Archive for the ‘PvE’ Category

Blizzard Unveils Dungeon Finder: Call to Arms

If you needed a reason to queue up and join the dungeon finder, well…now you have one. Alternatively, if you’ve bemoaned the lack of people in queues and the time required to get a decent group, get ready for some relief. In patch 4.1 Blizzard is poised to unveil the Dungeon Finder: A Call to Arms.

Here’s the lowdown from Blizzard:

In patch 4.1 we’ll be introducing Dungeon Finder: Call to Arms, a new system intended to lower queue times. Call to Arms will automatically detect which class role is currently the least represented in the queue, and offer them additional rewards for entering the Dungeon Finder queue and completing a random level-85 Heroic dungeon.

Any time the Dungeon Finder queue is longer than a few minutes for level-85 Heroics, the Call to Arms system kicks in and determines which role is the least represented. In the case of tanking being the least represented role, the “Call to Arms: Tanks” icon will display in the Dungeon Finder UI menu where class roles are selected, and will also display on the UI when the queue pops and you are selected to enter a dungeon. Regardless of your role, you’ll always be able to see which role currently has been Called to Arms, if any.

Call to Arms is meant to lower wait times by offering additional rewards for queuing as the currently least represented role. To be eligible for the additional rewards you must solo queue for a random level-85 Heroic in the role that is currently being Called to Arms, and complete the dungeon by killing the final boss. Every time you hit these requirements (there is no daily limit) you’ll receive a goodie bag that will contain some gold, a chance at a rare gem, a chance at a flask/elixir (determined by spec), a good chance of receiving a non-combat pet (including cross faction pets), and a very rare chance at receiving a mount. The pets offered come from a wide variety of sources, and include companions like the Razzashi Hatchling, Cockatiel, and Tiny Sporebat, but the mounts are those specifically only available through dungeons (not raids), like the Reins of the Raven Lord from Sethekk Halls, Swift White Hawkstrider from Magister’s Terrace, and Deathcharger’s Reins from Stratholme.

Allow me to use this YouTube video to express my reaction:

Moving on:

This system is meant to address the unacceptable queue times currently being experienced by those that queue for the DPS role at max level. The long queue times are, of course, caused by a very simple lack of representation in the Dungeon Finder by tanks, and to some extent healers. We don’t feel the tanking and healing roles have any inherent issues that are causing the representation disparity, except that fulfilling them carries more responsibility. Understandably, players prefer to take on that responsibility in more organized situations than what the Dungeon Finder offers, but perhaps we can bribe them a little. While this system gives tanks and healers something extra, the incentive is being provided so that we can help players in the DPS role get into more dungeons, get better gear, and continue progressing.

While the gold, gems, flasks, and elixirs are OK incentives, we knew we needed something more substantial. We had briefly considered Valor Points and epics, but decided that wouldn’t be working toward the goal of helping DPS players progress, and ultimately wouldn’t keep tanks and healers in the Dungeon Finder system for very long. We settled on pets and dungeon-found mounts as they’re cosmetic/achievement items that players tend to try to get on their own, so why not change that up and offer them a chance to get some of those elusive pets and mounts in a way that also helps other players? Even if they don’t get a pet or mount, or get one they already have, the gold and other goodies still feel rewarding enough that it won’t feel like a waste of effort.

We think it’s a pretty solid incentive to get tanks and healers queuing, give max-level players another way to collect the pets and mounts they so desire, and above all, to improve wait times for DPS players sitting in queues. In the case of lower level dungeons, it’s actually not uncommon for DPS to be the least represented role, and so if this new system works out and we’re pleased with the results, we may consider applying this same mechanic to lower level dungeons as well.

Wow. Color me impressed. That’s really something, and personally I think the lure of loot just may work. After all, it worked during Wrath to get people to actually stay and finish The Oculus, why won’t it work here?

Notes from the Blizzard Developer Q&A, No. 2

Blizzard held another Q&A session with its developers recently, taking forum questions from interested parties, just like last time. Same as last time, you can read the whole set of questions and answers on the official forums, but we’ll take a look at some of the new and interesting ones:

Q: Why can’t we have a pure, straight up, unadulterated Death Match style Battleground? – ???? ???? (Taiwan), Gulantor (North America/ANZ)

A: We think Battlegrounds work better when there is a goal that the team can work towards. Huge melees with lots of players tend to be chaotic by nature so there is less room for skill to influence the outcome. It feels more random, and the more random the system is, the more arbitrary the rewards will feel. It might be something we try someday.

For example, emergency buttons are balanced around the assumption that only a few players are ganged up against you. Even in the 5v5 Arena bracket, it’s very difficult to survive being focused by so many players at once, so you feel like you don’t have many options. There is a reason that most of our Arena attention is on 3v3 – it just feels the best.

You know, I had been wondering about this one too back when I was spending more time in battlegrounds – some people would love the “in and out” nature of having a battleground they could hop into and hop out of just to grab some honor in a short period, and in a game that’s perpetually ongoing that they could play for as much free time as they have without worrying their departure will negatively impact a team.

At the same time, the sheer number of empty multiplayer game servers in the world kind of tell the tale that when there’s no one interested in playing that all-out deathmatch style game, the few people who do want to play would have a horrible time doing it – or worse, they’ll just give up because it’s not the epic experience they’d actually want. After all – I’m sure the people asking the question are thinking of massive 25 v. 25 battle arenas with fast re-spawning, not a 3 v. 3 match.

Q: CC used to be the big thing for arena, but now it’s all about damage. Is it the direction you are taking at the moment? – Thatis (Taiwan)

A: If crowd control really was as weak in Arenas as you’re claiming, then Holy paladins would be the healer of choice and Resto druids wouldn’t have much of a role. But the Entangling Roots and Cyclone of the druid make a huge difference in Arena, and we see a lot of healing druids.

Ultimately, we think there has to be a place for both crowd control and damage. It can be just as frustrating to be chained from a fear to a poly to a stun without having an answer as it can be to die to two dudes killing you in a few GCDs without an answer. We don’t want Arena in particular to be all about which comp has the best layering of crowd controls that don’t share diminishing returns, because that greatly lowers the number of viable comps out there (and why rogue-mage-priest dominated in earlier seasons). We have taken steps this season already to nerf both out of control damage and excessive crowd control for some classes.

The best thing you can do is just keep providing feedback when you think something is broken. Many other players will disagree with you, and at times so will we. The signal to noise ratio for PvP balance is frankly always going to be bad, and the design calls are extremely subjective. We are constantly amazed that some players playing very powerful specs perceive themselves as weak or interpret very gentle nerfs as soul-crushing. That doesn’t mean that we’re never going to listen, but it does mean the burden of convincing us something is broken is going to be high, probably higher than it is for PvE.

Ouch – holy blowoff, batman! Although I can’t say I disagree here. I think Blizzard is acquising the point that they’re paying more attention to damage, but they’re trying to strike the balance between damage and crowd control. I disagree that seeing a lot of resto druids somehow means that holy paladins aren’t the healers of choice in battlegrounds (that’s like saying “hey, the fact that a exists means there must be less of b,”) but I see their point. Balance is what’s important, and they’re always open to your feedback.

I hope the person asking the question got that same message, because I could see how the tone at the beginning is kind of a diss. A loving one, but a diss nonetheless!

Q: Can I hear your thoughts of the survival abilities of the Warlock on PvP? – Mccoll (Korea)

A: Overall, we think they’re fine. Warlocks in PvP often compare themselves to Shadow priest, and to be fair, Shadow priests have some very potent emergency buttons, particularly Dispersion. Warlocks have good self-healing (which also to be fair, was nerfed recently), abilities like Demonic Circle and fears that are good for both offense and defense. Once Shadow priests lose their defensive dispel capabilities, we think they will be less versatile and their entire package will be more comparable to warlocks.

I love this question only because it was asked. I remember the days when warlocks were unstoppable damage and destruction machines in arenas. If you had a lock on your team, you were pretty much guaranteed to win, and if you had one on your team and another on the other team, it came down to who had the most resilience. Thankfully, no more.

So – this set of Q&A questions were pretty heavy on the PVP side of things. If you’re a heavy PVP’er, what do you think of Blizzard’s responses and the questions they selected to respond to? What would you have asked if you had the opportunity? Leave us a comment and let us know.

Notes from the Blizzard Developer Q&A

Over at the World of Warcraft LiveJournal Community, eminent news source tchernobyl was kind enough to post the results of the latest Blizzard developer Q&A session, hosted over at the new official forums.

The whole post at LJ is here, but I’ve cut a few snippets I felt were particularly interesting:

Q: Are there any plans to update Outland and TBC zones to facilitate better level flow? – Atreydes (Latin America)

A: We think the flow of the zones works out well. It is true that you can finish the continents before hitting every zone because of the accelerated quest experience (further enhanced by mechanics such as heirlooms) but most players going back through the content on new characters seem perfectly happy to get through it faster than they did with their original character. What we don’t like is the strange way you go back in time when you go to Outland and Northrend and then back to the future (heh) when you go to the level 80-85 zones. That is definitely something we want to fix.

A similar but slightly different question was asked by one of our Russian players:

Q: Will the Outland and Northrend be “renewed”? Will there be new quests? – Мандрэйк (Europe [Russian])

A: Because we did those areas more recently than Eastern Kingdoms and Kalimdor, we don’t feel the same urgency to go update them. They just don’t have the level design and quest flow problems to the same extent as the original content. We recognize though that some players are getting awfully tired of Hellfire Peninsula, and we’d like to come up with a good solution there.

This one is of particular interest to me. While I agree that the biggest issue with Outland and Northrend is that the player feels like they’re going back in time when they’ve leveled and then move into those zones to continue leveling but somehow the events of the Cataclysm haven’t happened there yet, I’m just as concerned with level tuning and story that players are missing when they push through all of those zones just for the sake of racking up dings.

I think the content of TBC and WoTLK deserve more than just a slight tweak to get the characters to give a nod to the fact that old world Azeroth isn’t the same as it used to be: I’m not saying they need to be directly affected by the Cataclysm, and I’m not saying that quests need to be reworked or zones completely changed, but I do think that when you go into outlands you should see the fruits of the past several years battle against the Burning Legion, and when you go into Northrend now you should see at least a little progress from the results at the end of Wrath of the Lich King, even if it’s only to note that the war is still open on that front and there’s still work to be done.

Q: What is your favorite escape/distraction when you arent working on WoW? – Danksz (North America/ANZ)

A: We polled the entire World of Warcraft development team and included the most interesting, unusual, and potentially terrifying responses. They included: roasting my own coffee; hiking all over SoCal; gardening with yuccas and bamboo; building my own 3D printer; attempting to turn my living room into a live action scene from Tron using blacklights, stencils and a helluva lot of paint; autocross racing my sweet ride; board games (I have over 450 of them); being spinal tapped to Tumblr, Reddit and 4chan; mastering cooking (duck confit, breads, pastas, more breads); building Star Wars Lego sets; trying to control my computer using brainwaves and an EEG reader; plein air/outdoor watercolor painting; geocaching; hockey; painting miniatures; swing dancing; crafting old-time cocktails; running 5 / 10 Ks / mud runs; motorcycling; go; blending smoothies; skydiving; work on my Jaina/Varian fanfic; baking bread; playing drums; reading sci-fi; comics; playing WoW.

Sounds like a fun place to work! Or at the very least fun people to work with.

Q: Will the devs consider giving us reason to interact in the new world of cataclysm? We sit in cities waiting on queues. Theres little reason to leave the city gates outside of farming and archeology. The *main* cities feel alive, the world however feels quite dead. – Odiem (North America/ANZ)

A: While you’re leveling up your character and gathering professions, you’re more than likely interacting with the world plenty. World of Warcraft’s endgame has centered on dungeons, raids, Battlegrounds and Arenas for some time, so it’s natural that you spend more time in cities organizing and preparing for those group-based events. We do think there is more that we can do to promote compelling solo gameplay for max level characters, though. The 4.2 patch has a pretty epic questing experience involving the Firelands and we’re really excited to see how players respond to it.

A similar but slightly different question was asked by one of our Korean players.

Q: PvP realms are getting indistinctive from the PvE realm as players are not engaging into PvP contents, since they are not finding it attractive. The only difference from the PvE realm is that it’s possible to attack opponent around zones in Conflict. Is there any plan to strengthen the difference between PvP and PvE realms? – Soulcube (Korea)

A: We don’t think it’s that world PvP is unattractive, we just think it’s just the cumulative effect of a lot of changes we made to the game to meet other goals. For example, flying mounts are really cool and convenient, but they mean you are much less likely to stumble upon someone from the opposite faction while travelling. We considered teleportation a mandatory feature for Dungeon Finder to succeed, but then you are less likely to bump into an enemy outside of a dungeon. To get world PvP back in some form, we’d have to develop something like the Isle of Quel’danas: a non-flight zone that is not a sanctuary where players congregate to finish quests or earn rewards. We’ll think about ways to do something like that again in the future.

I can’t say I’m satisfied with the devs’ answer on this one. While I agree that there’s plenty of world interaction when you’re out and about and questing and gathering and boosting your professions, I think that the concern of PVP players is probably more serious for them than the devs are really picking up.

Back in the vanilla days, when mounts were both expensive and far off, and when beginner mounts were slow enough that you could still be ambushed on one successfully, it was pretty hazardous playing on a PVP server during those early levels. I remember trying to just quest as a poor level 25 Tauren Druid and getting repeatedly ganked in Stonetalon by level 60 Night Elves coming through the pass.

Admittedly, I moved on to play on PvE servers after that, but I understand how global combat is a core component of playing on a PVP server, and between flying in old world and earlier/faster mounts, it’s become all but a moot point.

Q: I think a lot of people would like to see some more options for inventory storage are there plans for any of the following? Bank slots/Equipment manager storage/Upgrade backpack/storage for costume, cosmetic, toys/tabard storage. – Shinysparkle (North America/ANZ)

A: We do have some storage solutions in the works. We’d like to convert tabards in particular to something like the current UI to manage titles. We don’t want to just keep giving players larger and larger bags in which to lose items. We’re focusing more on better ways to organize items.

Finally! A fix is coming for my tabard addiction!

Q: During the expansions released since vanilla, the specialities of the different classes were watered down more and more. By now, many classes can do almost everything and almost none is still special. Are there any steps planned to give the classes more “charisma”, so that they are more distinguished from each other and regain their special flair? – Blades (Europe [German])

A: Sometimes when players say “special flair” what they really mean is “something so awesome that everyone will have to take me.” We really don’t want to go back to that model, which just isn’t tenable in a game with 10-player raids and 30 different talent trees. We have no problem spreading around buffs and utility that we consider more-or-less mandatory, such as the battle rezes and raid buffs. At the same time, we think there are enough unique abilities out there to make the various talent trees shine. Shaman have a great interrupt with Wind Shear. Warlocks can get out of danger with Demonic Portal. Discipline priests can mitigate a lot of damage with Power Word: Barrier, but Unholy death knights have their own version in Anti-Magic Zone. We struggle a lot with how much homogenization is good for the game, largely so that you can play with your friends, and how much is bad for the game, because then your character feels less special. It’s something we’ll continue to work on in an attempt to strike that perfect balance.

I really REALLY like the answer to this question. A lot of players who have been around for a long time miss the days when people formed their raid or dungeon groups because specific classes had “ubertalents” that were so good in the situations the raid would put you in that you absolutely wanted to have them – and it made the people who played that class feel uber as well.

In reality, that’s indicative of a lack of balance, and I’m glad that Blizzard is trying to strike a line between giving people talents that feel epic and important without being essential to specific – or every – encounters.

So what do you think? Blizzard developers took this one in stride, I think – and there were some great questions. I don’t think this will be the last dev Q&A that the developers do, so stay tuned for more in the future. What would you ask Blizzard developers if you had the chance? Sound off in the comments.

MMO Champion’s Raiding Tactics Flowchart Makes Knowing Your Role Easy

Click the image above to embiggen and get a nice large version of the flowchart that you can, you know, bookmark or print out and put up next to your monitor, whatever it takes to remember your role in a raid or an instance.

The chart, which comes to us by way the fine folks at MMO Champion and was originally created by Aear, from guild Fierce Creatures of Bloodhoof-EU, does a really great job of boiling down raid responsibilities and roles into something that’s easy to follow and understand, regardless of the class you play – it’s really about the role that you play, and there are more than a few specific tips for people who play specific classes along the way.

Admittedly, these aren’t specific raid strats for specific instances or events or bosses – they’re general tips that, if you follow them 99% of the time, you’ll make out just fine in just about every dungeon or raid you join.

Ghostcrawler Confirms: Class Changes on the Way

Now that Cataclysm has been out for a good while, the Blizzard devs have had a solid opportunity to see how their designs have managed to play out in live play. As usual, as expected, and as appropriate, the devs are seeing some unintended effects of the things they’ve done, and hearing the cries of players who have it difficult – especially healers, who have had a pretty rough time of it lately.

Some of it’s by design, and some of it is unintentional, but Ghostcrawler did say that there will be some changes in the near future to round things out a little more. He let us in on the scoop in a blog post at the new official site, where he explained that the devs are largely happy with the current state of PVE and damage numbers, acknowledge that healing is really hard but point out that it should be, acknowledge there’s a bigger emphasis on crowd control, and notes that a number of stats will likely get some changes in the near future.

In PVP, they noted that offensive dispels will get softened a bit and squishier classes will likely get some love, and noted that they’re pleased with the overall direction away from “see a healer, kill it first” to other more diverse strategies. Head over and read the blog post to see the whole list, but keep in mind it’s far from exhaustive.

Cataclysm :: Stockades Preview

I should probably consider this a spoiler, but – it’s too much fun not to share with everyone, and it’s not really much of a lore spoiler anyway.

In the Cataclysm beta, one of the dungeons that’s being re-worked for new levels and to reflect all of the changes that have taken place in Azeroth is The Stockades – and over at World of Raids they had a preview of the new dungeon last week that reveals some interesting new bosses in Stockades (yes, there will finally be BOSSES in The Stockades, that drop real loot!) including one fugitive gnoll above who’s finally coming into his own – Hogger!

Apparently thanks to the effects of Deathwing breaking free of his prison, the Stormwind Stockades has suffered a little damage and just as the guard was starting to regain control of the area, a number of new prisoners and areas of the prison have opened up, with the imprisoned running free. Of course, you’ll have to revisit your roots and head back in to put the resistance down and restore order to Stormwind, but there’ll be a bit more in store for you this time around, including three new quests and three new bosses!

Healing Druid: Oh, Leveling.

Warning: This is likely to be a bit long-winded. For that, I apologize.


First I have to state my unbelieveable hatred with cows. I don’t hate cows the animal, I hate the race Tauren. I don’t hate them in the way most people hate Blood Elves, but I hate their size. I hate their mounts. And I hate how much screen real estate they possess. That being said, the majority of my toons are Horde. I made myself a druid cow, and truly had no idea what I was doing. At level 18, I hated it. I shelved the toon in favor of leveling something else (see: Bubble Pally). The boyfriend and I are on a very Horde heavy server. Any time the balance between Horde and Alliance is tipped that far, it means that since the majority if the population is on one side, it also means the majority of the, uh, “not nice” (see: douchebag) players are also on that faction. The boyfriend and I rolled Alliance toons. I can’t speak for him, but I gladly went Alliance because I was so tired of the douche-baggery prevalent on Horde side.

On Alliance, since the boyfriend made a warrior I decided to try my hand at healing… as a druid. I hit 80 recently, and have been slowly working at obtaining gear. I have to say, I love it. I love playing a druid! LOVE!

(more…)

Cataclysm Raid Changes Announced

Looking to get your raid on when Cataclysm finally lands? There are a few very serious major changes incoming that will rock your Vanilla/BC/Wrath world that may lead to the end of raiding and dungeons as we know them…or maybe it won’t make much difference to you.

All in all, this is going to be a lot to swallow for most players, and will represent some serious and significant changes to the way they raid. Some of the highlights?

First of all, 10-man and 25-man raids will drop the same loot, just in different quantities – that means 25-man raids won’t get higher item-level gear like they currently do – a lot of people have been fighting this point on both sides, and it looks like while at first Blizzard was coming down on the side of the people who favored better gear for 25-man raids, they’ve reversed course a bit.

Second, 10-man and 25-man raids will share the same lockouts. That means a 10-man group gets the same amount of time to complete a dungeon as a 25-man group. Yowch. That would be a problem if not for the fact that also announced is the fact that 10-and-25-man bosses will be very similar in difficulty, and not the pretty big difference they are today.

Blizzard also has some plans to change up the way raids are done, and create shorter raids with fewer bosses (much like the heroic Onyxia and Sarth runs) that are still difficult enough to accomodate a large number of people, but that just have fewer bosses.

Like I said, all of this is still up in the air, and Blizzard reserves the right to change all of it, but if anything I can see it’s a pretty big leveling of the playing field between 10-man guilds and 25-man guilds and the dungeons they run. If anything, it may lend itself to the thought that Blizzard’s noticed that 10-man runs are mostly guild runs with tight social groups, and 25-man runs are largely pugs that are done for efficiency and loot. Interesting.

What do you think? Will the new announcements impact you at all?

Read Blizzard’s full announcement and leave your comments behind the jump!

(more…)

Massive Cataclysm Badge and PVP Changes Incoming

Massive changes came down the line in a blue post last night with regard to the way we’ll be buying gear in the future: almost all badges for PvE and PvP gear, and personal ratings for PvP gear will be going away. Instead, there’ll be new point systems based entirely on numbers and not necessarily items that drop from bosses, for example.

Here’s the skinny from Bashiok on the forums yesterday:

We’re continuing to refine the badge/emblem and PvP point systems in Cataclysm and we’d like to share some of those changes with you today. Please enjoy!

Our primary goal when approaching badges in Cataclysm is to address a lot of the confusion that comes with these currency systems. To that end we’re changing badges to a more straightforward point system, similar to the ones we’ve used for a while for Arenas and Battlegrounds. There will be a total of four types of points you can earn in Cataclysm (two for PvE and two for PvP), and these will remain the same even as we introduce new content.

Here’s the breakdown:

PvE
Hero Points — Low-tier, easier-to-get PVE points. Maximum cap to how many you can own, but no cap to how quickly you can earn them. Earned from most dungeons. (most like the current Emblem of Triumph)
Valor Points — High-tier, harder-to-get PvE points. Maximum cap to how many you can own, as well as a cap to how many you can earn per week. Earned from Dungeon Finder daily Heroic and from raids. (most like the current Emblem of Frost)

PvP
Honor Points — Low-tier, easier-to-get PVP points. There will be a maximum cap to how many you can own, but no cap to how quickly you can earn them. Earned from most PvP activities.
Conquest Points — High-tier, harder-to-get PvP points. There will be a maximum cap to how many you can own, and a cap to how many you can earn per week. Earned from winning Rated Battlegrounds or Arenas. (currently called Arena Points)

When a new tier of raiding gear is released or a new PvP season begins, your higher tier of points will be converted into the lower tier. For instance, if a new tier of raid gear is released, your Valor points will be converted to Hero points, and similarly if a new PvP season begins your Conquest points will be converted to Honor points. Of course that means with these new releases you’ll always begin without any of the higher tier of points, and thus be unable to stockpile them.

As noted for Conquest points, the Rated Battlegrounds and Arenas will be sharing this same point type. Because of that, it will in fact be possible to get the best PvP items without setting foot in Arena; however, more powerful armor and weapons will of course require more Conquest points, so players who win their matches more often will still gear up faster. We’re removing personal rating requirements on almost all items; they’re definitely removed for weapons. We might offer a few items to the absolute best players based on personal rating, largely as cosmetic or ‘bragging rights’ type items. And you’ll have the option of purchasing the previous season’s gear with the more readily available Honor points.

We do plan to have a way to convert Honor points (PvP) into Hero points (PvE), and vice versa, at a loss. The conversions will be possible, but it won’t be a 1:1 rate, and you’ll have fewer points after the conversion process. We won’t allow the higher tiers to be exchanged for each other, however.

To explain the reasoning for the weekly cap on points for the higher tiers, this is to provide flexibility in how players choose to earn the points without feeling like they have to do all of the content as often as it is available. If your Valor income from raiding is sufficient, you may not feel the need to run Dungeon Finder every night, or perhaps even at all. Likewise, a PvP player could choose to participate in a lot of Rated Battlegrounds but no Arenas, or focus on both, and still be able to earn the points they want.

We realize that with any changes to progression pathways there are going to be questions. We’re eagerly awaiting any that we may have left unanswered. To the comments!

In the end, there’ll be four different kinds of “points:” hero and valor for low and high-quality PvE items, and honor and conquest for low and high-quality PvP items, respectively. No more badges, no more badge trade-ins, no more marks of honor or honor points and then arena points, no more worrying if one type of badge will be phased out in the next patch, and so on. In the end it’ll be all about collecting those kinds of points by doing the activities that earn them, like heroic versus regular dungeons, arenas versus battlegrounds, and so on.

The changes should make things much simpler, but at the same time it opens the door to oversimplification – considering it’s all virtual, aren’t points the same as badges anyway? Even so, it’ll definitely make the process of getting gear and figuring out how to acquire the gear your really want much much simpler.

What do you think about the changes? Sound it out in the comments!

Blizzard Announces Mount Hyjal: In Defense of Nordrassil

Among the Cataclysm related news Blizzard’s been trickling out has come the next big zone announcement for the expansion, Mount Hyjal:

For years, Mount Hyjal and the wounded World Tree, Nordrassil, have remained cut off from the rest of Azeroth. Sealed away within a protective field of dense foliage by Malfurion Stormrage, Nordrassil has been slowly recovering from the devastation of the Third War, when Malfurion called upon the tree’s power to destroy the archdemon Archimonde and repel the forces of the Burning Legion and Scourge. Now, with the impending cataclysm, the World Tree’s well-being is threatened once more. From the Firelands within the Elemental Plane, Ragnaros and his minions prepare to burst into Hyjal and set Nordrassil ablaze — and the conflagration would endanger all life on Azeroth.

In World of Warcraft: Cataclysm, players will have the opportunity to explore the newly reopened Mount Hyjal as Azeroth’s heroes, with the help of Ysera, Malfurion Stormrage and Hamuul Runetotem, are called upon to push back the armies of the Firelord, banish Ragnaros to the Elemental Plane and lay waste to the twilight dragon stronghold in nearby Darkwhisper Gorge. This all-new level 78-82 zone will feature multiple quest hubs, phased terrain and quest lines, portals to micro-zones within the Firelands, an all-new raid dungeon, and much more.

Hear that, kiddies? Mount Hyjal will be a zone in Cataclysm, and not only will you be able to finally get in there, but you’ll have a job to do and some pretty serious allies to do it with. We’ll see Ysera herself, along with Malfurion and Hamuul (and possibly Malorne!) ready to stand against the elementals that will likely be raging through the area once Deathwing breaks through the Elemental plane.

Now the other amazing thing is that not only with Hyjal be an open zone, but the world tree itself, Nordrassil, previously thought completely destroyed after the Third War, will be present in the zone and will require our protection.

There are some amazing other tidbits here, like a insinuation that the Night Elf leadership will be somehow “fractured,” implying that we’ll finally see the tension between Tyrande Whisperwind and Fandral Staghelm coming to a head, and the two of them likely engaged in some kind of battle (likely not physically) for resources, allegiances, and the right to rule – something which is probably distracting the Night Elves from the task at hand: protecting Azeroth.

This is huge news, and only the second piece of zone information we’ve seen since Blizzard gave us a preview of the Abyssal Maw!

Terms of use | Privacy Policy | Content: Creative Commons | Site and Design © 2009 | Metroblogging ® and Metblogs ® are registered trademarks of Bode Media, Inc.