to a non-redundant file structure—in layman’s terms, the game can find the assets it’s looking for more quickly.
  • Patching—Updating your game files should be faster and more reliable. Patch data is integrated seamlessly, and no longer requires double the installation size on-disk when patching.
  • Client Hotfixing—CASC allows us to be able to hotfix client game data, similar to server hotfixes, giving us the ability to address client-side issues that would normally require a patch.
  • Streaming—The new format provides better support for streaming data and gives us greater flexibility to define how content updates are delivered and released.
  • Expandable—The file structure is built to allow easy integration of new technologies in the future that we haven’t even thought up yet.
  • . . . and more!

We’re already using this file format for Heroes of the Storm’s Technical Alpha test, and we’re looking forward to reaping its benefits for WoW. As we mentioned, the first big step in transitioning all WoW players over will be converting everyone’s World of Warcraft installs to the new file format prior to the expansion. Our goal is to make sure that’s as seamless and painless a changeover as possible, using as much of the existing installed data as possible to reduce additional downloads. We’ll have more info on the file conversion process as we get closer to the launch of Warlords of Draenor.

Signing Up for Beta
We’re still early in the Alpha testing process, but if you’re interested in opting in for a chance to participate in the Warlords of Draenor beta test later down the line, let us know you’re interested by creating a beta profile. To do so, log in to your Battle.net® account, go to Beta Profile Settings to download and run the Battle.net System Check tool, and submit (or update) your computer’s specifications. From the Beta Profile menu, make sure that Warcraft is checked, and update your beta preferences. You’re now eligible to be randomly selected for a Warlords of Draenor beta invite at a later stage of the testing process.

Account Security Reminder
As interest grows for the upcoming Warlords of Draenor expansion, please be aware of phishing attempts. Unscrupulous individuals (possibly working for the Iron Horde) may send out falsified emails purporting to be from Blizzard, but are in fact meant to steal your login credentials. For more information on how to identify these emails please refer to our Battle.net® Account Security site.

Stay tuned for more information as development and testing progresses for Warlords of Draenor™. This is just the beginning and we’ll have more information to share with you in the near future!

WoD Updated Racials Explained

Blizzard came out with a forum post tonight about the plans for the racials in detail. Remember these can be changed!

Quote from: Blizzard

Blood Elf

  • Arcane Acuity is a new racial passive ability that increases Critical Strike chance by 1%.
  • Arcane Torrent now restores 20 Runic Power for Death Knights (up from 15 Runic Power), 1 Holy Power for Paladins, or 3% of Mana for Mage, Priest, Warlocks (up from 2% of Mana). Other aspects of the ability remain unchanged.

Draenei

  • Heroic Presence has been redesigned. It no longer increases Hit by 1%, and instead increases Strength, Agility, and Intellect, scaling with character level.
  • Gift of the Naaru now heals for the same amount over 5 seconds (down from 15 seconds).

Dwarf

  • Crack Shot has been removed (was 1% Expertise with ranged weapons).
  • Mace Specialization (was 1% Expertise with maces) has been replaced with Might of the Mountain.
  • Might of the Mountain is a new racial passive ability that increases Critical Strike bonus damage and healing dealt by 2%.
  • Stoneform now also removes magic and curse effects in addition to poison, disease, and bleed effects, along with reducing damage taken by 10% for 8 seconds. It remains unusable while CC’d.

Gnome

  • Expansive Mind now increases maximum Mana, Energy, Rage, and Runic Power by 5% instead of only increasing maximum Mana.
  • Escape Artist’s cooldown has been reduced to 1 minute (down from 1.5 minutes).
  • Shortblade Specialization (was 1% Expertise with one-handed swords and daggers) has been replaced with Nimble Fingers.
  • Nimble Fingers is a new racial passive ability that increases Haste by 1%.

Goblin

  • Time is Money now grants a 1% increase to Haste (up from only attack speed and spell haste).

Human

  • Mace Specialization has been removed (was 1% Expertise with maces).
  • Sword Specialization has been removed (was 1% Expertise with swords).
  • The Human Spirit has been redesigned. It no longer increases Spirit by 3%, and instead now increases two secondary stats by an amount scaling with character level. You can choose which two secondary stats it increases. This has not yet been implemented.

Night Elf

  • Quickness now also increases movement speed by 2% in addition to increasing Dodge chance by 2%.
  • Touch of Elune is a new passive ability which increases Haste by 1% at night, and Critical Strike Chance by 1% during the day.

Orc

  • Axe Specialization has been removed (was 1% Expertise with axes).
  • Hardiness now reduces the duration of Stun effects by 10% (down from 15%).

Tauren

  • Brawn is a new racial passive ability that increases Critical Strike bonus damage and healing done by 2%.
  • Endurance now increases Stamina by an amount scaling with character level, instead of increasing Base Health by 5%.

Troll

  • Berserking now increases Haste by 15% (down from 20%).
  • Beast Slaying now increases XP earned from killing Beasts by 20% instead of increasing damage dealt versus Beasts by 5%.
  • Dead Eye has been removed (was 1% Expertise with ranged weapons).

Undead

  • Will of the Forsaken’s cooldown has been increased to 3 minutes (up from 2 minutes).

Celestalon also cleared some questions up about Every Man For Himself and Berserking/Blood Fury

Quote from: Celestalon
Unlike the other racials that provide some type of CC-dispel, Every Man For Himself actually replaces a CC-Break PvP trinket; it isn’t in addition to it. So what you gain with EMFH is actually a trinket slot. Thus its power is very much related to what trinkets there are available. We’re still determining our plan for PvP trinket itemization, so haven’t decided on what to do with EMFH quite yet. It’s quite strong, and we agree that it looks unfair from those patch notes; we just haven’t decided what to do with it yet. So, don’t take that list as a statement that EMFH won’t be changing somehow.
Quote from: Celestalon
Regarding Berserking and Blood Fury, also remember that we’re reducing the amount of cooldown stacking in the game, and more importantly, removing DoT snapshotting. That is effectively a significant nerf to Berserking and Blood Fury, since you’ll no longer be able to extend their benefit long past their intended duration. We expect that these changes will bring Trolls and Orcs in line with other races (but not underpowered, either).

Regarding Touch of Elune, we’re making all secondary stats useful to everyone (aside from Spirit for non-healers and Bonus Armor for non-tanks), and more closely balancing their value. As others have pointed out, there are no more haste breakpoints, so this doesn’t imply any gear changes should be made based on time of day.

Additionally, we do still want there to be some difference and choice between the racial abilities, which does mean that players who want to min/max to that degree may still find more value in another race. We don’t feel the difference, even in a worst case scenario, is going to be large enough that someone who wants to play a Night Elf should feel like they’re making the wrong choice, but players who are only interested in what they feel are the best racials for their class or spec will have other race options available.

Warlords of Draenor System Changes, General Class Changes And More!

Blizzard just came out with a new blog to discuss some general changes coming up in WoD. So check it out below!

Quote from: Blizzard
Development on World of Warcraft: Warlords of Draenor is progressing well, and we’ll soon be ready to enter the first phases of public testing. To help prep you for battle, let’s break down some of the upcoming changes we’re making to stats, abilities, and crowd control for the expansion.

Stat Squish

Character progression is one of the hallmarks of any role-playing game, and naturally that means we’re always adding more power for players to acquire. After multiple expansions and content updates, we’ve reached a point where the numbers for health, damage, and other stats are so big they’re no longer easy for players to grasp. What’s more, a lot of power granularity is tied up in tiers of older content, from Molten Core to Dragon Soul—and while it was once necessary for your character’s power to spike up suddenly when you hit level 70, that’s not the case anymore.

In order to bring things down to a more understandable level, we’ll be reducing the scale of stats throughout the game and smoothing out those obsolete spikes, so that power scales linearly through questing content from levels 1 to 85. This applies to creatures, spells, abilities, consumables, gear . . . everything. And while that means your numbers for stats and damage are being reduced by a huge amount, the same goes for creatures’ health and damage output. For example, a Fireball that previously hit a creature for 450,000 out of his 3,000,000 health (15% of its health) may now hit that same creature for 30,000 out of its 200,000 health (still 15% of its health).

It’s important to understand that this isn’t a nerf—in effect, you’ll still be just as powerful, but the numbers that you see will be easier to comprehend. This also won’t reduce your ability to solo old content. In fact, to provide some additional peace of mind, we’re implementing further scaling of your power against lower-level targets so that earlier content will be even more accessible than it is now.

We’re also removing all base damage on player spells and abilities and adjusting attack power or spell power scaling as needed, making it so that all specializations will scale at the same rate.

Racial Traits

We want races to have fun and interesting perks, but if some of those traits are too powerful, players may feel compelled to play a specific race even if it’s not really the one they want to play. For example, Trolls’ Berserking ability was extremely powerful, and their Beast Slaying passive was either completely irrelevant or tremendously powerful, based on the situation, compared to other racial traits. On the other end of the spectrum, many races had few or no performance-affecting perks. On top of that, a number of racials that currently grant Hit or Expertise will soon need replacing, since those stats are being removed in Warlords of Draenor.

To keep racials more in line with one another, we’ve decided to bring down the couple high outliers, then establish a fair baseline and bring everyone else up to that. We’re accomplishing this by improving old passives, replacing obsolete ones, and adding a few new ones where necessary. Ultimately, our goal is to achieve much better parity among races.

Ability Pruning

Over the years, we’ve added significantly more new spells and abilities than we’ve removed, and the game’s complexity has steadily increased. We’re to the point now where players are starting to get overwhelmed, sometimes feeling like they need dozens of keybinds (in a few extreme cases, over a hundred). While the game is loaded with niche abilities that could theoretically be useful in some rare scenario, in reality, many of these are barely used at all—and in some cases, the game would simply be better off without them.

For Warlords of Draenor, we decided that we needed to pare down the number of abilities available to each class and spec in order to remove some of that unnecessary complexity. That means restricting some abilities to certain specs that really need them instead of being class-wide, and outright removing some other abilities. It also includes removing some Spellbook clutter, such as passives that we can merged with other passives or base abilities.

This doesn’t mean that we want to reduce the depth of gameplay or dumb things down. We still want players to face interesting decisions during combat, and we still want skill to matter . . . but we can achieve that without the needless complexity in the game now, and we can remove some of the game’s more convoluted mechanics while maintaining depth and skill variety.

One type of ability that we focused on removing is temporary power buffs (aka “cooldowns”). Removing these also helps achieve one of our other goals, which is to reduce the amount of cooldown stacking in the game. In cases where a class or spec has multiple cooldowns that typically end up getting used together (often in a single macro), we merged them, or removed some of them entirely.

The process of determining which spells and abilities to cut or change is a very complex one—we know that every ability feels vital to someone, and we don’t take this process lightly. Even if we ended up cutting your favorite ability, we hope you’ll understand why we did so in the context of our larger goals for the expansion. Ultimately, the point of these changes is to increase players’ ability to understand the game, not to reduce gameplay depth.

Crowd Control and Diminishing Returns

One other big takeaway from Mists of Pandaria is that there is currently simply too much crowd control (CC) in the game, especially when it comes to PvP. To address that, we knew that we needed an across-the-board disarmament. Here’s a summary of the player-cast CC changes:

  • Removed Silence effects from interrupts. Silence effects still exist, but are never attached to an interrupt.
  • Removed all Disarms.
  • Reduced the number of Diminishing Returns (DR) categories.
  • All Roots now share the same DR category.
    • Exception: Roots on Charge-type abilities have no DR category, but have a very short duration instead.
  • All Stuns now share the same DR category.
  • All Incapacitate (sometimes called “mesmerize”) effects now share the same DR category and have been merged with the Horror DR category.
  • Removed the ability to make cast-time CC spells instant with a cooldown.
  • Removed many CC spells entirely, and increased the cooldowns and restrictions on others.
    • Pet-cast CC is more limited, and in many cases has been removed.
    • Cyclone can now be dispelled by immunities and Mass Dispel.
    • PvP trinkets now grant immunity to reapplication of an effect from the same spell cast when they break abilities with persistent effects, like Solar Beam.
    • Long fears are now shorter in PvP due to the added benefit of a fear changing the players position.

Additionally, we’ve significantly reduced the number of throughput-increasing cooldowns and procs in order to further reduce burst damage.

Whether your favorite class is losing an ability or taking a hit to its CC potential, we hope this discussion helped you better understand why we’re making these changes. It’s important to remember that other classes will be getting some of their CC removed too. We think this entire package will make exploring Azeroth and PvPing a more enjoyable experience for everyone, and we’re looking forward to having you try them out when we open up the expansion for testing.

In the next Dev Watercooler, we’ll explore the changes coming to health and healing in Warlords of Draenor.