Morning News Daily: What Blizzard didn’t announce at the opening ceremony

By now I’ assuming you’ve read the liveblog or seen the post and heard: Diablo 3 is go.

By now you have probably also heard that there really weren’t any other announcements the opening ceremony. Don’t get me wrong, Diablo 3 is awesome. But as much as we’re fanboys (and fangirls) here, we’re all about the WoW first, and we need some WoTLK news to sustain us too — and we still don’t know what that mysterious “next generation MMO” in development is either — seems most people are assuming ’s Starcraft now though. Me, I’ not convinced. After all, there’s a Starcraft game in development too, so could presumably be either franchise, or simply an updated WoW .

There’s quite a few things that could come out about WotLK today and tomorrow, of course. I’ still hoping for an opening cinematic and an official release date to start. While we’re , how about giving us a demo of the Studio or Barbershop, or better yet, some other unannounced new major feature for the expansion? I might even settle for new skills, talent trees, or even a new battleground .

What are your expectations and hopes for news from the World Wide Invitational as soldiers on?

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Liveblogging the Worldwide Invitational opening ceremony


We’re here the ’s Worldwide invitational in Paris, waiting impatiently for the opening ceremonies to begin so we can finally quash the endless speculation about ’s splash . We’ll be reporting to you live as the ceremony continues, so read on!

Gallery: Worldwide Invitational

Welcome to Paris!Meet your DeathknightWoWsBienvenue!Hall 5Hall 5


11:30 AM CEST: T minus 15 and the hall has been jam-packed for quite some time. From those early enough to secure seats to the mass of people standing the back, ’s clear that there’s a lot of excitement in the air — people can’t wait to hear what have to say today.


11:45 AM: The lights dim and a containing a of WoW and Diablo imagery fills the big screens, segueing into Starcraft. Presenters Anthony Kavanagh and China Moses take the stage to say welcome.


11:47 AM: Frederic Menou, MD of , steps up to the podium. He thanks players for their continued support and for showing up to the invitational, making the event possible. He talks about WoW’s million European players; they are making a Russian language version and looking forward to WotLK. He tells us to enjoy the invitational: Amusez-vous!

11:50 AM: Several ‘celebrities’ are highlighted in the audience — seems anyone who’s anyone in the company is here. Now on to the players, particularly the pro-gamers who’ve travelled from around the world to be here, who take the stage to loud applause. The Starcraft competitors take bows, followed by the Warcraft III pros.


Now on to the WoW players: the 16 team finalists. Teams from the US step out first, remaining cool onstage. The European teams get a louder cheer — Nihilum ’s fans are deafening. Finally, the Asian teams step out. They’ll all be competing later today.

12:03 PM: The presenters wish good luck to the competitors.

12:05 PM: Mike Morhaime takes the stage. Comments that the invitational is the largest gathering of players in , ever — ’s “breathtaking”. He talks about how enables the world to become smaller and allows communities to transcend conventional boundaries. were told European market was too small for WoW; we proved them wrong.

12:08 PM: This past year has been incredible for us. Last year: TBC launch sold . million copies in first 24 hours. Fastest selling PC game of all time. Also announced merger with Activision (they “leveled up”). Shouldn’t notice any difference as a player. ’s focus remains “to continue making great ”.

12: PM: of highlights from last year’s invitational is played.

12:13 PM: Mike outlines the coming up: tournaments, hands-on computers for WotLK and Starcraft II, developer panels, costume, and .


12:15 PM: World of Diablo III played onstage. Audience goes wild.

12:18 PM: Jay Wilson, designer on Diablo III, takes over. WWI audience will be see a demo of Diablo III in action. Diablo “reinvented the roleplaying action genre”. Gameplay demo on big .


12:20 PM: Introducing Barbarian, one of several Diablo III . Overcomes enemies with pure brute force: no such thing as too much power. Several improvements: Hotbar to players use skills quickly and easily. Quick swap between two skills using mouse wheel or Tab key. Game is so simple you can play with just hte mouse but allows deeper, more satisfying combat. In demo, axes with frost/electricity to stun/freeze enemies.

New type of dropped item. Red globes allow you to recover and without having to use potions. the Barbarian fighting berserker and cultist enemies. is a big part of Diablo III, can destroy , interact with . Can also work against you. Treasure chests might be traps!

Loot: gear custom designed for each class’s unique look. Endless stream of to be found. barbarian using a wall to crush . Whirlwinds through enemies to loud cheers from the audience.

World of Diablo III will have and — ‘more so than previous ’. character interacting with the npc Deckard Cain and embarking on a quest.

12:30 PM: “Diablo III is first and foremost a co-operative game.” Witch Doctor is a brand new class, uses ancient tribal : diseases, pets, mind control. Can locus swarm to devour multiple enemies. First pet is the Mongrel, can become empowered by Witch Doctor’s to do additional damage. When near , can be killed by the witch doctor to destroy nearby creatures.


Witch Doctor’s Horrify spell causes enemies to flee. Firebomb attack is slow but very powerful. Mass Confuse spell to temporarily turn some enemies against each other. “You’ve seen walls of fire, ice and bone, but have you ever seen a wall of ?” We see a party of barbarians and witch doctors battle a siegebreaker assault beast as a demo .

12:40 PM: The presenters are back on stage. Running through all the European countries — the attendees are from all over the world.

12:43 PM: A piece is performed on stage, set to a new piece of Diablo against a “Diablo III” backdrop. If you were late to the ceremony, you’d still be in no doubts what the big news is today.

12:50PM: End of the ceremony — that’s all folks!

Gallery: Worldwide Invitational : Diablo 3

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WWI ‘08 Panel: PvP part II, New Arena Maps


Any discussion about WoW nowadays inevitably involves Arenas. With the onset of Season and its new rules and requirements, play is getting more intense than ever. Of course, as the competition heats up, the cries of an imbalanced contest grow louder than ever. seems to be aware of the issues and have taken some steps in the development of the Wrath of the Lich King to address class and spec viability.

During the panel on “ Game Systems”, however, designers Tom Chilton and Corey Stockton devoted most of their discussion to the new rather than the hairy, and probably inconclusive, issue of class balance and representation. The new follow ’s philosophy of keeping things simple yet have room for ; having dynamic points of interest; having conceptually different starting areas; and leave allowance to make adjustments during development.

philosophy
The principles that used in designing the new Arenas have been tempered with experience gained from the current and how they affect the dynamics of matches. Keeping the simple is important to keeping matches short. Large, sprawling mazes would have extended matches unnecessarily, so the idea behind the current and new is to have players find their opponents quickly, get into battle, and finish .

The curious thing about the other principle — “dynamic points of interest” — seems counter to the idea of keeping things simple. In previous , admitted that gimmicks such as a random Cyclone that used to spawn in Nagrand about 1 minute into the match, detracted from the itself, removing the feature in Patch .1. On the other hand, the proposed in the two new of Dalaran and Orgrimmar seem to me very much like gimmicks. Moving objects add more randomness to fights, and even the idea of damaging environments seem counter-intuitive to a balanced eSport .

Throwing up the starting areas could either be a stroke of genius or a boneheaded move on the part of . With only meters separating players the beginning of a match, a Frost Nova rush seems like an obvious strategy to start the encounter. This immediate proximity might the scales in favor of players with AoE snares. Or could result in an untimely due to overextension. On the other hand, the mechanic of forcing players — or spitting them out — into the was met by cheers from the audience. Anyone who has played Arenas know the annoying of turtling in the starting area, particularly in the of Lordaeron. The concepts were all pretty rough when they showed them, so there’re bound to be changes to the and how they work before the expansion actually goes live.


Dalaran
When Dalaran flew off to Northrend, took a chunk of the ground with . Dalaran is set in the sewer system of Dalaran, with a fairly simple equilateral lay-out and a sewage pipe jutting from the ceiling in the middle. The twist is that the sewage pipe expels a stream of line-of-sight-breaking sludge into grates on the floor (random?) periodic intervals. There’s a raised platform in the center of the room and small, permanent crates where people can stand and hide to abuse LOS. Opposing teams start on opposite sides of the nested in sewage pipes and getting spewed onto the floor by a stream of… sewage, presumably.

The size of the looks to be small, judging from the presentation, which creates some apprehension for kite-dependent such as Hunters and Mages. The dynamic line of sight is an interesting, if questionable, mechanic. adds more randomness to , allowing for strategy, yes, but also introduces a luck factor that might not be welcome in competitive play. The is fairly small, with specific entry points that enable access to the central platform. Although I haven’t examined the in detail, seems to me like a Line of Sight nightmare, with two separate levels and a random pillar of LOS-breaking sludge in the middle.


Orgrimmar
There’s a curious area in the Valley of Honor called the Ring of Valor, which is an empty that players cannot enter — there’s an invisible wall that prevents jumping in. The new Orgrimmar is theoretically this , but ’s description of elevators and rising pillars and spikes is a novel concept. Similar to the Dalaran , the Stockton explains that the starting areas will provide a new dynamic to each match by having both teams start very near one another, atop elevators rising from beneath the ground.

The rising pillars will work off a specific timer, signified by moving gears prior to its descent or ascent. A wall of spikes may or may not be tied in to the pillar rotation, and players will be able to get across the obstacle but will take some damage. Chilton explained how this could to some interesting choices in strategy, like getting a HoT before moving across the spikes. The rising pillar can create interesting strategies for players who would like to get out of melee range, positioning themselves atop the pillar just as rises, enabling presumably unmitigated sniping. is also interesting to note that Orgrimmar is proposed to have NPC spectators who are reactive to the players, cheering bloodthirstily, for example, if a player’s becomes dangerously low.

The verdict
The new are a long ways off. There’s no way to tell how much of what was presented will actually make to the release. However, a quick glance the for me indicate too many random factors to make for a reliable match area. An ideal would be one where the better team will win each time. A with structures or, worse, environmental damage, can create situations of luck. In a balanced , you try to eliminate randomness as much as you can. On the other hand, has admitted to liking a bit of randomness in PvE encounters (e.g. Prince Malchezaar) and perhaps to a similar philosophy to .

From what we’ve seen so far, the new employ the very gimmicks that felt didn’t contribute to the match. ’s just as random as a cyclone in the middle of the . Worse than having a killing blow dodged or resisted is having a pillar up to break LOS just as you’re about to deliver the . With like this, almost feels like is taking the away from the players and giving the a hand in dictating the match. In my mind, an should be simple (they said that) and allow the most straightforward encounters while still allowing for creative — and not random — movement in kiting and counter-kiting.

While the size of the Dalaran causes concern for some ranged first glance, what struck me was ’s audacity to actually create such a close quarters . To me, this indicates a possible mindset — that understands the difficulty that some , Hunters in particular, have in small format . Instead of fixing the , however, they will be making changes to the class to allow to be viable within strict confines. We may yet see happen, given their close attention and responsiveness to making underrepresented specs more -viable (Dire Cat Form, perhaps?).

The are clearly a work in progress, and ’s far too soon to make any worthwhile . My fears about the randomness of remain, however. LOS issues plague the current , but dynamic LOS might not be the right answer. On the other hand, pillars moving up and down and damaging spikes make me a bit nostalgic. To heck with balance. Let’s have some !

[Ed. note: Check out Zach’s of Lake Wintergrasp, the Wrath outdoor zone, as well!]

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WWI ‘08 Notes from the PvP panel


Here DeathknightWoW, we pride ourselves on bringing you the latest, greatest news about the WoW we all know and love. (You haven’t all gone off to play Diablo, have you?) What this means is that we crawled out of bed what our watch says was three in the morning, even though by local Paris time was already mid-morning under a sunny sky. We’ve fought our ways through crowds the Worldwide Invitational to bring you a front-row seat to today’s panel, starting shortly. For the latest updates on the game’s system — right from the ! — keep for live updates from the panel.

1:30 PM CEST: Tom Chilton ( Game Designer) and Cory Stockton ( Level Designer) take the stage.

To start off, Chilton talks about Lake Wintergrasp.

  • Non-instanced
  • Siege vehicle combat: we’ll talk about that more later
  • Air combat: there are two types of air vehicles
  • Destructible buildings: wouldn’t be to have siege vehicles if there wasn’t stuff you could blow up
  • Supports both large and small scale combat: Blizz has been trying to predict average participation and make for small and large groups
  • Attack / Defend game type: Like the Spirit Towers. One team territory, but only holds for a set amount of time before the other side has a chance to attack again. Each time territory changes hands, the attackers become the defenders.
  • Rewards: Northrend “Spirit Shards” that you can use to buy rewards you can’t get through other mechanics (read: honor or points). But these won’t be more powerful than other — just alternatives. Don’t want people to feel they aren’t competitive if their faction isn’t winning. Also honor and marks of honor just like you’d get from a normal instanced battleground.


1:39: Stockton talks about the iterative process — from a very simple hand-drawn , to a carefully drawn out , to detailed in-game , to the same with on where they’ll add , destructable buildings, etc.

The placement of water in the zone is important because siege vehicles can’t move through water, so these will be potential chokepoints.

1:43: Graveyards will be like graveyards in other with a basic 30 second respawn. You’ll also be able to capture graveyards so your team isn’t always respawning across the .


Stockton off a keep. All parts of the keep are destructible. The scale is described as “epic” — ’s large enough for siege weapons to fit inside. Had to make them big enough for gameplay because, since ’s non-instanced, there could be 50 people in the zone or 200 people in the zone.


1:46: Siege vehicles! Chilton five different types, all usable for both :

  • The Demolisher: baseline vehicle. Has both short and long-range and a ram attack. Can carry a driver and three passengers. (The passengers are exposed, can be targeted and attacked — but also means you can back!) Drive-by shootings. The driver is also the gunner.

  • Forsaken Catapult: much quicker than The Demolisher (says Chilton: more agile). Not as long range as The Demolisher, doesn’t do quite as much damage, doesn’t carry any passengers, has a flame attack. Lowest cost vehicle.

  • The Siege Engine: hardest-hitting and longest range vehicle. Carries a driver, gunner, and passengers (but not exposed — which means they can’t attack).
  • Flying Machine: a flying vehicle that’s very quick but fragile. Vulnerable to anti-air weaponry. Carries a pilot and a gunner.

  • Goblin Shredder: an anti-air vehicle that fires rockets and can rocket boost yourself into the air to reach air vehicles (or jump over walls!). Essentially a personal armor suit — if the suit is destroyed, you can jump out and keep fighting. Close-range melee attack. Vulnerable to siege vehicles.

They’re still considering how to obtain the vehicles, but they want the process to be fast-paced and .

1:55: Time to talk Arenas. ideals for these are:

  • Keep simple
  • Still leave room to innovate (keep simple, but add some new twists)
  • Dynamic points of interest (read: moving objects)
  • Unique starting areas/. Might put starting teams close to each other.
  • Room to grow: we need to be able to make quest adjustments during beta

1:57: Stockton takes center stage again to talk about the two new arenas in Wrath: Dalaran and Orgrimmar.

Dalaran :

  • Located in the sewers of Dalaran city. When Dalaran came over to Northrend, took a large chunk of out of the ground with , including the sewers.This seemed like a great fit for the .

  • Dynamic line of sight: we can move objects in arenas and have the line of sight move with them. Think about the pillar in the Nagrand… and think if that pillar could move. We could make these move randomly or based on a specific timer. This can mix up the gameplay.
  • Simple layout
  • will not be usable. ’s a small and to let people get right into gameplay.

There’s a pipe in the center of the that water will occasionally pour out of. While the water is falling, will block line of sight. ’s a simple layout, but a few dynamic elements that will mix up. There’s a pipe on either side of the where each team will start, and a blast of water will push people out of the pipe early on.

’s currently in playtesting.

Orgrimmar :

  • There’s been an in Orgrimmar for a long time in the Valley of Heroes, but Blizz has never done anything with .
  • Elevating pillars will create line of sight (on set timers — there will be little wheels and gears on the side of the that will spin before the pillars move)
  • Triggered objects that damage players (thinking as the pillars go down, a wall of spikes may come up — you can get across them but you’ll take some damage)
  • Extremely close starting areas: players start on elevators that rise out of the ground ten yards apart from each other. The elevators will be surrounded by spikes that will a couple of seconds after the elevator reaches the top — so you’ll have a couple of seconds.
  • will be allowed inside — this is a bit larger than Dalaran. Thought this was the perfect place to get NPC spectators who cheer, etc.

These dynamic elements will make each feel different. Not testing yet.

:09: Chilton comes up to talk about Northrend’s new battleground

  • Tital isle located off the southern coast of Dragonblight
  • Attack/Defend gameplay, but a bit different since ’s instanced. You play half the game on defense and half the game on offense, switching mid-.
  • This battleground will have siege vehicles and destructible buildings
  • Based on the Titan . A lot of Northrend circulates around Titan .


:11: Stockton explains the layout. Attackers will come in on boats and assault the city. Siege vehicles will need to be used to break through the city’s walls and break in. The further you get, you’ll capture points allowing access to more siege weapons.

They’re currently planning to be 10v10 or 15v15. They BG is currently being play-tested.

Q&A

:17: Q: Now we have one source of honor, Alterac Valley, and everything else is a source of marks. Some people lose on purpose to get marks quicker. Is there anything being done to solve this problem?
Chilton: ’s a very very difficult problem to solve. We find that if we give no rewards for losing a battleground, ’s very punishing. That’s why we have systems to report players for not participating and we’ve lowered the number of players who need to report someone. (There is a certain point where the system can’t determine how hard you’re trying.

:19: Q: Do you have plans to implement a spectator mode?
Chilton: Definitely on our list of things we want to do. To add to that, we also have the idea of using that spectator mode to extend to other things, in raids for example

Q: Unique (racial) combat moves?
Chilton: We don’t plan to add any more racials.

:24: Q: My girlfriend and I love , but since the Burning Crusade, we feel like we’re forced into arenas
Chilton: We do plan to keep a pretty similar sort of reward .

Q: For the frost , some crowd control seem to be -oriented, don’t you think this could cause unbalance?
Chilton: ’s always going to feel that way because tend to be immune to crowd control, but we’re trying to open up.

Q: What do you plan to fix pet scaling?
A: Right now we’re pretty happy with pet scaling. should be a viable tactic to spend some time attacking the pets. A player has to make a choice. We feel like if that scales very well, ’s going to be a viable tactic to just focus on one.

:34: That’s all she wrote, folks! The Invitational’s final WoW panel has come to a close.

Gallery: Worldwide Invitational

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Heroic attunements gone in Wrath

Another interesting thing to note from the Dungeons and Raids panel of the WWI earlier today is the topic of Heroic attunements. We’ve known for some time that has to move away from reputation requirements for Heroic keys, and we saw an example of that in Magisters’ Terrace. This was reinforced early on in the panel when Cory Stockton stated that there will be no faction and reputation requirements whatsoever for any of the Heroics.

This doesn’t particularly surprise me, because Heroic keys Honored is little more than a formality and way to waste a little gold. You hit Honored with most places just through up, so by the time you’re top level you can probably already go into those Heroics. Requiring Honored might as well be no requirement all.

However, the possibility of a Magisters’ Terrace style attunement was something I assumed they would do. Run the Normal least once before the Heroic, or by completing some other type of task successfully. That, too, was shot down later in the Q&A. A question about attunements was answered with the fact that none of the Dungeons or Heroics will have any attunement all, and neither will the first raid zone, Naxxramas. I don’t mind this too much, leaves up to the player to judge whether they’re ready for Heroics or not. I still would have liked to have seen some attunement for Heroics, because I think the added flavor or added challenges those could provide would add some depth to things. seems we’re not getting those, and I’ll cope with I’ sure, just feels like a lost opportunity.

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WWI ‘08 Notes from the Dungeons



the Worldwide Invitational, the Dungeons and Raids panel is about to begin. We’ll be bringing you updates on the anatomy of dungeons and raids straight from ’s mouths, and of course any tidbits of about dungeons and raids to come, all after the jump. Stay tuned!
:45 AM CEST: The panel’s about to begin and the audience’s impatience is palpable. Instead of the panel beginning, we’re treated to a panning showing us.. ourselves. Well, ’s better than nothing I suppose. Finally, devs take the stage.

:52 AM: Cory Stockton, level designer; J. Allen Brack, producer and Tom Chilton, game designer are on the podium. They’ll be talking about WotLK plans and theory, with a sneak towards the end of the panel.

:54 AM: What’s new for WotLK? and 25 player experience for every raid dungeon. Probably the biggest change they’ve made - allows them to have a lot of new content, compared to earlier separate development on /25 man content. Now they can double the amount of content.

Heroics will return: really happy with the way heroics played out in TBC, want to bring back. Lots of plans for heroics, more tuning, changing things up from standard 5-mans. Thinks players will like the direction.

More nonlinear content. More choices for players, don’t always have one path to take in dungeons. Give players a bit more of a choice so dungeon is a different experience if you do more than once. The Occulus is a good example.

New gameplay scenarios. Been trying to do this since shipping WoW. Gauntlets, timed , nonlinear play. Being able to do things in a different way, so not every dungeon is the same thing that just looks different. Different experience too.

Spirit shard reward system for all raids/dungeons based on Wintergrasp . Whoever controls Wintergrasp can get spirit shards from all in all dungeons/raids in the game. Use them to buy unique , , etc. Still working on reward system but connects with pve. the two merge together over time, somewhat separated, same goal for player: advancement.

:58 AM: Lineup. 8 level-up dungeons. Similar to TBC. Were really happy with that amount of content. Can always do more dungeons, but would rather keep quality.

level 80 dungeons. Heroics for all Lich King dungeons. So total 12 5-mans, 12 heroics. Three first-tier raid zones.

:59AM: Why /25 man raids? Opens up raid content to a larger audience. Takes more organisation and planning but doesn’t mean that content shouldn’t be available. Sometimes the hardest part of a 25 man raid is getting 25 people. So why not give that experience to people in smaller ?

Loot separation. Separating loot by a full tier worth of stat points, ultimate endgame content is 25-man so ultimate rewards. Still get great rewards in -mans. More loot per boss kill in 25 player raids (because there’s more players). Been talking about giving more loot in 25mans for a while, will see that change in Wrath.

11:01 AM: Lessons from TBC. A big project, heroics were an interesting tuning problem, hard enough to be a challenge but easy enough that people just starting out could do them. Were a great success. But too hard, want to make them more accessible. Don’t want e.g. lacking a prot spec tank, holy , etc to people from doing heroics. Should be available to more players, open up to different and groups.

Some dungeons were too long. Took longer than they planned. Like to keep dungeons to ~1 hour long. Not their intention to have players in dungeon in 3 hours. Going to really check length before releasing new dungeons.

did not feel as connected as they should (kill end boss/kill creatures). Really trying to allow dungeon to have interesting goals. Gundrak is cumulation of a long questline encompassing the whole zone. You know why you’re killing the endboss, and what the outcome will be, connects players to dungeons beyond killing for loot. More of an impact on the world.

Summoning changes worked out great. Stones/warlocks summoning into instance (audience applauds). Main reason was to remove barrier to entry to dungeons that were annoying to get to. to make convenient.

Patch order. Has an impact on what players have available to do, have to make sure things feel right when releasing patch. They to get Black Temple out asap so Zul’Aman ended up being released later, probably would have been better to deliver ZA first since most players weren’t ready for BT but keen for -man content. Learned that lesson with WotLK. Arthas is final endgame boss so delivering content in the order they thinks works best for the players, whether that’s a new 5-man, raid etc.

11:07 AM: Naxxramas… Again? Audience cheers; ‘that’s about the same way we feel about Naxxramas’. Huge labour of love. Always felt was a dungeon that WoW needed. Most players never got to experience because of the release timing. Loot was still really great but TBC superceded . Made sense to come back to and give everyone a chance to experience . -man accessible. Extremely proud, want everyone to play .

-wise Naxx fits in perfectly, with Arthas/Northrend, history behind Naxx lends itself well to being a part of WotLK and something players can get into really early. Chance to retune and make even better. Huge dungeon with a ton of , over 15 in one raid dungeon, non-linear (wings) giving players a lot of choice.

11: AM: Itemisation. gear will be available through PvE as well as . Spirit shard system. Players that want to get started in arenas who love dungeons can get started through PvE. Won’t be the best gear, but will give you a chance. More per boss kill in 25 player raids. More desired by more , big project. Trying to remove unnecessary because there are too many different types of loot, what if a ret item drops and you don’t have one? Merge some of the so that will work across a group of ~3 different . Players can get loot that’s more useful and accessible, killing a boss feels better.

11:12 AM: Recipe drops, pretty rare right now. Specific plans only off one boss really low . Doesn’t mean they won’t put unique plans on hard to reach but want most plans to be accessible, earlier , easier dungeons. Might not feel like such a grind to get that one rare pattern.

11:13 AM: Faction. Want to make not feel like a grind. Championing — Earn faction outside of your current dungeon. Choose a specific faction to earn rep with, system will use tabards, put tabard on in any heroic and every kill will give rep towards the faction whose tabard you’re wearing as well as dungeon faction. Small bonus if you wear the tabard of the dungeon faction too. Details not final but this is the direction. Don’t want you to feel you have to grind certain dungeons mindlessly.

11:15 AM: Remove faction requirements for heroics. Don’t want people to feel like there are so many barriers.

11:16 AM: rewards will show up in faction too. Similar to current lowlevel faction sets. Will continue this trend. Greater variety of faction rewards full stop. Only a certain amount of they can make in the time they have. that fit different specs and . More recipe plans, something done in TBC but not all trade skills were represented in . More rewards in from faction.

11:17 AM: How does the fit in? Will be able to tank both raids and dungeons. Not intended to be ‘the new tank’ but is a unique tank and want to make sure they can tank raids and 5-mans, heroics, as well as DPS. Just going to do in a different way, keeping unique. Looked what players need — people always need a tank. More tanks = more dungeon runs.

11:19 AM: Sneak Peek: The Occulus. Level 80 dungeon located in Borean Tundra (Coldarra). Unique; first dungeon players can fly in. Get a drake partway through the dungeon and do mounted combat as if were a vehicle, individual spells on different drakes. Tank drakes, heal drakes etc. Nonlinear; started as a high fantasy pitch and has become a high concept .

Occulus is a series of rings floating in the sky, can pick and choose . Concept art circular and frozen themes. Dungeon shown, they on paper and try to feel how big the space is, is big enough to the boss, the trash. Layouts turn into concept art and ‘blockout’ phase, turning 2D image into 3D so they can run around in 3D. Dungeon is complete, internal playtesting the moment.

11:24 AM: Halls of Stone. Part of Ulduar, located in Storm Peaks. Tied to Titan . Level 77-79. Will need a flying mount to access. Nonlinear. Want to make you feel like you’re infiltrating Titan area, feel like ’s something new even though scope is very different. Epic scale. Level 80 dungeon in Ulduar (Halls of Lightning) and raid dungeon too, but Halls of Stone is first dungeon players will experience

the scale to be big but not annoying (to the level of wanting a mount to through ). Showed blockout, walked 5 players through game to see if there’s basic things like enough room to pull mobs, enough room for cameras etc. Platinum Discs from Uldaman — this is the next evolution, continuing the . Location where we can read the discs and maybe find out about how Azeroth was created, deliver to players.

11:31 AM: CoT: The Culling of Stratholme. Player response to CoT was overwhelming, allowing players to play through rather than just read . CoT: Stratholme located in CoT, Tanaris. Removing faction requirement o