Originally Posted by Wryxian (Source Cataclysm Preview: Darkshore)
Cataclysm Preview: DarkshoreGame designers Luis Barriga and Craig Amai sat down with us to discuss upcoming changes to Darkshore's landscape, the fate of Auberdine, and the challenges of redesigning an old-world zone from the ground up in this World of Warcraft: Cataclysm content preview.

Q. What was the original concept for the zone?

A. Darkshore was one of the areas hit hardest by the Cataclysm, so the main idea was to present a zone that had literally been shattered by those events. That was the approach we took for the revamp in terms of lore and aesthetics.

In terms of gameplay, our goal was to take advantage of the changes to the environment and use them to help address previous issues with quest flow. It was an opportunity to streamline progression within Darkshore so that the overall experience for players would be much smoother and require less running back and forth.

Q. Who will be using this zone (what levels/factions)?

A. Darkshore is designed for Alliance players, primarily night elves and worgen, from level 11 through 20.

Q. What is changing about the zone?

A. Auberdine has been destroyed; entire species of creatures have been wiped out, and the land has been torn wide open in multiple places.

The Cataclysm has also given the upper hand to a number of nearby foes, including coastal naga, Twilight's Hammer cultists, and opportunistic trolls of the Shatterspear tribe who seek to exploit weakened night elven settlements.

Q. What's happened to Auberdine?

A. Auberdine has been nearly razed to the ground, and what wasn't destroyed by the Cataclysm is now under assault by air elementals led by Twilight's Hammer cultists. The city is pretty much in ruins, but some survivors did make it out alive.

Q. With Auberdine in ruins, where do night elves go now?

A. Lor'danel. It's a small night elven town just to the north of the ruins of Auberdine.

Q. Without giving up any spoilers, what's the general storyline for this zone?

A. Darkshore has suffered immensely from the massive seismic ripples of the Cataclysm. The night elves are in survival mode, helping refugees and, wherever they can, fending off the advances of the Twilight's Hammer cult, the naga, and the Shatterspear trolls. Meanwhile, Malfurion Stormrage, recently returned from the Emerald Dream, has traveled to the epicenter of the destruction and called upon the ancient powers of Cenarius to contain it.

Q. What do you think is the most exciting new addition to the zone?

A. Without a doubt, the most exciting addition to Darkshore is the gigantic vortex in the center of the zone, where the devastating forces of the Cataclysm are being pit against the primal power of Malfurion Stormrage. Our amazing artists and level designers made us an epic energy vortex to serve as a visual centerpiece for the destruction, and it looks phenomenal.

Q. What goes into redesigning a zone like this?

A. Redesigning Darkshore required much more work than we originally anticipated. This was one of the first zones we tackled that centered on the effects of the Cataclysm, so we started out with the modest goal of adding a few themed quests and improving the general flow of the zone. As we piled on the visual changes, though, we soon discovered that a lot more manpower was needed to generate content that correctly reflected Darkshore's new landscape and lore.

Q. What was the most challenging aspect about implementing these changes?

A. At first we thought that we would be able to work with the majority of the original quests in Darkshore, but most of them just didn't make sense when viewed in the context of the zone's new storyline and direction. For example, chasing after corrupted wildlife and investigating washed-up threshers would seem out of place when everything around you is being ravaged by natural disasters, elementals, naga... and worse. Reaching the realization that we would basically have to scrap all of the old content and start from scratch -- and then actually bringing that plan to fruition -- was probably the hardest part of the process.

Q. What should players do or go see first?


A. Players should start in the town of Lor'danel and then play through the quest series naturally, slowly heading south. Higher-level players (levels 15 and up) may want to skip ahead and meet up with Malfurion Stormrage at the center of the zone, but Darkshore feels best if you experience the entire storyline from the beginning, as intended.

Q. What's happening at the Master's Glaive? The last time we saw it, it was mostly buried underground.

A. Twilight's Hammer cultists have recently begun to unearth the remains of Soggoth, one of the more powerful servants of the Old Gods, from beneath the Master's Glaive with the intent of bringing him back to life. Players will have to foil the cultists' plans before the new incarnation of Soggoth reaches full strength.

Q. Is there anything new at the Grove of the Ancients?

A. The Grove of the Ancients was shielded from most of the devastation caused by the Cataclysm, due in large part to the power of the ancient guardians residing therein. Protecting the grove required an enormous amount of energy, though, and as a result, most of the guardians have gone into a sort of slumber. Players will have to figure out a way to wake them and bring them into the fight to ensure the survival of Darkshore.

Thank you, Luis and Craig, for taking the time to talk about your involvement in reshaping Darkshore for World of Warcraft: Cataclysm!

Lepe vesti za ljubitelje mini pet-ova. Uspeli smo da dodjemo do modela novih mini pet-ova koji su ubačeni u Cataclysm Beta.

Ovo je jedna od zona zbog koje je Blizzard najviše uzbudjen. Raspon Levela ove zone je kompletno promenjen, a nova obala na istoku drastično je povećala zonu za levelovanje. 
 
Pored toga, Tainted Scar (sub-zona u jugo-zapadnom delu Blasted Landsa, trenutno nastanjena elitnim demonima u klasičnom WoW-u) je sada velika worgen oblast. Umesto da bude "scar", ova šuma je mračna, nejasna, i sumorna koja se izlaže okeanu. 
 
Worgeni koji su u ribarskom selu Surwich u savezu su sa Alliance-om.
  • Dreadmaul Hold – izgleda da se proširio, i preuzet od strane Horde
  • Nethergarde Keep – južn zid je otvoren sa novim putem koji vodi ka obali gde se nalaze dosta Gilnean duhova koji lutaju u blizini njihovih uništenih brodova
  • Nethergarde Mines (Garrison Armory) – zauzet od strane Horde
  • The Tainted Scar – kompletno renovirano područje za levelovanje, veoma maglovito i sumorno (Daio je i dalje ovde); Worgen grad sa Flight Masterom kojeg možete naći na samom jugu.
  • Ostalo – Jugo-istočno od Dark portala je nova oblast koju je otkrilo snižavanje plime i oseke. Red Reach, mesto gde su vladali nekada murloci, koji su sada u ropstvu od strane naga; konstantna borba izmedju Horde i Alliance mobova izmedju dvorca i rudnika.
  • Novi Hunter Pet-ovi – Bonepicker Feeder (Carrion, Green), Felscale Crawler (crab)

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U novom nastavku World of Warcraft: Cataclysm, Azshara će postati low level zona. Bilgewater Cartel goblins, Hordini novi saveznici, imaće svoj dom ovde, gradeći grad na liticama uništavajući Azshara kratere, kako bi se napravilo mesto za veliki kamenolom. Još uvek je nejasno kako je kataklizma utiacala na ovu zonu, ali nam je jasno da goblini žele da pokažu lojalnost hordi time što su promenili oblik Azshare u gigantski hordin simbol.

Kalec je ovde sakupio sve plave zmajeve (blue dragonflight), jer se plaši da će Malygos-ova smrt biti znak slabosti, i da će Deathwing poslati svoje agente kako bi ubili preostale plave zmajeve. To se i desilo i Deathwing je napao Azsharu kako bi ulovili Azuregosa. Kalec i Azuregos pomoćiće low level horde igračima da odbace ovu invaziju.
  • Bay of Storms – sada sadrži veliko ostrvo, gde ćete naći grad Goblina – Bilgewater Harbor
  • Bitter Reaches – deo koji je pretvoren u ugljenisanu dolinu, gde ćete naći zmajeve (jedan čak i 83 level elite)
  • Forlorn Ridge – Trake rudarske delatnosti od strane Goblina
  • Lake Mennar – promenjena geografija, nema više dragonolokih mobova, već ćete naći ovde spirite koji lutaju.
  • Ravencrest Monument – i dalje postoji, koristi se za hordine questove.
  • Rethress Sanctum - Uništen
  • The Ruined Reaches – zapadno mesto sada preplavljena sa gnome-ovima.
  • Ruins of Eldarath – sverno odavde je Blackmaw Hold, pećina slična Timbermaw Hold; Ruševine više nisu sakrivine ispod ovih brda.
  • Scalebeard's Cave - uništen
  • Shadowsong Shrine -uništen
  • The Shattered Strand – mnogo toga je promenjeno zbog bitke izmedju Naga i Goblina
  • Talrendis Point – proširen kao ceo grad, ali za sada nema nijedan Alliance quest.
  • Temple of Arkkoran - uništen
  • Temple of Zin-Malor – novi neprijatelji zajedno sa novim bossem
  • Thalassian Base Camp – sada Darnassian bazni kamp
  • Valormok – napadnut od strane Alliance
  • Ostalo – Race traka, koja prolazi celu Azsharu, koju horda koristi kao brzi transport. Novi ulaz u Ogrimmar, gde možete neći dosta goblina, koji daju izgled skoro kao drugi okrug.

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Originally Posted by Blizzard Entertainment
Tanks - Vengeance 
Imagine the tooltip for Vengeance read "Your damage scales with the rest of your raid as if you wore dps gear instead of tanking gear." That's pretty much it.

Q: Why not just make it +threat?
A: Tanks tell us *constantly* that damage is fun and threat without damage is not fun. Devastate is a much more fun button than Sunder Armor.

Q: Why make me have to worry about threat?
A: Because it's part of your job. A fight where there is no real danger of losing threat means half those buttons on your bar don't do much.

Q: Why not make tanks wear dps gear?
A: A few reasons. The big one is that tanks care about survival so they want to gear for survival. The bear solution works okay, but I suspect if they had the choice, the druids would rather see us itemize bear leather (if we could solve all the skewed distribution problems that led us to the current goal in the first place).

Now, it would be awesome if tanks did consider dps stats more seriously, and maybe outside of the instagib environment of Lich King, they will. Back in the day, tanks at least have say swords and rings for +threat fights even if they didn't use them all the time.

Q: Why does Vengeance needs to fall off at all?
A: Because we want you to care about actually hitting your buttons. You should be good at threat because you know when to use a Shield Slam for burst threat, not because of a nearly-passive aura that makes stuff stick to you like glue. If we wanted Vengeance to solve every problem of tanking, we would just make Defensive Stance et al. give you a 1000% threat modifier such that you'd never have problems.

Q: But if Vengeance falls off, we'll wipe.
A: That's not the intent. You have Shield Slam and similar abilities. You have a lot of threat generating tools. Heck, you have Taunt much of the time.

Q: What is the role of Vengeance in PvP?
A: Hopefully irrelevant. If making it dispellable isn't sufficient, we'll simply turn it off.

Q: Why can't tanks do competitive damage in PvP?
A: Because they chose the tank role instead of the dps role. Tanking comes with enormous advantages that are helpful in PvP, such as being hard to kill, hard to control and having good control of your own. That will be even more useful in the Rated BGs of Cataclysm.

Q: [I don't like that design. I prefer a different design.]
A: Feedback like that is useful to a point, but understand that your feedback will be more valuable if it does align with our goals. Saying "I think tanks should do the same damage as dps specs," is fine feedback, but it's something we're unlikely to change.

Hunter
Focus (Source Re: Focus isnt being implemented because of b)
We implemented focus because hunters do not feel like a magic class to us. They aren't casting spells. They are shooting things with a ranged weapon. 

Paladin
Protection (Source Re: GC Please stop understating 15% block.)
Paladins were always the "Block first, ask questions later" tank class of TBC and Wrath. Yes warriors use shields too, but Holy Shield made us block far more than the other guy.
We're just not happy with the way Prot paladins have been playing in Lich King. If you've followed these forums for some time that should come as no surprise. It's difficult to do that without breaking some eggs / butchering some sacred cows / insert your own metaphor here. Now we don't want to lose what it is that attracted you to the class in the first place, but we do need some space to come up with something we think is fun. 
Holy Power as a mechanic is far from a polished entity.

I would agree. It just went in a few weeks ago. But we have plenty of time before we ship. 

TLDR: 1) Please rethink the Holy Power = Mitigation philosophy and work it into Holy Power = Burst Threat philosophy.
The problem with this is that survival tends to trump threat concerns for tanks much of the time, and that's a totally logical response to have given the encounters you're asked to tank. While there are some fights where burst threat matters, there are plenty that don't. Almost every fight involves the tank staying alive however. We didn't want to introduce this new mechanic which was supposed to add some interest to all three paladin trees, and then have Prot paladins fall back on just mashing buttons on cooldown the way they play today, at least on the fights where threat wasn't tight. 

Originally Posted by Blizzard Entertainment
Concentration Aura (Source Re: So who else gets Concentration Aura?)
Someone else is getting Concentration Aura. Place your bets. 

200% crits (Source Re: No Ruin, Complete Devaluation of Crit?)
Warlocks and mages get 200% crits.

We have talents or passives for the hybrid classes because we want the nukers to get the big crits but not the healers. But for mages and warlocks, it seemed silly to have identical passives that say "you get 200% crits" when we don't do that for all the melee classes who get 200% crits.

Incidentally, hunters also get 200% crits in Cataclysm. They already did for the most part on all of their physical attacks, but unless I'm mistaken, attacks like Arcane Shot could only get a 150% crits. That is fixed for Cataclysm. 

Raid Buffs in Cataclysm (Source Re: Dude Why My Totem?)
Nobody has more powerful versions. All raid buffs are identical in power in Cataclysm. Some have different durations or radii or other measurements of convenience. "I won't get brought because his buff is more powerful than mine," is a pretty reasonable argument. "I won't get brought because his buff is more convenient than mine," just doesn't carry the same punch.

Players are going to find themselves in situations all the time where they bring the same buff that someone else brings. Shaman and paladins are probably in the best situation of bring able to bring something no matter what else the group already has. But we still want for groups to be able to bring say two Fire mages, and in that case, their contributions are identical.

Failed specs (Source Re: Dude Why My Totem?)
Yet, even though Enhance's dps was low, there were thousands of dps shaman raiding ICC. By far the majority of raids had at least one. The only specs we really failed on in LK raiding were Frost mage, Subtlety rogue, BM hunter and Arms warrior. 

Hybrid Builds (Source Re: Bloat vs. Choice)
We really haven't ever supported the true hybrid builds where someone goes halfway down two trees. It would be one thing if someone really wanted to play say an Affliction warlock who also emphasized demons or the Ret paladin who also wanted to be a better healer. But almost without exception the hybrid builds that have ever existed involved sneaking down into a second tree to get an overpowered talent or two. The developers never really wanted the last talent in a tree to be a decision. They want you to get that talent. When players would make builds that didn't go to the bottom of their tree they would feel like something was wrong with the tree. Nobody wants that 31-point talent to be a hard choice.

So, yeah, go get that 31-point talent. You'll have some decisions to make on the way down and then you'll have 10 points that can get you 3 or 4 additional talents from a pool of 15 or so that are left over. Not all of those builds will make sense, but many of them will. That feels like plenty of choice to me and both you and we will know that you have the basics that make your spec work.

Rogue
Subtlety (Source Re: Rogues: Sub-Speccing Sub)
We're going to make Dirty Tricks baseline.

We still think the mobility between Subtlety and the other trees is a little far apart. This is something we want to address.

We also think Subtlety's damage against heavy armored targets is probably a little low and we're looking at that as well.

However, as we said in the Twitter dev chat, if you had a tree with Assassination's burst or Combat's timers *and* Shadowstep and Prep, why would you play anything else in PvP? In PvE, we want to get all 3 rogue specs to be as close together as possible. But part of that involves Rupture and Honor Among Thieves, which are just more potent in PvE than PvP. In PvP, we think it's fair that Subtlety does less toe-to-toe damage given that the tree has so many advantages when not toe-to-toe. 

Sprint cooldown (Source Re: Rogues: Sub-Speccing Sub)
I will admit that the 3 min cooldown on Sprint feels a bit antiquated. It's something we're discussing but it's too soon to promise anything.

Shaman
Totems not as useful as before? (Source Re: Dude Why My Totem?)
This is a pretty common sentiment among shaman, but it's just not one we agree with. Elemental shaman having to give up their dps totem for a dps buff was a situation we weren't happy with. But Enhance giving up a dps buff for utility totems -- and very powerful utility totems -- isn't the same thing in our minds.

We don't want to have to balance the game around the assumption that Earthbind or Tremor Totem are up 100% of the time in a raid, which they would be if they also gave you the Strength of Earth buff. (For starters, we'd have to give equivalents to other classes since otherwise having a shaman would be a huge advantage.) Once you remove Tremor and Earthbind, (and disregarding Stoneclaw and Earth Elemental as super situational) then you're left with Strength of Earth vs. Stoneskin, and the powers of those two really aren't comparable. If you have one shaman, drop Strength of Earth. If you have two, or someone else who can bring that buff, then you can add Stoneskin. If you really need Earthbind or Tremor for an encounter, then you can live without Strength of Earth. Most of the time in PvE when you need those other two, it's not for the entirety of the fight anyway. 

[...] If the model was that shaman were brought for their buffs then that would be a problem. But the model is that shaman are brought because they contribute to the group as a whole, which includes bringing some buffs (and to be fair, more than most classes) but also doing competitive dps. If your dps is too low, then *that* is the problem, not that you don't bring a powerful buff so awesome that you're virtually guaranteed a raid spot even if you go AFK half the time. 

[...] And if you have a paladin, you probably have Devotion Aura, so then there is no reason to drop Stoneskin either. And if the group also has a warrior, then that warrior might Battle Shout, rendering Horn of Winter useless. You just aren't going to be guaranteed a raid slot because you bring the only reasonable version of a group buff. The good news is that nobody is. 

Warrior
Rage Normalization - Crits no longer generate extra rage (Source Re: Same rage gen problems in Beta)
We actually are concerned that even with normalization that rage scales too well with gear. Currently on beta, rage generation feels about right at level 80, but the income drops down more and more with higher levels. Now we have no doubt once warriors get epic gear with tons of haste and crit that they will have plenty of rage again, but that's the problem that rage normalization was really intended to fix.

The solution we're looking at, and I predict a lot you aren't going to like it, is not to have crits provide extra rage. That will let us bump rage income across the board without it getting infinite again at the epic level. This actually provides a certain amount of consistency with other classes because then crit would be about bigger numbers and haste would be about being able to do more because you have more resources to work with.

We think to feel right that warriors (and bears) generally need enough rage income to hit their main rotational buttons, but not Heroic Strike or Cleave. You might occasionally have to wait a second for that Bloodthirst or Mortal Strike, but we don't want that to be a regular occurrence (unless you just squandered your rage by playing badly.) Getting a lot of rage, because say you were stunned or took a lot of damage from something or the shaman popped Bloodlust, then just lets you Heroic Strike or Cleave more, get bigger Executes, save GCDs from going to Bloodrage, etc.

But also to feel right, this needs to occur in both quest greens and fully-gemmed and enchanted endgame gear. We don't think that is happening enough yet on beta.

Rest assured, you'll still scale just fine with gear.

Hit rating and rage generation (Source Re: Same rage gen problems in Beta)
We know Cataclysm warriors will value hit pretty highly, and to be honest that's not a bad place to be coming off of LK where warriors viewed hit as junk. Then again, part of that was because of the Heroic Strike bug, so maybe hit would have been more valuable even in LK.

We're also taking a hard look at combat ratings across the board right now in Cataclysm. We removed so many passive combat ratings from the talent trees (as well as things like Misery and the Draenei racial) that we're concerned that our current ratings are too brutal. If we relax those, then everyone will see their hit go up.

If after all that dust settles warriors still are penalized too much for a miss then we might consider something to address that, but only if we were confident that warriors would still desire hit on gear more than they did in LK. 

Rage "nerf" (Source Re: Same rage gen problems in Beta)
It's just tricky because we know that warriors used to the Icecrown raiding environment are going to feel rage nerfed almost no matter what. Some of those warriors are going to complain about being rage starved anytime they aren't hitting Heroic Strike on cooldown. We just have to be very cautious when we get feedback. It is 100% supposed to be a nerf, but only to the degree of having to pay attention to that red bar up there under your health. It isn't supposed to be a dps nerf (minus the Heroic Strike bug and Shadowmourne and other things that make Fury dps too high on live). 

Warrior Scaling (Source Re: Same rage gen problems in Beta)
Totally. A little more rage is fine. Cats get more combo points as their geat gets better. Mages get more mana. We're just worried that the Cataclysm numbers currently in beta will make warriors still scale too well with gear, which means the leveling warriors don't have fun or the warriors facing the Bastion of Twilight out-dps the other classes.  

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