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Wednesday, December 26, 2007

New Sunwell details from Swedish mag Level

Sunwell

Acacia sent a tip that Swedish magazine Level has released their annual WoW issue, and there are some juicy tidbits in there about patch 2.4, which as you probably know will feature the last expected instance before the next expansion, the Sunwell. Jeff Kaplan did the deed in an interview, and let us know that:


  • Sunwell Isle will be off the north coast of Silvermoon.

  • Magister's Terrace will be the 5-man instance, and the Sunwell Plateau will be the 25-man raid, designed to close off the Burning Crusade storyline (although Kaplan admits there are a few more stories in progress in case they need to delay Wrath at all)

  • There will be quests outside the dungeons, too, and they will tell the story of Tempest Keep

  • And with those quests, there will be a new faction, called the "Shattered Sun Offensive."

  • Finally, the limit of daily quests will raise in 2.4, from 10 to a whopping 25 (which is all the quests in your log. Money money money!)

  • There are a few more good story notes, but those are spoilers, so we'll put them after the break. If you don't want to know what you'll find in the Sunwell, don't click the link below. But if you're fine with hearing about it ahead of time, feel free to hit the link and move on.

    EBGames has fun with WotLK listing


    Reader Kevin G (thanks!) sent along a tip about EBGames having some fun on their listing for the Wrath of the Lich King expansion. As you can see (we've saved the listing for posterity above), the entry jokes about the listed 11/03/08 release date being unofficial, and determined by overpowered warlocks rolling 20 sided dice. The price, listed at $40, is also made up, and they say that if the price jumps by more than $1,000, they're all headed off to the Caribbean. Considering how many copies Burning Crusade sold this year, yeah, no kidding.

    It's nice to see that EB is up for having a little fun with an unannounced release date. Good for them.

    Tuesday, December 18, 2007

    WoW logo gets completely frozen

    WoW Logo
    If you haven't visited the forums or the official site in a while, you'll probably not have noticed that the ice we'd seen before on the logo has now overtaken it. Not too surprising-- the background on the forums and the homepage has changed as well, and considering that Winter's Veil is here, odds are that Blizzard is just getting a little seasonal with their graphics.

    Or are they? The original ice showed up more than a month ago-- way back, according to our readers, when Wrath of the Lich King was announced in August. And so, despite the candy canes, it's hard not to wonder if this signals a turning point in the WoW universe. We've still got the Sunwell coming before the expansion, but is there a chance that this icy winter could be here to stay? Northrend ahoy?

    Death Knight "interview" and lore on official site

    Death Knight

    The official Wrath page is slowly accreting information, which is good, because it started out pretty dang empty. The latest addition to it is an "interview" about the Death Knight class with the developers, along with a page on lore. I put "interview" in quotes because it doesn't feel like a real interview; it reads like an excuse for the devs to give the same information we already have. Which is fine and all, I just think "interview" is the wrong term for it. Here's a summary in my own words:


  • Why did you pick Death Knight for the new class?
    They have a connection to Arthas and Northrend, and we needed more tanks. The playable DKs will be allied with the Horde or Alliance, fighting against Arthas.

  • What will adding another tanking class do to the group/raid game?
    We want all tank classes to be equally good in general, so you can use any of them for a 5-man, but we want them to have distinct raiding roles. (They also took this opportunity to reiterate for the nth time that "hero class" doesn't mean it's more powerful than other classes, just more different.)



  • How is the DK different from other tanks?
    No shield, powerful melee abilities, magic attacks. The devs are making sure they have the core tanking abilities of keeping aggro and mitigating damage, while still making the DK feel like its own thing.



  • Will we see some classic DK spells and abilities?
    Yes, we're taking a lot from previous Warcraft material. One thing that will set them apart as a new class, but still tie them into WC3 DKs, is the rune system.


  • The lore page is less decipherable to me, since I don't actually know a lot of the background information of the Warcraft universe. It gives a relatively short overview of the evolution and status of Death Knights. Is it new information that "modern death knights consist mainly of paladins who lost their faith and pledged their souls to the Lich King in exchange for the promise of immortality?" If DKs come from paladins, why can we make them in non-Paladin races? So Blood Elves don't get even more popular, I guess.

    Design your own death knight

    Death Knight
    It's way too soon, of course, to know exactly what powers and abilities the death knights will have; the developers themselves haven't entirely decided. Only they know exactly what stage of the design process they're in, but today let's pretend that we ourselves are the designers, and now we're in the brainstorming stage of what the death knights are going to be like, how they're going to play, and how they're going to be different from other classes. What abilities would you give them and how would you balance them against the classes already available in the game?

    While brainstorming ideas, keep in mind that players want the death knights to feel fresh and interesting, so they'll be wanting unique abilities other classes don't already have. At the same time, you can't make the death knight class overpowered in relation to all those other classes -- they will want to keep having fun, too, after all. So every ability you give the death knights has to have its counter in something other classes can do, like rock-scissors-paper. If you're feeling particularly professional this morning, you can go into detail about all these balance issues, or else you can just write the idea you think would be cool.

    Thursday, December 13, 2007

    A new class, why not a new race?

    death knight

    The DK is coming in WotLK, adding another class to the mix along with the concept of Hero Classes. In a forum post yesterday players voiced their desire to play new races in addition to having access to the Death Knight class. Looking at it logically, it only makes sense that since the first expansion brought us two new races we would see new classes in the next one. It's like a new-content see-saw. But some of us don't look at things logically, and I can totally understand this too. I mean, yes I want to play nymphs and Pandaren and Worgen. I would also like to have a viable MageTank set that gives me enough armor to stand up against Illidan. Oh, oh and infinite mana. And a pony. It simply isn't going to happen.

    My concern is not that we aren't getting new races. I am worried that adding only one class will toss things out of whack. When TBC was announced, they let us know that the Horde would be able to play paladins, and so for balance they added shaman to the Alliance side. Balance is the key word here. When we have Death Knights added to the game, there will be only one Hero Class, albeit available to both factions. I get the feeling that this will throw off the balance more than they realize. Not so much because there will be another tanking class, but more because Blizzard cannot anticipate how players will actually play the character. Sure it's a tanking class, but if players start using it as a DPS class despite the best intentions of the devs, things could go badly.

    Considering the magic-centric storylines in Northrend, I would feel more comfortable if they added the Archmage along with the Death Knight. Adding the Archmage would allow players to play a mage of any race, opening up a whole new world of role play possibilities. Or how about the Demon Hunter? With so much going on in Outland, couldn't we use an anti-Illidan to clean house, so-to-speak? What do you think? Is Blizzard making a mistake by adding only one class into the game?

    Bringing the mohawk to Azeroth

    Mr. T hacked the game and put in a Night Elf mohawk of his own, but will we be able to do the same with the next expansion? Could be-- Bornakk says that he hopes every class gets a mohawk to choose from when the new hairstyles come down in Wrath of the Lich King, but the actual model from the commercial was custom-made for Mr. T.

    A mohawk might not be your first choice, but it will be nice to have some new customization choices out there-- I was showing off all of my alts to a friend the other day, and it occurred to me that I must have created an alt for almost every look out there. Not every combination of looks, surely (there's got to be tons of those), but at least every look that appealed to me. Just like many players, I'm definitely ready for new looks, whether they look like Mr. T or not-- if we've got the mohawk coming, does that mean we'll get a mullet for Blood Elves?

    "Good" items in the land of the Lich King


    Silrad has an interesting request for the next expansion: he would like some "good" looking items, please.

    No, not necessarily "attractive" items-- rather, he wants some items that look like they could be wielded by someone fighting for right, for truth, and for justice. Since Blackwing Lair in vanilla WoW, most of the higher level items look scary-- they're black and spiky, with dark magics streaming around them. Not exactly the kind of thing that a true worshipper of the Light would want to be seen with. I get what Silrad's saying-- he's not a hardcore RPer, but he wants to look like a good guy, and it's tough to do that when your shield has skulls all over it.

    Unfortunately, considering who we'll probably be going after in Northrend, odds are that we're in for more gothic, frosty death armor. But there is good news-- Blizzard has already said that even though we're headed into a place where they have something called the Frozen Throne, it's not going to be all ice and snow. There will be at least one Dwarven instance, and you know those Dwarves are interested in: your regular old shiny, gleaming, good-guy steel.

    True, if you're playing a class called a "Death Knight," your armor can't really be pink and frilly-- it's got to have some skulls, black plating, and blue magic on it. But hopefully the artists on Wrath will find a few places to put some good old "knight in shining armor" armor out there for us.

    Thursday, December 6, 2007

    Doomguard & Infernal getting buffed


    Yesterday, a player posted on the official WoW forum asking about the current state of the Doomguard and Infernal Warlock pets. It's a hassle to learn how to summon these demons, requiring the completion of multiple quests for each, and summoning them requires reagents, including the death of one of your party members (for the Doomguard at least). With all these requirements, one would think the pets would be worthwhile, but their cost and unpredictability (they have to be continually enslaved, which is on diminishing returns and may break at any time) make them worse than the normal Warlock pets.

    Eyonix answers the original poster, saying that the devs are concerned about these pets and will buff them sometime in the future. That "future" may be the next expansion, but this is a better answer than the class has received on the subject in a long time. To the best of my knowledge, previous answers were something along the line of "These spells may have situational uses and will not be changed from that role". Now there is once again hope that these cool and iconic (watch the original WoW cinematic, if you don't recall) Warlock pets will become more than simple novelties.

    When I begin to consider the possibilities of changes to the Doomguard and Infernal, my mind boggles. There is such a large range of buffs that could occur, it is difficult to focus and speculate in one direction. At minimum, one would hope that these demons would see some inclusion in the Warlock Demonology talent tree, which currently benefits all their other pets. At most, we could be looking at the new ultimate raiding or PvP pets. What are your thoughts on this subject? Are there any gaps in the Warlocks arsenal that could be filled by changing these pets? How would you change them?
    Tags: blue-post, buff, demon, demons, doomguard, expansion, infernal, lock, lock-pet, lock-pets, warlock, warlock-pet, warlock-pets, wotlk, wrath, wrath-of-the-lich-king

    Blizzard wants feedback on your class

    With Wrath of the Lich King looming on the (far) horizon, it turns out that Blizzard may actually care what you want in it! They've just opened feedback threads for every class on the official forums, asking players to list one or two sentences about their top three problem areas, and their top five problem talents/spells/abilities for their class, along with what talent trees you tend to invest in and what sort of content you play most (PvP, raid, solo, etc.). It's a highly structured format, and you're also instructed not to engage in discussion with other posters or put suggestions on how things should be improved. Just point out what you have a problem with.

    The posts note that when they feel they have collected enough feedback, the threads will be closed, so make sure you get your opinion in before that happens. Here are the links for the various classes on the North American forums: Druid, Hunter, Mage, Paladin, Priest, Rogue, Shaman, Warlock, Warrior. And here are the European links: Druid, Hunter, Mage, Paladin, Priest, Rogue, Shaman, Warlock, Warrior. It's possible that all the players speaking their minds have brought down the forum servers, since I can't get them to load, but I'm sure they'll be back presently. And you may not be allowed to have discussion in the Blizzard threads, but feel free to use the comments on this post: what's wrong with your class? What do you think they should do to fix it?

    Sunday, December 2, 2007

    New WotLK screens

    Wrath of the Lich King
    A couple of days ago the European WoW site updated their Wrath of the Lich King page with a couple of new screenshots. If you're like me, any chance to devour new information about the expansion is welcome. You can see the first new shot at the top of this article and I've included the second below.

    The first shot looks like a different angle of an area we've seen in previous pictures. There doesn't seem to be a lot we can glean from this photo, but you can see a Forsaken town in the far distance. If I had to guess from the terrain, I'd wager that we're looking at one of the starter zones, the Howling Fjord. What do you think? See anything I'm missing?
    Wrath of the Lich King
    The second shot contains some unknown architecture. While it looks similar to the top of Utgarde Keep, it is different enough to still warrant speculation. What do you think we're looking at here?

    Potential traffic jams in WotLK


    Adding up all the traffic jams in World of Warcraft would probably make an insightful list-- I can remember some crazy days in Ironforge, a huge mess near the battlegrounds when they first opened, a lot of clustering during the AQ World Event, and anyone who logged on in the early days of Burning Crusade knows that Hellfire Peninsula was a laggy mess as well.

    But Blizzard claims, once again, that they've finally learned their lesson, and in Wrath of the Lich King, things will be different. Shattrath will be designed to stay up in the air (even if landed on by thousands of players), and when we played the expansion at BlizzCon earlier this year, we already saw one way Blizzard plans to split the load: Horde and Alliance players are starting at different zones on different sides of the continent.

    I doubt things will be perfect-- it seems like players always think of some way to ruin even the best laid plans of Blues and men. But we can say this about Blizzard-- they are visibly learning from every iteration they release. It'll be really interesting to see what they've come up with to improve upon the expansion experience in Northrend.

    Sunday, November 25, 2007

    BlizzCon Hoax

    Evidently attendees of BlizzCon have begun receiving emails claiming that Wrath of the Lich King Beta will begin in only three weeks. According to Bornakk, these emails are a hoax, and the original statement provided regarding such a beta still holds. There is currently no WotLK beta, and should one be in the works, there would be an announcement on the official site.

    As always, please remember to be especially cautious when asked to provide any account information. Do a search to find out if anyone else has received the same requests, and under what circumstances. If you are concerned about keylogging programs, refer to our guide on protecting your system.

    More Wrath screenshots

    Two new screenshots have appeared in the Wrath of the Lich King gallery over at WoW Europe. The above looks like another shot from Westguard Keep.
    This is another shot from New Agamand, a Forsaken town in the Howling Fjord. While neither shot is offering anything we haven't seen before, they are definitely serving to tease us pretty badly.

    Wednesday, November 21, 2007

    Another Blizzard interview: Patch 2.4 and WotLK

    Flopper of WoWszene team is currently in Taipei (Taiwan) for the 2 years anniversary of WoW taiwan, he managed to get afew words with J. Allen Brack, Lead Producer of Wrath of the Lich King, here is a quick translation/summary (by Flopper & Ellyn):

    Q: What can you tell us about Sunwell?
    A: There will be 2 instances, both of them for lvl 70 players. 1 raid instance (25 mans) and one 5 mans instance. You will be fighting against Kael'thas bloodelfs, also Sunwells architecture looks like Silvermoon City.

    Q: What is the approx release date of Patch 2.4?
    A: No release date yet.

    Q:When will patch 2.4 be availible on the Public Test Realm (PTR)?
    A: For the moment, we are fixing some bugs (patches 2.3.1 and 2.3.2) but we plan to have patch 2.4 this year on the ptr.

    Q: Lets switch to Woltk and to the PvP. Can you tell something about the length of a match in the new Battleground?
    A: PvP related stuff will be worked on at the end of the game produce, so we can't say anything about that now.

    Q: What about the siege weapons? when we can see them in action? screenshots or videos?
    A: They are working on the moving technology for the siege weapons and the destructing animation for the buildings.

    World of Warcraft: Wrath of the Lich King Interview

    WarCry: Burning Crusade released with a significantly larger number of 25-player dungeons than vanilla World of Warcraft did, and players have plowed through the available content at a much quicker pace than before. Was this intended and/or will the pacing of content be changed with Wrath of the Lich King?

    Jeffrey Kaplan: Burning Crusade definitely shipped with more raid content than the original World of Warcraft. This is largely due to the maturity of the game and the sheer numbers of players engaging in end-game content in some shape or form. We're actually pretty happy with the pace at which people are making progress; if anything, we'd like to see more people experiencing the end-game PvE content.

    For Wrath of the Lich King, we're discussing ways to foster a healthy sense of competition among guilds on the forefront of raid progression while still allowing this content to become more accessible to others over time. I think we have a lot of innovative ideas and we'll keep trying to improve the system.

    WotlkWarCry: The death knight is being billed as a tank/dps (damage per second) hybrid. How do you see them fitting into raids alongside protection warriors, feral druids, and protection paladins?

    Jeffrey Kaplan: We made some really good strides in The Burning Crusade to improve the feral druid as a hybrid tank/dps class. That will be the general direction we'll be looking to go with the death knight. Obviously, the protection warrior is in a good place in terms of dungeon and raid tanking. And the protection paladin is hands-down the best multi-target tank. Of course, there's always room for improvement, but you can see the general direction the tanking classes are headed. While all of these classes are capable of fulfilling similar roles, they offer very different abilities and playstyles.

    WarCry: In late vanilla World of Warcraft and The Burning Crusade there has been a heavy emphasis on reputation grinding and rewards, which has proven to be a great incentive for more casual players. Is this trend going to continue with Wrath of the Lich King? Any lessons you've learned about such a system from Burning Crusade?

    Jeffrey Kaplan: Reputation is a great progression system for all types of players ranging from casual to hardcore. We're not necessarily looking to make reputation a grind; our goal is to identify who the target audience is for each reputation and then tune things accordingly. One thing we'll be doing more of in Wrath of the Lich King (and even before that) is incorporating daily quests into reputations. We feel that if a reputation has significant daily quests with enough variety and perhaps some random elements, it will help keep the process of accumulating reputation fresh and interesting.

    WarCry: Any plans for introductory events leading up to Wrath of the Lich King similar to what happened in Blasted Lands prior to Burning Crusade's release?

    Jeffrey Kaplan: We have some really cool ideas but it's too early to comment right now.

    WarCry: Much of the Horde experience in Outland revolved around the history of the orcs and the Mag'har tribe. What races can we expect to find tied to the lands of Northrend?
    Wotlk
    Jeffrey Kaplan: Northrend has some great story development in it. Humans, dwarves, tauren, and trolls will all have their storylines developed further. Of course, all of the other races will share the spotlight as well, but those four have an especially strong presence throughout the icy continent.

    Monday, November 19, 2007

    Tigole interviewed by Warcry

    Warcry posted an interview with Jeff "Tigole" Kaplan (WoW's lead designer) last Friday, and while he doesn't reveal anything super new, he does confirm a few directions Blizzard is headed in with the game-- away from grinds, opening up more endgame content for players, and incorporating daily quests into more facets of player advancement.

    Kaplan does say that Blizzard thought the progression rate for Burning Crusade was done well, and that they are looking at getting even more players involved in endgame, which, with the coming of Zul'Aman and the lowering of the Heroic reputations, is something we've observed before. He says also that Blizzard is planning to involve reputation more with daily quests, while at the same time making sure it's not a grind (hopefully this will mean gaining reputation from daily quests like the new ones-- attaching instance runs or battleground fights to daily quests, with reputation as a reward). And finally, Kaplan hints at lore in Wrath of the Lich King, specifically saying that "Humans, Dwarves, Tauren, and Trolls will all have their storylines developed further" in Northrend.

    Sounds fun. He doesn't give any indication of where they are in the development process for the expansion (he does work for Blizzard, after all), but it definitely does sound like Blizzard is hard at work hammering WotLK together.

    Saturday, November 17, 2007

    Armory updated


    Earlier today, Blizzard updated their Armory database to support many of the new features that were added to the game in patch 2.3. I've listed a quick summary of the changes below, but the most important one is the addition of guild bank support. Players will now be able to view the contents of their guild bank via the website. You'll have to log into the Armory with your WoW user name and password, so no worries about unguilded people snooping on your hoard. Additionally, a complete bank log will be maintained on the site, which is handy since the in-game log doesn't hold many entries.

    Check out my summary of the rest of the changes below.

    Armory changes:

  • Guild bank support, including a transaction log and a list of the contents.
  • Guild tabard designs now appear on the guild pages.
  • Guild messages of the day and guild information now appear on the guild bank pages
  • Player titles, such as "Gladiator" or "Champion of the Naaru" now appear on their character profile.
  • Expertise has been added to the character profiles.
  • New Badge of Justice and Zul'Aman items added to the database.

  • These are just a few highlights, so be sure to check out the official site for a more complete listing.

    Friday, November 16, 2007

    Cinematic for Wrath still to come, in case you were worried


    Just in case you were worried, even for just a second, that the paltry ingame Death Knight video we got at BlizzCon was supposed to be the official trailer for the next expansion, worry not-- Nethaera has confirmed, just to be sure, that the best is yet to come. You may think it's silly, but I have to admit, after that ingame vid at Blizzcon, the Lament of the Highborn video, and the recent Zul'Aman video, I was just a little bit worried, way in the back of my mind, that Blizzard might be done making CGI for WoW.

    I'm glad I was wrong-- I can't wait to see Arthas back in classic cinematic form. We probably won't see it until a lot later than sooner (there is still the Sunwell to release to the PTR and then the live realms), but it's good to know that we still get to see a badass CGI. Truck commercials are all fine and good, but we still haven't heard a "you are not prepared" for Wrath yet.

    Sunday, November 11, 2007

    Updating the graphics of WoW

    The times they are a changin'. If you've ogled the latest WotLK screenshots as much as I have, then you'll notice that the art department at Blizzard has been pushing the envelope style-wise of late. It seems that since TBC the graphics in WoW have gotten not just better, but measurably more detailed and stylistic. Each new instance, area, race -- heck, even the new weapons added to the game -- they all just get more interesting and creative as time goes on. I am continually amazed at what these artists do with 1000 polygons.

    Some players are asking about updating the older models in the game to reflect the updated style evidenced in the newer content. Anyone who's run Old Hillsbrad can see exactly how far we've come from the WoW original models, and some would like to be able to have new choices as we progress into WotLK. Drysc reminds us, though, that some people are very attached to their character's physical appearance. Some players have been with those characters since 2004. To change their faces would be like giving a friend plastic surgery. Or what about body types? Would you feel that you were playing the same character if there was suddenly a major change to their physique?

    Personally, I am eager for the hairstyle changes coming in the expansion. I don't feel like my character needs a new face perse, but the difference between a Blood Elf or Draenei hairstyle and a human one is pretty drastic. I actually considered rerolling my main character because the new races just look a whole lot cooler than she does. Faces though, I'm not sure. How would you react if Blizz changed the models, or gave you more choices?

    A new class, why not a new race?

    death knight
    The DK is coming in WotLK, adding another class to the mix along with the concept of Hero Classes. In a forum post yesterday players voiced their desire to play new races in addition to having access to the Death Knight class. Looking at it logically, it only makes sense that since the first expansion brought us two new races we would see new classes in the next one. It's like a new-content see-saw. But some of us don't look at things logically, and I can totally understand this too. I mean, yes I want to play nymphs and Pandaren and Worgen. I would also like to have a viable MageTank set that gives me enough armor to stand up against Illidan. Oh, oh and infinite mana. And a pony. It simply isn't going to happen.

    My concern is not that we aren't getting new races. I am worried that adding only one class will toss things out of whack. When TBC was announced, they let us know that the Horde would be able to play paladins, and so for balance they added shaman to the Alliance side. Balance is the key word here. When we have Death Knights added to the game, there will be only one Hero Class, albeit available to both factions. I get the feeling that this will throw off the balance more than they realize. Not so much because there will be another tanking class, but more because Blizzard cannot anticipate how players will actually play the character. Sure it's a tanking class, but if players start using it as a DPS class despite the best intentions of the devs, things could go badly.

    Considering the magic-centric storylines in Northrend, I would feel more comfortable if they added the Archmage along with the Death Knight. Adding the Archmage would allow players to play a mage of any race, opening up a whole new world of role play possibilities. Or how about the Demon Hunter? With so much going on in Outland, couldn't we use an anti-Illidan to clean house, so-to-speak? What do you think? Is Blizzard making a mistake by adding only one class into the game?

    Thursday, November 8, 2007

    WOW - 2 Brand new WOW WOTLK Screen Shots



    Sunday, November 4, 2007

    Badges of Justice may not be in WotLK

    Wotlk

    I sure thought that Badges of Justice were here to stay (especially since Blizzard has been ramping up where they're used and what they buy), but maybe that's not the case. When a player asks if they'll still be around in Northrend, Neth says it's not a sure thing, and that's a lot less certain than I thought I was.

    I really don't think Blizzard will abandon the turn-in system entirely-- although Badges are a little different than they've ever done it before (and yes, they probably do need a little tweaking in how they're given out), the system works. It gives people a reason to run instances, and it lets you choose what you want to run, and then choose the loot that you want from that run. Token-based loot, in general, is so far a great alternative to the drop or the quest system.

    However, I can definitely see Blizzard moving on to some new tokens. Maybe as WotLK comes out, they'll just spread these Badges around more and more, making the Heroic loot more and more easy to get, and then when we reach Northrend, the next iteration of token loot will go back to being much more rare.

    Hidden Wrath site discovered in Blizzard newsletter


    World of Raids found a hidden link in Blizzard's latest newsletter. That link has led them to a special page on the official Wrath of the Lich King site that you can't find on the expansion's main page.

    On this special page is an extensive exploration of how the Warcraft team designed the Northrend 5-man instance, Utgarde Keep in the Howling Fjord zone. First they delve into the story elements that ramp up to your introduction to the "impenetrable fortress in the side of a mountain." Upon arriving by boat to Daggercap Bay, you will see the damage wrought by the enormous, native Viking race and their proto-dragon mounts.

    Overland quests from there will tell the story of how these Vrykul have used Utgarde Keep as a staging area to wage a battle against what they see as an invading force of Alliance and Horde.

    The page goes on to explain other design decisions that will play out in Utgarde: as a "starter" dungeon, it's designed to be finished quickly; it will be more mission based due to the popularity of Old Hillsbrad and Black Morass in Burning Crusade; and you will get glimpses of the end boss before finally encountering him.

    The developers also talk about other lessons learned from Burning Crusade that they are applying to Wrath. The Hellfire Peninsula experience has taught them to give players a choice of two starter areas, while the Heroic dungeon experiment has led them to incorporate new bosses and new playable areas to the Heroic versions of Wrath instances.

    The article is fascinating combination of a behind-the-scenes look at game design and a sneak peek at what lies ahead in one of Northrend's first instances. Plus, new artwork!

    If all this talk of Utgarde Keep has you drooling for more ,check out our previous coverage of the instance with our articles on our first impressions based on Blizzcon demo play, our analysis of the 5-man map and bosses and a video of gameplay also from Blizzcon.

    Thursday, November 1, 2007

    A hidden Wrath of the Lich King page

    In the latest Blizzard newsletter there was a hidden link to a Wrath of the Lich King page that isn’t linked to anywhere on the main WotLK website. On this page there is a bunch of new art and screenshots as well as an in depth interview with the designers about what went into creating the first dungeon Utgarde Keep.

    We expect most players to battle through this dungeon at a brisk pace. You will find that you will probably be able to play through Utgarde Keep much more quickly than its high-level counterparts, similar to Burning Crusade equivalents such as Hellfire Ramparts and Blood Furnace. Accessibility is a high priority, especially with the early dungeons, both in terms of location — the entrance portal is extremely close to the outskirts of the town — and in terms of how much time players need to invest in the dungeon. Along these lines, the overall difficulty of the dungeon is comparable to a first attempt at Ramparts in
    Outland.

    A bit on what they learned from The burning Crusade:

    We learned some important lessons from The Burning Crusade’s starting area and dungeons, in terms of both what worked and what didn’t, and these lessons are reflected in Northrend. For example, there are two starting areas, each with its own dungeon, as opposed to The Burning Crusade’s single Hellfire Peninsula / Hellfire Citadel combo. The reasoning behind this is to provide a choice to the player — the area you decide to start in is where you will spend your early levels in Northrend. You can also decide to travel to the other starting area at any time, thanks to a free travel system between the zones of Borean Tundra and Howling Fjord, but most players will likely gravitate toward one area in order to complete the various quests there. Having two starting areas also adds to Wrath of the Lich King’s replayability — when it’s time to pick a starting area for an alt, you can pick the one that you didn’t play through the first time around.

    It’s a very interesting preview of the dungeon and some of the new art looks amazing.

    Learning a third profession at level 80

    Nerrisa brings up an interesting idea on the forums that I hadn't considered before-- what if we all got to choose a third profession when we reach level 80? For some, handling two professions is more than enough, but there are also plenty of people who could definitely benefit from a third. And although the professions are paired off pretty well (Alchemy and Herbalism, Leatherworking and Skinning), there are definitely some trios that would work well also-- Enchanting goes great with anything, and Mining, Blacksmithing and Engineering would be a great combo, too, for power players who've reached 80 and are looking for lots more to do.

    Of course, Bornakk says no to the idea (actually, as Incgamers points out, he really says there are "no unannounced plans" for it to happen, which is quite a few qualifiers for him), so it's unlikely that we'll have an extra profession slot to face Arthas with. But don't forget that we will have a new profession, Inscription, and if Blizzard adds many more professions, maybe we will need a third slot to keep them all straight. I'd love for my characters to learn more, I'm just not sure if I'd have the diligence to get them all to 375-- I'm having enough trouble with two as it is.

    No new battleground until WotLK

    Nethaera has confirmed that there will be no new battlegrounds revealed prior to the release of Wrath of the Lich King, much to the chagrin of PvP'ers everywhere. Although players have previously expressed interest in having more choice, Blizzard has voiced concern about the effects that a fifth choice might have on queues. Hopefully they have some tricks up their sleeves for combating this when the highly anticipated new battleground arrives via the expansion.


    Although this is a bit disappointing, it is hardly unexpected, and there are so many upcoming positive changes that it's hard to be a sad panda for long. Currently, the devs are focused on improving Alterac Valley for patch 2.3 and creating new content for WotLK, which will include an outdoor PvP zone, Lake Wintergrasp. Following in the wake of Halaa's undeniable success, this zone will boast siege warfare, and many other innovations in world PvP.

    As for what the new battleground will be like? I'd still love to see an Aldor vs. Scryers battleground; and as much as we all love to see new content drop, we can at least try to satiate ourselves knowing that what we will be getting will continue to advance PvP as we know it. Now; a little less sad panda face please!

    Wednesday, October 31, 2007

    New Wrath of the Lich King Fansite Kit

    Blizzard is pleased to announce that their new fansite kit is available for download. This kit should provide you with some basic assets to create a cool Wrath of the Lich King fansite. In it, you'll find...
    Concept art for Wrath of the Lich King
    Wrath of the Lich King avatar pictures
    Sample HTML to help you with your page layout
    Logos for Wrath of the Lich King, Blizzard, and Battle.net
    Wallpapers
    Wrath of the Lich King fact sheet and FAQ
    A sample Wrath of the Lich King article
    Graphics source files to help you with your own designs
    We're excited to see your fansite creations. Once your site is alive and kicking, make sure to drop us an email at WoWfansites@blizzard.com to let us know.

    The Next Battleground in WotLK

    Nethaera shattered a few people's hopes for a new battleground soon, but reminded everyone about two PvP features coming in Blizzard's second expansion, Wrath of the Lich King.
    There are no current plans to release one prior to Wrath of the Lich King. We are focusing on AV improvements for patch 2.3 and also on creating content for Wrath of the Lich King which includes a new battleground and of course the outdoor pvp zone, Lake Wintergrasp.

    Sunday, October 28, 2007

    The skies of Northrend


    One of the latest screenshots of Wrath of the Lich King shows a pink-colored sky over Northrend, with some possible cloud-moving effect I haven't seen in WoW before. When I look at this screenshot I imagine all those clouds roiling in the sky and I wonder if Northrend couldn't possibly beat Outland in most interesting skies after all.

    It's a tough comparison -- Outland planets floating above the horizon are hard to beat, whereas Northrend will be limited to a more terrestrial skyscape. When The Burning Crusade first came out, I remember being impressed that the skies had any animation at all, whereas now, of course, the bar has been raised much much higher. Still, there's a lot that the skies of Northrend could offer us, especially if Blizzard were to go crazy with clouds and colors inspired by the Aurora Borealis.

    What do you expect of future WoW skies? Do you hope for ever-increasing complexity, or do you think simple and realistic is always best?

    Will Druids be getting reliable indoor CC in Wrath?


    Druid root is very good for crowd control outdoors due to it working on any mob type, but most instances and raid zones are indoor only. In Burning Crusade the Druid class got a new spell, Cyclone, that worked indoors as well, but with a 6 sec duration (and diminishing returns), it was only effective in limited situations.

    Druids have asked loud and long for more reliable crowd control abilities. And now it looks like they might get it.

    Player Wisperella recently specced Moonkin and feels she would be more desirable in groups if the Druid Entangling Roots spell were usable indoors. With a 27 second duration and a 1.5 second cast time that can already be made uninterruptible through Talents, it could make Moonkin an integral part of many groups. Especially since Moonkin with their high armor won't get squished so easily trying to crowd control a mob that's pounding on them.

    Community Manager Eyonix responded that an idea along these lines is "possible" in the Wrath of the Lich King expansion. He couldn't guarantee that it would happen, but let us know that he has been campaigning for it "a very long time."

    Time will tell if this will be one of the handful of new abilities Druids will get in the expansion.

    Saturday, October 27, 2007

    New Wrath of the Lich King Screenshots

    We've just added two new screenshots to the Wrath of the Lich King Screenshot Gallery.

    Saturday, October 20, 2007

    Wotlk: New Wrath of the Lich King Screenshots

    Blizzard recently released two new promo shots from the upcoming expansion, Wrath of the Lich King.


    Thursday, October 18, 2007

    Death Knight Interview

    If you're a WoW-player, you'll be interested in this interview over at 1UP that covers the upcoming Wrath of the Lich King expansion. Although there's not a lot that's new for the expansion as a whole, there are a few Death Knight tidbits tossed out by the devs near the end of the chit-chat. (If you're still stuck in the Dark Ages and you have no idea what a Death Knight does or even what it is, then here's the official Q&A for you. There's certainly a ton of lore to look through in the official links!)
    Wotlk
    In the 1UP interview, the devs speak of how to unlock the Death Knight. In the next expansion, Wrath of the Lich King DKs will become accessible through doing a series of quests (this of course is apt to change). The devs also speak about the way DK spells are cast (using, instead of mana, runes) and giving additional, new details about rune cooldowns and the emphasis placed on the frost, blood, or unholy magic schools. Consider:

    In general, Blood abilities are damage oriented, Frost is control-oriented, and Unholy contains utility and damage-over-time mechanics, but that's not a hard and fast rule. "We don't want to pigeonhole it to the point where when you're tanking you use all Frost runes, or when you're DPSing you use all blood runes.... There are inherently good reasons to use a mix, and even if you have at least one rune type on the bar, you'll have access to all your abilities should it become necessary."


    DeathKnight

    Tuesday, October 16, 2007

    Priests are lacking in discipline

    It's official: even Blizzard rep Eyonix says that Priests are somewhat vague on the whole discipline thing -- not the virtue, that is, but the talent tree. Responding to a forum question asking "What is the purpose of Discipline?" Eyonix said:

    Though some priests have found a use for the discipline tree, right now, it doesn't quite have a solid purpose/goal, but rather seems to act as a supporting tree. This is something we plan on addressing with Wrath of the Lich King. Originally, the goal of the tree was primarily intended to provide staying power, vs. the holy tree which provides throughput.

    Also, so you're aware, the 41-point discipline talent, pain suppression, is being changed to be usable on others for patch 2.3.
    I'll admit that my own priest is sadly a mere level 8, but I'm aware that this has been one of the big priest issues for a long time. One of my friends strives to be one of those special priests who have "found a use for the discipline tree" and he seems to do pretty well at it, though he admitted that he recently changed some of his talents around, leaving behind lesser-used talents in discipline in exchange for some holy talents. He refuses to give in and become yet another shadow priest, since he revels in succeeding at something few other priests try.

    I would be quite interested to see how Blizzard changes the discipline talents in the next expansion. Will they stick with the original "staying power" idea, or will they go for something new? What do you think needs to be done?

    Thursday, October 11, 2007

    What's going in Dalaran's old space?

    Dalaran

    Malikoi generously offers to buy Dalaran's old location over on the forums, and says he plans to create a new city, complete with flight path, graveyard, and even an arena. It's not like the Kirin Tor are going to need it any more, right? They're moving the magical city of Dalaran up to Northrend, so Malikoi should be able to pick up the old land.

    Bornakk, however, says the Kirin Tor are not selling the land, which of course begs the question: what are they going to do with it? They could only take part of Dalaran up north, and leave part of it there in the Alterac Mountains (to serve as a new quest hub for lowbies, perhaps?). Or maybe Dalaran will have to fly up north under duress and what's left behind in Alterac will be the remains of some battle the mages had to fight?

    It will be kind of a shame to not have that purple dome there any more (and it would be cheating if Blizzard just left it there when they've already told us the mages have made the decision to move the whole city). There's a lot of wonder to be found in Azeroth, but I can't think of any other experience that has matched up in exactly the same way to turning a corner from Hillsbrad and seeing a gigantic pink dome in the middle of nowhere. Hopefully whatever replaces it will inspire that same sense of magical amazement.

    What will Arthas' catchphrase be?

    I think we were all impressed by The Burning Crusade trailer and Illidan's ominous "You are not prepared!" speech. However, since it has become quite obvious that some players were prepared for Illidan, Tweadle on the European forums is speculating on what Arthas' catchphrase will be in Wrath of the Lich King. "No, you definately aren't prepared this time!" perhaps? My personal favorite, however, is Aeus' suggestion, "Penguins took my epics"But what do you think we'll be hearing from Arthas when we see him in Wrath of the Lich King?

    Monday, October 8, 2007

    New Wrath of the Lich King Screenshots



    Blizzard recently released two new screenshots from the upcoming expansion Wrath of the Lich King.

    Friday, October 5, 2007

    Attempts to Fix the Lack of Tanks for the Expansion

    When asked what Wrath of the Lich King will do for the lack of available tanks and healers for groups, Bornakk replied with this interesting tidbit.
    While we don't currently plan to add new healer options, we plan to make the Death Knight a viable tanking option and changes are coming to Warriors soon that should allow Arms/Fury warriors to be more viable tanks.
    He also goes on to mention possibly implementing an itemrack-type feature that would help you change your suits more efficiently.

    Sunday, September 30, 2007

    "There was nothing personal about it." - New WoTLK interview from 1Up

    The folks at World of Raids linked to this fascinating and disturbing interview with the folks at Blizzard about the upcoming expansion. Disturbing in a good way, to my mind, in that they talk about making the journey from 70 to 80 one of tough moral choices and twisted encounters with the Lich King himself, and fascinating because it talks about what the design team for the expansion learned from The Burning Crusade.

    Blizzard vice president of creative development Chris Metzen seems to be apologizing for it. "It had a lot of high-concept ideas, high-concept environments," he says, calling to mind the psychedelic mushrooms of Zangarmarsh, the tragic majesty of Tempest Keep, "but other than some really nice moments, there was nothing really personal about it."

    There's a lot more substance in the interview, although some of it is stuff we've seen before - Lake Wintergrasp PvP, flying mounts not working right away, Death Knights - but the insight into what they've learned and how they're approaching the mood and feel of the new expansion is, I think, worth a read in of itself. The way they intend to weave Arthas' journey into each player's experience, if it works, will be one of the most interesting things any MMO has ever done.

    Saturday, September 29, 2007

    New Wrath of the Lich King Screenshots

    We've just added two new screenshots to the Wrath of the Lich King Screenshot Gallery.


    Thursday, September 27, 2007

    World of WarCraft: Wrath of the Lich King Preview

    We're still playing far too much of The Burning Crusade -- but, for some reason, Blizzard vice president of creative development Chris Metzen seems to be apologizing for it. "It had a lot of high-concept ideas, high-concept environments," he says, calling to mind the psychedelic mushrooms of Zangarmarsh, the tragic majesty of Tempest Keep, "but other than some really nice moments, there was nothing really personal about it." Never mind that MMOs are inherently aloof. Try as you might, you can't really personalize "killing" Illidan for the 17th time with 24 Ventrilo voices arguing over Family Guy reruns and whether the Crystal Spire of Karabor is meant for "Shammies" or "Pallies."

    Or can you? Wrath of the Lich King, the second World of WarCraft expansion, opens up the icy continent of Northrend in Azeroth and -- if Metzen meets his new narrative goals -- a moral can of worms for players. The story picks up the loose ends left by the WarCraft III expansion The Frozen Throne ("It's an indirect sequel," says Metzen), as the Alliance and the Horde set sail to deal with a menace they've left unchecked for far too long: Arthas Menethil, once the noble crown prince of Lordaeron and Paladin of the Silver Hand -- now the all-powerful Lich King, bent on turning the entire world into an army of zombie slaves. And he could, if he so chose -- push the figurative button, and every man, woman, and child in the world would be part of his army of the damned. So what's stopping him, really?


    "Arthas thinks it'd be funny if we all did it for him," says Metzen, hinting that the quest chains, the dungeon crawls, and the narrative hooks of Wrath may all just be part of Arthas' master plan. "He fought the good fight, fought as hard as he could, and ultimately he went nuts up in the far north. And the bad guy used him as the hammer. The bad guy sent him home to kill his dad and kill his people...and loose the Plague on everything he ever fought to protect. And all these crusading heroes, with all their epic gear and all their good intentions and all their nobility and all that horses***, flood into the far north...and he's pretty much [there to] reel 'em in."

    The idea's certainly an enticing one. And as quick as Metzen is to point out that "this ain't Shakespeare," there's definitely something literate here: a narrative nod to the fact that in MMOs, the designers really are pulling the strings. "We want to add some layers of psychology that put you in strange moral situations of how you fight the good fight that mimic some of Arthas' own experiences.... By the time you reach level 80 [the expansion's new level cap], by the time you stand toe-to-toe with this bastard, do you still have your pretty principles and highfalutin morality, or is it a mirror reflection? Arthas is after that as much as global domination. It's a hook that makes it personal that Burning Crusade didn't have."

    And it's not just quest text and WoWWiki entries that support the notion. A new Caverns of Time instance based on Arthas' infamous culling of Stratholme lets you literally follow in his footsteps, and WOW's first Hero Class -- the Death Knight -- lets you play as the anti-Paladin archetype that Arthas made infamous.


    The Glaciers of Northrend - Cold Country

    Unlike Outland, no great Dark Portal opens up to grant you entry into Northrend -- the day the expansion comes out, players level 68 and higher will simply be able to hop on a boat and sail north to the harsh new frontier.

    And while we're used to Outland's surreal alien landscapes and Netherstorms, the thought of grinding from 70 to 80 on glaciers and permafrost leave us -- and Blizzard -- more than a bit cold.

    "We wanted to make it really clear to players right off the bat that just because we're doing Northrend you're not going to play through all ice and snow zones," says lead level designer Cory Stockton. "When you go from zone to zone, they don't all need to look like Winterspring...they all need to have a different look and feel. Obviously, snow is a huge part of Northrend, but there are still ways to break that up for the players without just doing a whole bunch of icy zones." So while gray and white will certainly be among Wrath of the Lich King's primary colors, you can expect some variety -- burning forests, magical points of ancient power, and ruins of civilizations long thought lost. "It doesn't feel alien like Outland," says lead game designer Tom Chilton, "but it has its own character visually. The way we do these cliffs [is] different [from] the way we do cliffs in the Old World...throughout Northrend you'll see visual elements that are unique and different."
    The new continent will be slightly larger than Outland, though the landmass is divided into more zones. "One of the things we're not doing this time is adding a playable race," says senior producer J. Allen Brack, leaving more bandwidth for a larger endgame area. For transportation, a series of seaports connect points along the lower shore of Northrend, with boats leaving regularly to take you from one end of the continent to the other. The usual flight points will shuttle you between friendly cities you've already visited, but how flying mounts earned in Outland fit into Northrend is still up in the air.

    "We're still discussing how that's going to work," says Chilton. "We're not sure if you'll actually be able to use your flying mount right away. You might have to earn your 'Northrend flying badge' at a later level...learn how to defrost the wings, ya know? And whaddya know, you can only do that at, oh, level 78." While denying a privilege (even for a little while) that took some folks -- especially those who dropped a small fortune on epic flyers -- months to earn will undoubtedly outrage some players, for the designers, it's a necessary evil.


    "It's fairly important to us when we introduce a new area that we're able to use level design to flow you from one place to another," says Chilton. "There are gameplay reasons to restrict your methods of travel. But it's not like your flying mount became useless...you're not going to have to pay 5,000 gold again to ride it."

    And when you can't go overland? Go under, through the underground cavern of Azjol-Nerub, home of the spiderlike Nerubian race that was one of the first to succumb en masse to Arthas' Scourge (old-school WarCraft players know them as Crypt Fiends and Crypt Lords). "It's going to be exterior terrain, but underground," says Stockton of World of WarCraft's first subterranean zone. "It'll feel like you're in a cave, but it'll be gigantic. Buildings, temples -- a look and feel very similar to Naxxramas, since [the Nerubians] are where the Scourge stole that architecture from."

    "There are still pockets of Nerubians down there literally fighting for their lives," adds Metzen, spilling that not every Nerubian heeds the call of the Lich King. "And we have any number of plans about how they play into things. What are they about? Are they principled, or even worse in some ways than the Scourge itself?"

    Northrend will also play host to WOW's firstever outdoor PVP zone, Lake Wintergrasp, a (completely optional) center of Horde-versus- Alliance combat in the middle of the continent, which Chilton describes as a sort of noninstanced Battleground with destructible buildings -- and siege weapons for destroying them. "We're building different siege weapons for different races," says Chilton. "Meat Wagons, Steam Tanks, all that sort of stuff -- and we intend for them to have slightly different game mechanics...."


    "The siege weapons don't move at a really high velocity," he continues, meaning a Steam Tank will be no substitute for a mount when trying to traverse the zone. "We want to encourage people to fight still," says Stockton. "We don't want them in the siege weapons the entire time." Cooperative driver/gunner mechanics were discussed but then quickly dismissed as a likely bore for either party.
    "The two outdoor PVP concepts we felt really worked in The Burning Crusade were the Auchindoun spirit tower mechanic and the Halaa Nagrand PVP," says Chilton. PVP objectives completed in Lake Wintergrasp will have farreaching world effects: Capture a specific point, for example, and your faction will receive a longlasting buff that provides a worthwhile, but not necessarily essential, benefit. (Think Auchindoun's PVP spirit towers, which, when captured, allowed players in dungeons to collect special spirit shards from downed bosses.) "One of the things we liked about Auchindoun PVP was it lasted a significant amount of time," adds Stockton. "Six hours, so when you put in the commitment, it was there."
    Caverns of Time: StratholmeBlizzard will be adding a new instance to the Caverns of Time, the dungeon in Tanaris that lets players actively participate in some famous (and infamous) moments in WarCraft history. The latest instance will let you follow in the footsteps of Arthas as he slaughters the town of Stratholme -- and, if other Caverns of Time instances are any indication, your goal won't be to stop him, but to make sure he finishes his task. Morally oogy, yes -- but how far is too far?
    "It's the same kind of problem as in WarCraft III," says Metzen, who admits he hasn't figured out the exact mechanics of the encounter. "My first pitch for the [WC3] mission was that they weren't plagued yet -- so it's kind of a design dilemma. We don' t want to have players feel dirty....we don't want to put players in the situation where they' re hurting innocent people arbitrarily."
    Arthas' appearance in the Caverns of Time won't be an isolated event. "We wish we [had] involved Illidan a bit more in the quest process from level 60 to 70," says lead game designer Tom Chilton. And so Arthas -- more than just a raid boss -- will check in on players repeatedly as they quest their way to level 80.
    "When is a game more than a game?" says Metzen. "When it's making you feel creepy or elated or heroic -- it's not just a mechanical experience of clicking and looting and killing and raiding. We want to provide as much context and fiction and psychology as possible, at least the first time -- you'll probably roll this dungeon 80 times -- but the first time was a hoot!" A morally oogy hoot.

    The Death Knight - WOW's first Hero Class

    World of WarCraft's first new class is also its first ever Hero Class -- though the implementation may not be exactly what you were expecting. "One of the ideas we had for the Death Knight was that you'd convert your character into a Death Knight," says lead game designer Tom Chilton. "That you would stop being a level 80 Mage or whatever and become a Death Knight. But when we were running that around the team, it was too common a sentiment to feel like, well, I don't want to lose my existing character. What I'm going to actually do is create a level 1 Hunter that I intend to turn into a Death Knight, and power him to level 80...and this would become a weird hoop you were going to have to jump through."
    So instead, you unlock the ability to create a Death Knight by finishing a quest chain -- comparable in difficulty to the Warlock's epic mount quest -- with any of your existing level 80 characters, at which point you can make an entirely new, wholly separate Hero Class character starting somewhere close to level 60 (the exact number hasn't been decided). "Some ideas that are still under consideration are that you'd start in Stratholme and have to break your way out of there," says Chilton. "Maybe you've come to your senses and said, 'Wait, I don't want to serve the Lich King.'"

    Mechanically, the plate-wearing Death Knight fills a hybrid DPS (damage per second)/tanking role ("People are always looking for tanks and healers," says Chilton), though they have no mana, rage, or energy bar. Instead, Death Knights have a "rune sword" interface element beneath their health that displays six different runes of three different types -- Blood, Frost, and Unholy -- that you can mix and match whenever you're not in combat. Different Death Knight spells and abilities require different numbers of runes, and using a spell darkens the required runes for a set cooldown time. An ability called Army of Dead, for example, summons a small army of undead to pull aggro -- and that might require one Unholy rune. Death and Decay, an area-effect spell Blizzard is planning, may require one Unholy and one Blood.
    "The current idea we're playing with is you have a fixed time, say 10 seconds, for a rune to fade back in and become usable again," says Chilton. "And there are potentially things you can do to speed that up or immediately light up runes. We have this one idea for an ability called Blood Boil -- it's a damage-over-time ability, and after the end of the duration, it lights up two of your Blood runes."
    In general, Blood abilities are damageoriented, Frost is control-oriented, and Unholy contains utility and damage-over-time mechanics, but that's not a hard and fast rule. "We don't want to pigeonhole it to the point where when you're tanking you use all Frost runes, or when you're DPSing you use all blood runes.... There are inherently good reasons to use a mix, and even if you have at least one rune type on the bar, you'll have access to all your abilities should it become necessary."
    What we still don't know: what talents they'll have, what races you can be, or whether you'll be able to make multiple Death Knights across multiple servers by completing the quest just once. But the Death Knight -- and likely any other Hero Classes Blizzard introduces later -- won't be more powerful than the existing classes...just different. An advanced alt, sans low-level grinding.
    New Profession: InscriptionBurning Crusade introduced Jewelcrafting, which allowed players to customize their gear; Wrath's new profession, Inscription, lets you customize the abilities and skills in your spellbook. "You're permanently changing your spell kit," says lead game designer Tom Chilton. "You might find a couple different recipes to inscribe your Fireball with increased crit chance, or increased damage, or faster cast time, or lower mana cost -- so it's almost like a talent system within the profession system. Only it's more based around choices you make for an individual spell rather than affecting your character as a whole." Unlike Enchanters, Inscribers will be able to sell physical product (creating tradeable "scrolls," for example, from ink, paper, and other reagents). Only a handful of core spells will be customizable in this fashion.don.t expect to extend the range of your Priest's Mind Vision; do expect to extend the duration of your Hunter's Freezing Trap.

    Wednesday, September 26, 2007

    Night of the Dragon - Richard Knaak interview


    Our friends at Blizzplanet have a video interview up with Richard Knaak, author of the Warcraft novels Day of the Dragon, the War of Ancients trilogy and the upcoming Night of the Dragon, as well as the Sunwell Trilogy and upcoming Burning Crusade manga. For those of us who can't watch video due to work or other issues, they've even thoughtfully presented a transcript of the interview here.

    What I found especially interesting are the little hints Knaak dropped in the interview about Malygos, Rhonin and his role with the Kirin Tor, what effects the characters of the upcoming Burning Crusade manga have on Wrath of the Lich King, and the sputtering response to the Diablo 3 question. Is there something fishy going on there? (Probably not.)

    Additional tidbits of note: we will probably see Vereesa again, and no, she's not big on the Blood Elves (may we dream of a sisters Windrunner family reuinion?), Knaak would like to use a Draenei in the upcoming book, no word yet on if Hakkar the Houndmaster was an eredar or what relation he has to Hakkar the Soulflayer (perhaps identical cousins?) and finally, Knaak's contracts with Blizzard keep him from saying too much, which for a lore junkie like myself is very maddening.

    Monday, September 24, 2007

    Should Death Knights get one runeblade for life?



    Drustal over on the European WoW forums has a good observation: death knights have always had a special relationship with their runeblades, using the same weapon for their whole life. Arthas is the classic example, since he and his sword, Frostmourne, are forever associated with one another. Could you imagine Arthas starting out as a level 55 death knight and then gradually replacing his low-level Frostmourne with something better? How then, could it work out with our player character death knights? Shouldn't they have their own sword for life too?

    Obviously though, working this out with the game's character progression would be difficult. You can't give an epic sword to a new character, nor can you keep an experienced character stuck with a non-upgradable, outdated weapon. There are many suggestions as to how to keep one blade throughout the character's life. Have a look at the original poster's favorite suggestion after the jump:

    Death Knight loots weapons as normal. Upon looting the weapon, the Death Knight has some ability to "DE" [or disenchant] the weapon, granting them an essence of sorts that they then apply to their runeblade. Runes should probably still only work on the runeblade itself, preventing the DK from using the other weapons without first DEing and applying them to his own Runeblade. Essentially, the loot game and itemization is still in place, but the Death Knight is able to maintain a consistent runeblade. They simply absorb the powers of other weapons into their own blade. Each time the absorbing happens, the runeblade is 'wiped clean', just like gems... the new stats would replace the old stats, they don't add to them.

    IE, you loot Lionheart Blade, DE Lionheart Blade, apply Lionheart Blade Essence to your Runeblade, your Runeblade maintains the looks you chose at the beginning of the game, but now has the stats of Lionheart Blade.
    Unfortunately, though, it looks like Blizzard doesn't have any plans to let death knights form such a relationship with one blade over their entire career (though perhaps they only read the post before that favorite suggestion was edited in). As Salthem says:

    We haven't fully decided on this at this time, we will try things out in the beta, but at the moment we are thinking that death knights can probably inscribe any weapon with runes.

    Personally, I like this idea too, but taking weapon drops out of the equation for death knights removes a big chunk of the itemisation side of the game from them - it would have to be something pretty special to replace the feeling you get with your first epic weapon.

    Not to mention the awkwardness this could cause in balancing loot tables as Ilsevele pointed out.
    Do you think death knights should be able to have one blade permanently bonded to them? How do you think a sensible character progression could work out if that were the case? Or, on the other hand, do you think it would get boring just using the same weapon graphic for ever without being able to mix it up with newer, bigger, better weapons over time?

    Sunday, September 23, 2007

    Breakfast Topic: Make up your own mounts

    A poster on the forums asked about whether people would like to see spider mounts in the game. It's true he was just asking out of boredom, but to me this actually an interesting question. We have the Black Qiraji Resonating Crystal, of course (pictured here, courtesy of Wowhead), but that's more or less impossible to get now, and it's not exactly a spider in any case.

    What sorts of new mounts will there be then? Nethaera responded: "I couldn't tell you what possible new mounts there will be. :( Perhaps a little further along we'll have information on more of the fun features that are getting added in with Wrath of the Lich King."

    What mounts would you ask Blizzard to put in the new expansion? Flying machines are already going in at some point, and bats and hippogryphs have already been mentioned. How about rideable owls? For land mounts, maybe you could ride on the shoulders of your very own yeti! Better yet, what if we could pilot our own slow, yet moveable siege weapons?

    New WotLK screenshots on the official site

    Two new screenshots have landed on the official Wrath of the Lich King page, and they look pretty different from anything we've seen about the next expansion so far. You can click on the pic above to see the first one full, and here's the second.

    Now clearly both show a forested, lush area, and there is only one forest that we know of is Northrend so far: Grizzly Hills, supposedly a redwood type of forest home to the Northern Furbolgs. This forest, however, looks a little greener than that-- it may be the Sholazar Basin, which we haven't seen screenshots of yet. Obviously the creature above is some new kind of Dryad, so that means we may see traces of Cenarius in Northrend, and when you mention Cenarius, you have to mention the Emerald Dream. So we may find out more about that line of lore in Northrend as well. Very interesting.

    Wednesday, September 19, 2007

    A Death Knight is Your Friend!

    Bornakk reminds us about Death Knight lore we should already know from the Lore & Quest panel at this year's BlizzCon:
    The idea is that a character goes to become a Death Knight, is trained as a Death Knight, but then realizes they doesn't want to go through with the evil acts they are instructed to perform. So the character finds a new Alliance or Horde home who accept them as a necessary evil (like warlocks) to help them fight their enemies.

    Monday, September 17, 2007

    WoW Moviewatch: Rise of the Lich King


    Rise_of_the_Lich_King.wmv

    We know that the new expansion, Wrath of the Lich King, will take us to Northrend to fight Arthas. But if you haven't played Warcraft 3 and The Frozen Throne and seen the story of how Arthas became the Lich King, you may well wonder what all the fuss is about. Blizzard released a three part series of short stories about the Rise of the Lich King, (and we have our own summary here at WoW Insider) but now there is a movie version as well. This is a compilation of machinima before machinima was an art form for the masses -- Blizzard used their own animated sprites within the game to tell the story, with good actors providing their voices in between (and sometimes during) battles. Sylvictus has recorded these scenes from Warcraft 3 and presented them here for us over at Warcraft Movies. Even though it clocks in at a whopping 52 minutes, Sylvictus said that he had to cut a lot of things out in order to keep the story even that short:
    Fall of Sylvanas and her freedom which lead to the founding of the Forsaken.
    Sylvanas betrayal and failed murder attempt on Arthas.
    The 3 dreadlords that takes control over Lordaeron as well as their war with Sylvanas.
    The perils Arthas and Anub'Arak faces in Azjol-nerub.
    The scenes with Sapphiron, most Muradin clips etc.Although I agree it's probably better to keep the movie to a manageable size, I would have personally liked to see this extra footage too. Perhaps one day Sylvictus will do an expanded version, or a movie all about Sylvanas. Keep in mind that you'll want to skip this if you intend on playing through Warcraft 3 and enjoying the story experience first hand. If you don't have the time or interest, however, you may enjoy this taste of what it's like.