Blue posters have been very active lately, it's time for a recap! <br /><br /><font size="3" style="line-height: 1.3em;"><b>Filefront to be suspended indefinitely on March 30</b></font><br />The financial crisis hasn't been very nice to Filefront it seems, the site will be suspended indefinitely on March 30 ... If there is anything you want to save from this site, now might be the right time to do it. <br /><br /><i>We regret to inform you that due to the current economic conditions we are forced to indefinitely suspend the FileFront site operations on March 30, 2009. If you have uploaded files, images or posted blogs, or if you would like to download some of your favorite files, please take this opportunity to download them before March 30th when the site will be suspended.<br /><br />We would like to give a warm thank you to all of you who have been part of the FileFront communities we have built together. Your support has had a meaningful impact for all of us here at FileFront. Again, we want to give you a sincere “thank you” for your support over the years and wish you all the very best.<br /><br />Keep gaming alive,<br /><br />FileFront Management and Team. </i><br /><br /><br /><font size="3" style="line-height: 1.3em;"><b>Ulduar - No Realm First for 10-Man Raiding</b></font><br /><div class="blizzquotewrap"><div class="blizzquoteinner"><span class="corners-top"><span></span></span><div class="blizzquoteheader"><span>Quote from: <b>Bornakk (<a href="http://blue.mmo-champion.com/20/15864449681-will-there-be-realm-first-10man-ulduar.html" target="_blank" style="color: white;">Source</a>)</span></b></div><div class="blizzquote">I checked on this and it looks like the realm first feats of the strength being removed from normal 10player Ulduar is the plan and not a bug. I updated my previous post on this as well.<br /><br />We are still tweaking the achievements and their rewards for Ulduar so more changes could still come in future PTR builds. </div><span class="corners-bottom"><span></span></span></div></div>As of today, the only 2 realm first achievements for Ulduar are:<br /><table class="sortable" bgcolor="#FFFFFF" border="0" cellspacing="0" cellpadding="1" style="border: 1px solid #333; margin-left: 30px;"><tr bgcolor="#96BC27"><td class="tableHeader" width="45"></td><td class="tableHeader" width="*"><b>Description</b></td></tr><tr bgcolor=""><td><img src="http://static.wowhead.com/images/icons/medium/achievement_boss_yoggsaron_01.jpg" /></td><td><a href="http://ptr.wowhead.com/?achievement=3117"><b>Realm First! Death's Demise</b></a><br />Participated in the realm first defeat of Yogg-Saron without the assistance of any Keepers on Heroic Difficulty.<br /><b>Title Reward:</b> Death's Demise</td></tr><tr bgcolor="#E0E0E0"><td><img src="http://static.wowhead.com/images/icons/medium/achievement_boss_yoggsaron_01.jpg" /></td><td><a href="http://ptr.wowhead.com/?achievement=3259"><b>Realm First! Celestial Defender</b></a><br />Participated in the realm first defeat of Algalon the Observer on Heroic Difficulty.<br /><b>Title Reward: </b>The Celestial Defender</td></tr></table><br /><font size="3" style="line-height: 1.3em;"><b>Arena Season 6 - Upcoming Changes</b></font><br />Bornakk clarified some of the changes made to Arena for the sixth season. As a reminder, with Arena Season 6, arena teams will start at 0 rating instead of 1500 and items with a rating requirement will now be obtainable starting at 1250 rating. (See <a href="http://blue.mmo-champion.com/11/15864860497-arena-season-6--upcoming-changes.html" target="_blank"><b>Arena Season 6 – Upcoming Changes</b></a>.<br /><div class="blizzquotewrap"><div class="blizzquoteinner"><span class="corners-top"><span></span></span><div class="blizzquoteheader"><span>Quote from: <b>Bornakk (<a href="http://blue.mmo-champion.com/11/15864860497-arena-season-6--upcoming-changes.html" target="_blank" style="color: white;">Source</a>)</span></b></div><div class="blizzquote">In order to make joining teams later in the season a little easier for players, the system will now be setup so if a player joins a team that has a team rating of 1000 or higher, the player’s personal rating will start off at 1000 instead of 0.<br /><br />To answer some players’ questions:<br /><ul style="margin-top: 0; margin-bottom: 0;"><li>Only the current arena season’s weapons (furious) will be available. Deadly weapons will be removed when Arena Season 6 starts.</li><li>The first tier furious weapons will be equivalent to heroic Ulduar weapons and the second tier furious weapons will match heroic hard mode Ulduar weapons. </li></ul><br />Another thing to keep in mind is that until you start to get close to your team's matchmaking rating, you will be gaining around 20 or more points in a win and zero or nearly zero in a loss. So players will make steady progress through games played until they near their team's matchmaking rating. </div><span class="corners-bottom"><span></span></span></div></div><br /><font size="3" style="line-height: 1.3em;"><b>Changes to Flasks in 3.1.0</b></font><br />Community Managers posted a few extra information on the changes made to flasks in Patch 3.1. <br /><div class="blizzquotewrap"><div class="blizzquoteinner"><span class="corners-top"><span></span></span><div class="blizzquoteheader"><span>Quote from: <b>Bornakk (<a href="http://blue.mmo-champion.com/12/15864859958-change-to-flasks-in-310.html" target="_blank" style="color: white;">Source</a>)</span></b></div><div class="blizzquote">To answer some questions brought up in this thread:<br /><ul style="margin-top: 0; margin-bottom: 0;"><li>Mixology will work like it does now, if you know the recipe to create the flask, the flask will grant double the duration, so 2 hours in the new case.</li><li>Elixir Mastery is also being updated to work with the new flask design so for example where you got 2 or 3 extras before you will now get 4 or 6 extras. </li></ul><br />[...]The new changes apply to all flasks. The only change specific to Northrend flasks is the conversion to mixtures for already-crafted flasks prior to 3.1. All other flasks will have their durations lowered to 1 hour when the patch is released. The material costs for all flasks will be cut in half as will the vendor sell prices. </div><span class="corners-bottom"><span></span></span></div></div><br /><font size="3" style="line-height: 1.3em;"><b>Arena Torunament Registration Extension</b></font><br /><div class="blizzquotewrap"><div class="blizzquoteinner"><span class="corners-top"><span></span></span><div class="blizzquoteheader"><span>Quote from: <b>Aratil (<a href="http://blue.mmo-champion.com/17/15973747487-arena-tournament-registration-extension.html" target="_blank" style="color: white;">Source</a>)</span></b></div><div class="blizzquote">We have reopened Arena Tournament registration from now until Friday, March 27 at 5:00 PM PDT. An issue occurred on Monday that impacted registration for the Arena Tournament and we have decided to give all players another opportunity to register. However, phase 3 of the tournament is already underway and participants are unable to join any existing teams, so new registrants will have to create new teams in order to play. Additionally, you have only until April 6th to meet the minimum requirements of games played to qualify for tournament prizes. Please keep these factors in mind should you decide to register now. </div><span class="corners-bottom"><span></span></span></div></div><br /><font size="3" style="line-height: 1.3em;"><b>Blue posts</b></font><br /><div class="blizzquotewrap"><div class="blizzquoteinner"><span class="corners-top"><span></span></span><div class="blizzquoteheader"><span>Quote from <b>Blizzard staff</b></span></div><div class="blizzquote"><span style="color: white;"><b>Avoidance added to pets in 3.1</b></span><br />We added AE avoidance to the shadowfiend, wolves, water and fire elementals, and treants I believe. The avoidance does work in PvP. My earlier comment meant to imply that pets are a big liability on those raid damage events because they just die without avoidance. But it does let them survive AE in PvP also, such as Bladestorm and Whirlwind. That is a (small) nerf to warriors.<br /><br />We don't make classes with temporary pets buy avoidance, because honestly they wouldn't spend the talents etc. on a temporary pet. It is not nearly the power multiplier that a hunter, warlock or DK pet is. But I can see the argument that avoidance is just an unalienable right for all pets and we might eventually just give it to them all. (We probably won't make this change for 3.1 because it involves changing a couple of DK talents and redoing all the pet talent trees.)<br /><br />We can give it to Mirror Images. They are extremely frail. (<a href="http://blue.mmo-champion.com/28/15864850437-spirit-wolves-fixes-not-buffs.html" target="_blank"><b><span style="color: white;">Source</span></b></a>)<br /><br /><span style="color: white;"><b>Tanking with any talent spec</b></span><br />You named examples where we are already accomplish this, and that's good. For a time, warriors could tank with a 31/5/15 build (I think I am remembering those numbers correctly). Later, they were pretty much confined to the Prot tree, plus Cruelty and a couple of other talents. Was one way better than the other? We're not sure, but we're trying to explore the tank who is more broad than deep a little more. If we love the way it turns out, we might retrofit the other tank classes. (As I said in the original post: might.) (<a href="http://blue.mmo-champion.com/26/15973677341--blizzard--gc-quote-and-balance.html" target="_blank"><b><span style="color: white;">Source</span></b></a>)<br /><br /><span style="color: white;"><b>Change to healing mechanics</b></span><br />I agree there are a lot of ideas to make healing more fun or interesting and we need to start experimenting with some.<br /><br />As to why we didn't implement the "big health" solution, it was just the scope of the change. It's not as simple as just doubling everything. Once tanks don't really fear being killed by a boss in a few swings, it becomes a lot harder to keep the fight challenging. But it is probably something we will look at seriously next time around. (<a href="http://blue.mmo-champion.com/27/15864859801-from-a-healer-of-4-years.html" target="_blank"><b><span style="color: white;">Source</span></b></a>)<br /><br /><span style="color: white;"><b>Dual-Spec and its effects on the game</b></span><br />We will not be balancing around the existence of dual-spec. The example I used was a case we already have -- multiple tank fights, then single tank fights, then multiple tank fights. We didn't design that around dual-spec. We assumed you'd probably have an OT who tried to do dps on Saph. Dual-spec gives them a way to do better dps.<br /><br />This is one of the reasons though that we think it's important to keep pure dps slightly elevated. Mostly, though, dual-spec is a convenience factor. You can already run back to town and respec in the middle of a raid, and plenty of people did that already (and hated it). <br /><br />[...] I fear loot may get more complicated with a dual-spec system. You'll have players arguing that their current spec isn't their main spec or whatever. I'm sure the community will adapt, but it is a concern. I predict dual-spec is going to change the game in ways nobody is quite anticipating yet. (<a href="http://blue.mmo-champion.com/26/15973677341--blizzard--gc-quote-and-balance.html" target="_blank"><b><span style="color: white;">Source</span></b></a>)<br /><br />[...] We struggled with this a lot, but ultimately we do let players respec at will even today and just charge them for it. Plenty of Resto druids healed raids and then went Feral to do quests the rest of the week. Plenty of mages raid as Fire and PvP as Frost. We just thought in this case that the talent system got in the way of players enjoying the game rather than rewarding them for making good but hard choices. Commiting to being sub-optimal fo...</div><span class="corners-bottom"><span></span></span></div></div>
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