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Posts with tag Ghostcrawler

The Light and How to Swing It: A little less hybrid


With the Light as his strength, Gregg Reece of The Light and How to Swing It faces down the demons of the Burning Legion, the undead of the Scourge, and helps with the puppet shows at the Argent Ren Faire up in Icecrown.

Ghostcrawler has been doing a lot of talking pertaining to paladins and Blizzard's vision of them for the future. A lot of this has been spawned by some of the changes the developers have been toying around with on the public test realms. In the current build of the PTR, Lay on Hands causes Forbearance on its target which has prompted quite an uproar from the playerbase. This cuts a leg out from our two major defensive cooldowns making us choose either health or invulnerability during a fight. Holy paladins are getting some text tacked onto Sanctified Light which will allow them to reduce the chance it will cause Forbearance on others by 33/66/100% to allow it to still be useful when healing in groups. As this is the PTR, we don't really know how much of this will end up on the live realms. The developers have been toying around with several different ideas and at the moment we're not sure which one or ones they'll end up going with.

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PUG with the blues today at 7:00 p.m. EST

Want to be cool, yo?

Want to bask in some blue goo?

Want to put yourself in a sticky situation having to heal Ghostcrawler (perhaps, if he shows up)?

Then come and pug with the blues today at 7:00 p.m. EST / 6:00 p.m. CST / 4:00 p.m. PST on the PTR. Blizzard folk will be logging onto the PTR to test out the new dungeon system matching tool that's coming up in patch 3.3. Blizzard has done this kind of event before on beta realms and tournament test realms, and they're always a good time.

WoW.com writers will be there taking some pictures of any antics that develop (we know the blues have a thing for turning people into toads and what not).

Nothing says loving like 10,000 people standing around /yelling "Don't nerf me, bro!"

That's hot.


Patch 3.3 is the last major patch of Wrath of the Lich King. With the new Icecrown Citadel 5-man dungeons and 10/25-man raid arriving soon, patch 3.3 will deal the final blow to the Arthas. WoW.com's Guide to Patch 3.3 will keep you updated with all the latest patch news.

The indomitable LFG chat channel

The first thing I thought when I saw the new LFG interface coming in patch 3.3 was what I said on last week's podcast: that's cool, but where's the LFG channel? If you remember way back during patch 2.0.1, when Blizzard originally released the LFG system, there was quite a clamor raised when they took away the LFG channel then, so much so that they eventually had to resurrect it. And so, when I saw in the latest patch notes that the LFG was set to return as a citywide channel, it didn't come as a surprise at all -- even in the new era of cross-realm LFG, there's still a place for just talking about which groups you can join.

But citywide still isn't enough for a lot of players -- some are saying that they want the channel to be worldwide. Ghostcrawler himself shows up in that thread and says a worldwide LFG channel would be nuts. And he's right: way back in the day when it was worldwide, it was "mass chaos," like a Barrens from everywhere. So why are people so tied to it? Blizzard seems to be missing a major way people used the LFG channel.

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Ghostcrawler and the "hybrid tax"

Ghostcrawler has put a significant sticky up on the forums about what he calls the "hybrid tax" in terms of PvE play -- there's been some back and forth lately on the forums about hybrid classes and what they should and shouldn't be able to do, and GC wants to put any confusion about what Blizzard intends "hybrids" to be to rest. Very basically, he says that there are three roles in the game (tanking, healing, and DPS), and if a class can respec to perform a different role, it's considered a hybrid class. Otherwise, it's a "pure" class. This means a few things: pure classes, he says, should have slightly higher DPS ("all things being equal," and when does that ever happen?), because they don't have the option to switch out. There's no rule as to how much better that is, but as a tradeoff of rerolling being the only way for "pures" to switch, they get to be a little better. That's the "hybrid tax," and mages, hunters, rogues, and warlocks don't have to pay it.

Hybrids, however, do, and that means that paladins, druids, priests, shamans, and to a certain extent, warriors and death knights, will in Blizzard's view never be able to equal "pure" classes in terms of DPS output, with everything else being equal. You may love your ret pally, and he may be in uber gear, but he should never be able to pour out as much damage as an equally specced and geared hunter, because you can switch to healing, and the hunter can't.

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Ghostcrawler cleans up two dev chat questions

As you probably noticed if you watched along with us, yesterday's developer chat (with Blizzard's J. Allen Brack and Tom Chilton taking questions from Twitter and answering them on the forums) was a little light to say the least. Rather than answer questions about game balance seriously, the devs chose to make fun of hunters taming druids and do a lot of hinting and winking. Fortunately, we have Ghostcrawler -- he's responded to concerns about two of the questions yesterday over on the forums.

The first is in response to some feedback about what the devs yesterday called "binary" hard modes -- they said that instead of providing multiple levels of difficulty (as in Sarth and his drakes), they'd prefer to have a hard mode either on or off (you'll be able to toggle between the two in Icecrown). This relates to what we just said recently, with different types of guilds looking for different types of content to play. GC replies that the "in-betweens" in terms of difficulty will come with later bosses in normal mode -- if you want to play a challenge without stepping into the hard modes, Blizzard will do their best to make sure that the last bosses on normal give you that challenge. Which makes sense -- bosses should ramp up in difficulty as the instance goes along, and no one would suggest, for instance, that Yogg was nearly as easy as Flame Leviathan.

And GC also talked about one of my favorite (and missed) game mechanics: crowd control.

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GC clarifies ArPen's stat removal and others


Ghostcrawler's hoping this answer "gets read," so we'll help. A player asks why Blizzard is worrying about armor penetration with the Scourge Strike ability -- isn't, they ask, ArPen getting removed in Cataclysm like we heard at BlizzCon? The answer is basically no: Armor Penetration rating is getting removed from gear (along with Block value, Defense, Attack Power, and a number of other gear stats), but Armor Penetration as a stat is not getting removed from the game. Talents and other abilties will still depend on removing and penetrating armor, even if your gear selection won't revolve around it. They'll still be balancing it, but as players choosing gear, it won't be a part of our calculations there.

Make sense? Just because you don't see, say, Attack Power on gear doesn't mean you won't have an Attack Power number governing how much damage you do. It just means that the AP you have will come from stats like Agility and Strength (depending on your class and a number of other factors) rather than gear adding directly to AP. Of course, as Ghostcrawler says, these changes aren't even coming until patch "4.0" and the Cataclysm expansion, so there's still lots of gear choices and balancing to do before then.

The two steps of ability development


After someone asks a question on the forums about the new Mage Tier 10 bonus and the numbers behind it, Ghostcrawler brings up a little interesting insight into the way Blizzard puts these abilities and attributes together. He says that there are two steps to implementing a new ability: mechanics first, and then numbers later. That may seem common sense (and to a certain extent, it definitely is), but it's interesting to note that it's always what the ability does first, and then numbers later. Blizzard is much less likely (relatively speaking of course, and there are plenty of exceptions to this rule) to put a new ability into the game than just tweak current numbers.

It makes sense, and if there's a new ability you've been waiting to see in the game, maybe the reason Blizzard hasn't tackled it yet is that they're working on tweaking numbers to try and fix it without starting up a new mechanic. Ghostcrawler also says that this is the PTR we're dealing with, and so of course those Tier 10 bonuses aren't set in stone yet, just like everything else being tested. They don't call it the PTR for nothing.

The Queue: Can't get enough pony


Welcome back to The Queue, WoW.com's (almost) daily Q&A column where the WoW.com team answers your questions about the World of Warcraft. Alex Ziebart will be your host today.

I'm taking a break from piecing together the video from WoW.com's recent run of the Forge of Souls to whip up a brand new edition of The Queue for you guys to read this afternoon. I went to Twitter for most of today's questions, so don't be surprised if they're pretty short!

AngerFork asked...

"Theory time: Since Deadmines and Shadowfang Keep are coming back as Heroics, do you think any other dungeons will come back as Heroics? If so, which?"

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Patch 3.3 PTR: Blizzard tweaking nameplate visibility


Zarhym has posted information about an interesting change in effect on the PTR right now. Blizzard is tweaking the way that character nameplates (those names that you see floating above everyone's heads) works. First, nameplate vision has been extended, so that you can see player names from farther away. They've also adjusted some line-of-sight issues, and players will no longer be able to see nameplates through anything that blocks line-of-sight (so no nameplates of players hiding behind doors or walls). And multiple nameplates in one space will now overlap -- we'll have to see exactly what this looks like on the PTRs, but it sounds like a big group of the same mobs (i.e. Onyxia whelps) will now just have one nameplate to share.

Interesting stuff (and I didn't realize that some of this stuff, especially the nameplate overlapping, was even possible). Zarhym has a few other notes in the thread about how you can change or update the options on the PTR, including a checkbox to turn on or off totem or pet nameplates. Elsewhere, Ghostcrawler says that it's not just line-of-sight, as Arena pillars and other "objects" won't affect the nameplate view, but doors and walls will. If you're on the PTR, keep an eye out for these changes, and note that Blizzard is still asking for feedback. It's unknown which of these changes (or others) will end up on the live realms in the future.

Ghostcrawler: Haste-y DoTs and HoTs for Priests


Nope, our good friend Tiberius isn't starting up a new ice cream company (though that would be good) -- he's posting on the forums about a new idea that Blizzard has for using Haste to affect Damage- and Heal-over-time spells. In the past, Haste hasn't been a very useful stat for spells that are instant cast and then have a HoT or DoT component -- they don't affect the initial instant casting, and once the spell is out, Haste does nothing. Until now -- Ghostcrawler says that they're thinking about making Haste actually lower the time between ticks on spells that do damage or healing over time.

There is a tradeoff here -- if your ticks come faster, then the HoT or DoT component will end earlier, which means you'll be casting the spell more often. GC isn't sure (and neither are we) about how that will balance out yet -- on the one hand, it means that within a certain period of time, you will be able to do more damage or healing... but then again, you'll be spending more mana to do it. So instead of throwing this into talents, they're starting it up with glyphs. In the next patch, priests would get three glyphs that make their instant cast spells have their DoT components affected by Haste (Mind Flay's glyph is likely being moved into the base spell, and they'll use that one as an extra glyph choice). GC says if it works there, it may be spread out into talents or even base spells.

Will it work? It's an interesting idea, but mana cost seems to be the toughest problem to deal with -- any time you're casting spells more often, you'll be going through more mana. But it does seem like a good way to make Haste a little more worthwhile, and especially with the stats refinement coming up in Cataclysm, Blizzard will have to even out all of the stats they can. What do you think?

Holy crap, Blink has sort of been fixed



Before you ask:

No, it still doesn't work going into or out of the flag rooms in Warsong Gulch.

Places it does work:

Going into and out of most other doorways. Up stairs. Through a great many smaller objects. Over unusual terrain, far more frequently than it used to. Overall: it works a lot more often than it doesn't work.

See, in case you missed it (as I did until helpful tipster James pointed it out to me this morning), Ghostcrawler dropped by a thread on the Damage Dealing forums (ironically titled "Blink Will Never Be Fixed") to drop this bombshell on us:

"There was a fix to Blink crossing terrain (such as indoor to outdoor) in 3.2.2."

I don't know about you, but I've been vigorously combing the book of Revelation for other signs of the coming apocalypse to be on the lookout for, just so I'm ready. Details after the break.

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WoW Insider Show today at 3:30pm Eastern


Our podcast returns to the air once again this afternoon -- WoW.com writers Amanda Dean and newbie Dominic Hobbs will join Turpster and I to talk about the most popular posts of the last week. First on the menu, I'm sure, will be the 3.3 PTR and what's new with Icecrown. All the new info about Cataclysm will probably make an appearance, and as promised last week, we'll talk about Ghostcrawler's recent forum decisions and what it means for Blizzard's development in general.

And of course we'll chat live with listeners, do a pre-show and an aftershow as usual, and answer your emails, which you can send to us anytime at theshow@wow.com. If you're around today, we'll start it all up around 3:30pm Eastern over on our Ustream page, or right after the break below in an embedded feed. See you then!

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Patch 3.3 PTR: Undocumented Paladin changes


Late last night while we were all in bed Blizzard left a patch on the PTR. For those of you who haven't read the patch notes yet, both documented and not, Blizzard is still trying to ease the level up experience for newer characters. This includes changing where certain skills and abilities are gained as well as changing what gear characters start with. For paladins, they've reduced the cost of the lower skill ranks of several skills. All of this seems to be preparation for Cataclysm when they expect people to level some of the new class/race combinations as well as the playable Worgen and Goblin races.

HOLY
Holy Shock/Holy Light/Blessing of Wisdom/Consecration/Exorcism/Greater Blessing of Wisdom/Holy Wrath/Flash of Light/Blessing of Wisdom: Mana cost of their lower ranks reduced.
While this is something that won't be noticed by those of you raiding Ulduar and the Argent Tournament, it should help out those trying to do Wailing Caverns or Scarlet Monastary as mana can sometimes be an issue at lower levels. As Holy Shock, Holy Light, and Flash of Light are all included, this should make it easier on those of you trying to level as an instance healer.

More after the break.

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Vanish "change" coming in patch 3.3


Ghostcrawler (who decided to back off the forums, and then decided to back off that decision slightly) is now back on the forums with word of a change that Rogues will probably be intrigued by: he promises, in patch 3.3, a "change" to Vanish. That's about all we get, unfortunately -- some players assume that it's the Vanish fix they've been seeking for so long, but it sounds more to me like a reworking than a straight-out fix, considering that he points out that if Blizzard finds it's too much of a buff to Rogues (is he actually saying that Vanish working as intended is OP?) then they'll nerf it down.

Anyway, as for when we'll get to try it out, GC gives an official "soon (tm)," so look for a fix on a 3.3 PTR near you coming up quick. Hopefully they've come up with a solution that both keeps Rogues happy in terms of using Vanish the way it's intended, and also keeps the ability in line with other classes in the game.

WoW Insider Show Episode 109: Drakes for everyone


We recorded our latest podcast last Saturday afternoon, and it was a good one -- not only did we have Eddie "Brigwyn" Carrington and Turpster on from here at WoW.com, but we welcomed two special guests: Fimlys and Nibuca from the Twisted Nether Blogcast. They were on to talk about their podcast and what they do with Twisted Nether, as well as their new Azeroth United project and what they'll be doing with that in the future. And of course, after we introduced everybody, we sat down and chatted about the most popular stories from the last week in Warcraft, including Brewfest and Onyxia, as well as patch 3.2.2 and the bugs contained therein. Enjoy the show.

And if you've heard something you'd like to respond to on the show, feel free to drop us a note via email -- the address is theshow@wow.com. We'll see you next Saturday as usual, thanks for listening!

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Recorded live every Saturday at 3:30pm Eastern on Ustream.  New episode right here every Monday.



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