• Durante la serata nel Legion Café, Blizzard, nella persona di Ion Hazzikostas, ha annunciato il ritorno di Karazhan nella patch 7.1 della nuova espansione. La mitica Torre di Medivh sarà rivisitata sotto forma di un enorme spedizione da 5 giocatori con non meno di 9 incontri. La vecchia versione non scomparirà e sarà sempre accessibile ai giocatori.

    L'annuncio dell'aggiornamento è stato corredato da una serie di considerazioni da parte degli sviluppatori sul supporto di Legion e il futuro del gioco:

    • Watcher ha confidato che per un po’ di tempo il team di sviluppo si è concentrato sull’obiettivo di rilasciare le espansioni più rapidamente, sacrificando cose che non avrebbero dovuto e influenzando così l'esperienza dei giocatori.
    • Gli sviluppatori in futuro saranno focalizzati sull’offrire un flusso continuo di contenuti per la comunità, cosicché ci sia sempre qualcosa da fare.
    • Il team non affretterà l’uscita di un’espansione, che verrà rilasciata soltanto quando sarà pronta.
    • È importante assicurarsi che ci sia sempre un contenuto nel live game mentre si lavora sui progetti futuri.
    • Un breve raid aggiuntivo sarà inserito tra l’Incubo di Smeraldo e la Rocca della Notte per far progredire la storia di Stromheim. L'aggiornamento in questione avrà anche del contenuto associato a Suramar che si concentrerà sugli Esuli Oscuri.
    • Il PTR della 7.1 sarà lanciato poco dopo l'uscita di Legion, mentre gli incontri sono stati testati internamente dagli sviluppatori.
    • Infine, la terza incursione di Legion dovrebbe durare circa 4-5 mesi, la squadra qui ha riaffermato la sua volontà di annientare la mancanza di contenuti.



    Fonte: mmo-champion
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36 commenti   12
  • ThelothianRedazione 19 agosto 2016, 20:10 Thelothian
    BattleTag: Thelothian#2131
    Messaggi: 801

    Iscritto il: 04 ottobre 2010, 15:58
    #25
    Io sono entrato in trance dopo aver letto la notizia... e penso che "entrerò" a Karazhan per non uscirne più. Adoro quel posto più di ogni altra cosa... e l'inserimento nella spettacolare lore di Legion è perfetto. Sono eccitato e stracontento. Quoto (inoltre) tutto quanto scritto da @Tarty. Ci aspettano mesi entusiasmanti. WoW è cambiato. Molto (e in meglio).
    Riguardo alla questione Azeroth, Niskara e Argus, io (dopo aver letto Illidan) voto Argus. I presupposti ci sono tutti e Illidan è laggiù da qualche parte e presto tornerà.
    4
  • Albert 19 agosto 2016, 20:23 Albert
    BattleTag: Albert#2387
    Messaggi: 234

    Iscritto il: 12 luglio 2011, 11:08
    #26
    @Deinoforo chiedo scusa...l ultima volta che sono andato è stato 10 anni fa credo xD. Allora anche quell unica cosa va benissimo :P. 0
  • grallenMost Valuable Poster 20 agosto 2016, 07:03 grallen
    BattleTag: Grallen#2521
    Messaggi: 5725

    Dal caos si crea l'ordine e dell'ordine si genera il caos.
    #27
    Preso da mmo champion

    Patch 7.1

    Patch 7.1 has three major pieces: Karazhan, a small raid, and additional quests in Suramar.
    We will get a lot more detail on Patch 7.1 after Legion launches.
    Patch 7.1 was announced now to underscore the team's commitment to patch content as part of Legion.
    Karazhan is a Mythic dungeon (not Mythic+) with a weekly lockout.
    Karazhan is a long enough dungeon that some people might do part of it one night and then come back to finish it another night.
    Patch 6.2.3 was a pretty successful patch for what it was, mostly a systems patch that revitalized existing content and gave players a reason to revisit stuff.



    New Dungeons

    The old dungeon structure didn't give the team a good way to add dungeons that fit into the existing ecosystem of dungeons without stepping on the old ones.
    When ZA and ZG were introduced, they gave better loot than the older dungeons, so people went from running a diverse set of dungeons to running just the troll dungeons.
    With Mythic+ dungeons and Warforged/Titanforged gear in dungeons the team can add new dungeons that have a higher baseline difficulty and rewards that coexist the existing dungeons.


    Raid Release Schedule

    There will be a blog post coming out in the next few days that has the full raid release schedule.
    The schedule will be similar to previous expansions, where everything is closed for the first three weeks, then Normal and Heroic Nightmare open, the PvP season begins, and Mythic keystones become available
    Nighthold is an early 2017 raid, towards the very beginning of 2017.
    In Warlords, it felt like Foundry came out too soon in relation to Highmaul for a lot of guilds and raid groups. The top end raiders were ready for it, but tons of other players were still working on it. Foundry came out and they felt rushed into that.


    Mythic+ Dungeons

    The world first type raiders will be playing a lot the first few weeks of raiding. Instead of doing five split clears they may end up doing lots of Mythic+ dungeons, which isn't the end of the world.
    The average group will probably play through all of the Mythic keystones in the group and that is it. That might take 12 - 15 dungeon runs, which is longer than most guilds raid in a week.
    It would be easy to add a hard weekly lockout on Mythic keystones to prevent people from farming them for loot, but that would lead to people logging in on Tuesday, doing their Mythic run for the week, and being done.
    With keystones, if you log in later in the week and have a fresh keystone ready to go, people will be lining up to run the dungeon with you.
    Currently rewards cap out at Mythic+ 10, which rewards gear that is roughly on par with Heroic Nightmare gear. The real reward comes from the weekly chest, rewarding the mythic raid gear.


    Legendary Items

    There is a little bit of tuning still to be done on the legendary items that are outliers.
    There will still be some items that are the best and some that are the worst.
    The legendary items are a chance to try out interesting effects that aren't just a damage throughput increase.
    If you are someone that never sets foot in a raid zone, getting a legendary item should still be exciting for you.
    There are some legendary items that are amazing in a raid over a long fight that aren't as useful for a player that is just soloing in the world. A more utility related legendary might be a huge deal for that player.
    There are plans to add more legendary items as the expansion progresses.
    The team decided not to start out with a system that allowed you to target a specific legendary item.
    As more are added, there will be some threshold at which there are so many out there that it feels like you can't reasonably expect to get any of the specific ones you want. At that point being able to target certain legendary items will make sense.


    Artifact Weapons

    The team will avoid nerfing a spec from being a little too good to the worst so that you don't feel that all of your Artifact progression was a waste.
    Artifacts are something that will continue to grow and evolve so that Artifact Power matters for the entirety of Legion.
    Classes are balanced against each other without Artifacts or Legendary items. The Artifacts and Legendary items are then balanced against each other separately.


    Melee vs Ranged

    In Mythic+ dungeons melee do really well thanks to their cleave and mobility compared to casters that have to stand still.
    Melee may be a little stronger in Mythic+ dungeons while ranged are a little stronger in raids, which is fine as long as the gap isn't too large.
    The team doesn't want to solve the melee vs ranged problem by making life boring for melee and making raid mechanics that don't target them at all.
    The community doesn't do a great job when something is 1% better and they claim it is the only viable option and everything else is garbage.


    Ability Pruning

    You prune a plant to guide its growth in new directions that are hopefully more aesthetically pleasing. It is removing stuff to make room to add new stuff.
    One of the themes of Legion class design is to emphasize strengths and weaknesses of classes.
    A lot of the things that were removed were removed after looking back at classes over the years where the class designers had taken the easy route. The team was coming up with a new set of abilities for an expansion or needed new talents and asked themselves what that class needed. If a class wasn't very mobile, they gave them a talent row with mobility options. Players thought this was amazing and what they always wanted, but that led to a lot of homogenization.
    In a world where no one has weaknesses there are also no strengths.
    In Legion there is now room to add interesting utility, especially for specs that feel like they don't bring much beyond their throughput.
    Bring the player, not the class was a reaction to the hyper regimented raid structure of Burning Crusade where buffs were party based and synergy was more important than anything else.
    The team would like to get back to a place where if you are a PuG leader, you are looking at your raid comp and saying, "We could really use a Hunter, let's look for a good hunter", rather than "Let's look for any ranged DPS, especially the flavor of the month that is 2% better and thus is the only viable one". Obviously this isn't the case literally right now, but it is what the team is thinking about and would like to move towards over the course of patches and future content.


    Expansion Launches

    There is a lot that has been done by the server team and how the world is designed that will make the Legion launch smoother than the Warlords launch.
    Zones scale in level so the population will be distributed across the different zones.
    Under heavy load there will also be multiple versions of the same zone on the same server to make sure that server performance is okay and gameplay feels good.
    One of the things that caused problems for servers at Warlords launch, especially on the Horde side, was the Spyglass that was needed to start the Horde Garrison. It was only usable by one player at a time, which caused a bit of a bottleneck.
    The team hotfixed the Spyglass to be usable by multiple players at a time, but something went wrong with the hofix and then no one could use the Spyglass!
    Horde players in North America were all stuck there for a few hours until the team could fix it, resulting in a big clump of players all hitting the garrison at the same time, making server problems much worse.
    Everyone on the server was doing Frostfire at the same time, resulting in a laggy zone and even more players building up there, making things even worse.


    Raid Structure and Rewards

    The current raid structure didn't change this expansion because there isn't a huge problem to fix. All of the raid structure changes in previous expansions were targeted at solving a particular problem.
    Classic to Burning Crusade changed because the logistics of 40 man raiding were overwhelming for a lot of guilds, players were a cog in the giant raid machine. "Your job is to dispel this one person and that is your only job in this giant 40 player group". It was fun for the raid leader to plan all of that out but less fun for the players.
    The introduction of 10 player raiding allowed the team to let more types of players and groups experience the content.
    Flexible raiding is probably the best raid structure the team has done and is working well.
    Three difficulties plus Raid Finder means that there is a raid difficulty for all of the different groups. Normal for friends, family, and PuGs. Heroic for guilds that are formed for the purpose of raiding, Mythic for the extremely hardcore players.
    Mythic needed a fixed size so that tuning could be done in a way that is satisfying.
    Being able to split the raid into groups that could go off and do a mechanic and assuming that the raid had one of every class was part of the encounters that the team wanted to design for Mythic, so the 20 player size felt like the right number. A smaller group size such as 15 players might have also worked, but that would have been tougher for the groups that were already at 25.
    The team was worried that LFR was growing too much in prominence in some ways, so they wanted to make sure that players were doing regular group raiding didn't also feel obligated to do lots of Raid Finder to complement that. The team probably overdid this in Warlords by removing Tier sets from Raid Finder, so they are coming back to Raid Finder in Legion.
    Most of the players that are raiding competitively will already have set pieces before that Raid Finder wing opens, so they won't feel obligated to go and do it when it opens.
    If you have been really unlucky and want your set bonus, this gives you another chance to go and get that last piece.
    0
  • Albert 20 agosto 2016, 10:11 Albert
    BattleTag: Albert#2387
    Messaggi: 234

    Iscritto il: 12 luglio 2011, 11:08
    #28
    Ma la chest con mythic raid gear te la danno i mythic + dungeons? 0
  • Rhuan 20 agosto 2016, 10:50 Rhuan
    BattleTag: BlackEagle#2962
    Messaggi: 107

    Iscritto il: 22 luglio 2010, 13:33
    #29
    La dichiarazione che Karazhan sarà solo Mythic (non ci sarà la versione Heroic né tanto meno Mythic+) sta sollevando un polverone sui forum.
    Sono scontenti sia i supercasual che sostengono di non voler essere costretti ad entrare in un dungeon Mythic per vedere nuovo content, sia quelli che puntano a farmare gear in quanto giustamente pensano che sarà un dungeon che verrà completato una volta e mai più, in quanto lungo e non proficuo dal punto di vista delle rewards.
    0
  • Greymane 20 agosto 2016, 12:09 Greymane
    BattleTag: Urabrask#2263
    Messaggi: 5931

    “War is our sculptor. And we are prisoners to its design.”
    - Javik [Mass Effect 3]
    #30
    Laisha ha scritto:Ma la chest con mythic raid gear te la danno i mythic + dungeons?

    @Laisha

    Questo devo capirlo anche io a dire il vero. Deduco sia un po come la quest dell'evento dei mythic dungeon, ovvero che ti richiede tot dungeon mythic completati (non tutti) e quando ciò avviene ti da la chest.
    Non so se sia così, ma sto andando a tatto per le info che abbiamo.

    Invece per quanto riguarda Karazhan, penso che dipenda, magari se fai Karazhan la chest ti richiede 3 mythic in meno oer essere ottenuta. Boh penso che ci sará un incentivo a farla (se la bellezza del luogo non basta).
    1
  • Rhuan 20 agosto 2016, 19:16 Rhuan
    BattleTag: BlackEagle#2962
    Messaggi: 107

    Iscritto il: 22 luglio 2010, 13:33
    #31
    Per quanto riguarda la cassa, da quello che ho capito, è una cassa che ti regala l'order hall in base al massimo rank delle Mythic+ del reset passato.
    Il Cap è a +10, questo vuol dire che fare +11 non da item maggiori dalla cassa settimanale, che corrisponde come reward ad una cassa IL 880, mentre la cassa che si riceve per il completamento dell'instance a 10+ è IL 865. QUesti 2 numeri di IL dovrebbero quindi essere il cap per quanto riguarda la cassa settimanale e per gli item ottenibili dalle singole run.
    Kharazan.. se è fuori dal "Mythic+ System", non da nessun contributo per la cassa settimanale.
    Quindi per ricevere la cassa settimanale basta fare un solo Dungeon Mythic+ ovvio che se non si ha a disposizione una chiave +10, bisognerà fare prima delle run a difficoltà minore per upgredarla.
    1
  • Albert 20 agosto 2016, 19:34 Albert
    BattleTag: Albert#2387
    Messaggi: 234

    Iscritto il: 12 luglio 2011, 11:08
    #32
    https://www.youtube.com/watch?v=7Seul9jn0_I trailer ITA 2
  • seraknis 22 agosto 2016, 14:22 seraknis
    BattleTag: Serak#21960
    Messaggi: 1420

    Iscritto il: 12 ottobre 2011, 12:45
    #33
    Rhuan ha scritto:La dichiarazione che Karazhan sarà solo Mythic (non ci sarà la versione Heroic né tanto meno Mythic+) sta sollevando un polverone sui forum.
    Sono scontenti sia i supercasual che sostengono di non voler essere costretti ad entrare in un dungeon Mythic per vedere nuovo content, sia quelli che puntano a farmare gear in quanto giustamente pensano che sarà un dungeon che verrà completato una volta e mai più, in quanto lungo e non proficuo dal punto di vista delle rewards.

    @Rhuan plausibilmente ci saranno comunque delle World Quest da fare li, magari non si farà così spesso, ma è comunque un dungeon da 9 boss, penso non sarà proprio rapido come durata.
    0
  • grigdusher 22 agosto 2016, 14:27 grigdusher
    BattleTag: grigdusher#2493
    Messaggi: 526

    Iscritto il: 18 luglio 2016, 14:20
    #34
    seraknis ha scritto:Rhuan plausibilmente ci saranno comunque delle World Quest da fare li, magari non si farà così spesso, ma è comunque un dungeon da 9 boss, penso non sarà proprio rapido come durata.

    @seraknis no infatti dicevano che è simile ad un raid da 5 che fai in due serate.
    0
  • Rhuan 22 agosto 2016, 15:17 Rhuan
    BattleTag: BlackEagle#2962
    Messaggi: 107

    Iscritto il: 22 luglio 2010, 13:33
    #35
    grigdusher ha scritto:@seraknis no infatti dicevano che è simile ad un raid da 5 che fai in due serate.

    @grigdusher

    Appunto! Tolto lo sfizio di farlo una volta... la gente preferirà essere sparate nelle palle piuttosto che tornarci visto che non fa parte nemmeno del Mythic+ System Loot
    0
  • seraknis 23 agosto 2016, 07:57 seraknis
    BattleTag: Serak#21960
    Messaggi: 1420

    Iscritto il: 12 ottobre 2011, 12:45
    #36
    Rhuan ha scritto:grigdusher

    Appunto! Tolto lo sfizio di farlo una volta... la gente preferirà essere sparate nelle palle piuttosto che tornarci visto che non fa parte nemmeno del Mythic+ System Loot

    @Rhuan
    non si può dire ancora, non ne sappiamo ancora niente.
    0
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