WoW: Wrath of the Lich King

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WoW: Wrath of the Lich King

Postby Shneider » Fri Aug 03, 2007 12:42 pm

http://www.1up.com/do/newsStory?cId=3161725

Nihilum - View News » Free Livestream from the Blizzcon

It's official: The next World of WarCraft expansion is coming; it's called Wrath of the Lich King, and will open up the continent of Northrend to players of level 68 and above. This second expansion will focus on the return of Arthas Menethil, a.k.a. the Lich King, ruler of the Scourge, and one of the most powerful beings in all of Azeroth. This semi-sequel to the saga of Arthas (from WarCraft III: The Frozen Throne) is intended for experienced players with a couple level 70 characters in their pockets.

The September issue of Games for Windows: The Official Magazine (on sale soon) has tons of details, but for now here's a quick rundown of what's in store....

Level Cap: 80
Skill Cap: 450
Continent: Northrend
Number of Zones: 10 (tentatively), for levels 68 and above
Profession: Inscription
Class: Death Knight (first-ever Hero Class)
Features: Outdoor PVP zone with siege weapons and destructible buildings.
Release Date: You're kidding, right?

The biggest news for existing players is the introduction of the Death Knight, the first new class since WOW's launch -- and, coincidentally, its first Hero Class, too. Other big new features include the introduction of siege weapons and destroyable buildings in both a new Battleground and a brand-new outdoor PVP zone. What Wrath of the Lich King won't have is any content for new characters: no new races, no new level-1-to-20 zones back in the old world, and little change to the old world.

Here's what we know so far:

The Story
Having cleaned up Outland (or at least having set things in decent enough order for now), the Alliance and Horde turn their heads northward to the continent of Northrend, where a terrible threat has gone unchecked for far too long: that of Lich King and his undead army, the Scourge. On the day Wrath of the Lich King launches, players will be able to set sail from various points in old Azeroth and join the fight against Arthas Menethil.

New Continent: Northrend
Having learned a valuable lesson about funneling 8.5 million players into once single starting zone with The Burning Crusade, Wrath of the Lich King lets players pick a zone on either side of the continent to start from: Borean Tundra in the west or Howling Fjord in the east. Each zone has level-equivalent quests (appropriate for approximately level 68 through 72) and one Hellfire Peninsula-style instance hub with multiple dungeon wings for level 70 characters, level 80 characters, and raiders. While Northrend immediately calls to mind ice and snow, Blizzard doesn't want to make those themes dominate Northrend completely-expect as much variety as ever, only not quite as weird and wild as Outland.

Northrend's indigenous inhabitants include a Viking-like race called the Vrykul: 15-foot-tall humanoids with a strong Norse influence. Most Vrykul you encounter will be your enemies, as they've been in Northrend so long that the Lich King holds a lot of sway over them. Another friendly race -- the walrus-like Tuskarr -- will serve as a cute little counterpoint to the lumbering undead-loving oafs.

New Zone Type: Outdoor PVP
One of Northrend's 10 new zones (final count still tentative) is an outdoor PVP zone that introduces the concept of siege weapons (Meat Wagons, Steam Tanks, etc.) and destructible buildings. Blizzard describes the outdoor zone as basically a "non-instanced Battleground" where completing objectives earns world-wide bonuses for your side (Think Spirit Shard buff in Auchindoun instances). The PVP zone is entirely avoidable (if you're the carebear type), and seige weapons won't be useable outside their designated PVP area.

New Hero Class: Death Knight
World of WarCraft's first Hero Class is a plate-wearing tank/DPS hybrid that works a little something like this: When players hit level 80, they'll be able to embark on a quest (similar in difficulty to the Warlock's epic mount quest, back before the level cap was raised to 70) that unlocks the ability to create a Death Knight character. The Death Knight starts at a high level (somewhere around 60 or 70, though Blizzard isn't certain yet), so you won't have to grind your way back up all over again. It's intended as an alternative, advanced class for end-game use only.

Rather than using rage, energy, or mana, Death Knights have a special "rune sword" displayed beneath their health bar, onto which the player can etch six different runes (choose between Frost, Blood, and Unholy). Different abilities require different mixes of runes, and using abilities consumes the requisite runes until a cooldown timer causes them to be available again. Stuff like talents, spells, and other specifics are still being finalized. So are key questions like what races can be a Death Knight (start a Gnome petition now) and whether unlocking the Hero Class on one server means you can create a Death Knight on any server.

New Profession: Inscription
Wrath of the Lich King will introduce a new profession called Inscription that will let players customize individual spells and abilities in their spell book -- to change the cooldown timer on a Fireball, for example, or alter the crit rate of a healing spell.

There's lots more in the upcoming September issue of Games for Windows: The Official Magazine, on sale in the next couple weeks, including candid insight from the developers, details on some of the new dungeons not shown at BlizzCon, and word that The Burning Crusade ain't over yet...there's more BC content coming beyond Zul'Aman.
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Postby Zanchief » Fri Aug 03, 2007 12:50 pm

Yay another lvl cap increase!

I think I'm pretty much done with MMOs.
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Postby Ginzburgh » Fri Aug 03, 2007 2:21 pm

The Death Knight starts at a high level (somewhere around 60 or 70, though Blizzard isn't certain yet), so you won't have to grind your way back up all over again. It's intended as an alternative, advanced class for end-game use only.


How gay, a "Hero" class that's practically given to you.
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Postby Reynaldo » Fri Aug 03, 2007 2:26 pm

sounds like a reverse-eq1 shrouding
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Postby Ginzburgh » Fri Aug 03, 2007 2:34 pm

Hero classes should be an extension of the current classes and the "Death Knight" should just be a new class that we can start at level 1.
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Postby Shneider » Fri Aug 03, 2007 2:52 pm

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Postby Jazendar » Fri Aug 03, 2007 3:27 pm

I'm glad I quit that shitty game ages ago.
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Postby Shneider » Fri Aug 03, 2007 4:44 pm

http://www.wowinsider.com/2007/08/03/li ... emo-panel/

1:32pm: Intro to the Death Knight class. Designed to fulfill both tanking and DPS roles. Can tank using 2h OR Dual wielding-- no shields here.

1:32pm: Death Knights like bladed weapons, showing off big axes and swords-- Runeswords and Runeaxes. Wears Plate armor, showing concept art-- looks like Rogue/Warrior/Warlock all had a baby.

1:33pm: Death Knight spells and abilities are a mix of both caster and melee. Not standing back and casting, but using non-melee spells and abilities. In your face, beating your head in, and using a spell called "Army of the Dead." OMG

1:34pm: Death Knight is a hero class-- can't roll as a level one character, wanted to make it more epic (no level one Death Knights). Character class with two distinguishing elements-- have to unlock the ability to play one. Don't have to be a raider. Quest chain at level 80, like the Warlock epic mount quest, to unlock Character class. Story elements-- explain interaction with Arthas. Second element: Once you've unlocked it, you start off at a relatively high level (55, 60, 70-- not sure yet), with preexisting set of spells and abilities.

1:37pm: Rune resource system. Three rune schools: Blood runes, frost, and unholy runes. All DK spells and abilities will use these different runes in some combo. DKs carve these runes into their weapon-- done anytime outside of combat.

1:38pm: Character portrait has six runes in place of the mana bar (and a special circle around the icon, probably for Hero class). These runes are consume as your spells use them-- they deactivate and then reactivate over time, so if you have two frost and four blood runes, you get that much to use as spells and abilities. We have plans for mechanics that allow you to change one resource type on the fly-- like Warlock's Life Tap (Health=mana).

1:39pm: Showing a DK with six Unholy runes chosen-- hopefully that won't happen, since players should want to use all the rune abilities. Runes are on cooldowns modified by talents and attributes-- "Death Strike" might be a spell that refreshes runes, or spells might consume more than one rune at a time. By the way, the graphic showed was an Orc Death Knight.

1:46pm: With Death Knights, will your current class play into that, or will you get a new character? You get a new character-- we considered upgrading a character, but we felt that too many people felt there were losing something. We want players to feel like they get a net positive after the quest. Storyline will explain how it all works. It will be an entirely new character.

1:49pm: With DK, another plate melee class, what's up with Rogues? It's a balance thing. Rogues bring utility into PvP with crowd control. Rogues are not really good at 5v5 (!), so expect them to be better there. We expect the DK to feel and play very differently.


Rune system is intriguing. Giving the game a more digestible length is always good.
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Postby Narrock » Fri Aug 03, 2007 4:54 pm

Cool! :hiphop:
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Postby Lyion » Fri Aug 03, 2007 5:12 pm

DK strikes me as an unlockable Shadow Knight

Something tells me this won't be out by January 08...

ROFL, if there was EVER a doubt WOW was an EQ clone.. Their cloning velious pretty much kills any argument against it..

Dwarf town = Thurgadin

Mysterious jungle in the artic tundra = Wakening Lands

Draconic graveyard = Dragon Necropolis

Storm Giants = Kael

Crystalline golems = Skyshrine
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Postby Alphonso » Sat Aug 04, 2007 4:40 am

my biggest problem is that once the expansion is released ALL of our gear is worthless... EQ>WOW in that respect.
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Postby kinghooter00 » Sat Aug 04, 2007 6:58 am

i'm still trying to get to level 25....so...yheah.
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Postby Shneider » Sat Aug 04, 2007 12:03 pm

Alphonso wrote:my biggest problem is that once the expansion is released ALL of our gear is worthless... EQ>WOW in that respect.


Mudflation isn't unique to WoW.

Your success in the game should not be contingent upon how far you progressed in old content. It's a game, people want to have fun doing the new stuff rather than be faced with a situation like EVE where the top players will always be at the top due to time invested.

Anyway...

http://www.wowinsider.com/2007/08/03/li ... ass-panel/

Liveblogging the BlizzCon WoW Class Panel

Posted Aug 3rd 2007 5:36PM by Robin Torres
Filed under: Analysis / Opinion, Events, Expansions, Classes, BlizzCon

We're still live on the BlizzCon floor, and now we're liveblogging the WoW Class Panel after the break. Stay tuned for news about classes, talents, and everything you need to know about how Blizzard developed the class you chose for your character.
2:37 Rob Pardo says if you loved your class when WoW shipped, that's me. If you like them now, that's Tom.


Ranger class is now hunter. Some classes didn't make the cut originally like necromancer and blademaster.

First hero class: Deathknight.


2:39 Concentrating Coolness

Why paladins added to horde and shamans to alliance -- classes were coming closer together so they made the switch. Now the hated classes are on the opposing sides.

2:40 Deathknight system incorporates new resource system.

More classes aren't always better.

Balance Criteria:

All classes should be able to solo to max level

Every class should have a role in a 5 person group

Every class should have an important role in a raid

Every class should be competitive in PvP, but not be equal to another class in one on one PvP. Every class should have a spot in a 5v5 situation.

Most importantly, every class should be fun! (yes!)

For example, Warriors used to only press taunts in groups, but now changed for more fun.

2:45pm Tom Chilton

Purpose of talent system is to differentiate character.

Talent System Development


Apparent for need for customization.

Buying talent UI used to be more like buying skills from a trainer.

Class Balance

Alternate talent/gear specs... making them playable (e.g. Shadow Priest, Protection Paladin, Feral Druid)

They've emphasized getting gear for the different talent specs.

Gear contribution for HoT and DoTs.

Gear used to have more offensive stats, but now they've increased the return of investing in stamina and now added resilience.

General Class Philosophy

Raid, solo, group and PVP -- should be viable for all


Shouldn't have significantly different rules for spells in PVP vs PVE. It should be more cohesive.

2:50pm Not every talent will be optiized for every aspect of the game. Should have to make tough choices about your talent spec.

Talents shouldn't pigeonhole you too much to one specific activity.

Balance is ever-changing, even without changes to the game. What used to be overpowering, over time lessens when people find strategies to counteract. So they try not to have "knee-jerk" reactions.

Beware of shocks to the system. Not everyone nerds out on the forums. Don't want people to log in and feel like they are playing a completely different character.

2:54 Kevin Jordan - changes since before TBC

Druids

Bears tanking and cats killing. Wanted to make sure druids could be viable tanks or DPS in groups and raids.
Not just a soloing spec.

Feral and Balance just don't mix. So planned for mixing with resto.

No matter what, you still want to heal sometimes.

Hunter

Traps in combat and the reliance on Feign Death.

Pet scaling (holding aggro, tanking) -- allows for bonuses for the pet in all the important places.

Misdirection (group/raid utility). To add to group/raid utility instead of just DPS.

2:58 pm Mage

DPS king (single target vs. AoE) -- so AoE king

Water Elemental as a talent -- so as not to be a fulltime pet class.

Spell Steal and Invisibility -- really odd things to break the mold with this class typically more than others.

Paladin (lots of boos)

That's the same reaction as last time.

Horde playable -- more distinct from a shaman

Protection tanks, ret dps, holy healing (much laughter)

Few tweaks needed for tanking and applause for much more needed for ret dps.

Successful spec is for healing and tank. So trying to give ret a boost.

Retribution itemization pitfalls.


Priest (cheers)

Shadow Priest in PvE (damage, healing, mana battery)

Bring alternate specs to be more playable in PVE instead of just PVP.

The Holy Trinity (Circle of Healing, LOLWell and Spirit of Redemption, aka improved death) -- much laughter and applause.

Still struggling for those last two.

Discipline Tree... what's the focus?


Shaman (applause)

Alliance playable

Totems vs. Blessings.

The scaling problem (Arcanite Reaper and beyond) -- used to be feared and now hasn't scaled so well

Rogue (much applause some boos)

Best single target DPS (much to mage's regret) -- for close range, though

Not enough utility so Improved Sap.

Swords vs. Daggers. Which should be the more damaging spec? Ongoing battle for balance.

"Stunlock" and increased health in Burning Crusade. You used to be able to die before leaving stunlock and if not then would kill the rogue even with head start. So now more fun.

3:06pm Warlocks (huge applause and boos)

Pet scaling (Demonology)

Reliance on fear -- never ending struggle.

Best dueling class, but WoW isn't a dueling game. Stigma carries over into arena, even if not the strongest class.


Warrior (saved the best class for last)

Rage mechanic (fun vs. balance) - killing faster and pushing more buttons. Scales exceptionally well. Trimming that to the right place make the class less fun to play.

Best at what they do (with enough money for constant talent respecs). Looking into being more viable in different areas of the game.

Where is the room for the rogue if rogue can't wear plate but warrior does DPS.

3:09pm Back to Tom for Hero Classes

What are Heroes?

Classic Warcraft 3 characters. Either didn't fill enough of a primary role in the original WoW or didn't feel right being played from level 1.

Epic feel -- should be very different from the other classes, such as the new resource system for the Death Knight.

Lots of ideas

Forking classes from current classes or additional talent trees. But no, because the character classes wouldn't feel distinct. Would all be watered down.

Multi-classing -- a secondary class or a hero profession. For example, a warrior would become a deathknight. Would water down the different character classes. How is a warrior death knight different from a warrior death knight, etc.


What is a mage deathknight or druid deathknight -- wouldn't feel right.

Class morphing -- the character class would stop being the old class and then do the quest and become a deathknight.
Players would feel they were losing existing characters. What if you don't like the new one. So they decided to unlock instead of create new.

Because tanks are hard to find for groups, they chose Deathknight as a potential to alleviate this.

Class balance concerns

Balance implications

Many new heroes could be too complicated

3:15pm The future of classes

Death Knight -- major new introduction

More class spells and abilities 71-80

New content can be designed in ways because characters can do new things.

Extended talent trees.

3:16pm Q&A
Shamans (applause)
Maybe crowd control from 70 to 80 as spell or talent. Tried to be very measured about who gets crowd control.
They do bring a lot of group utility, no crowd control at level 70.

Druid tree form -- too limited - inability to cast all resto spells. Can only be a backup healer.
Do plan to extend abilities. Decurse and unpoison in tree form. Wanted the tree form to feel different, but will reduce limitations.

Q: Thank you for addressing pitfalls. Holy Priests in PVE. Nihilum and Death and Taxes don't bring holy priests to raids. changes?
A: They will make changes to lightwell and circle of healing. Must be afraid of overcompensating. A lot of holy priests shifted over to shadow priest. Not just an issue with holy priests -- also because shadow is more compelling and pallies shine in healing efficiency. (Q wants the changes so his girlfriend will keep playing).

Q: Other Warcraft 3 abilities into WoW?
A: Constantly evaluating if those spells and abilities will translate and finding right time and place for them.


Q: Ret Paladin - shrinking for some time. Now what will happen with Death Knight is introduced. It is already small, won't it disappear? (lots of applause)
A: Not just ret pallies will be attracted to death knights. Ret pallies will get more raid dps instead of just burst oriented dps. They must be careful not to overdo it on the PVP front.

Q: With the addition of Death Knight, won't that reduce rogues even more in raids?
A: Pre BC raid size went from 40 to 25 so that will affect how many of classes to get in raids. Adding another class will change the group composition. All classes will shrink in raids, but they will be played by the people who have changed to Death Knights. (not being played by robots)

Q: Low Pop servers who have only one raid guild -- how will that be changed.
A: They are looking into how to adjust population in current servers.

Q: Hybrid trees being valid.
A: As you move down a tree, you should be able to do different hybrid roles. Takes a lot of finesse to get those talents just right.

Q: Addition talent points for class -- how to stop nightmares in arenas?
A: Your class will also have new talent points to counteract. (Do I wanna be the 51 20 guy?)

Q: At the last BlizzCon, pallies in the back of raids. How can holy pallies move forward?
A: Depends on how you spec. Holy is extremely powerful for mana efficiency for healing. You don't have to play at range, but should allow the ability.

Q: Warriors used to be the only viable tank. Now bears are even with warriors, sometimes better. Now pallies not so much. Will they be equal?
A: AoE tanking is now very good for prot pallies. But there will be improvement on protection tree such as comparable number of hitpoints as warriors and bears.

Q: FEAR WARD
A: Aggro. Gotta go. But we are expecting to spread it around in the expansion.

3:31pm More questions will be answered tomorrow in the class discussion. End of panel.

Thank you for coming! Dungeons and Raids panel is next and we will be liveblogging it, too
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