TheWarCenter
August 21, 2008, 01:24:33 AM*

Welcome, Guest. Please login or register.

Login with username, password and session length
News: In case you haven't been there yet, go check out Blizzard's new Blizzcast feature.
Advanced search  
Pages: [1]   Go Down
Print
Author Topic: WWI Wrap-up: Wrath of the Lich King  (Read 361 times)
0 Members and 1 Guest are viewing this topic.
Namo
Modders
Siege Tank
*

Warning: 0
Offline Offline

Posts: 2372




« on: June 30, 2008, 02:08:08 PM »




Here is a quick review of the new Wrath of the Lich King information we learned from WWI:

Q&A Panel

Class Panel

Dungeon Panel

PvP Panel
« Last Edit: June 30, 2008, 02:12:14 PM by Namo » Logged

Namo
Modders
Siege Tank
*

Warning: 0
Offline Offline

Posts: 2372




« Reply #1 on: June 30, 2008, 02:08:24 PM »

Q&A Panel

Raids & Dungeons

    * Sunwell Plateau is the last content patch before the expansion release.
    * There isn't any plan to nerf Kil'jaeden right now, he's intended to be the last boss before the expansion and is meant to be hard.
    * Raiding armor sets and PvP rewards sets will look different and won't share the same model anymore in Wrath of the Lich King.
    * Uldum was on the original list of dungeons to be added to Wrath of the Lich King but right now it's still unsure if we'll see it or not.

PvP

    * Raiding armor sets and PvP rewards sets will look different and won't share the same model anymore in Wrath of the Lich King.

Class Mechanics

    * Most of the shaman totems, Unleashed Rage, and Battle Shout are some of the buffs changed in WotLK to affect the whole raid instead of the party.
    * Dynamic Line of Sight will be introduced in WotLK PvP, for exemple a pillar might move up and down every 20 seconds, or we might have movable items. More info about Arenas in tomorrow's panel.
    * The attacker/target range mechanics are being re-evaluated it might be changed for Wrath of the Lich King to fix most of the existing bugs, including the ones affecting the attack range of Feral Druids.
    * Even if it looks like a lot of classes are being changed to make them "more hybrid", but developers still want to keep the classes as distinct as possible.
    * There is a plan to give player access to two talent specs to switch between them without having to respec all the time. More details in the future.

World

    * You will be able to use your flying mount again at level 77, and might be able to take passengers at level 80.
    * A harbor will be added to Stormwind to transport players to Northrend, a new zone will be added in Northern Plaguelands as the Death Knight starting area, and an arena will be added to Orgrimmar in place of the existing empty one.

Professions

    * Inscription trading skill is intended to be for both casters and melees, inscriptions benefits every class. The current plan is to use herbalism as the primary gathering profession.

Death Knight

    * People playing a Death Knights will see the original voice of their race slightly modified to make it sound more ... Death Knight-ish.
    * Tanks will be interchangeable in 5-man dungeons but tanks will have a speciality in 25-man raids. Death Knights will be best against casters and shouldn't be too far behind on other encounters.

Rogue

    * Dagger specialization will be improved for rogues in Wrath of the Lich King.

Warlock

    * There isn't any plan to change the soul shard farming as it's part of the class, but an "emergency soul shard" ability might be added.

Druid

    * There will be a new model for the Druid's Dire Bear form and the Dire Cat form will be introduced.

Paladin

    * Retribution paladins will share their itemization with Death Knights and Warriors. Their group utility will be increased by making them more efficient DPS-wise.

Warrior

    * The plan is to improve the warrior specs to make sure that DPS warriors would be able to tank a little, while protection warriors would be able to DPS slightly more with new abilities like Shockwave.

source: MMO Champion
Logged

Namo
Modders
Siege Tank
*

Warning: 0
Offline Offline

Posts: 2372




« Reply #2 on: June 30, 2008, 02:08:47 PM »

Class Panel

Druid

    * Entangling roots will be useable indoor.
    * Nourish will be a new healing spell, healing for more hit points for each HoT effect on the target.
    * There isn't any plan to change cyclone

Hunter

    * All kind of pets will have their own talent tree. A tanking talent tree, a DPS talent tree, and an utility talent tree. Each kind of pet family will have its own talent tree and its own unique ability.
    * The shot clipping will be removed from Steady Shot, you'll be able to use it without "interrupting" your autoshot. Hunters will be able to just smash their button.
    * There are going to be new pets in WotLK.
    * The skill points for each pets are being changed to the new "Pet talents" and will disappear.

Priest

    * Divine Hymn will be a deep-holy talent protecting your party from attackers, any attacks done to you or your party will cause the attacker to be afflicted by sleep.
    * The 51 point talent for Shadow Priests is Dispersion : You disperse into pure shadow energy, reducing all damage taken by -90%. You are unable to attack or cast spells, but you regenerate 6% health and mana every 1 sec for 6 seconds.
    * Guardian Spirit - Calls upon a guardian spirit to heal and watch over the friendly target. The spirit heals the target for 642 every 2 sec, and also prevents the target from dying by sacrificing itself. Lasts 10 seconds.

Mage

    * Mages are getting a Frostfire bolt dealing Frost-Fire damage to make elementalists more viable.

Shaman

    * Totems are being "condensed" into a smaller amount of totems, for exemple Strength of Earth and Grace of Air totems will be merged into the same totem
    * A new weapon enchantment will be available "Earthliving Weapon". It will increase the healing power of the Shaman.
    * Flametongue will give spell damage bonus to the Shaman.
    * Totems are being moved to physical school, you can't counterspell anymore.
    * Totems will also affect raid members, not just the local party.
    * Shamans are getting "Hex", a polymorph-like spell on a medium cooldown allowing them to turn an enemy into a frog. The enemy cannot cast or attack but is still in control of his character.
    * Windfury won't be a weapon enchant anymore and will be changed to a buff. You will be able to use it in bear form or with poison.

Rogue

    * Rogues will get a talent called "Fan of Knives", an AoE ability allowing them to attack all enemies within a short range. It will be some kind of "emergency" ability and you won't be able to spam it.
    * Sap will now work on more targets, humanoids, beasts, dragonkins, demons. "Anything with a skull and a brain inside of it".

Paladin

    * Retribution paladins itemization will be moved to the same item as Warriors/Death Knights
    * A new reactive healing spell will be added - Hand of Purity.
    * Paladin's short-term-blessings no longer overwrite long-term-blessings.

Warlock

    * Demonic Circle will allow warlocks to scribe a circle in the ground to teleport to it later with another spell.
    * The 51-Point demonogy talent is a Demon-Form, this will allow you cast AOE Shadowbolts

Warrior

    * Titan's Grip is a new Fury talent and allows warriors to wear 2 hand weapons with a single hand.
    * Protection Warriors are getting a spell called "Shockwave" allowing them to damage and stun all the monsters in front of them.
    * Bladestorm will be a new Arms talent whirlwinding all enemies in range every x seconds for a few seconds.

source: MMO Champion
Logged

Namo
Modders
Siege Tank
*

Warning: 0
Offline Offline

Posts: 2372




« Reply #3 on: June 30, 2008, 02:09:07 PM »

Dungeon Panel

What's new in WotLK?

    * 10/25 player raids for every single raidzone.
    * heroics will be featured in WotLK
    * more non-linear content, more than 1 way to get to a boss and defeat it (example: Occulus)
    * Spirit Shard reward system for every dungeon connected to Wintergrasp. Whoever controls wintergraps will add all unique items, enchantments to all dungeon and raid bosses for the controlling faction
    * 8 levelup dungeons
    * 4 max level dungeons meaning 12 heroic dungeons alltogether
    * 3 Tier7 raid instances
    * separate loot by a full Tier between a 10 and 25 man raid
    * more loot in 25 man raids, because there are more players
    * more accessible heroic dungeons, wider variety of setups will be successful in them
    * 1 hour dungeon experiences
    * better quests, not only kill the boss, kill 10 creatures.
    * Gun'drak - 80 dungeon in Zul'drak. Accumulation of a large questline that encompasses the entire zone. Feel more connected to the story, understand why stuff happened
    * Arthas will be kept as the last boss, like Kil'jaeden, won't be patched in earlier

    * PvP gear from the PvE system. Won't be the best loot, but it gives access and an early starting gear
    * Items that work for more classes. Remove unnecessary stats from classes that keep loot seperated. Merge stats so that items work with at least 3 classes
    * faction shouldn't feel like a grind. Championing: equipping a tabard for the faction rewards you reputation when in any dungeon
    * remove faction requirement from heroic dungeons
    * Death Knight isn't intended to replace any class

Occulus

    * Level 80 dungeon in Coldarra. First dungeon where you can fly inside. Players get a drake, mount it and fight with individual spells. Some drakes heal, some tank, some damage!
    * Series of flying rings, you can choose what order you defeat the mobs on the rings

Ulduar

    * 2 dungeons and 1 raid in Storm Peaks
    * Halls of Stone: level 77 dungeon. Closely tied with Titan lore. Has Iron Dwarfs!
    * Halls of Lightning next to it, level 80 dungeon.
    * There's a raidwing in Ulduar as well
    * Continues the Uldaman platinum disc quest line with the the history and creation of Azeroth

Caverns of Time - Culling of Stratholme

    * built because of player feedback
    * level 80 dungeon, fully scripted
    * fighting alongside Arthas before he was corrupted by the Lich King
    * timed encounters, non-linear paths on the streets of Stratholme
    * same voice talents for Jaine, Uther, Arthas as in Warcraft 3!
    * Infinite Dragonflight will cause troubles here as well
    * players will start outside the city in the forest when they enter the dungeon

Q&A

How will legendary drops work in WotLK?

They prefer like how Atiesh worked, but time restrictions may interfere.

Will there be attunements in WotLK or only gearchecks?

No attunements on initial level 80 content (including Naxxramas), level-up dungeons, or Heroics. They do plan to have an attunement path on higher end raiding content in the expansion, but it will be easier to understand what's required, and won't be nearly as overbearing as initial TBC attunements.

source: World of Raids
Logged

Namo
Modders
Siege Tank
*

Warning: 0
Offline Offline

Posts: 2372




« Reply #4 on: June 30, 2008, 02:09:28 PM »

PvP Panel

Wintergrasp

    * First outdoor world zone entirely dedicated to PVP
    * Only a few PVE elements
    * No control for number of opposing forces, only statistics help designing. Supports large and small scale combat
    * Siege Weapons on ground and in air
    * Destructable buildings
    * Taking control of Wintergraps gives an Spirit Shard-like loot for every boss in Northrend
    * Rewards will be unique version of other items
    * Honor and "Marks of Honor"
    * A river is also added, that ground siege weapons can't cross.
    * There are bridges, which are destructable of course. The bridges are wide and tall.
    * Graveyards are capturable and help as the offense advances
    * The goal is to capture a huge keep. Every wall of the keep is also destructable
    * The walls have stationary cannons to defend against siege weapons
    * Players can tell what percentage of the destructable elements are destroyed

Siege Weapons

    * The Demolisher: baseline vehicle. Support short and long range attack type and ram attack. Bombard players and buildings. Houses the driver who fires the weapons. Also houses 3 exposed players who can fight with their own spells as if they were standing still.
    * Forsaken Catapult: faster than the Demolisher. More agile than the rest of the siege weapons. Shorter range, but still longer than player combat range. Lower damage, flame breath attack at the front. 2 additional passanger. Costs less supplies at the siege warshop than other siege weapons.
    * Siege Engine: hardest hitting, longest range ground vehicle. Driver controlls the ram attack, independent gunner in the turret that can turn around fires the main weapons. Additional passengers are protected.
    * Fighter: very fast air vehichle, used for transportation, vulnerable against anti-air weapons.
    * Bomber: fast air vehicle. Carries a pilot and a gunner who controls the bombs.
    * Goblin Shredder: counter-air unit, long-range ground-to-air rockets against fighters and bombers. Also works as a personal armor suit, once the vehicle is destroyed the player can continue fighting on its own. Strong melee attack with its shredders. Ability to jump high to destroy incoming rockets and jump over walls. Vulnerable against ground siege weapons

Arenas

    * Keep the new ones simple but still innovate
    * Moving objects in the arena - dynamic LOS. Can be timed, can be set random. Helps focusing on player skill.
    * Unique starting areas, that might be very close to each other
    * 2 new arenas, one in Dalaran, one in Orgrimmar

Dalaran Arena

    * Based on the new lore of the city
    * Arena map is located in the sewers of the flying capital city of Northrend
    * No mounts allowed
    * Similarly sized as the Blade's Edge arena
    * The dynamic element is a pipe, a wall of water flows out of it sometimes, that is a complete LOS block
    * Only a few ramps to the center area, player-height ledge on the sides
    * Water shoots players out of the starting area, players can't stay or return there

Orgrimmar Arena

    * New area in the old world
    * Dynamic objects that do damage to players (spikes)
    * Moving pillars on timers, players will see a wheel spin up before that happens
    * Extremely close starting areas - elevators bring players up to the center of the arena, only 10 yards away from each others, the spikes drop and the fight begins
    * Mounts are allowed
    * Bigger than Dalaran Arena
    * Orcs like watching fights, so there are NPCs on the edges who make noise too!
    * Players can stand on the pillars that sometimes move up. Still vulnerable to ranged damage there
    * When the pillars go up, the spikes come out of the ground so the player has to decide what to do. Take the damage when moving across the area? Stay separated from the group?
    * No other LOS objects
    * Players have a couple of seconds to check out the opponents before the spikes go down and the fight starts

Battleground

    * Located on an island off Dragonblight, which was a Titan testing area
    * The zone has an attack-defend game type: when the event goes active one side attacks, the other defends. Once the time has run out, the winner faction gets control of the resources. If the attack fails the offense gets a resource advantage to help on the next wave.
    * Destructable walls and buildings
    * Siege weapons and warshops
    * Attackers start on 2 steam battleships in the water and play to reach the top of the valley
    * Defenders start on the beach close to the dock and play to defend the capture points at the top
    * 3 sections of destructable walls in the valley
    * Behind the walls there are siege warshops, the controlling side can use it.
    * 10vs10 or 15vs15, not decided yet
    * Similarly sized as the rest of the battlegrounds

Q&A

Some players lose battlegrounds on purpose to get marks faster.
They are tuning the winning and losing rewards to solve this, they are also using the Report feature for this.

Spectator mode in Arenas?
Still on the list, but some players don't want to be spectated so it's a complex issue. They are also thinking about spectating raids as well

City raids make servers crash. What's going to happen in Wintergraps?
They are working on the technical side. If there are many players, you might see less into the distance to help computer and server performance. The objectives are also spaced apart so players don't cramp up.

Will BG and Arena rewards be freed from each other?
The PVP loot structure will remain the same. Arena will give 5 slots and the weapons, honor will give the rest.

Some class' CC abilities are better for PVP, others for PVE.
They don't see that as a problem. They are trying to balance them.

Any change for Warlock pet resilience and AOE damage scaling?
They are happy with the pet scaling right now.

Faction imbalance in Battlegrounds?
It's the result of being able to queue for more battlegrounds, and the starting time is the same as the popup question timeout. They are going to be changes to fix this.

source: World of Raids
Logged

Pages: [1]   Go Up
Print
Jump to: