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Before you ask any questions,., a complete management system for your ROTMG Mules. Players should be able to trade anything in the game that they want. Furthermore, drops should be made in public bags again. This would make the game far more interesting, in a number of ways: 1: with high-value UTs available as top-level trades, the market should stabilize and actually have more importance in the game. 2: Keys would actually be consistently tradeable (no, the current system where scamming is everpresent doesn't cut it).
3: Surplus inventory could be dropped publicly for friends instead of either just leaving it or wasting time trading. The problem is it still exists. Deca should've had it fixed a while ago. Fighting cheaters/dupers is a losing battle. There's always incentive for hack providers to create hacks, as they make money off of hacks/dupes. Even if DECA managed to patch all existing dupes, people would find others that would then need to be patched. You also severely underestimate the difficulty of patching dupe methods, especially in a platform as old/glitchy as flash.
Why balance the game around duping? There's duping, and there's duping. It isn't necessary to balance the game around 5-10 people who decide they're going to dupe t14s (which barely provide any benefits to equipment that's one tier down) and sell them for an exorbitant amount of money, but it is if everyone and their mother has a few juggs.
UTs are meant to be difficult to get because they completely change a player's playstyle. In an ideal world, hackers/dupers would not exist. However, this isn't an ideal world.
The best we can do is minimize the ways that hackers/dupers affect the average player's experience. In this case, the best we can do is to make the most endgame and game-changing items soulbound so that the market isn't flooded with them. Item ids would help. Also tracking trades would help.
Which would help ban rwt sites. Whats stopping hackers from duping DECA rings?
And why does it still have value. You act as if everyone will be able to afford a jugg if it comes off of SB, or everyone duping UTs Who said UTs are supposed to be rare because they change playstyles? Planewalker is common as hell and it changes rogue in so many ways.Yet its one the most common uts. Same goes for other UTs such as Book of Geb. You're confusing rarity with utility. Shouldn't have to farm for a year so I can play Archer in a different way Minimize the ways hackers/dupers can affect legit users, by limiting the legit users.
That makes sense. A duper who gets a jugg will still be a duper with juggs. A legit user farming for juggs for 5 years will still be the same. Take the sites down Good luck with that. Legal stuff costs money, and deca (most likely) doesn't make enough that they'd want to be paying legal fees on this stuff.
Ban the bot advertisers There was a while when DECA went around manually, server-to-server, banning bots. It requires time from admins (who presumably have better stuff to do) or extra staff, which costs the company money. People have to buy from RWT sites, which is much more than a hassle due to the risk of getting scammed and the high prices And yet, RWT sites still exist.
Because they still turn profit. You can't naively argue that RWT sites won't exist if DECA tries to stop them. Take a minute and think about the facts before you try to argue logically about something that is basically already disproved by the existing state of the game. 'Good luck with that. Legal stuff costs money, and deca (most likely) doesn't make enough that they'd want to be paying legal fees on this stuff.' Yeah, if someone is breaking my rules I definitely wouldn't, you know.
Enforce the rules. /s They can atleast request names/artwork to be removed, or did Deca not legally protect their own artwork? 'There was a while when DECA went around manually, server-to-server, banning bots. It requires time from admins (who presumably have better stuff to do) or extra staff, which costs the company money.
' That's a problem in itself, which most people just set a chat filter to instantly get rid of (A guess) 80% of the spam bots. Hell, many keywords are blocked.
All I'm asking is for a bit more filtering, or bans for those accounts. 'And yet, RWT sites still exist.
Because they still turn profit.' Yeah, have a source for that? It doesn't take much money or effort to make a website. ESPECIALLY when you can rip all of the code from a different website.
CSGO Gambling sites are a great example. A bunch of the same sites, same coding, plaguing the game. A good portion of these sites barely got attention, yet they all still stay up. It's a website.
Very basic sites, which is what these (and csgo sites) are, cost around $20-$50 yearly for domain names and hosting services since most of the designs/developing is ripped. That's if these rwt companies choose to not use one of many site-creation services. Oh, and I forgot to mention, ads. These sites are riddled with them.
' You can't naively argue that RWT sites won't exist if DECA tries to stop them. Take a minute and think about the facts before you try to argue logically about something that is basically already disproved by the existing state of the game. ' You're right, I can't naively argue these sites wont exist if DECA tries to stop them, good thing that's not at all what I'm saying. RWT Will always stay, since some the creators will have the glimmer of hope that they can make profit off of it.
The existing state of the game shows that many people can simply ignore RWT Sites, it's not worth the hassle, risk, and overpriced items. Why would I spend $5 on a skin or ST set when i can farm for the pots needed to buy the skin or st set for free, and probably more fun. If Dupers have destroyed the game economy already, why are Decas still selling for 6 Life?
Why are some skins selling for 8 Life? Certainly all Non-def pots would be worthless due to the mass amount of duping. Surely the state of the game is absolutely ruined by dupers, hackers and RWT Sites. Except it's not, and calling me naive and illogical doesn't make it true.
A little about myself. Huge diablo fan. Played diablo 1, diablo 2, and diablo 2 lod Avidly played diablo 2 lod for 5 years basically until slipping university grades forced me to quit. Was a huge paladin zealot pvper (shout out to palapk dueling community:cool:). I've played games all my life, and quite frankly, there is no facet of any game which I enjoyed more than Diablo 2 LOD's paladin dueling. I've finally graduated from Univ, and avidly waiting for D3's release However, as much as I love the diablo franchise, and am looking forward to it, one thing will ensure that I don't even bother with diablo 3 Namely if they decide to make the best items soul-bound (for those who don't know what soul bound means.
It is when you equip an item, it is only usable by your characteror sometimes your account. Only your character(s) can use it, and it can't be traded to anyone else) I did a google search and read a few discussions on the topic in relation to Diablo 3.
The best of which is the official statement made by Diablo's lead designer Jay Wilson If you haven't read it, you can check it out here Some of the concerns Jay brings up are relevant, and indeed there is a temptation to introduce soul bound items into diablo 3 to eliminate build up of special items. However, quite simply, to do this would destroy a huge part of that magic which Diablo 2 had. Quite literally, the only reason I kept playing for almost 6 years, years and years and years after I had finished the PVE stuff, is because items were not soul-bound.
It would suit the PVE community, but make it absolutely brutal for the pvp community. When I was playing, all one had to do was go to the PVP trading channels, and pvp game organizing channels on battlenet to see how disproportionately popular PVP is to PVE. Only the hardcore mode community rivaled it. And the life-blood, the beating heart, of that community was trading items. If I wanted to try some amazon PVP, and was thinking of making an amazon, I knew I could do it by trading one of my paladin high% weapons to an amazon who was similarly interested in making a paladin.
The thought of having to grind mobs for months and months and months trying to get that ludicrously low drop rate item just so I you can gear up a new character for pvp is nausea inducing Although Jay was correct that many rare items simply accumulate over time in diablo, there is one crucial aspect about it which he seems to not realize(particularly with non-magic classes): In Diablo, many of the best items have damage modifying percentages. 'Rare' items may indeed be a dime a dozen, but paradoxically, the very cream of the crop (% damage wise) of those 'rare' items are not Why this is the case is a mystery to me.
It would follow logic that as time goes by, more and more of them would exist in the world and their value would go down. But it simply is not the case. Part of the reason for this more obvious. Namely that people who happen to have the very best and rarest items (damage% wise), simply do not trade them. They keep them.
And if they do trade them, it will only be for an equally fantastic weapon coming the other way. A classic example of this is a 3 socket Cruel Mythical Sworld of Quickness. It is made by combining a particular sword with 3 chipped gems inside the horadric cube, and basically gambling. All wacky kinds of items might pop ought, but the most desirable thing for a Fury druid was the cruel mythical sword of quickness. Extremely low chance of getting it. Because once socketed with 3 increased attack speed gems, it was the only weapon in the game with decent damage which would give a fury druid a 4-frame-attack-speed. The druids who were lucky enough to have haggled for those items (b/c rolling one was near impossible), would never ever ever trade them, unless for equally spectacular items from another class.
Contray to logic, for 6 years I never seen an increase in their abundance. The same 2 or 3 druids who were using them in 2003, were the same ones using them in 2008 The whole beauty of Diablo for me and most pvp'ers, was spending hours haggling, wheeling and dealing in trade channels, and forums, and games, trying to trade for better items. To summarize and conclude. Blizz should rack their brain and try to figure out a different way to get a hold on items flooding the market over time. But soul-bound items is the worst possible idea. Sorry if it sounded like a rant.
How To Trade Soulbound Items
But blizz is playing with fire. The diablo economy will be fine if hacks/dupes/cheats are dealt with. No need to introduce soul-bound items in any manner whatsoever. It's not quite that doom and gloom.
Soulbound gear sounds like it'll just be the extreme high-end of loot. Maybe it'll just be reasonably high-end, no idea. Either way, everything a hair below that will be traded around like the super min-max stuff is now, and the soulbinding loot will be there for people who want to spend the time and effort to make their characters better than the other guy, as opposed to just hitting the corner market for a Insert Super Item Here. Sure, the PvP community will decide you suck if you don't have whatever super-rare completely perfect drop, but that's more a problem of the PvP community, honestly. Quote from 'Michal' » The whole beauty of Diablo for me and most pvp'ers, was spending hours haggling, wheeling and dealing in trade channels, and forums, and games, trying to trade for better items And you can still do that. This is gonna happen. I dont see the problem.
You think ppl wont trade? Like hell they wont. You seriously think Blizzard is taking 5 years to make a game where ppl wont trade when they specifically mentioned how important they think trading is to the game? Stoll m1 plus crack. The problem with your whole theory is that you assume that drop rates will be the same as in D2. Quote from 'Orbalgus' »It's not quite that doom and gloom. Soulbound gear sounds like it'll just be the extreme high-end of loot. Maybe it'll just be reasonably high-end, no idea.
Either way, everything a hair below that will be traded around like the super min-max stuff is now, and the soulbinding loot will be there for people who want to spend the time and effort to make their characters better than the other guy, as opposed to just hitting the corner market for a Insert Super Item Here. Sure, the PvP community will decide you suck if you don't have whatever super-rare completely perfect drop, but that's more a problem of the PvP community, honestly. Theres two problems.
#1 - I would rather have the 'stuff just below super high end' being soul-bind, and leave the super high end stuff trade able, because it is that super high end gear which fuels pvp. It would be disgustingly bad if you had to.grind. or.find. those super high end items yourself. You could play for 5 years straight and not find a single item worn by the majority pvp'ers in Diablo 2. They have those items because they traded for them. They might have had a really good amazon item, or druid item, or had found many precious runes, and then using those items, TRADED for the top pvp stuff they wanted.
It simply would not work with soul bound items. Haggling and bargaining with people for deals. Wheelin and dealing.
Deciding whether its worth it to give up your awesome etheral zod axe in order to get some high% rare sword. That is far more fun and what keeps pvp alive than grinding mobs for 2 years trying to get that item with a 0.01% chance of dropping from a boss.
#2 - Its not that easy to distinguish what great items are, and what are arent. It takes months if not years before people start realizing the perfect synergies for items in a game like diablo. Back in the day, you would see druids/paladins wearing a pair of life leech gloves which are far less rare than what blizzard deemed the best gloves are. Visit D2JSP for example, and see the hundreds of thousands of threads and posts. Why is Diablo 2 still alive nearly a decade after it was released? And please don't say its the PVE aspect.
Even the most shiny, beautiful high end graphic RPG or FPS game will get boring after a few months of playing especially if there are not constant raid/dungeon updates like you find in MMOS. The same basic 5 acts, the same monsters, same story line, and yet the Diablo community is still pulsing to this very day, 10 years later Why?
Simply put because of non-soul bound items which is the pillar on which the entire diablo economy stands on. Thats not to say there isn't room for improvement. Of-course there is.
Better anti-hack, anti-dupe, anti-cheat methods. Things like higher costs for repair of items to act as a gold-sink, so that the game's gold stabilizes and becomes valuable. In my opinion theres 3 possibilities. 1) A decent game 2) A really fun game, with limited replay value 3) A really fun game, with through the roof replay value Diablo 2, for all those hundreds of thosuands still playing, falls into category 3. And that again is rooted in diablos trade based economy which cannot function if the most desirable items are soul-bound. There are two approaches to making boosting a games 'replay' value. #1 is Diablo's method.
Which is what i just mentioned. #2 is the painful way.
The way where you simply force people to grind forever if they wan't to get specific desirable items. #3 is the way I hate the most. The hamster wheel way. The way of world of warcraft. Where virtually everything is soul bound, and every patch/season they purposely make all former items you worked so hard to get virtually obsolete, and players are forced to get back on the hamster wheeel Please blizzard. Diablo 2 had a magical winning recipe that can be improved in obvious ways like tigher anti-cheat systems. Do not put a dagger in that system by introducing Soul bound items.
No soul bound items at all. Not even if its only for 'just below top level items', or 'only top level items', because as I mentioned, blizzard has no idea what the diablo community will discover to be the most desirable items through the inevitable evolution of strategies over time. Quote from 'Pryda' »Its good for the economy and we have respecs now so you wont need 5 barbs and 7 wizards so that balances it out. Simple as that. And you can still do that.
This is gonna happen. I dont see the problem. You think ppl wont trade? Like hell they wont. You seriously think Blizzard is taking 5 years to make a game where ppl wont trade when they specifically mentioned how important they think trading is to the game? The problem with your whole theory is that you assume that drop rates will be the same as in D2. You misunderstand my point.
Of-course blizzard will allow some trading. But the problem is that restrictions completely change what diablo is. It is a tough point to understand, and maybe you do, and I just didn't explain myself clearly.
Soulbound
Diablo is a slash and hack game. Its not like world of warcraft where PVP depends a huge amount on skill as well as items. Diablo comes down to items. And blizzard is proud of it, having stated that they want to make diablo 3 so that it can be played by mouse alone if one desires. (Thats fine by me. No problem) When you have a hack and slash game. Items is everything.
The only class (arguably) which needed a bit of skill in pvp for diablo was sorc and amazon. But even then it was childs play to learn.
Imagine after Diablo 3 has been out for 1 or 2 years, and the consensus most desirable item for a Monk turns out to be an etheral 2 socket 'Staff of nightmares' (imaginary item), and a 4 socket 'Tainted Warspike'(imaginary item) Now those two items come with some random fluctuating modifers. Two of these very rare 'Tainted warspikes' will not be the same because one of them have slightly more Damage% boost, or more life leech, or more lethal strike%. Now consider that these items are soul bound. And they have higher drop rates as you argued. A) They will be very hard to find. Meaning you force players to waste months and months trying to farm an item that could elude them for years even perhaps. It will be easier to find, but people are STILL forced to farm them, and when they do get them, they will still not be that important because as you said 'better drop rates' Essentially what it comes down to is this.
In diablo 2, after your few playthroughs (playthoughs which are intensely enjoyable because the game is still fresh at that point), you can amass enough items, runes, etc to start you off on a long and enjoyable Diablo career. Because from that point on, no item is beyond your reach. You dream of having the most awesomely geared amazon or druid, you can do it. You do through trade.
You make incremental increases to your characters item value by trading with others who want what you have, and slowly your purchasing power increases. And here is the kicker - It is an inherently fun process. Bargaining and haggling is practically a part what it means to be a human being. It is something we enjoy doing. Running around killing the same monsters for an unforseen amount of time hoping something you want drops is not fun. Its a game-killer for a game like diablo which doesn't get constant content updates like World of Warcraft.
It won't work. People will give up. Like you said, the ability to repsec your skills/stats is a great move by blizzard. That will improve replayablity even further.
But soul-bound items will destroy long-term hypnotically endearing part of the game. Sure you wil enjoy it for a few months, maybe even one or two years.
But you will never see hundreds of thousands of players still playing a non-MMO hack and slash game with elements of soul-bound items 10 years later. Let alone one which has been ravaged by cheats and dupes as hard as diablo, and which is still going as strong I'm not bragging or trying to sound belettling/concieted. But like I said I played diablo for hours and hours on end for literally 6-7 years before I quit. And even when I quit it was extremely hard to do so, but forced myself to do so because it was affecting my university grades. I truly feel I was so deeply a part of the diablo experience for so long, that I understand some of the mysteries behind the game's success. And i'm telling you that soul-bound items of nearly any type will snuff out that hidden ingredient of diablo 2. It is not enough to simply say 'we understand trading is important to the economy' and then start introducing any types of soul bound items.
Its like saying 'I understand that teenagers love underground car racing, so were going to give them a racing track away from the streets so that there is less danger to them.' It may sound like a good idea, the teenagers like racing, so why not give them an official track where they can race. Two birds with one stone right? Failing to realize that the very reason underground racing is seductive to so many kids, is because of of the mystique and rebellious aspect of it.
Similarly, you cannot maintain the magic of what diablos economy is, by trying to introduce any type of soul-bound items, in the attempt to stop the market building up in rare items. It is a very hard thing for me to explain despite the last 3 giant posts I just made. But reading Jay talk about introducing 'some aspects' of soul-binding was the worst news I'd heard about Diablo 3 since I learned it was being pushed back again to 2011 Go to the D2JSP forums, and speak with some of the players who have been around for years. Ask them about it and you will almost certainly get my point of view in response. From my point of view you are only talking about PVP.
What about PVE. In PVP their are a lot less choices of items since as you said PVPers want the best gear that is possible for their character/build. Also your assuming that the high end gear will be bind on equip.
As I said in a my previous post you can trade it if you don't equip it.so don't equip it. Why would you want to equip something that a wizard uses if you are a barb. As for PVE gear will be much more wide spread since their is always a bigger choice of what you want. It also depends on your preferences.
'Do I want to dish out insane loads of damage, or do I want to sacrifice damage for resists.' I've got no idea if they will include Magic Find in D3 but if they do then that is just another option for PVE gear. Even BoE are very hurtfull to the PvP community. In D2 to be a viable PvP player you only need a X amount of wealth (in items, equiped or not) were X is a certain character dream build. So, if you want to try a different build up or want to completly change class all you have to do is trade all your gear for another that fits your new character. In D3 if you want to creat another character you will have to pass through the painfull process of farm all this wealth once again whenevr you change your character/build.
Still we don't know how pvp will work. Maybe theres a system under development that fills this hole. Maybe a way to get gear through PvP is the best one. Quote from 'ScyberDragon' »They are increase the PvP aspect of Diablo 3, maybe you will be able to obtain gear through PvP. If your referring to the WoW system where you get points for doing PvP mini games and what not the I don't agree with that.
Remove Soulbound Wow
PvP in Diablo should be widespread and while mini games can be fun (I know when I played wow for those 2 month's all i did was battlegrounds) I think that spending points that you earn while doing pvp mini games is tedious and boring. I would personally rather trade or find the gear.
Quote from 'ScyberDragon' »One major thing you are forgetting is the possibility of housing more items than D2. Ithe top items are bind on equip, you can still trade them. If you are playing as a barb but get a high end weapon for a wizard, then you can trade it to get a high end weapon for a barb. The amount of items you will actually equip compared to the amount of high end items you get are minimal. There will still be a booming trade system in D3 minus the few items people have already equipped. Quote from 'kira862' »If your referring to the WoW system where you get points for doing PvP mini games and what not the I don't agree with that.
PvP in Diablo should be widespread and while mini games can be fun (I know when I played wow for those 2 month's all i did was battlegrounds) I think that spending points that you earn while doing pvp mini games is tedious and boring. I would personally rather trade or find the gear.
Trade are possible, but not viable alone. Imagine yourself with a certain character with the best gear possible but not much wealth outside your binded equiped gear.
If you wish to creat another charcter you will have to farm alot because you can only trade part of your non binded wealth wich is not allwasy enough to fully equip a new character. And find gear is not viable if you're a pvp maniacen a fallen one. That refuses to kill even a fallen one.
People must understand that some people completly stop farming when they get a certain amount of items.
Call of the Crusade Since the opening of the in northeastern, adventurers have journeyed from across and beyond to prove their worth in the heart of the domain. Shining force feather ds rom english. Under thundering skies the tournament's participants hone the arts of war and face off in bone-shattering jousting matches to earn the right to be called champions. Yet these heroes have yet to face the greatest challenge of all: the.
Formidable and champions, ferocious beasts, and lieutenants are just some of the opponents awaiting adventurers in this gladiatorial arena. Few will survive the coliseum's perils, but the is confident that the worthy heroes who do emerge victorious will be ready to join the offensive against and end the Lich King's reign of terror.
Isle of Conquest Off the coast of, Horde and Alliance forces are locked in an epic struggle for a tiny island rich in resources. Known as the, this rocky battleground's proximity to Icecrown makes it a highly prized base in the war against the Lich King. Both factions have deployed devastating weapons to drive each other from this strategic location. Day and night the ground trembles under lumbering while monstrous airships pummel enemy positions with fiery cannons. The bloody conflict spreads to every corner of the island as new heroes arrive to aid their factions. It remains to be seen whose banner will wave triumphantly over the Isle of Conquest and at what cost victory will be achieved. General.
Construction of the is complete. New raid and for the Crusaders' Coliseum can be toggled using the setting. This applies to 10 and 25 player versions., and all share separate raid lockout timers. and dungeon.
Daily quest added to the heroic daily dungeon quest giver. 10 and 25 player (normal mode) raid dungeon. 10 and 25 player (heroic mode) raid dungeon.: Active on only, the tribute system will limit players on the number of attempts the raid is allotted each week. Additional rewards can be earned depending on the number of attempts left in the tribute run each week when the final boss is defeated. Head to the new 40 vs.
40-player siege-style, the, to vie for control of a strategic location with a host of resources sought by the and. Two level brackets are available: 71-79 and 80. Defend the walls of your keep and protect your general by killing enemy players and destroying their. Capture the, or for access to destructive siege vehicles or strategic attacks on your enemy's base.
Capture the or for their resources to garner reinforcements, a steady flow of bonus honor and a 15% increase to siege vehicle damage for each of these capture points your team controls. To claim victory, bust through the enemy's keep walls (or find other ways to get inside) and kill their general, or obliterate your opponents until their reinforcements are depleted.
The Expands. All new daily quests and rewards have been added for players with the. Rewards include a new Argent Crusader and (which can port players to the ), a (can periodically run bank, mail or vendor errands for the player), a -exclusive mount and new items.
All new and daily quests and rewards have been added for players with these factions. Rewards include, new and and a new. Just when you thought you had seen the last of the, he makes his to the tournament. Wait, didn't you?. New Dungeon Loot Feature. Players will now be able to trade items with other raid or group members that were eligible for the loot.
This system will work like the Item Buy Back system and allow 2 hours for players to trade an item after it has been looted. Players who choose to or add gems to the item will get one last confirmation before losing the ability to trade the item. New druid art for and has been added.
There are now five unique color schemes for each form and faction. Changing hair color or skin tone via the will change the look of one's cat and bear forms.
PvP. Arenas. Beginning with, players will no longer have access to the newest season's weapons or shoulder armor and will not qualify for the title/rewards with ratings from the 2v2 bracket alone.
Ratings obtained through 3v3 and 5v5 game play will be required for these rewards, while the rest of the newest season's items will remain available to players in all brackets (standard rating restrictions still apply). The entire Arena has increased in size by 25%. can now be used in this Arena. The position and collision of the crates on the central platform has been modified. The flame wall has been removed. Alcoves have been removed from the starting chambers. The collision around the central tomb has been smoothed out to prevent players from becoming stuck on the terrain as often.
Battlegrounds. Battleground has arrived!. Players will now be awarded experience for completing objectives and actions that yield honor in Battlegrounds (honorable kills not included). Players who do not wish to gain experience through can visit in or in - both located near the in either city - and turn off all experience accumulation for the cost of 10. Disabling experience gains will prevent a player from gaining experience through any means available in the game. Players with experience gains turned off who compete in Battlegrounds will face off only against other players with experience gains turned off.
and can reinstate experience gains for players, for a 10 fee of course. Any experience that would've been accumulated if experience gains were enabled cannot be recovered.
Battlemasters in major cities affiliated with specific Battlegrounds have been replaced with a Battlemaster for each faction that will allow players to queue for any Battleground. Battlemasters for specific Battlegrounds will still be seen around the cities during corresponding Battleground holiday weekends. When standing at a capture point that you control, you will gain a buff called. This buff grants +50% honor gained from kills. This currently affects, and. The time it requires to capture a base has been reduced to 8 seconds, down from 10 seconds.
The game now ends when one team reaches 1,600 victory points, down from 2,000. The time it requires to capture the center flag has been reduced to 8 seconds, down from 10 seconds. The game now ends when one team reaches 1,600 victory points, down from 2,000. The faction starting on attack/defense will now be randomized at the start of each match. There is a now a 20 minute timer on this battleground.
After that time, the team with the most flag captures wins. If this would result in a tie, the team that captured the first flag wins. If neither side has captured a flag, then the game ends in a tie.: This achievement has been removed and converted to a.: This achievement has been removed. To provide players with a more transparent notification of when Wintergrasp battles occur, as well as better control zone population and stability, several changes have been made:. Players now have the option to queue for Wintergrasp from a Wintergrasp Battlemaster in any capital city or by simply entering the Wintergrasp zone. Queuing will begin 15 minutes before each battle. If chosen, you will automatically be teleported to the zone.
Any players in the zone who have not been chosen from the queue will be teleported out when the battle begins. The queue system remains active for the entire battle. As soon as a player leaves, a new one will be chosen from the queue. Trying to enter Wintergrasp during an active battle for which you have not been chosen will teleport you out. Please note that, as you are now able to fly over Wintergrasp, you will only be teleported out if you try to land and join the battle. Level 80 players get higher priority in the queue than lower level players. In addition, a random selection of queued players will be taken from both the Battlemasters and the zone itself.
The queue will accept up to 120 players from each faction, resulting in a maximum battle of 240 players at a time. Wintergrasp factories can no longer be damaged or destroyed. Dungeons and Raids. In order to allow for parties and raids to progress through instances at their own pace, players can now extend an instance ID on an individual basis. Existing or recently expired IDs can be extended via the Social tab under Raid by clicking on Raid Info. The ID of any instance to which a player is saved can be extended. Doing so will extend the instance lock period by the same amount of time as the original lock (i.e.
Extending an instance ID will add 7 days, a Heroic: instance ID will add 24 hours, and a instance ID will add 3 days to the instance lock time). An ID can be extended more than once. An extension can be reversed on an individual basis provided the player does not do anything in the instance during the extended instance lock period that would save that player to the instance. Emblem System Changes. Both the 10 and 25-player instances of the drop a new. Any dungeons that previously dropped or, such as or Heroic, will now drop instead. Emblems of Conquest can still be converted to Valor or Heroism.
The Heroic dungeon daily quest will now reward 2 Emblems of Triumph and the normal daily dungeon quest will reward 1 Emblem of Conquest. New achievements have been added to collect various amounts of any combination of emblems. 25-player raids will no longer be referred to as Heroic versions of a raid, as there is a new distinction between normal and Heroic modes for both 10 and 25 player versions of the Crusaders' Coliseum.: &. Drakes used by players in these instances will now scale in health and damage according to the rider's average. Players can now use, and while participating in the illusion events in the encounter. in the Yogg-Saron encounter are now more vocal about touching players and should no longer sometimes appear to be in the wrong place for certain players.
An targeted for Empowering Shadows in the Yogg-Saron encounter will now become a 'Marked Immortal Guardian' while targeted. in the Yogg-Saron encounter spawn a little slower in 25-player mode allowing a bit more time for players to clear out the Illusion room. Empowering Shadows in the Yogg-Saron encounter now targets a maximum of three Immortal Guardians in 25-player mode.
Yogg-Saron's health has been reduced by 20% in the final stage of his 25-player mode. will no longer put everyone in the zone in combat when they emerge from a. Additionally, Snow Mounds will now disappear when all their jormungars have emerged. Races: General. (Orc): The weapon bonus from this effect now applies to fist weapons in addition to axes. now have the option of changing skin tone by visiting the. Items: General.: The amount of agility required per percentage of has been increased by 15%.
This change required recalibrating the amount of dodge a player has with 0 agility by a slight amount as well, so all players will see their dodge percentage vary a small amount.: The amount of bonus block value on all items has been doubled. This does not affect the base on shields or block value derived from strength. On-Use Block Value Items: All items and set bonuses that trigger temporary increases to block value have been modified. Instead of increasing their block value amount by 100% like other items, they have all had their effect durations doubled. This applies to, the paladin bonus, the paladin bonus, and the tier 5 warrior.
Soulbound is the property of an item that prevents it from being or to another character or sold in the. Items usually become soulbound one of five ways:. Acquiring the item marked as '. Items given as quest rewards are usually BoP.
Looting an BoP item should give you a warning alert that this item will to you. Equipping an item that is marked as '. You should get a warning alert that this item will to you.
Most of the better equippable items bind on equip. Using an item that is marked as '.
Using certain enchants on a non-bound item. Soulbinding is a game mechanism to prevent too much from occurring. Higher-level characters cannot give their older equipment as hand-me-downs to their friends and guild mates. Note that you can have soulbound items modified by other characters by putting the item in the bottom ('Will Not Be Traded') spot of the trade window. You can have a blacksmith attach spurs to a soulbound boot, or an enchanter apply an enchantment to a soulbound item this way. The only way to dispose of one is to either sell it to, hand it over as a quest objective, it, use it as a spell/trade skill reagent, or it if you're an. The item can also become Account bound.
It happens to items marked as after being acquired by a player. Unlike soulbound items, they can be sent by mail to other characters of the same account and realm, including those of opposing faction (patch 3.3). See also. (BoP). (BoE). (BoU). (BoA).
Im reading this can it be done: Trade SB: 1) Go to General Goods Vendor and buy a bag. 2) Equip the bag and put it next to the backpack (make sure the new bag is empty) 3) Put your friend/receiver (so you will be the giver, you will trade SB item with the receiver) to make the 1-2 stpes exactly like you. 4) Make party with receiver. 5) Put your Hearthstone into first slot of the bag you just bough (the giver make this) 6) Drag the bag into your friends avatar 7) Accept the trade, you and your friend Cool You will see that the bag didn't dissapear, well, drag the item you want to trade on the second slot of the bag you bough 9) The item should dissaper 10) The giver must logout first 11) The receiver must logout AFTER the giver complety logout 12) The receiver must login FIRST and he/she will see the SB item into his/her bag. Sounds like BS to me.
If it does work it's exploiting. (it wont work). Im reading this can it be done: Trade SB: 1) Go to General Goods Vendor and buy a bag. 2) Equip the bag and put it next to the backpack (make sure the new bag is empty) 3) Put your friend/receiver (so you will be the giver, you will trade SB item with the receiver) to make the 1-2 stpes exactly like you.
4) Make party with receiver. 5) Put your Hearthstone into first slot of the bag you just bough (the giver make this) 6) Drag the bag into your friends avatar 7) Accept the trade, you and your friend Cool You will see that the bag didn't dissapear, well, drag the item you want to trade on the second slot of the bag you bough 9) The item should dissaper 10) The giver must logout first 11) The receiver must logout AFTER the giver complety logout 12) The receiver must login FIRST and he/she will see the SB item into his/her bag. I've heard pokemon exploits less complicated than that.
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