*placeholder for now, going to get updated on the fly tonight*
Some panel images from the introduction to the expansion:
Spoiler:
Concept art
Spoiler:
Story
Spoiler:
Garrosh will be put on trial and escape before a verdict. He is going back in time, altering the current timeline slightly.
Garrosh's goal is to stop the Orcs from drinking the blood of Mannoroth and building the Iron Horde using technology from the present.
The end of this expansion is going to spill over into the next one. Many more expansions are lined up now.
Draenor
Spoiler:
Homeworld of the Orcs, heart of the Draenei, lots of giants, seven new zones.
The Iron Horde is here to take an army into Azeroth and your job is to stop them.
Grommash has united the Orc clans.
The Alliance will defend Karabor (Black Temple) and make it their main city this expansion.
The Horde will defend the Bladespire Citadel and make it their main city this expansion.
Catacylsm changed up the zones, but WoD zones are rebuilt from scratch, not just modifying Outland.
Azeroth has had many different empires over time, but Draenor is a more savage world with just the Ogre empire in decline.
Netherstorm will be used in a future patch, not at launch.
The Frostwolf Clan, Shadowmoon Clan, Blackrock Clan, Warsong Clan, Bleeding Hollow, and Shattered Hand Clan will make an appearance.
Kargath led the Shattered Hand Clan out of slavery and chopped off his own arm to do so.
Grommash will play a major role in the story to come. Will his anger get the best of him?
Kilrogg Deadeye leads the dark shamanistic Bleeding Hollow Clan, which is located in the jungle that becomes Hellfire. They gouge out their own eye to obtain a vision of their death, which helps guide their clan.
Creatures
Spoiler:
Lots of opportunities to create new creatures.
Dragonfly mount.
Zones
Spoiler:
There will be an expansion introduction similar to the Death Knight starting experience.
Launch event will set up a suicide mission, Dark Portal will turn red.
After into, Horde go to Frostfire Ride, a Tundra with volcanoes. You meet up with the Frostwolf Clan and help them defeat the Thunderlord Clan.
After intro, Alliance go to Shadowmoon Valley, where it is always night time. You save Karabor (Black Temple) and turn it into your main city. Home of the
Shadowmoon Orc Clan.
Gorgrond has lots of steam vents that are being capped to power the Iron Horde war machine. Blackrock Foundry is one of the raids in WoD.
Talador has a much larger Shattrath city and Auchindoun before it was destroyed. Auchindoun is a dungeon in WoD.
New Player Models
Spoiler:
New models have lots of facial detail, teeth, tongues, smiles, and animations.
Dwarf, Orc, and Gnome models are ready to preview.
Garrisons
Spoiler:
Build your own base on Draenor, WoW version of Housing.
Your friends can come and see it, trade resources.
Collect followers and send them on missions. Name them!
Customize your base. Pick the zone and buildings
Offline progression (days to weeks)
Integrated into the world, no loading screens.
Allows you to get epic gear, your own land, limited access to professions you don't have.
You can build a mine in your base and go and mine, or send followers to go mine for you.
Your garrison can be expanded over three tiers. Each expansion gives you more plots of land.
You can move your garrison later.
Collect trophies and build monuments. Access them by completing achievements. Mount a rare spawn's head in your Town Hall.
Buildings have unique bonuses, such as reducing the recovery time for your followers after a mission or a free resurrection in the world once a day. These can be upgraded and customized with specializations after three tiers of upgrades. This is like talents for your building.
The Inn lets you find new followers every day. It comes with a kitchen that has a cooking NPC. The specializations let you pick Tank, DPS, or Healer followers.
There are three tiers of art for every building, inside and outside change with each upgrade.
Alliance and Horde get unique art for buildings.
Many ways to collect followers, bribe or recruit them.
Followers level up by doing missions. Even after the level cap, followers can increase their item level.
Followers have quality or rarity and can be customized and named.
Send them on Raids, Dungeons, and Quests. Matching up followers and their traits with missions is almost a minigame.
There are also specialized missions, which are unlocked by owning certain buildings. These have bonuses that are unique.
Boost to Level 90
Spoiler:
Warlords of Draenor will boost one of your characters to Level 90 for free.
The boost will clean up your bags, quest log, and action bar to reduce the mess.
Inventory Updates
Spoiler:
Pets and Mounts are collected now, but WoD will be adding Heirlooms, Toys, and maybe Tabards. All of these are Account Wide!
You can flag items as Favorites and summon a Favorite mount.
Bags are now auto sortable in the default UI.
Bags highlight items that were added since you last opened them.
Bags highlight the quality of items.
Bags show an icon on Vendor Trash.
No more quest items in your bags!
Larger stack sizes.
Craft directly from your bank.
Adventure Guide
Spoiler:
Guide to help players know what they can and should be working on, what kind of raids you are ready for.
It shows you things you can do and is customized to your character.
Level 100 Talents
Spoiler:
Tooltips will be split out by spec.
New tier of talents for everyone.
Dungeons and Raids
Spoiler:
Seven new dungeons at launch, four for leveling, three for max level.
UBRS will come back as a Heroic Dungeon and Leveling dungeon.
All dungeons will have Normal, Heroic, and Challenge Mode.
Two raids at launch, Highmaul and Blackrock Foundry. Together they have 16 bosses.
New world bosses.
Flex worked out well, but the 10 and 25 structure has some issues.
Flex scaling will be used for Normal and Heroic difficulty.
Raid Finder will scale if you lose people and are waiting for the group to fill.
Mythic is a new difficulty harder than heroic with a 20 player fixed size.
PvP
Spoiler:
Ashran will be a new World PvP zone with faction bases and other hotspots. It also is a PvP sandbox that continues all of the time. Wintergrasp had a start and end time, but Ashran will always be active. It is somewhat like the original AV.
Ashran will use cross realm zones to create a faction balanced PvP zone.
Ashran will let you build and commandeer siege vehicles.
The UI will have a new objective tracker and capture status. Flags will fill with color as it is being captured.
Battleground scores will be added to give players an idea how how they are doing in the battleground. It fills out by doing damage, healing, capturing objectives, and contributing to the battleground.
The Honor system will stay in place, but the end of battlegrounds or arenas will give you a random chance to win bonus items, honor, BoE gear, and more.
You will get a weekly quest to upgrade an item, something like completing a number of battlegrounds or arenas.
Trial of the Gladiator is the new Arena Ladder. It will concentrate queue times at certain times during the week, which will help higher rated people have others to play against and help to identify exploiters.
Trial of the Gladiator also uses tournament rules. You can buy gear from a vendor and play, no need to grind up a set. PvE gear won't work in here!
You will earn prestige rewards only from Trial of the Gladiator.
Trailers
Spoiler:
Lv 100 talents:
Spoiler:
Death Knight
Spoiler:
Necrotic Plague
Passive
A powerful disease that deals 100 damage per stack every 3 sec for 30 sec. Each time it deals damage, it gains 1 stack, and jumps to another nearby enemy if possible. Cannot be spread by Pestilence.
Replaces Blood Plague.
Defile
1 Unholy, 30 yd range
Instant, 30 sec cooldown
Defiles the ground targeted by the Death Knight, causing 100 Shadow damage every 1 sec for 10 sec. Each time Defile deals damage, it increases in area and damage by 5%. This growth can occur a maximum of 3 times per second.
Replaces Death and Decay.
Breath of Sindragosa
15 Runic Power, plus 15 per sec
Instant, 1 min cooldown
Continuously deals 2000 Shadowfrost damage every 1 sec to enemies in a cone in front of you. This effect lasts until canceled or Runic Power is exhausted.
Druid
Spoiler:
Touch of Elune
Balance (Sunfall)
Passive
Entering Solar Eclipse will transform your Starfall spell into Sunfall and reset its cooldown.
Feral (Lunar Inspiration)
Passive
Moonfire is now usable while in Cat Form, generates 1 combo point, and costs 30 energy.
Guardian (Guardian of Elune)
Instant, 1.5 sec cooldown
Requires Bear Form
Instantly converts up to 60 Rage into up to 5000 absorption for 15 sec.
Replaces Frenzied Regeneration.
Restoration (Moment of Clarity)
Passive
Omen of Clarity now lasts 5 sec, instead of 1 cast.
Will of Malfurion
Balance (Zenith)
Channeled
Targets all enemies within 60 yards and accelerates the caster's Moonfire and sunfire effects, causing them to deal damage at 400% of the normal rate for 4 sec.
Feral (Bloody Thrash)
Passive
Thrash now also spreads Rake to other damaged enemies.
Guardian (Malfurion's Tenacity)
Passive
Increases your Armor by 200% of your Agility.
Restoration (Germination)
Passive
Genesis now also extends Rejuvenation by 1 sec after hastening it.
Might of Malorne
Balance (Equinox)
Passive
Lunar and Solar Eclipse now last until the other is triggered, instead of ending at 0 Balance Power.
Feral (Savagery)
Passive
Savage Roar is now passive.
Guardian (Bristling Fur)
Passive
After using Enrage, the next attack against you will deal 50% less damage.
Restoration (Rampant Growth)
Passive
Swiftmend now consumes Regrowth or Rejuvenation, but has no cooldown.
Hunter
Spoiler:
Bola Shot
30 Focus, 40 yd range
Instant
Fires a bola at the target, which wraps around them. After 1 sec, it explodes, dealing 3000 Fire damage to them, and an additional 2000 Fire damage to all enemies within 5 yards.
Replaces Arcane Shot.
Snipe
40 yd range
2.77 sec cast
Requires Ranged Weapon
Carefully line up the perfect shot, dealing 150% weapon damage. Generates 60 Focus.
Cannot be cast while moving.
Replaces Steady Shot and Cobra Shot.
Beast Mastery & Survival
Also refreshes Serpent Sting.
Marksmanship
Also triggers Steady Focus.
With or Without You
Beast Mastery (Versatility)
Passive
Increases the effect of your pet's Combat experience to 70% increased damage. Your pet now gains the following abilities, regardless of spec:
Rabid
Spiked Collar
Thunderstomp
Blood of the Rhino
Great Stamina
Bullheaded
Cornered
Boar's Speed
Marksmanship & Survival (Lone Wolf)
Passive
Increases all damage dealt by 30% when you don't have a pet active.
Mage
Spoiler:
Prolonged Exposure
Arcane (Arcane Overpower)
Passive
Casting Arcane Missiles extends Arcane Power by 2 sec.
Fire (Kindling)
Passive
Your Fireball, Pyroblast, and Inferno Blast critical strikes extend Combustion by 1 sec.
Frost (Thermal Void)
Passive
Casting Ice Lance extends your Icy Veins by 2 sec.
Focusing Crystal
40 yd range
Instant, 1 min cooldown
Conjures a focusing crystal at the target location, which is attackable by only the Mage. The crystal will absorb the power of all damage deal to it. After 10 sec, it will release bursts of energy, dealing damage equal to 130% of the damage it took, split between all enemies within 8 yards, over 6 sec.
Falling Stars
Arcane (Arcane Orb)
Instant, 15 sec cooldown
Launches an Arcane Orb forward from the Mage's position, traveling up to 40 yards, dealing 1000 Arcane damage to enemies it passes through. Grants the Mage an Arcane Charge every time it deals damage.
Fire (Meteor)
1000 Mana, 40 yd range
Instant, 45 sec cooldown
Calls down a meteor which lands at the target location after 3 sec, dealing 10000 Fire damage, split evenly between all targets within 8 yards. Also burns the ground, dealing an additional 2000 Fire damage over 10 sec to enemies in the area.
Frost (Comet Storm)
1000 Mana, 40 yd range
Instant, 30 sec cooldown
Calls down a series of 7 icy comets on and around the target, each of which does 2000 damage, split between all enemies within 5 yards of its impact point.
Monk
Spoiler:
Vital Conviction
Brewmaster (Soul Dance)
Passive
You are now able to shrug off even spells, such that 30% of your normal stagger amount works against magic damage.
Mistweaver (Detonate Chi)
1000 Mana, 100 yd range
Instant
Causes your Healing Spheres to instantly trigger, healing the nearest ally within 6 yds.
Windwalker (Hurricane Strike)
15 yd range
Instant, 45 sec cooldown
Unleash a rapid series of kicks, dashing between nearby targets, dealing 14000 damage over 3 sec. While kicking, you are immune to all damage and effects.
Chi Explosion
1 Chi, 40 yd range
Instant
Consumes up to 4 Chi to cause the target to explode with Chi energy, causing additional effects based on Chi consumed:
Brewmaster
1+ Chi: Deals 2500 Nature damage to an enemy.
2+ Chi: You also gain Shuffle for 6 sec.
3+ Chi: Also purifies all of your staggered damage.
4+ Chi: The damage also hits all enemies within 8 yds of the target.
Mistweaver
1+ Chi: Heals an ally for 2500.
2+ Chi: This healing also heals all allies within 8 yds of the target.
3+ Chi: Also summons 8 Healing Spheres in an 8 yd radius ring around the target.
4+ Chi: Healed allies are also healed for an additional 800 over 6 sec.
Windwalker
1+ Chi: Deals 2500 Nature damage to an enemy
2+ Chi: Damaged enemies also take an additional 1500 Nature damage over 6 sec.
3+ Chi: Also generates a charge of Tigereye Brew.
4+ Chi: The damage also hits all enemies within 8 yds of the target.
Serene Mists
Brewmaster & Windwalker (Chi Serenity)
Instant, 1.5 min cooldown
You enter a state of mental and physical serenity for 10 sec. While in this state all Chi consumptions are instantly refilled.
Mistweaver (Soothing Tendrils)
Passive
Your Soothing Mist now also chains to up to 2 additional allies within 15 yds of the last ally, and has a 50% higher chance to generate Chi.
Paladin
Spoiler:
The Light Within
Holy (Bastions of Light)
Passive
Beacon of Light can now be placed on up to two targets.
Protection and Retribution (Empowered Seals)
Passive
Your Seals also cause your Judgment to empower you with an additional beneficial effect:
Judgment of Justice
Increases your movement speed by 10% for 20 sec.
Judgment of Insight
Heals you for 3% of your maximum health every 2.00 sec for 20 sec.
Judgment of Righteousness
Increases your attack speed by 10% for 20 sec.
Judgment of Truth
Increases your attack power by 10% for 20 sec.
Seal of Faith
623 Mana
Instant
Fills you with Holy Light, causing you to gain Faith equal to all damage dealt. Faith acts as spell power toward the next healing spell you cast.
Holy
While Seal of Faith is active, all damage dealt is increased by 30%.
Protection & Retribution
While Seal of Faith is active, all damage dealt is reduced by 30%.
Divine Conviction
Holy (Saved by the Light)
Passive
When you or your Beacon of Light target drop below 30% health, you instantly grant the injured target a protective shield, absorbing up to 30% of their maximum health for 10 sec.
You cannot shield the same person this way twice within 60 sec.
Protection (Holy Shield)
Passive
Increases your block chance by 10% and when you block, you deal 2000 Holy damage to your attacker.
Retribution (Final Verdict)
3 Holy Power, Melee Range
Instant
Requires Melee Weapon
Empowers your weapon with holy energy, and performs a devastating strike, dealing 250% weapon damage as Holy.
Replaces Templar's Verdict.
Priest
Spoiler:
Divine Clarity
Discipline (Clarity of Will)
1000 Mana, 40 yd range
2.50 sec cast
Shields the target with a protective ward, absorbing 2500 damage within 30 sec.
Replaces Greater Heal.
Holy (Clarity of Purpose)
1000 Mana, 40 yd range
2.50 sec cast
Heals allies within 10 yards of the target for 5000, split such that more injured targets will receive a larger portion of the healing.
Replaces Greater Heal.
Shadow (Clarity of Power)
Passive
Your direct Shadow damage spells deal 40% additional damage to targets not affected by your periodic Shadow damage spells. Casting Mind Spike also reduces the cooldown of Mind Blast by 1 sec.
Shadowy Recall now also affects your direct Shadow damage spells.
Power of the Void
Discipline & Holy (Shifting Perspectives)
Passive
Your Void Shift spell has no cooldown, but can only be cast on allies with less health than you, and no longer heals.
Shadow (Void Entropy)
All Shadow Orbs, 40 yd range
1.5 sec cast
Consumes up to 3 Shadow Orbs to deal up to 750 Shadow damage every 3.00 sec for 60 sec.
Spiritual Guidance
Discipline & Holy (Saving Grace)
3000 Mana, 40 yd range
Instant
Instantly heals a friendly target for 50% of their maximum health. Reduces your healing done by 10% for 10 sec, stacking up to 10 times.
Shadow (Auspicious Spirits)
Passive
Your Shadowy Apparitions also grant you 1 Shadow Orb when they deal damage.
Rogue
Spoiler:
Master the Basics
Passive
When you critically strike with an autoattack, you gain an additional combo point on your target.
Shadow Reflection
20 yd range
Instant, 2 min cooldown
Summon a shadow of yourself on the target that will watch you and memorize your ability usage for the next 8 sec. After this time, it will mimic the memorized abilities on tis target over the next 8 sec.
Death from Above
50 Energy
Instant, 20 sec cooldown
Requires One-Handed Melee Weapon
Finishing move that consumes combo points on the target to empower your weapons with shadow energy and perform a devastating two-part attack.
You whirl around, dealing Shadow damage to all enemies within 8 yards, then leap into the air and slice into your target on the way back down, dealing additional Shadow damage.
1 point: 400 area damage, 1000 target damage
2 points: 800 area damage, 2000 target damage
3 points: 1200 area damage, 3000 target damage
4 points: 1600 area damage, 4000 target damage
5 points: 2000 area damage, 5000 target damage
Shaman
Spoiler:
Rainstorm
Elemental & Enhancement (Storm Armor)
Passive
While your Lightning Shield is active, lightning will strike a random enemy within 40 yards that you are in combat with every 3.00 sec for 2000 Nature damage.
Restoration (Condensation Totem)
100 Mana
Instant
Summons a Water Totem with 5 health at the feet of the caster for 1 min that collects 25% of all overhealing, and grants it to the Shaman as spell power toward their next Healing Wave, Healing Surge, Greater Healing Wave, Chain Heal, or Riptide.
Storm Elemental Totem
1022 Mana
Instant, 5 min cooldown
Summons an Air Totem with 6000 health at the feet of the caster, calling forth a Greater Storm Elemental to hurl gusts of winds on the caster's enemies. Each gust of wind does damage to the enemy, and then heals all allies within 15% yards for 100% of the damage dealt, split evenly. Lasts until cancelled.
Reach of the Elements
Elemental & Enhancement (Spew Lava)
40 yd range
Instant, 45 sec cooldown
Empowers your current Fire totem with the power of lava, causing it to spew globs of lava at a random enemy within 40 yards every 1.00 sec for 15 sec. Each glob of lava deals 2000 Fire damage to all enemies within 8 yards.
Restoration (High Tide)
Passive
Your Chain Heal also bounces to all targets affected by your Riptide.
Warlock
Spoiler:
Chaotic Resources
Affliction (Soulburn: Haunt)
Passive
Grants the Soulburn empowerment to your Haunt spell.
Your Haunt spell also grants you 15% increased periodic damage for 30 sec.
Demonology (Furious Chaos)
Passive
Touch of Chaos no longer costs Demonic Fury, and instead generates 40 Demonic Fury, but Metamorphosis provides 30% less increased damage.
Destruction (Charred Remains)
Passive
Incinerate and Conflagrate deal 75% less damage by generate 400% more Burning Embers.
Cataclysm
40 yd range
2.6 sec cast, 1 min cooldown
Conjures a cataclysm at the target location, dealing 10000 Shadowflame damage to all enemies within 8 yards.
Affliction & Demonology
Also applies Corruption.
Destruction
Also applies Immolate.
Demonic Servitude
Passive
You are now able to maintain your control over even greater demons indefinitely, allowing you to summon Doomguards and Infernals as permanent pets.
Warrior
Spoiler:
Blade Barrier
Passive
When you Whirlwind or Thunder Clap, whirling blades continue to spin around you for 30 sec. These blades do 1000 damage every 1.00 second to all enemies within 8 yards.
Ravager
40 yd range
0.879 sec cast, 1 min cooldown
Throw a whirling axe at the target location that inflicts 3000 damage to enemies within 8 yards every 1 sec. Lasts 15 sec.
Extreme Measures
Arms & Fury (Masochism)
Instant
Deal damage to yourself equal to 20% of your maximum health, and gain 30 Rage.
Protection (Gladiator Stance)
Instant, 1.5 sec cooldown
A dauntless combat stance.
Increases all damage dealt by 20%. Also causes Shield Slam to consume Shield Barrier as additional damage, and have an increased chance to critically strike equal to your critical block chance.
Screenshots (full sized):
Spoiler:
World of Warcraft Raids, Gameplay, Questing, and More (more info about several topics)
Spoiler:
Raids
The Blackrock Foundry will be the second raid available at release. It is the center of the Iron Horde and has 10 bosses in three wings, with a non linear layout.
The feel of looking down in BRD or UBRS and seeing more of the area was nice.
You will still be able to raid with similar flexibility in boss order as Flex has now.
The new Normal will be as difficult as Flex is today.
The new Heroic will be as difficult as Normal is today.
The new Mythic will be as difficult was Heroic is today.
All levels of difficulty except for Mythic will be cross realm on release.
Each raid difficulty has its own lockout. They will be loot based lockouts, allowing you to kill the same boss multiple times per week and only get loot once a week.
There is no more dynamic difficulty switching in raids. Now you have Mythic trash and Mythic trash loot.
Raid Finder will be the only kind of raid you queue for now. Normal (current Flex) will require you to zone in.
Loot will scale based on the number of players, giving you a higher chance for another piece of loot the more players you have. This ensures there are no optimal breakpoints that would limit raid size to get more loot.
Right now boss abilities still have some breakpoints. Going from 14 to 15 adds a third target for a certain mechanic in SoO right now, but in the future it would have a scaling random chance to have a third target so that there isn't that breakpoint.
Quests
Quest chains that are important and have important lore and story will be indicated with an icon.
There will be more optional content and less quest hubs that have to be unlocked by another chain first.
The dynamic events from Timeless Isle will appear in the world when you are leveling and Level 100. Right now they are mostly soloable rare spawns, but the WoD events will be more complex and not soloable.
Treasures will be hidden down paths that quests don't send you down and found frequently. They also will have a small amount of story to go with them.
Quests will have a chance to give you rare or epic rewards.
The quest UI has been updated to combine the map and quest log and help guide the quest experience better.
The map will show you where you left off on the important storyline quests.
The world will be more dynamic and less predictable.
Level 100 Content
There will be few or no daily quests at level 100!
There will be more max level content than ever before.
People really liked the Patch 5.1 daily quest story line, as well as the Timeless Isle reward system. These will be combined to create big zones with long progressive story lines that are more free form.
There will be some environmental gameplay, similar to Troves. It gives you an opportunity to use your class skills that are normally not used to earn rewards.
Garrisons
When you build your Garrison, you will get a few starting buildings.
The Town Hall is your main point of interaction and is automatically placed.
All profession buildings are in the Small Buildings category. They will allow you to use an engineer follower to run missions to get engineering recipes and items.
The pet stable will have a trainer you can fight.
Large buildings are something you would expect to see in a WC3 base. Each building has a bonus. For example, the barracks will let you have more followers.
Buildings start out small and are upgraded over time.
Some upgrades can be purchased, but some are blueprints that you find in the world. They can be faction rewards, quest rewards, random world drops, or found in other ways.
Specializations allow you to customize a max level building. They can be changed once each day and may have a cost. You pick from one of three specializations.
Some buildings will allow you to assign followers to them. If you find a miner follower, he can work while you are offline collecting ore.
Managing your followers will be an important part of garrisons.
Fill plots to upgrade your tier. Plots come in multiple sizes.
Followers can be sent on Quests, Scenarios, Dungeons, or Raids. Raids may take party of a week and many followers.
You put the followers into a party and send them on missions. You get a bonus if you match traits on your followers to the missions.
When you send your follower somewhere in your Garrison, you will see the follower there.
Systems
World of Warcraft is a game you play with friends. WoD will remove barriers that stop you from playing with friends and encourage you to make new friends.
Random matchmaking is going to feel like a last resort.
Raid Finder is there to let you see the content and story, almost like a Tourist mode.
Group Finder will work cross realm and work for many different types of groups. Finishing Shadowmorune, RBGs, Raids and more!
Stacking the Deck will give you bonus Valor for queuing with friends or queuing again with the same random matchmade group. (~10% bonus Valor)
Leveling
Leveling doesn't feel as exciting as it used to, so WoD will try to address that.
From level 91 to 100 you will get upgrades to your core spells. Some will be slight class changes, some will be passive bonuses, similar to old spell ranks. Some of the boosts will definitely be easy to feel.
See the slides for examples of leveling rewards!
Itemization
Getting new items should be exciting. Right now it feels like you have to do a lot of work when you get a new item.
Hit and Expertise don't feel like a bonus, so they are now gone!
Dodge and Parry, gone!
Reforging, gone!
Enchanting is still around, but fewer items can be enchanted. There will be more enchant choices for those items.
The number of items with gem sockets will be gone. Only one gem slot per item. Gems are more powerful.
Sockets are a bonus that don't count towards item level budget. No more socket bonuses or meta gems.
The stats on armor will now change based on your spec. Plate drops and it will have whatever stats your class needs, no more Intellect plate! No more PvP Priest Healing set and PvP Priest DPS set, just a Priest set.
Jewelry, cloak, trinkets, and weapons will be more role focused and might keep stats.
Armor will become a good tanking stat again, Spirit will be good for healers.
Tertiary stats are bonus stats that can appear on gear that don't count towards the item level budget. Lifesteal, avoidance, sturdiness, movement speed (stacks with other bonuses), cleave, and more.
Item squish is in! All of the big jumps from old expansions and raid tiers will be flattened.
Your relative power won't change, just the numbers. The speed at which you kill things won't change. You can still solo old content.
Q&A
Connected realms will make it possible to find a Mythic group on realms that are currently low population.
The transition to 20 player Mythic raiding will be difficult, but it will be good for tuning and the game as a whole.
Scaling raids to 30 is a possibility, but isn't planned right now.
Scaling player level is being worked on still. When the team comes up with a good way to scale and reward old content there will be more to talk about.
Followers do content that is unique to Garrisons, not anything that players can do.
And some images that come with the text above:
Spoiler:
Proud member of Frustrated Association of International Losers Failing Against the Gifted and Superior (F.A.I.L.F.A.G.S)
Last edited by sausje on Sat, 9th Nov 2013 22:33; edited 13 times in total
"boost to lvl90", won't that make all previous zones completely empty of players? o right, i don't really care anyway, wow is dead to me.
You get one free boost so you can start right away (since Draenor campaign, i.e. Outland before the corruption, will be a trip into past), for the rest of your characters you'll have to level them up regulary.
wow looks more outdated that i remember >_<, i feel like garrison is mix of swtor and wildstar, whole housing idea buffs and materials just shouts wildstar , followers and missions is totally swtor
Still looking towards wildstar much more and doubt ill come back to wow
FFS, the people at Blizz should really learn to spell correctly. There's hardly 100 words in the panels, yet they managed to sneak in a silly typo. What a bummer.
wow looks more outdated that i remember >_<, i feel like garrison is mix of swtor and wildstar, whole housing idea buffs and materials just shouts wildstar , followers and missions is totally swtor
Still looking towards wildstar much more and doubt ill come back to wow
housing was announced back when they announced vanilla wow. It just never happened until now
8 out of 10 dentists prefer zipfero to competing brands(fraich3 and Mutantius)!
Lorewise, goood stuff and I have a slight interest, it could be cool like a book or something.
But an expansion based around it? It feels underwhelming, but what do I know, I stopped playing quite a few years ago. I expected something new(why? I dunno), atm it feels like its just more levels, raids and quests. zzz
man for someone that quit back in cataclysm (only thing i havent played is mop) everything sounds so overwhelming to come back to.
all the shit they added in mop, now all the shit they add in draenor, you'd have to make this game your fulltime job to experience everything.
the boost to 90 doesn't really sound very appealing either, sure you can instantly experience the quest zones, but all the profs & whatever comes along the way still need to get done to the appriopriate level manually, so it remains a huge pain in the ass.
miss the game somewhat (mostly cause of all the completely shit that comes out these days, release gta5 on pc already fuck sakes! ;o), but it's just too overwhelming to return at this point, and it just requires too much time bleh
Expansion in itself is interesting, but i can't help but wonder how they're trying to cuddle the toddlers and the mongoloids scouring the servers. I know they are removing hit and expertise. Holy fuck, let not new players learn to manage ANYTHING. Well, for story this can be good, gameplay wise they are fucking up even more.
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