Thursday, October 4, 2007

Vote ron paul. Upcoming changes!


Seriously just do it. Don't be like "I'm a democrat so... no" That makes you an ignoramus.

No irs ftw
Something to back our money ftw
No troups in out of the us for no reason ftw
NOT HILARY FTW (/fascist)

This guy cured my voting apathy.


Upcoming 2.3

Too much awesome. +heal will now add 1/3 of its total to your spell damage. (though it hasn't been decided whether this will be a stat added to gear, or a static bonus) Priest/shamman/mage buffs mainly. Engineering gets a flying mount :D (not even needing nether vortexes)

highlights-

PvP
•New healing wand for Season 3 Arena.
•New Melee PvP Cloak added to the game: 34 Stam, 20 Crit, 20 Resil, 46 AP, 112 Armor Penetration.
•New Caster PvP Cloak added to the game: 34 Stam, 15 Int, 16 Spell Crit, 23 Resil, +27 Spell Damage/Heal.
•New Healer PvP Cloak added to the game: 34 stam, 15 int, 6 mana/5sec, 23 resil, +51 healing / +17 spell dmg.
•Vengeful Gladiator's Waraxe added to the game: 62 Stam, 46 Crit, 33 Resil, 15 Hit, 92 AP, 98 Armor Penetration. Waraxe Cost: 1000 arena points (no rating requirement).
•Players can now cast spells for free (no mana cost) before a Battleground starts.
•For 5 seconds after being ressurected by a Spirit Healer in a BG, players spells will be cast for free. (
•Upon terminating Warsong Gulch, Arathi Basin, Eye of the Storm - an additional honor bonus will be granted.
•New daily quests targeting a random battleground each day.
•Battlegrounds now have a buff period upon entering, and upon being resurrected at the Spirit Healer (similar to Arenas)
•New Battleground rewards: Boots, Belt, and Bracers
•Arena Weapons/Armor Ratings Requirements.

Interface & Macros
•Auction House scanning will receive its own API letting you scan the whole AH every 15 minutes with any addon.
•Mailboxes are upgraded to handle up to 12 items per mail.
•Many new macro inputs as well as druid 'cancelform' becoming an instant like 'dismount'.
•Auction API Changes.
•Mail API Changes.
•New Macro Commands.
•IsCurrectCast -> IsSelectedSpell change.
•New Font/Button format skipping.
•Garbage Collection outside of combat to keep memory use low.
•'Form' added as a synonym to 'Stance'.
•No longer the need to call :UpdateScrollChildRect().

Mages
•Fire Ward and Frost Ward now gainadditional benefit from spell damage bonuses. Base absorb values ofranks 5 and 6 have been reduced.
•Detect Magic removed. All players may now see their target's beneficial effects at all times.
•10% coefficient tax removed from Improved Fireball and Improved Frostbolt.
•New Spell - Ritual of Refreshment: Allows players to pick up food/water.
•Evocation now restores 15% of your total mana each 2 seconds.
•Arcane Meditation increased to 10/20/30% mana regeneration.
•Ice Barrier will receive additional benefit from +Dmg.
•Ice Barrier gains additional benefit from spell damage bonuses. However, the base absorb values of ranks 5 and 6 have been reduced.

Priests
•Power Word: Fortitude, Divine Spirit, Prayer of Fortitude and Prayer of Spirit will have their mana costs reduced.
•Elune's Grace (Night Elf Priest Racial)effect changed to reduce chance to be hit by melee and ranged attacksby 20% for 15 seconds. There is now only 1 rank of the spell.
•New Dwarf/Draenei ability - Chastise: Causes Holy damage and incapacitates target for 2 seconds.
•Fear Ward will now be available to all Priests at level 20.
•Fear Ward duration reduced to 3 minutes, and cooldown increased to 3 minutes.
•Power Word: Shield will gain additional benefit from spell damage and healing bonuses. Base absorb values for ranks 10, 11 and 12 have been reduced to compensate for this change.
•Pain Suppresion may target Friendly targets.
•Pain Suppresion reduces Friendly target's threat by 5%.
•Pain Suppresion reduces Friendly target's damage taken by 40%.
•Pain Suppresion cooldown reduced to 2 minutes.
•Meditation increased to 10/20/30% mana regeneration.
•Prayer of Healing gains additional benefit from +Dmg and +Healing.
•Circle of Healing gains additional benefit from +Dmg and +Healing.
•Circle of Healing's base healing has been reduced.
•Holy Nova (Healing only) gains additional benefit from +Dmg and +Healing.

Shamans
•Tidefury Raiment: The additional mana granted to Water Shield by this set has been increased.
•Totem of the Thunderhead: The additional mana granted to Water Shield by this totem has been increased.
•Shamanistic Focus (New Enhancement Talent): After landing a melee critical strike, you enter a Focused state. The Focused state reduces the mana cost of your next Shock spell by 60%. It will replace the "Two Handed Axes and Maces" talent.
•Lightning Overload now has a 4/8/12/16/20% chance to proc.
•Lightning Overload damage has been decreased by 50%.
•Lightning Overload now causes 0 threat.
•Mana Spring Totem now restores mana at a rate of 20 mana every 2 seconds.
•Water Shield now costs 0 mana to cast, and the mana per globe has been substantially increased.
•Water Shield's duration has been reduced to 1 minute, and grants mana for each globe left upon ending.
•Elemental Focus will now reduce the mana cost of your next two damage spells by 40%.
•Lightning Bolt casting time reduced to 2.5 seconds, and mana cost decreased.
•Chain Lightning casting time reduced to 2 seconds, and mana cost decreased.
•Lightning Mastery reduced to .1/.2/.3/.4/.5 seconds.
•May equip 2-Handed Axes and 2-Handed Maces without spending talent points.
•Frost Shock no longer has Diminishing Returns.
•Shamanistic Rage will reduce damage taken by 30% in addition to it's current effects.
•Spirit Weapons will reduce melee threat by 30%.
•Mental Quickness adds 10/20/30% to spell damage and healing bonuses based on your total Attack Power in addition to it's current effects.

Personal Arena Ratings implemented in 2.3

Well to start we'll just let everyone know that the arena RATINGS (not the number of points they'll cost) required to purchase the season 3 items will be 1850 for the weapons, and 2000 for shoulders. The rating will not be required to continue using the item, only to initially purchase it.

Now, most people have expected the weapon rating since we announced it at BlizzCon, and it's a bit lower than we had initially said, but the shoulders are obviously going to raise some questions. The shoulders for any set are commonly the most visually representative, they're the most visible at any distance, and as they allow a lot of space compared to say a leg or bracer item, we commonly take them and really create something visually impressive. We want that visually impressive item to represent what a player has achieved, and so the achievement of being a contender in the arena at a higher level will be visually distinguished. The shoulders are also average in the benefit they provide, as compared to a chest or leg item for example, and without them the set bonuses can still be completed.

This raises the question of a player finding a team that is of a skill level higher than their own, and simply buying the item with points they've gained at a lower rating. To restrict this we're implementing a personal rating system in patch 2.3. This is an additional arena rating that is unique to each character for each team they belong to. This rating rises and declines using the same formula as the arena team rating, but only in games that character participates in. You'll also be able to track this rating through the PvP interface. The personal rating will be used for purchasing items that require a specific rating, and also be used to determine eligibility for the end of season rewards. So, a player will have to achieve a specific rating, and not just get into a team to see the rewards that are meant to visually distinguish the high-rated players.



Alterac Valley Changes for Patch 2.3

As a continuing part of our improvements, we will be implementing the following changes in the next patch.

Strategy can be an important element of any battleground. We want to emphasize this in Alterac Valley more and give players additional meaning to both defending and attacking. To push the strategic element of the battleground to the next level we have changed how players maintain their reinforcements or deprive the other team of theirs.

Each team will have a starting reinforcement count. Reinforcements can be lost in significant amounts if a tower is destroyed or if Captain Galvangar or Belinda Stonehearth is killed. For each team member death, an additional reinforcement will be lost. On the death of General Drek’Thar or Vanndar Stormpike, all reinforcements are lost and the team is defeated. At any point in time, if a team is reduced to zero reinforcements, the opposing team will win the battle. Defending your own teammates, towers, and key NPCs will be an important aspect of maintaining team resources and achieving victory in Alterac Valley.

Warmasters can be the boon or the bane of any team. They are an important element for the defense of your general or the defeat of the opposing general. Warlords and their general will be more closely linked in the next patch. Pulling one is a guarantee the other will come as well. Each team begins with four Warmasters. Destroying a tower will eliminate the associated Warmaster. Unlike the current game play, however, destroying the enemy tower will not add a Warmaster to your own side.

We will be changing the pace of the battle slightly with a reduction in the time needed to control a tower or graveyard. Where it currently takes five minutes to gain control, the time will be reduced to four minutes. The honor for capturing a tower will also be increased.

Graveyards can be an important resource for getting your teammates back into the battle more quickly. Currently, players can sometimes be sent to their starting tunnels far from the battlefront. This can often be an inconvenient location to respawn and more out of the way from the action than we would like, to correct this, players will instead respawn at a team-controlled graveyard. Should the team not have a graveyard under their control, they will respawn in the starting tunnel.

Players will only be awarded bonus honor during the battle for destroying enemy towers and slaying the enemy Captain. Once the battle is concluded, bonus honor will be awarded for intact towers, a surviving Captain, and for victory in battle. The bonus honor awarded should be similar to previous totals, but will reward players for taking more active roles in Alterac Valley toward defending or attacking key locations and NPCs.

Lastly, we are changing NPC interactions within Alterac Valley. We have reduced the number of elite NPCs in Stormpike and Frostwolf holds as well as sent all Commanders and Lieutenants out of Alterac Valley. They are currently in search of other battle opportunities. This should reduce the amount of NPCs that players will have to fight and place more focus on PvP combat over key locations on the map.

Strategy is the name of the game in Alterac Valley, and these changes will bring out the need for more teamwork and coordination from both the Horde and the Alliance as they vie for domination of this battleground.



There is more stuff that I don't really care about. But so far, so good.

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