RaF Active to Level 85, Connected Realms Update, Blue Posts

Recruit a Friend Active Until Level 85 It looks like the RAF update will be increasing the maximum level that it provides extra experience and levels from 80 to 85! Keep in mind this works for currently active RAF accounts, but no return date for the program has been announced yet.

Connected Realms Update

Originally Posted by Blizzard (Blue Tracker / Official Forums)
As previously announced, we’ve been working toward connecting realms to increase the number of players on low-population realms, and since then have completed several connections. As a part of our ongoing communication, we wanted to provide you with an update that contains a list of completed realm connections, currently planned connections, and any additional future plans in one convenient location.
*Please note this list does not encompass all potential future connections.  Please check back for further updates.
Next Realm Connections
Monday, November 4 We will be connecting the realms listed below on Monday, November 4th during a scheduled maintenance beginning at 6 a.m. PST through approximately 11:00 a.m. PST. Once maintenance is finished, these realm connections will be complete.
  • Haomarush and Detheroc/Dethecus/Blackwing Lair
  • Stonemaul and Bloodscalp/Maiev/Boulderfist/Dunemaul
  • Daggerspine and Aegwynn/Hakkar
  • Tortheldrin and Frostmane
  • Dentarg and Whisperwind

Future Connections We currently anticipate two additional batches of realm connections as indicated below. We do not currently have a date for these connections, but will provide further updates when we can.
​Batch 1

  • Scilla and Ursin
  • Undermine and Anvilmar
  • Malorne and Firetree/Rivendare/Drak’Tharon
  • Quel’dorei and Sen’jin
  • Gul’dan and Skullcrusher
  • Echo Isles and Draenor
  • Fizzcrank and Aggramar

Batch 2

  • Lethon and Detheroc/Dethecus/Blackwing Lair/Haomarush
  • Smolderthorn and Chromaggus/Garithos/Anub’arak
  • Gorgonnash and Warsong
  • Winterhoof and Kilrogg
  • Lightning’s Blade and Burning Blade
  • Cairne and Perenolde

Plans for these connections may change at any time, but we’ll provide additional updates on specific dates for future connections here as we can. Please note that as a part of the connection process realm times may change to match each other.
For more information on Connected Realms, please read the preview blog post here.

Ability Balance in PvP and PvE

Originally Posted by Blizzard (Blue Tracker / Official Forums)
PvP is an intrinsic part of World of Warcraft. Just the fact that players have to choose one of two factions that are at war with one another is proof enough of that.
Nevertheless, if you follow WoW since the very beginning, you can see the evolution that PvP went through until now. Initially, there wasn’t even any instanced PvP content at all. Battlegrounds were introduced a few months after the game was launched and Arenas only came with the first expansion.
Meanwhile you had a lot of PvE content being pushed out, new raids, new dungeons, new items, new quests… but this is beside the point, it’s not fair to compare the amount of PvE to PvP content, they’re two completely different beasts.
PvE players will never be happy if we let content stagnate, that’s just the nature of PvE Content. It needs constant and regular updates. Players also expect to progress, and it’s even more complex than that, because they also expect content to remain challenging. (Players’ experience rises, and the new content’s difficulty has to match it)
PvP players on the other hand are much more likely to be happy with less content updates and less changes, as they tend to focus on balance and gameplay mechanics.
With this in mind and given that there are many more players interested on the PvE than the on the PvP side of WoW, I think it comes as no surprise that PvE uses a lot more resources than PvP does.
Things can get even more complicated when you start to look at what drives players and what their motivations are, for example, item upgrades and character power progression are concepts that pose a challenge to PvP balance, but whether you like it or not, it became one of the main drives for a lot of PvP players, so PvE and PvP are actually tangled with each other on many aspects.
You can try to make a distinction and say that those are actually “PvE players” that enjoy PvP as a way to progress their characters, but does that really matter? Maybe it does, but the fact is, there are more players interested into PvP than the “hardcore” PvP crowd. WoW is a game where PvE and PvP are supposed to be mixed, the open world is the best example of that, it’s neither exclusively PvE nor PvP, it’s both at the same time. That was the essence of PvP in WoW, to let players fight each other whenever they go face to face in the open world, and ideally that should feel seamless. I know it’s not really seamless at the moment (especially with the controversy about world-PvP), but maybe we can do something about that in the future.
The topic being discussed is a very hard problem to solve and I really appreciate your thoughts on it, I know how frustrating it can be when certain things occasionally affect PvP. I’ve always been into both arenas and raiding, and I try my best to have an unbiased view on the subject, I think a lot of you do too, and we just have to realize that there is no easy and perfect solution for this, what you can expect though is that we will do our very best (and your feedback really helps) to make both PvE and PvP coexist “peacefully” at the same time in the same game.

Blue Tweets

Originally Posted by Blizzard Entertainment
Character / Items I’m not sure about that. It’s hard to see the effect of a single piece of gear on performance. Upgrade is upgrade. Weapons and trinkets are easily felt IMO. Chests and helms less so. Bracers are hard to feel even though I know they contribute. (Source) My psych classes told me a diverse reward structure is what you should go for,if you want a game to be engaging We have not been super successful there. WoW has lots of reward types but many players care far more for power than anything else. (Source)
How do you feel warforged worked out this tier combined with upgrades? made the 25 man race to easy and the 10man to hard. Weapon or trinket drops probably had a much larger effect than the warforged ilevels. (Source)
Is there a specific reason why Bindings of Immerseus is giving Spirit instead of Hit and giving Non-Mages/Locks an advantage? The Spirit was aimed at healers. There wasn’t an elegant way to make it “non-hit Spirit.” (Source)
Sorry, full regem-reenchant-reforge every upgrade is so tedious and expensive that I don’t bother anymore. And I feel bad. We agree that we have let post loot modification get a bit out of control. (Source)
I realize you probably won’t respond to this but any news on this mount? I’m dying for it. Patience. We haven’t forgotten it.  (Source)

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Patch 4.2 – Firelands Raid Loot List, Blue Posts

Road to Patch 4.2 – Firelands Raid Loot List
Today I have a nice compilation of all the items you can expect to find in the Firelands raid instance! All pages have been updated with screenshots and you should have a good idea of what to expect in the instance. For additional items check out the following articles:

If everything goes well, I’ll have absolutely everything compiled very nicely before the end of the week!

Level Type Spec Slot Name Boss
391 Misc. Crystallized Firestone All Bosses – Upgrade
404 Staff Spell DPS Two-Hand Dragonwrath, Tarecgosa’s Rest Legendary Staff Quest
397 Bow Physical DPS Ranged Arathar- the Eye of Flame Ragnaros (H)
397 Mace Melee Two-Hand Sulfuras- The Extinguished Hand Ragnaros (H)
397 Mace Spell Spirit Main Hand Ko’gun- Hammer of the Firelord Ragnaros (H)
397 Staff Spell DPS Two-Hand Sho’ravon, Greatstaff of Annihilation Ragnaros (H)
391 Axe Melee One-Hand Gatecrasher Baleroc, the Gatekeeper (H)
391 Axe Melee One-Hand Blackcleave Chopper Raid Trash – Upgrade
391 Axe Melee Two-Hand Skullstealer Greataxe Shannox (H)
391 Axe Spell Spirit Main Hand Eye of Purification Unknown
391 Crossbow Physical DPS Ranged Arbalest of Erupting Fury Lord Rhyolith (H)
391 Dagger Melee One-Hand Alysra’s Razor Alysrazor (H)
391 Dagger Physical DPS One-Hand Feeding Frenzy Shannox (H)
391 Dagger Physical DPS One-Hand Avool’s Incendiary Shanker Unknown
391 Dagger Physical DPS One-Hand Entrail Disgorger Unknown
391 Dagger Spell DPS Main Hand Chelley’s Sterilized Scalpel Raid Trash – Upgrade
391 Gun Physical DPS Ranged Lava Bolt Crossbow Raid Trash – Upgrade
391 Mace Physical DPS One-Hand Shatterskull Bonecrusher Unknown
391 Off-Hand Spell DPS Off-Hand Molten Scream Baleroc, the Gatekeeper (H)
391 Off-Hand Spell Spirit Off-Hand Goblet of Anger Shannox (H)
391 Polearm Physical DPS Two-Hand Ranseur of Hatred Raid Trash – Upgrade
391 Shield Spell Spirit Off Hand Ward of the Red Widow Beth’tilac (H)
391 Shield Tank Off Hand Shard of Torment Baleroc, the Gatekeeper (H)
391 Staff Physical DPS Two-Hand Fandral’s Flamescythe (Video) Majordomo Staghelm (H)
391 Staff Spell DPS Two-Hand Funeral Pyre Beth’tilac (H)
391 Staff Spell DPS Two-Hand Runestaff of Nordrassil Legendary Staff Quest
391 Staff Spell DPS Two-Hand Spire of Scarlet Pain Raid Trash – Upgrade
391 Staff Spell Spirit Two-Hand Smoldering Censer of Purity Unknown
391 Sword Melee Two-Hand Zoid’s Firelit Greatsword Unknown
391 Sword Spell DPS Main Hand Volcanospike Lord Rhyolith (H)
391 Sword Spell DPS Main Hand Firethorn Mindslicer Unknown
391 Sword Tank One-Hand Mandible of Beth’tilac Beth’tilac (H)
391 Wand Spell DPS Ranged Stinger of the Flaming Scorpion Majordomo Staghelm (H)
391 Plate Hands Flickering Handguards Baleroc, the Gatekeeper (H)
391 Plate Melee Chest Breastplate of Shifting Visions Majordomo Staghelm (H)
391 Plate Melee Feet Arachnaflame Treads Beth’tilac (H)
391 Plate Melee Hands Fireskin Gauntlets Lord Rhyolith (H)
391 Plate Melee Head Greathelm of the Voracious Maw Alysrazor (H)
391 Plate Melee Legs Lavaworm Legplates Alysrazor (H)
391 Plate Melee Waist Uncrushable Belt of Fury Shannox (H)
391 Plate Melee Wrist Earthcrack Bracers Lord Rhyolith (H)
391 Plate Spell Spirit Chest Clutch of the Firemother Alysrazor (H)
391 Plate Spell Spirit Feet Treads of the Penitent Man Majordomo Staghelm (H)
391 Plate Spell Spirit Hands Grips of the Raging Giant Lord Rhyolith (H)
391 Plate Spell Spirit Head Casque of Flame Baleroc, the Gatekeeper (H)
391 Plate Spell Spirit Legs Legplates of Absolute Control Shannox (H)
391 Plate Spell Spirit Shoulder Spaulders of Manifold Eyes Beth’tilac (H)
391 Plate Spell Spirit Wrist Bracers of the Dread Hunter Shannox (H)
391 Plate Tank Chest Carapace of Imbibed Flame Beth’tilac (H)
391 Plate Tank Feet Cracked Obsidian Stompers Lord Rhyolith (H)
391 Plate Tank Head Helm of Blazing Glory Baleroc, the Gatekeeper (H)
391 Plate Tank Legs Legplates of Frenzied Devotion Shannox (H)
391 Plate Tank Shoulder Spaulders of Recurring Flame Alysrazor (H)
397 Plate Tank Shoulder Pauldrons of Roaring Flame Ragnaros (H)
391 Plate Tank Wrist Bracers of the Fiery Path Majordomo Staghelm (H)
391 Mail Shoulder Flickering Shoulders Beth’tilac (H)
391 Mail Physical DPS Chest Flaming Core Chestguard Lord Rhyolith (H)
391 Mail Physical DPS Feet Decimation Treads Baleroc, the Gatekeeper (H)
391 Mail Physical DPS Hands Grips of Unerring Precision Majordomo Staghelm (H)
391 Mail Physical DPS Head Scalp of the Bandit Prince Shannox (H)
391 Mail Physical DPS Legs Moltenfeather Leggings Alysrazor (H)
391 Mail Physical DPS Wrist Hide-Bound Chains Raid Trash – Upgrade
391 Mail Spell DPS Shoulder Craterflame Spaulders Alysrazor (H)
391 Mail Spell Spirit Chest Gatekeeper’s Embrace Baleroc, the Gatekeeper (H)
391 Mail Spell Spirit Feet Treads of Implicit Obedience Shannox (H)
391 Mail Spell Spirit Hands Clawshaper Gauntlets Alysrazor (H)
397 Mail Spell Spirit Head Crown of Flame Ragnaros (H)
391 Mail Spell Spirit Legs Thoracic Flame Kilt Beth’tilac (H)
391 Mail Spell Spirit Wrist Lava Line Wristbands Lord Rhyolith (H)
391 Leather Shoulder Flickering Shoulderpads Shannox (H)
391 Leather Wrist Flickering Wristbands Alysrazor (H)
391 Leather Melee Head Hood of Rampant Disdain Lord Rhyolith (H)
391 Leather Melee Waist Riplimb’s Lost Collar Raid Trash – Upgrade
391 Leather Physical DPS Chest Breastplate of the Incendiary Soul Baleroc, the Gatekeeper (H)
391 Leather Physical DPS Feet Sandals of Leaping Coals Majordomo Staghelm (H)
391 Leather Physical DPS Hands Gloves of Dissolving Smoke Shannox (H)
391 Leather Physical DPS Legs Cinderweb Leggings Beth’tilac (H)
391 Leather Physical DPS Shoulder Shoulderpads of the Forgotten Gate Baleroc, the Gatekeeper (H)
391 Leather Spell Spirit Chest Incendic Chestguard Lord Rhyolith (H)
391 Leather Spell Spirit Feet Phoenix-Down Treads Alysrazor (H)
391 Leather Spell Spirit Hands Cindersilk Gloves Beth’tilac (H)
391 Leather Spell Spirit Head Cowl of the Clicking Menace Beth’tilac (H)
391 Leather Spell Spirit Legs Firecat Leggings Majordomo Staghelm (H)
391 Leather Spell Spirit Wrist Glowing Wing Bracers Baleroc, the Gatekeeper (H)
391 Cloth Head Flickering Cowl Lord Rhyolith (H)
391 Cloth Spell DPS Chest Robes of Smoldering Devastation Beth’tilac (H)
391 Cloth Spell DPS Feet Coalwalker Sandals Shannox (H)
397 Cloth Spell DPS Hands Fingers of Incineration Ragnaros (H)
391 Cloth Spell DPS Legs Leggings of Billowing Fire Alysrazor (H)
391 Cloth Spell DPS Shoulder Mantle of Closed Doors Baleroc, the Gatekeeper (H)
397 Cloth Spell DPS Waist Majordomo’s Chain of Office Ragnaros (H)
391 Cloth Spell DPS Wrist Wristwraps of Arrogant Doom Majordomo Staghelm (H)
391 Back Physical DPS Back Dreadfire Drape Lord Rhyolith (H)
391 Back Spell DPS Back Wings of Flame Alysrazor (H)
391 Finger Melee Finger Alysrazor’s Band Alysrazor (H)
391 Finger Physical DPS Finger Widow’s Kiss Beth’tilac (H)
391 Finger Spell DPS Finger Crystal Prison Band Shannox (H)
391 Finger Tank Finger Stalwart Ember Seal Raid Trash – Upgrade
391 Neck Melee Neck Necklace of Fetishes Shannox (H)
391 Neck Melee Neck Firebound Gorget Raid Trash – Upgrade
397 Neck Physical DPS Neck Choker of the Vanquished Lord Ragnaros (H)
391 Neck Spell DPS Neck Flowform Choker Majordomo Staghelm (H)
391 Neck Spell Spirit Neck Heartstone of Rhyolith Lord Rhyolith (H)
391 Trinket Trinket Spidersilk Spindle Beth’tilac (H)
391 Trinket Melee Trinket Apparatus of Khaz’goroth Raid Trash – Upgrade
391 Trinket Physical DPS Trinket The Hungerer Majordomo Staghelm (H)
391 Trinket Spell DPS Trinket Jaws of Defeat Majordomo Staghelm (H)
391 Trinket Spell DPS Trinket Necromantic Focus Baleroc, the Gatekeeper (H)
391 Trinket Spell DPS Trinket Eye of Blazing Power Alysrazor (H)
391 Trinket Tank Trinket Scales of Life Raid Trash – Upgrade
397 Trinket Melee Trinket Vessel of Acceleration Ragnaros (H)
397 Trinket Physical DPS Trinket Matrix Restabilizer Ragnaros (H)
397 Trinket Spell DPS Trinket Variable Pulse Lightning Capacitor Ragnaros (H)

Blue Posts

Originally Posted by Blizzard Entertainment
Justifying Class Changes
The blog seemed to be popular, and even players who disagreed with their being nerfed seemed to appreciate the fact that we tried to give some insight into what we were thinking. GC and the his crew are going to try to keep making similar blogs for every patch. I think it was one of the more positively received blogs in long while.

Offering a lot of justification for changes early on a patch though is challenging for a number of reasons. First is that patch builds are often just snapshots of the data at any given time. We wait until everything is near perfect for actual releases (as far as you can ever do with as complex a game as this), but when we are in PTR mode the devs are trying to get builds out quickly. That means you’ll often see a change that was half-implemented or something that a designer was messing around with. There often isn’t justification for those type of changes — it could just be trying to fix a bug or seeing how something feels with a slight redesign. Second, it takes a lot of time to justify those changes and designers are often really busy implementing the actual changes at that stage in the beta. When the changes are not even necessarily ‘real’ changes, justifying what might not stick probably isn’t a great use of time.

Finally, we greatly appreciate feedback from the community and it can have a big influence on our game design, but at the same time we want to avoid the perception that the players are collaborating on with us on designing the game. It’s tricky to manage expectations in that way, but if we lead players to believe they have more influence on design decisions than they actually do, then there’s a lot of undue frustrated and dismay when we don’t make a change that some may really wants us to make. Being able to take player feedback while making sure they don’t expect that feedback to be implemented as-is can be a tough balancing act, but is still a necessary one. (Blue Tracker / Official Forums)

Death Knight (Forums / Talent Calculator / Skills/Talents)
Trading higher risk for higher return
In general we like designs like this a lot. The challenge is that WoW is a game where you are tanking for a group, so there is a substantial social dynamic at play. We don’t want things to play out is like this: “Oh, look, our DK tank has the easy mode Death Strike talent. Ergo, he’s a bad tank. Let’s kick him and get a good one.”

Never mind that the DK in question probably tanks better with the “automatic” Death Strike rather than fumbling through the “manual” one. Never mind that the difference between the two is probably not going to make the difference between success or failure unless you are on Heroic raids (in which case why on earth do you have a pug tank?)

Obviously we shouldn’t design around misinformation. But at the same time, social pressure is really powerful. If the active / harder-to-use / more pro mode of Death Strike becomes the only acceptable standard, then we haven’t accomplished anything but complicate the game.

It’s something to think about at least. 😉 (Blue Tracker / Official Forums)

Paladin (Forums / Talent Calculator / Skills/Talents)
Holy Paladins
Here are developer thoughts on a few Holy paladin-related issues from this and related threads:

Mana — we still think the 4.2 changes are necessary. Many of you disagree. We’re not sure we can resolve the disagreement without all of us (players and developers) sitting around a table going over a lot of raid parses, which obviously isn’t very realistic. We don’t want to shut down the conversation completely, but at the same time, this is a topic we have spent a lot of time on internally, and we still like the 4.2 changes. If you’re right and we overcompensated, then we’ll admit we were wrong and make changes. We don’t think that will happen though. We think Holy paladins will remain awesome healers.

Beacon of Light — Ideally the way we want it to play out is that you are healing non-Beacon targets (i.e. using the transfer) most of the time. However, sometimes that 50% healing transfer isn’t sufficient and you have to actually heal the Beacon target directly. Yes that is less efficient, but there is no point worrying about efficiency when your tank is dead. (If you can’t sometimes heal your Beacon target directly without having severe mana problems, then you probably need to gear up more for the content you’re attempting.) Tower of Radiance was designed as consolation for healing the Beacon target. It was a better talent when it affected Holy Light, but unfortunately it was so good that the default behavior became only healing the Beacon target. That’s not what we want either.

Light of Dawn — like many AE spells, Light of Dawn doesn’t scale well from 5-player dungeons (or even 3-player Arena teams) up to 25-player raids. Maybe the solution in the future is to somehow have the spells themselves scale with group size, but in the mean time we made 4.2 changes to get players in larger raids to use Word of Glory a little more often. Light of Dawn will still gets tons of use in big raids, and we’re fine with that.

Holy Radiance — this spells hasn’t played out as we hoped. The initial design was that the paladin would heal targets around him, perhaps relying on the Speed of Light sprint to get to clumped, wounded targets, or even try healing in melee on occasion. We solved initial usability problems by just buffing the heal over and over, especially the range, such that the position of the paladin in the group is almost irrelevant now. Yet because it maintains an instant cast, there isn’t a lot of interesting gameplay around Holy Radiance. It would probably work better as a cast time heal with no cooldown, so that you had the choice of using it or a single-target heal in the same way a shaman chooses Chain Heal when appropriate. Ultimately this might allow paladins to feel like they could be assigned to AE healing. That’s a big redesign, but something we’re considering. (Blue Tracker / Official Forums)

Holy Shield Redesign / Protection Paladins
On the topic of who wanted this change, we’re just in a better position than players to get a sense for what a wide variety of paladins are asking for across the world. Players are most familiar with what their friends on their own realm are thinking, or what they read on the forums they frequent. Those are typically fairly small sample sizes. And I don’t mean that as a slight against anyone in this thread who disagrees with our decisions. It’s just the nature of the way in which data can be collected.

The more salient point though is that this isn’t a decision-making process that is heavily influenced by polling. The change made was a suggestion we saw several times, considered, and decided we agreed with. We know there are players who disagree with the decision, which to be fair, is the outcome of every single design decision we make. We think the most fair point is that some tanks already have enough going on, and as we suggested in the recent Blood DK discussion, we’re considering options to let players opt out of complexity at their discretion.

As far as Protection paladin mastery goes, one solution we like, as we alluded to before, is to split Protection’s mastery into multiple components so that hitting the “hard cap” is less of a hard cap. There are two problems with this design. First, it would feel a lot like the warrior mastery, and we know some of you want to be less like warriors, not more. Secondly, it would be a huge nerf to Protection survival overall. We could compensate for it elsewhere, but you will see a lot of players upset about the nerf — players who liked stacking mastery to the cap and then being able to focus on other stats. We looked a lot at the paladin gear for Firelands and concluded that while it will be easier to max out mastery, there won’t be so much of it that paladins get frustrated when mastery gear drops. It might let them swap out a few other pieces or use fewer gems. We could have the problem again in the next raiding tier, but we have ample time to consider our options before that time.

This sort of leaves me with one question. Are you guys okay with Paladins block capping? You guys tend to bounce between the two ideas of “we are okay with it” and “we don’t want it.”
At the 10,000 foot view, it’s not ideal. But it doesn’t cause so many problems, balance or otherwise, that it was worth the potential fallout from a change. Even if we make a change that we think is for the better, it’s still a change that requires some amount of relearning on the part of the player base, so we try and pick our battles. (Blue Tracker / Official Forums)

Rogue (Forums / Talent Calculator / Skills/Talents)
Rogues popularity
This is a topic we discuss a lot. We don’t believe it has anything to do with game balance though. Rogues were also less popular than other classes at times when they consistently topped damage meters and dominated PvP. This isn’t a trend that seems to rise and fall with current game balance. Overall, we’ve never seen a strong correlation between which class is considered overpowered and what players are playing. (Note: This is true overall, but if you move to smaller and smaller sample sizes, perhaps Arena teams above or below a certain rating threshold or raids above or below a certain level of progress, then you can see some correlations between power–real or perceived–and popularity.)

We do know that a lot of rogues appeared to reroll DK, at least when the class was first introduced. We also think rogues were more popular back in the day before flying mounts and instance-teleportation, where ganking someone out in the wilderness was more common. We saw a surge in the popularity of hybrid classes, especially druids and paladins, as running heroic dungeons became something nearly every player did instead of a more dedicated minority.

It’s possible that some rogue mechanics aren’t as fun as they could be. This is a really subjective issue though, and it’s trivial to find members of every class and spec declaring that their character is clunky and ill-conceived while some other class or spec appears sleek and shiny. We made some changes (i.e. stealth movement speed) to try and make some of the rogue mechanics more fun and this is the kind of thing we’ll continue to keep an eye on.

Plenty of players love rogues though. We don’t want to give the perception that the class is dying or anything like that. It’s just less commonly played than say paladin, which is probably why you see so many paladin-related threads on all three forums.
(Blue Tracker / Official Forums)

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