<font size="3" style="line-height: 1.3em;"><b>Algalon Loot Table Update</b></font><br />I&#39;m sure mages will be happy with this update, a new ulduar drop was discovered .... this time from Algalon! This dagger is also one of the nicest weapons available in Ulduar (at least, in my opinion). Once again, the socket bonus is missing and this is a known bug. <br /><br /><div align="center"><a href="http://static.mmo-champion.com/mmoc/images/news/2009/april/starshardedge.jpg" target="_blank"><img src="http://static.mmo-champion.com/mmoc/images/news/2009/april/starshardedge_small.jpg" alt="" border="0" /></a></div><br />I also added <a class="item4" href="/i/n/09/03/9722/loot_9722_92.jpg" target="_blank" rel="item=45594 margin-bottom: 0;"><li><a href="http://www.mmo-champion.com/index.php?page=850" target="_blank"><b>Algalon the Observer</b></a></li><li><a href="http://www.mmo-champion.com/index.php?topic=52187.0" target="_blank"><b>Hard Mode Gear List</b></a></li></ul><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>Speeding up leveling</b></span><br />We have made changes to the leveling process in the past that made it go faster. If we feel the need to speed this up again, we will go back and review it. Just don&#39;t expect this to happen overnight as a lot of things have to be taken into consideration, we don&#39;t want to effectively just delete a zone and put an NPC there that gives you 5 levels as a quest reward so you can go to the next zone - there still needs to be a play experience. (<a href="http://blue.mmo-champion.com/1/16473976155-blizzard-let-go-of-vanilla-wow.html" target="_blank"><b><span style="color: white;">Source</span></b></a>)<br /><br /><font size="3" style="line-height: 1.3em;"><b><span style="color: #96BC27;">Children&#39;s Week</span></b></font><br /><span style="color: white;"><b><a href="http://www.wowhead.com/?achievement=1789" target="_blank"><b><span style="color: white;">Daily Chores</span></b></a> changes</b></span><br />The Children&#39;s Week achievement "Daily Chores" has been slightly altered from the text you will see in the achievement window. It now requires simply that you complete 5 daily quests with your orphan out. There is no longer an extra step in doing things over consecutive days. (<a href="http://blue.mmo-champion.com/20/16903510189-change-to-daily-chores.html" target="_blank"><b><span style="color: white;">Source</span></b></a>)<br /><br /><a href="http://www.wowhead.com/?achievement=1786" target="_blank"><b><span style="color: white;">School of Hard Knocks</span></b></a><br />Your choice of options for those that designed this achievement are somewhat stilted. We hear your frustration and, well, we understand. Unfortunately, this achievement is not meant to be "super easy". It&#39;s something you have to ... what is the word... achieve. There are certain other achievements in this particular world event that are very simple and that&#39;s fine, but not all achievements are supposed to be on that level. It just so happens that this one in particular isn’t meant to be a super-easy achievement.<br /><br />Does that mean it’s unduly hard? Not at all. I’ve completed this achievement on one character and almost completed it with another (I just need to cap the flag in EotS). I know other people who are having a harder time of it, but they see the achievement becoming more accessible throughout the week. Perhaps if this was Children’s "Day", this particular achievement may be very difficult, but spread over a week, it’s truly very accessible. Try simply setting a goal to get one portion of it done every day. Or organize a group of friends with the same goal to further this achievement. (<a href="http://blue.mmo-champion.com/1/16904260300-remove-school-of-hard-knocks.html" target="_blank"><b><span style="color: white;">Source</span></b></a>)<br /><br /><font size="3" style="line-height: 1.3em;"><b><span style="color: #96BC27;">Argent Tournament</span></b></font><br /><span style="color: white;"><b>New Argent Tournament Mounts</b></span><br />The ones at the tournament in game currently are utilizing textures for the mounts that had not previously been in game in a player-attainable state. They&#39;re great for variety and we&#39;re glad to get those looks out there, but they&#39;re not quite right for a tournament of mounted combat where the riders are representing their cities and nations.<br /><br />The mount appearances going into the game for 3.1.2 are not necessarily meant to be mind-blowing or "better" than the mounts you have; they are meant to sport the colors and symbols of their factions. For some of them, that means they&#39;ll be similar to others, though not the same. The Dawnsaber is lovely, but it isn&#39;t very Darnassian in theme. (<a href="http://blue.mmo-champion.com/1/16474316311-argent-tournament-mount-updates.html" target="_blank"><b><span style="color: white;">Source</span></b></a>)<br /><br /><font size="3" style="line-height: 1.3em;"><b><span style="color: #96BC27;">Public Test Realms</span></b></font><br /><span style="color: white;"><b>Premade Death Knights - Please Read</b></span><br />Premade Death Knights are not setup with the Death Gate spell, and do not have all the starting quests completed. Because of this, if you hearth to the Death Knight starting zone, you won&#39;t be able to get out.<br /><br />If you create a premade Death Knight, please do not hearth to the starting zone. If you get stuck there, you may need to create a new character. (<a href="http://blue.mmo-champion.com/13/16888489378-premade-death-knights--please-read.html" target="_blank"><b><span style="color: white;">Source</span></b></a>)<br /><br /><font size="3" style="line-height: 1.3em;"><b><span style="color: #96BC27;">Player vs. Player</span></b></font><br /><span style="color: white;"><b>Crowd Control in PvP</b></span><br />Crowd control abilities are part of WoW. I am a little surprised this would come as news to anyone. You seem to use as an underlying assumption for your arguments that "All players agree that crowd control shouldn&#39;t be a big part of PvP," which I&#39;m not buying.<br /><br />Too much crowd control is not fun. Too much burst is not fun. Too many short fights are not fun. Too many long fights are not fun. We need to strike a balance in between these extremes. Where you would prefer for that balance to lie may not be where other players, or the developers, want that point to be.<br /><br />If you don&#39;t like being CC&#39;d and want another opportunity to get out of them, use your PvP trinket. That is why those items are good items. If you can&#39;t afford to give up the trinket slot for a CC break, then don&#39;t use it. In my experience most players use them. We&#39;re not going to nerf the items just because they are good items that most players use. (<a href="http://blue.mmo-champion.com/28/16473975886-unreal-gc-quote-pvp-champion--.html" target="_blank"><b><span style="color: white;">Source</span></b></a>)<br /><br /><font size="3" style="line-height: 1.3em;"><b><span style="color: #96BC27;">Raids & Dungeons</span></b></font><br /><span style="color: white;"><b>Val&#39;anyr proc to be clarified soon</b></span><br />Since everyone has now seen the tooltip but not the proc in action, we can understand how the potential for guild drama exists in deciding who gets the righteous hammer.<br /><br />We&#39;ll go ahead and explain exactly how it works. Just give us a couple of days to get some text together. (<a href="http://blue.mmo-champion.com/27/16137530621-explain-valanyr-please.html" target="_blank"><b><span style="color: white;">Source</span></b></a>)<br /><br /><span style="color: white;"><b>Emalon Hotfixes</b></span><br />Keep in mind we recently changed the total health of the adds that get the overcharge on Emalon. While it hasn&#39;t been live for long, it makes the encounter much more doable for a wider range of dps as long as they are able to learn the strategy properly. (<a href="http://blue.mmo-champion.com/1/16417182039-emalon-intended-to-be.html" target="_blank"><b><span style="color: white;">Source</span></b></a>)<br /><br /><span style="color: white;"><b>Recent Ulduar Nerfs</b></span><br />With that said, I think our views on raid content are at odds. If you&#39;re having difficulty comparing the raid content of Wrath to the raid content of Burning Crusade, it&#39;s because our philosophy changed a little bit. You say Ulduar&#39;s difficulty is supposed to be on par with SSC and TK, but that&#39;s not really true. The primary goal in this expansion -- and the reason we&#39;ve implemented 10/25-player, and hard modes -- is to give as many people access to the raid content as possible. Just given the nature of raid dungeons, so many resources need to be poured into making them, from art, design, and story boarding, to programming and testing. It&#39;s a very intensive process and we want our players to experience the end result.<br /><br />For this reason we&#39;re continuing with the philosophy that pick-up groups should have some level of success when raiding. Coordination and effort will still be necessary, as will the appropriate level of gear; but we don&#39;t want capable groups hitting brick walls, at least not within the first few boss encounters of Ulduar.<br /><br />The difference in difficulty between 10-player and 25-player modes should also be fairly minimal. The distinction here is between the guilds that might not have the resources to more-than-double the size of their raid. 25-player content should be more difficult, but only incrementally. You&#39;ll find all the brick walls and incredibly challenging encounters in hard modes, and they&#39;re worth the effort and status for the experienced raiders.<br /><br />I hope you don&#39;t take any of this to mean we expect anyone to waltz through Ulduar. That&#39;s not necessarily the case. You still need to know what you&#39;re doing and be appropriately geared for the fights. Even so, we want to get players in the door and have them feeling a natural, though slight progression in difficulty with each boss encountered.<br /><br />When it comes to nerfing difficulty, we do intentionally tend to slightly over-tune things at the start. Our goal is to watch players of all levels of skill attempt each encounter, and then adjust the encounters according to the percentage of raids we expect to be killing specific bosses. While some may see this as us giving content to be people who don&#39;t deserve it, we feel it&#39;s a lot better than taking away content if we were, say, to make encounters too easy from the start and then buff them up after the fact.<br /><br />The days of a marginal amount of players having a go at our raid dungeons are mostly over. We&#39;re continuing to brain storm ideas to keep the most-skilled raide...</div><span class="corners-bottom"><span></span></span></div></div>


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