-Newsfeeds-
MMO Champion
  • Warcraft Movie Rewards
    Legion - Artifact Trait and Respec Costs, Kirin Tor Ring, Tweets, Blood DK Preview

    Warcraft Movie Rewards
    Mamytwink noticed that Kinepolis has rewards for seeing the Warcraft movie listed on their site.

    Keep in mind that this doesn't mean every country and cinema will have these rewards and that no official announcement has been made.

    • World of Warcraft and all of the expansions including Warlords of Draenor and a free month of gameplay
    • The four film inspired transmog items
    • The code for these rewards will be emailed by May 27



  • Legion - Artifact Trait and Respec Costs, Kirin Tor Ring, Tweets, Blood DK Preview
    Update (11:15 AM EST): The Artifact Calculator has been updated to include total and per rank costs!

    Battle.Net Mount and Pet Giveaway

    Desolacer's Starter Builds for S6, Tips to Farming Cosmic & Falcon Wings

    Popular Decks of the Week, Sigma's Top 10 Old Gods Standard Card Analysis, Old Gods New Tricks, The Angry Chicken #148

    Blue Post Round-Up, Heroes WTF Moments #48

    Exploring Overwatch - Easter Eggs, AngryJoe's Overwatch Lambo Adventure in 360

    Legion - Artifact Respec Cost
    In Legion, you can go back and change the tree you are filling out for your Artifact weapon if you change your mind. While you eventually may be able to fill out the entire tree, doing so will take some time.

    The current cost to respec your artifact is however much the next trait or rank would cost you. If your next trait costs 525 Artifact Power, you will need to earn 525 Artifact Power to unlearn and regain the Artifact Power you previously spent.



    Legion - Artifact Trait Costs
    In Legion, each artifact has a tree of traits you can unlock with multiple ranks per trait for some of the traits. The chart below shows the Artifact Power cost for each rank. Keep in mind that this isn't finalized and values could be placeholders.

    The Artifact power cost increases per total ranks you have purchased. For example, if you fill out 3 Artifact powers with a total of 3 ranks each, the next rank or trait will cost you 525 Artifact Power. The same applies if you just filled out 9 Artifact powers with 1 rank each.

    Right now the second through 11th ranks have an increase in cost of 25 Artifact Power per rank, but after that it becomes exponentially more expensive.

    Don't see a chart? Enable javascript!

    Legion - Empowered Ring of the Kirin Tor
    The Kirin Tor rings may be returning in Legion! Sminx Glasseye sells the Empowered Ring of the Kirin Tor for 50,000. The vendor currently belongs to the old Kirin Tor faction, so it is possible there will be reputation discounts.

    Currently the ring has Intellect, unlike all of the other Legion rings and neck items. It is possible that this is just an oversight and the final ring will have Stamina instead.



    Blue Tweets
    Originally Posted by Blizzard Entertainment
    Classes
    Has anyone heard of an official announcement, that gnome hunters will be playable in Legion pre-patch? Google was giving me no answers.
    Yep! (Muffinus)

    Art
    Draenei male's weapons are not scaling properly in Legion alpha. Id post an ingame screenshot, but...
    We're on it. Should look better in a coming build. (WarcraftDevs)

    World Quests
    Re;World Quests. Are there a cap on how many world quests can be up in a zone at any given time in Legion?
    If yes, does that mean a profession quest could potentially bump out a non-professional quest?

    Prof. quests are deemed lower priority, if one tries to spawn in an occupied spot, it will try to spawn elsewhere (Muffinus)

    PvE
    mythic + dungeons will the be available at launch or delayed like raids?
    Current thinking: Mythic dungeons available right away; scaling keystone system unlocks alongside raiding. (WarcraftDevs)

    Will Mythic Dungeons and the scaling have matchmaking or must you put groups together yourself?
    Just as on live today, players must form groups for Legion Mythics. The Premade Group Finder is great for this. (WarcraftDevs)

    Lore
    Hello sir. Do you know if Sargeras is technically dead? I believe he is, since his spirit was attached to an avatar that was
    As of now, we don't know. (Muffinus)

    Reputation / Questing
    Do these new tapping rules apply just to Legion content, or also to pre-Legion content?
    The entire world (Muffinus)

    Wait so up to 5 non grouped people can tag 1 mob and get individual exp and loot?
    Yes (Muffinus)

    I can't post on the forums but wht happens to the grey loot that drops? Will a random be able to steal it from you? -
    Everything is personal loot, even the old world. No fighting for greys. (Muffinus)
    I assume old-world doesn't have any fancy mob scaling like in Legion though? Just the open tag/personal loot feature?
    Correct (Muffinus)

    Why don't rares have this HP scaling mechanic anymore? Devs seem to drop it in WOD rares comp to MOP rares.
    They should, if they're missing a scaling record, it's a bug (Muffinus)

    Ghostcrawler Tweets
    Ghostcrawler still occasionally talks about WoW. Remember that he no longer works for or speaks for Blizzard.
    Originally Posted by MMO-Champion
    Hey Greg, you don't work at Blizzard anymore but you surely have thoughts about Nostalrius and the whole debate?
    I've been asked this a lot. I'm not going to pick a side about who is right or wrong because it's probably not that simple (OccupyGStreet)
    I definitely feel for the players who lost something. (OccupyGStreet)
    But I'm sure Blizzard had good reasons. Maybe they had to protect their IP, because you can lose it if you do not. IDK. (OccupyGStreet)
    I think most of you know that one thing Blizzard and I do disagree on is how much you should communicate with players. (OccupyGStreet)
    What is your stance if I can ask?
    I try to be as transparent with players as I possibly can be. (OccupyGStreet)
    Blizzard had a different philosophy, which is fine. I don't begrudge them that. (OccupyGStreet)

    Since the Nostalrius thing came up, what is your stance on bringing back vanilla servers officially. Sorry if asked before.
    Philosophically, if it was my game, I would think it was cool to try. But that still doesn't make it easy. (OccupyGStreet)
    Technical challenges are massive. Players won't accept "We aren't going to fix bugs on some servers." It's always "Just this one?" (OccupyGStreet)



    Final Boss - Blood Death Knight Spec Preview
    Final Boss is back with a second round of spec previews.



  • Mage Rainbow Glyphs, Giveaway, Movie Tweet, Nostalrius, Blue Posts, Unholy Preview
    Season 6 starts today! Patch 2.4.1 Guide by Drahque

    The Many Mouths of Yogg-Saron - Card History, Popular Yogg Decks, Triple-Saron, Old Bards Design Competition

    Town Hall Heroes Ep. 105, Into the Nexus #103- "Kael'thas Finds a Way"

    Exploring Overwatch - Easter Eggs, AngryJoe's Overwatch Lambo Adventure in 360

    Legion - Rainbow Effect
    Recent Legion builds have added rainbow glyphs for mages, such as Glyph of Blinkbow and Glyph of the Falling Rainbow.

    While these aren't fully implemented yet, we decided to take a look at how they might appear. These glyphs aren't actually available yet and the effect is only used for the Prismatic Bauble currently, so this is just an idea of what they might look like if they use the same effect. You can find an alternative version of this preview here.





    Poll and Giveaway
    As Legion is getting closer, now is a good time to see what everyone is excited about! We are also testing a new feature with this giveaway, so be sure to read the information below closely, as this is different than previous giveaways.

    • Prizes - Your choice of a Pet or Mount from the Battle.Net shop + 1 month of Curse Premium.
    • Enter by clicking the button below to log in with your Battle.Net account and then vote in the two polls below.
    • Logging in with your Battle.Net account through Blizzard gives us access to your Battletag and list of characters. None of this data will be shared publicly.
    • You can read about why logging in with your Battle.Net account this way is safe on the official site here.
    • Winners will receive a PM on MMO-Champion or a Battle.Net Friend request which you have one week to reply to. After that, a new winner will be selected.
    • While an MMO-Champion account is not required, it will make it easier to get your prize. Be sure to log in to the site before clicking the Battle.Net button.
    • You have until Monday May 2 @ 11:59 PM EST to enter the contest.





    Warcraft Movie Tweet
    Blizzard tweeted "We're really excited for the #WarcraftMovie", along with some new weapon models. Two of these models look similar to new phone accessories for the movie, which can be found on Amazon.



    Nostalrius Announcement
    The Nostalrius Twitter announced an announcement coming this weekend, related to a meeting with Blizzard.



    Blue Posts
    Originally Posted by Blizzard Entertainment
    Monk (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
    Brewmaster Monk Feedback -- Build 21570 -- 27-Apr
    I'm going to ignore everyone else in the thread for the moment and point out a problem with Gift of the Ox.

    People are seeing fewer orbs than they should if they use ISB because of the way the proc formula works.

    (0.75 * Damage / MaxHealth) * (3 - 2 * HealthPercentAfterDamage)

    Damage is the full damage of the hit, before absorbs, before Stagger. HealthPercentAfterDamage is with stagger taken into account, but not other absorbs. Mitigation does reduce Damage. In your example, Damage would be 100k.

    Okay, so mitigation reduces Damage, and HealthPercentAfterDamage. Stagger reduces HealthpercentAfterDamage. However, GotO does not proc off of the Stagger DoT, so what happens is this:

    Player 1 is at 100% health and does not use ISB. They generate X orbs over the next 10 seconds.

    Player 2 is also at 100% health and DOES use ISB, but does not Purify. Both players take the same amount of damage over the next 10 seconds, however Player 2 gets less than X orbs because each individual melee swing is lower, yet their health is getting reduced all the same because Stagger is ticking.

    What happens here is that, if you are trying to play like a good tank and smooth your damage all of the time, you get fewer orbs EVEN IF you maintain the same health level. Naturally, this means that many good players will see far fewer orbs than someone that knows the "secret" to playing BrM.

    Change the HealthPercentAfterDamage variable to just Current Health and retune it a little. You already have Damage/Max Health representing the size of the hit, so the delta in health is already being counted and it doesn't need to be counted again.

    This should result in the proper amount of orbs being seen for good players, which will make them safer when they drop low, which should ease the feeling of dying whenever they don't have ISB up.

    Kind of. Right problem, different solution. We're going to err in the player's favor here, and make HealthPercentAfterDamage based on the same Damage amount as the left part of the equation is (ie, the full damage of the hit, before absorbs, before stagger, instead of after stagger).

    OLD: (0.75 * Damage / MaxHealth) * (3 - 2 * (CurrentHealth - (Damage - Stagger)) / MaxHealth)
    NEW: (0.75 * Damage / MaxHealth) * (3 - 2 * (CurrentHealth - Damage) / MaxHealth)

    That will ensure that ISB doesn't reduce the chance to generate an orb on any given attack (but still will on the next attack by virtue of being higher health).

    Is that before damage reduction? meaning the RAW un-mitigated damage?
    No, neither of those are before armor or any other actual DR effect. It's just before Stagger/Absorbs.

    Also, out of almost 1,000 Ox orbs, none of them proc'd Celestial Fortune.

    Also, they disperse after a short time, ranging from 21 seconds to 28 seconds. If you're greater than a 8ish yards away from them when they do, they will not heal you.

    Gift of the Ox + Celestial Fortune fixed for next build.

    They last 30sec, always.

    My post was about how I suggest you play Brewmaster, not healers.

    I didn't say that healers should let you sit at low health; that's putting words in my mouth. Healers should generally heal you the same as any other tank, just with the knowledge that it's safer to use more efficient heals. For example, a healer may typically keep a HoT rolling, and use lots of normal Heals while you're above 80%, and switch to Flash Heal if you drop below that. With a Brewmaster, they can probably stick to normal Heals for longer, switching to Flashes only at 60% or something. That's an over-simplified picture of things, but that's the general idea. It doesn't mean to stop healing them.

    You also shouldn't try to take more damage. Stagger is a very powerful mechanic, and it lets you choose when you take damage, and when you don't (or rather, take way way less). The whole point of this is to minimize damage, and take that damage at opportune times (when you're not in danger).

    Thanks for the constructive discussion on this, it's been great.

    We think it's fairly intuitive and works well, that you have limited brew charges, and so want to use them when in danger and not when not in danger. However, the further amplification of that through Gift of the Ox is a little too much of a stretch for people to notice (buried in the Gift of the Ox tooltip) and play around.

    We also agree with many of the discussed issues that the healing spheres in general pose.

    We have the following further revisions planned:

    • Gift of the Ox will now drop healing spheres more consistently*, but will no longer drop them more frequently when you are at low health, baseline.
    • Secret Ingredients has been replaced with a new talent, Gift of the Mists: Passive. Gift of the Ox has an up to 100% increased chance to trigger, based on your missing health.
    • Expel Harm has returned for Brewmasters:
    • Expel Harm
    • Instant, 15 Energy
    • Draw in the positive chi of all Healing Spheres within 30 yards, and expel negative chi, damaging the nearest enemy for 10% of the amount healed.

    Let us know how this feels when you get a chance to try it in the next build. Thanks!

    * Theorycrafter info: It's no longer a random chance, under the hood. When you are hit, it increments a counter by (DamageTakenBeforeAbsorbsOrStagger / MaxHealth). It now drops an orb whenever that reaches 1.0, and decrements it by 1.0. The tooltip still says ‘chance’, to keep it understandable. Gift of the Mists multiplies that counter increment by (2 - (HealthBeforeDamage - DamageTakenBeforeAbsorbsOrStagger) / MaxHealth); ie, a simple linear 0-100% increase based on missing health, counting the hit as a full hit.

    I would also suggest a UI display for how many orbs are within 30 yards. This could be shown on the Expel Harm tooltip.
    It will be. The count of Healing Spheres (with Greater Healing Spheres from the artifact counting as 2) will be shown on the Expel Harm button. When there are no Healing Spheres, the button will be disabled. (Blue Tracker / Official Forums)

    Road to BlizzCon 2016 Rules Clarification
    Originally Posted by Blizzard (Blue Tracker / Official Forums)
    Following our recent blog (link) detailing some updates to the rules for the 2016 World of Warcraft Road to BlizzCon, we’ve seen some questions about the rationale behind some of those changes. We’d like to go into more detail on our thinking to help you better understand why we made these changes and why we think they’re the right decisions for the 2016 Arena Championship—and once you’ve had a chance to hear our thoughts, we’d love for you to share any further feedback or concerns you might have.

    Every rule change we’re making this year is fully intended to support the Arena community. We made some great strides forward in that regard with the 2015 Road to BlizzCon, and we want to continue that trend in 2016.

    Regarding the roster swap rules, there are several contributing factors to our decision to allow one roster swap between qualifiers and regionals. For example, Legion will be rolling out during this time frame, which brings some sweeping changes to classes and other gameplay elements critical to the Arena. Because it will be very difficult (if not impossible) to predict exactly how that will affect everything, we want teams to have a bit of extra flexibility to adjust. We also felt that last year’s roster rules were stricter than they needed to be and wanted to relax them just slightly. We feel that this is the right choice for World of Warcraft competition in 2016.

    Next, we wanted to talk about why we’re allowing teams who have already qualified to compete in further events. One of our main goals here is to increase exposure—as well as income opportunities—for top WoW Arena teams. It’s similar to the approach we take with our other games, and even outside of Blizzard, it’s fairly common practice to allow—even encourage—players or teams who’ve qualified for a regional (or equivalent) to continue playing in events leading up to that regional.

    This approach provides a number of advantages that can help an esport grow: Viewers are able to see their favorite players and teams competing in more events, which helps those players and teams form a stronger fanbase. Teams have the potential to earn more prize money and get more sponsorship opportunities earlier on, supporting their ability to participate in esports as a career. It’s also worth mentioning that we plan for the qualifier cups to use a double-elimination system this year.

    Overall, we feel that allowing teams to compete in multiple events is a good move forward for the growth of WoW esports, but like I said, it’s a change we made to help our top WoW teams. We’ve already been speaking directly with several top-level players and competitors—including previous BlizzCon champions—about these changes, but we’re definitely interested in additional feedback from everyone in the community now that you have a bit more context. If you disagree with this change, what exactly concerns you about it?

    We all want to make WoW esports the best it can be, and your constructive feedback is greatly appreciated to help us achieve that. Thanks for all the great discussion so far.

    First I would like to see what other examples you guys are looking at where this happens. Perhaps it works well and we just are not aware.
    StarCraft, Heroes of the Storm, and Hearthstone’s esports programs all allow qualified teams to compete in further events. It's also common practice in fighting games, and obviously anything that's using a league structure (by which I mean that teams aren’t prohibited from participating in league play once they’ve qualified for a championship event). Many non-Blizzard games that we’d consider major esports use a league structure, which admittedly isn’t an exact 1-to-1 comparison to WoW’s Road to BlizzCon.

    What we’re proposing is more similar to StarCraft, Heroes and Hearthstone's systems. Having said that, we of course realize that just because it works for those games doesn't mean it will work for WoW. That’s why we wanted to provide some extra context, and ask how you guys feel about it.

    Final Boss - Unholy Death Knight Spec Preview
    Final Boss is back with a second round of spec previews.



| Date published: Tue, 03 May 2016 02:42:18 +0000
Back to newsfeed list
This site is powered by e107, which is released under the terms of the GNU GPL License.