patch 3.2

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patch 3.2

Beitragvon Mallfin » Fr 12 Jun, 2009 23:35

Der neue Battleground:

An island somewhere off the shores of Northrend. A rock, hardly worth a second look. But as insignificant as it may seem, this is no ordinary place. A sound of thunder as waves crash endlessly against rocky cliffs; a sound of fury as swords clash on the blood-stained fields of this island on the edge of forever.

Welcome to the Isle of Conquest.

The ongoing struggle between Horde and Alliance has turned many once peaceful (and some not-so peaceful) places into theaters of constant war. The Isle of Conquest is the latest such place, set to be the location of a battle of epic proportions over the island's precious resources.

An Alliance and a Horde general are fighting for dominance, overseeing the action from the safety of their keeps. Whichever side manages to eliminate the enemy general first will triumph on the island; failure to protect your leader will bring shame, dishonor, and defeat. There is no peace accord here, and it’s an all-out war between the factions.

Once More into the breach...

Isle of Conquest, a new battleground scheduled to make its debut in the upcoming content patch, Call of the Crusade, will pitch teams of up to 40 players against each other in a massive battle over this small island off Northrend's northern coast. To win, your team will need to make use of the island's unique strategic locations including an oil derrick, a siege workshop, and a fully equipped airship hangar. You will deploy devastating siege weaponry on the field; Light have mercy on anyone caught between you and your ultimate target, the general holed up in the enemy keep.

There are five points of interest on the Isle of Conquest for the factions to battle over. Each one offers its own benefits and strategic value. Which one will you claim for your side, and will it be enough to ensure victory?

Capture Locations

Consider your options before storming out of your keep to confront the enemy head-on. Spread throughout the Isle of Conquest are several capturable locations (as seen on the map), each granting a unique strategic advantage to your team.

The Oil Derrick: Located on the northwestern end of the island, this smudge in the Frozen Sea produces enough black gold to run a thousand siege engines. Taking this resource garners precious reinforcements and a continuous flow of honor to the side that controls it.

The Cobalt Mine: This snow-covered assembly, located on the southeastern end of the island, hides untapped supplies that must be harvested. Taking this resource grants reinforcements and a continuous flow of honor to the side that controls it.

The Docks: The western shore's docks will further expand your selection of siege weapons with the devastating new Glaive Thrower and the Catapult. Unleash the destruction of the Glaive Thrower upon the walls of the keep, or launch your invading party over the walls to assault the keep from within.

The Airship Hangar: This sturdy steel structure stands on the peak of Mt. Conquest overlooking the eastern side of the island, allowing players to board the airship docked there. This devastating weapon of war is capable of raining death upon the heads of your enemies and destroying enemy defenses. Once onboard the airship, players will find it comes equipped with parachutes enabling a strike team to drop into the enemy keep from above.

The Siege Workshop: Situated right between the Alliance base and the Horde base, this siege workshop occupies a strategic hot spot. Seizing it grants the controlling party the ability to utilize an arsenal of siege vehicles perfectly suited to reducing the enemy keep’s walls to dust and ashes.

Graveyards: There are five graveyards in the Isle of Conquest that are attached to different points of interest on the map: the Horde base, the Alliance base, an oil spill island in the center of the map (attached to the siege workshop), the northeast corner (attached to the airship hangar), and the southwest corner (attached to the docks).

Main Objectives

The Keeps: The Horde and Alliance keeps sit at opposite ends of the island. These citadels host four easily accessible defensive cannons set on the ramparts, capable of unleashing hot fury onto oncoming attackers. Additional explosives sit safely stowed in the base of the keep along the back wall. At least, they’re safe as long as they don’t fall into enemy hands. If they do, though, they can be employed to bring the stone walls down from within.

The General: Holed up behind the keeps' massive walls, the generals command their forces from a position of relative safety. Should the keep fall and the general be slain, the Isle of Conquest will fall to the victor.

Reinforcements: Isle of Conquest uses a reinforcements system similar to that of Alterac Valley. The clock is ticking and every individual counts. If too many of your comrades fall to the enemy the battle will end in defeat. Killing enemy players will reduce their reinforcements by one for each kill, Once your faction’s reinforcements reach their limit, so too does your bid for control of the island and the wealth of resources you’ve fought so hard over.

An island somewhere off the shores of Northrend. A rock, hardly worth a second look. A test of strength. A chance to prove your might, to crush your enemies, to make a difference, a chance for endless glory and conquest.

Will you seize it?
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Re: patch 3.2

Beitragvon Minyatur Laurelin » Do 18 Jun, 2009 09:09

Neues zum Kolosseum:

In the next major content patch, the construction of the Crusaders’ Coliseum on the Argent Tournament grounds will be complete, and it will hold new challenges for players. We’d like to share some details on the new dungeon, which represents the next tier of content for the game, but keep in mind that this is still in development and subject to change. The Crusaders’ Coliseum will include:

  • New epic 10- and 25-player raid dungeon with five encounters, with each encounter being unlocked one week at a time
  • A more intuitive structure for harder encounters. This raid dungeon will have four different versions: 10-player, 25-player, 10-player Heroic, and 25-player Heroic, with each one using a separate lockout.
  • Introduction of the Crusaders’ Tribute! Each of the Heroic mode instances has a new tribute system that will limit players on the number of attempts they get in the Coliseum each week to present a greater challenge for the most battle-hardened heroes. Additional rewards can be earned depending on the number of attempts left in the tribute run each week when the final boss is defeated.
  • New 5-player dungeon with three encounters that will include Champion’s Seals as each one is defeated
  • New tier of armor and weapons that are modeled with Alliance- or Horde-specific themes


Man muss sich also nimma zwischen Normal und Hardmode entscheiden, sondern kann beides machen :D
2x 10er und 2x 25er IDs pro Woche. Das wird ein Spasserl :)
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Re: patch 3.2

Beitragvon sepu » Do 18 Jun, 2009 11:49

glaub wir brauchen noch 20 neue poms für die 7 raidtage....


hab ichs richtig verstanden dass da das nächste tier dropt? also 9 und 9,5??
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Re: patch 3.2

Beitragvon Minyatur Laurelin » Do 18 Jun, 2009 12:30

bzgl. tier bin ich mir auch ned so ganz sicher.

nachdem die itemlvl jetzt ja auch gestaffelt sind, könnten sie eventuell das damit meinen (sprich nächste ilvl tier --> 232, 238 usw.) und nicht zwangsweise ein neues (Klassen)Tier-Set.

lg,
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Re: patch 3.2

Beitragvon Demetrios » Do 18 Jun, 2009 20:06

http://www.mmo-champion.com/index.php?topic=65797.0

Offizielle erste Patchnotes vom PTR.
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Re: patch 3.2

Beitragvon Minyatur Laurelin » Do 18 Jun, 2009 21:01

einfach nur oarg.

ne bunte mischung aus heftigen nerfs und heftigen buffs. Na ich bin gespannt wie sich das dann spielen wird wenns live geht :D Irgendwie dreht sich beim Paladin da alles irgendwie um.
Weniger int und weniger manareg bei crits bei den holys, dafür mp5 buff und heftiger beacon buff und nen fixer heal over time (mit sacred shield).

Exorzismus fällt als aggrospell beim tanken weg, dafür heftiger buff fürs tanksiegel und argend defender wird von "in manchen situationen super, aber wird oft wirkungslos übersprungen" zu nem "omfg, her damit!!!". ausserdem noch nen heftiger blockvalue buff.

dmg siegel der retris fällt komplett weg, dafür wird das alte wieder reaktiviert.

Das judgement of light jetzt immer 2% von den max HP heilt wird einfach nur oarg :)

Die drehen sicher noch an den zahlen herum, aber die ersten patchnotes klingen schon sehr intressant. Die Theorycrafter werden sich freuen :D
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Re: patch 3.2

Beitragvon Dokk » Do 18 Jun, 2009 21:48

Na geh Mario, da habts doch euren eigenen thread für, den ich nicht anklicken muss ^^

Damit kannst selbst den roten Drachen tanken!
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Re: patch 3.2

Beitragvon Lord Freak » Do 18 Jun, 2009 21:57

ich dachte immer beim theorycrafting vom paladin gehts eh nur um die verschiedenen farbstufen von rosa
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Re: patch 3.2

Beitragvon Mallfin » Do 18 Jun, 2009 23:29

# Warsong Gulch
* 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.

spätestens jetzt wär Brummis Def-Taktik überholt. ;)
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Re: patch 3.2

Beitragvon Knuff » Fr 19 Jun, 2009 05:58

Minyatur Laurelin hat geschrieben:Das judgement of light jetzt immer 2% von den max HP heilt wird einfach nur oarg :)


Naja, eher ein wenig Ausgleich, damit die Retris im Healmeter nimmer 800er oder höheren Heilungen per JoL dem Healpala davon ziehen.
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Re: patch 3.2

Beitragvon Minyatur Laurelin » Fr 19 Jun, 2009 07:36

Dokk hat geschrieben:Na geh Mario, da habts doch euren eigenen thread für, den ich nicht anklicken muss ^^

Damit kannst selbst den roten Drachen tanken!


jo, aber auf die schnelle hab ich den Priester Thread ned gefunden :D
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Re: patch 3.2

Beitragvon sepu » Fr 19 Jun, 2009 07:45

jo insgesamt krasse patchnote.

auch haben sie wohl genug vom balancing aufgrund der 2er arena und verbannen dieses bracket in die bedeutungslosigkeit (man kann über 2er rating keine items mehr kaufen).

ansonsten wird der patch bei den heftigen klassenänderungen aber eh ne ganze weile am ptr sein und es wird noch ne menge änderungen an den einzelnen punkten geben.
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Re: patch 3.2

Beitragvon ic_ » Fr 19 Jun, 2009 09:03

Hajo und bald gibs nur noch nerf RMP whine Threads :D
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Re: patch 3.2

Beitragvon Lord Freak » Sa 20 Jun, 2009 22:28

Wintergrasp

* 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 100 players from each faction, resulting in a maximum battle of 200 players at a time.


wenig überraschend der neue battleground wurde letztlich doch sowieso nur eingeführt damit 1k winter an bedeutung verliert und die server somit entlastet werden
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UI

Beitragvon Mallfin » Mi 24 Jun, 2009 08:19

Neue Questtools:

User Interface

o Quest creatures and objects will now show on the player’s world map.
+ A skull graphic will be placed on the map in the general area where creatures players must kill can be found.
+ A glowing skull graphic will be placed on the map in the general area where creatures can be found that drop quest objects.
+ A gear graphic will be placed on the map in the general area where players must loot objects found in the world.
+ A chat bubble graphic will be placed on the map in the general area where players must interact with a specific NPC.
+ X marks the spot on the map where players must reach, discover or explore a designated area.
+ A yellow question mark graphic will show on the map to provide the location of a NPC whose quest the player has completed.
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