Tol Barad has been the talk of the Pvp world for the last week due to it’s honor exploit that was just recently hotfixed. It is the level 85 outdoor PvP zone, similar to lvl 80 Wintergrasp, located off the west coast of the Eastern Kingdoms. Every two hours the island fills up with players in a huge capture the base scenario that take no longer than 30 minutes to complete.
Tol Barad originally gave the winning faction 180 bonus honor. Which was a nice change of pace for the battleground honor grind. The problem was that TB is extremely in the favor the defense, so if you held TB at some point in the morning, there’s a good chance you’re going to hold it all day and reap the bonus honor,daily quests, and boss in the zone.
Blizzard thought that if they increased the honor reward for winning on offense that the attacking faction would be more encouraged to win. I’m not sure if someone hit at extra 0 in there, but for a short period of time if the attackers won they would receive 1800 honor! The factions began to talk and a truce was signed on many servers and the win-trading began. Every 2 hours the the attackers won within minutes, and those lucky enough to get in the zone received their 1800 honor, essentially a Pvp piece. Since TB lets you in at a 1-1 basis only a select few that won the “TB Lottery” got in.
A couple of days into the lottery a bridge exploit was found. On the nothern bridge of the Tol Barad Pvp zone that connects TB and TB Pennisula you began to see hundreds of the attacking faction stack. Those who didn’t win the lotto stood and waited. It was discovered that if you could time it right as the third base was being capped if you ran into the zone, before the zone queue warning ported your character out, that you would also receive the 1800 honor. Another truce was made between horde and alliance throughout servers that allowed those on the bridges to remained unharmed so they could time it right. I found about this after I just finished grinding out honor for a week and a half. I was able to make it two or three times and it worked, and finished off my blue honor set. Then when Blizzard realised that the zone was no longer contested but being fully exploited, they did a hotfix on the honor. Their 1800 honor attacking “gift” (as they’re putting it) was available for a week, exploited in days, then hotfixed within hours. Truce treaties were broken and it became a pvp zone once again.
Now Tol Barad awards 360 honor if the attacker wins. Which is more than originally obtained yet we’re unsture if it’s still worth it or not since the zone once gave out just too much honor. Of course this is just another hotfix and the zone is subject to even more changes. We can only hope they’ll find a balance between offense and defense and provide us with a reward that isn’t out of this world yet still worthwhile.
Mastery’s are one of the new additions in Cataclysm, and they provide a passive buff to each class for putting 31 points into a talent tree. The buff can also be increased, by equipping Items that have “Mastery” points on them. The idea behind this is to force player’s to fully commit to one tree with the majority of their talent points, so that they only have 10 other points to put into another tree.
Before Mastery’s, players were sometimes able to find viable hybrid talent spec’s, where they would split their talent points up between 2 trees. You would pass up the powerful last talent for a specific talent tree, in lieu of a number of mid range talents from another tree. Examples of this were Frost/Fire mages, and Unholy/Frost Death Knights.
The Mastery’s have killed a bit of the uniqueness of the customization of talent specializations. On the other hand, the talent trees are much cleaner and easier to use. Bloated talents that took 5 points, have been reduced to two or three, and most passive bonus’ from talents have been removed.
One example of this is a Mage’s impact talent. It use to randomly proc a 2 second stun 10% of the time you used one of your fire spells. Now, any damaging move has a 10% chance to reset the cool down on fire blast, and cause the next fire blast you cast wtihin 10 seconds, to stun the target for 2 seconds. This is a great example of the positive changes to the talent trees, since it turns the stun from a random occurrence, to something that you can control. It still proc’s 10% of the time, but you decide exactly when you want to use the stun once it procs.
Another improvement comes in the first two tiers of talents for each Tree. Blizzard knows that each character will have 10 extra points to spend, so they accordingly made the first 2 tiers of talents in each tree generally very useful. As a Frost mage, I can get improved counterspell (4 second silence on counterspell, a must have talent for pvp) in the first tier of arcane. I can also get a 3 second 70% sprint added to my blink on the second arcane tier. If i choose to subspec fire instead of arcane ,I get 70% chance to not lose casting time while being hit, 30% mana back on crits, 1/2 Blazing speed (5% chance on melee hit for a 8 second 50% sprint), and the impact talent outlined above. Blizzard did a great job of trimming the fat from the talent trees, and moving some of the must have talents down lower in the trees.
Here, I will outline what I think are the best Mastery’s for each class, from a PvP Perspective. I will rank them, one through three.
- Blood Mastery
Blood Shield – Each time you heal yourself via Death Strike, you gain 50% of the amount healed as a damage absorption shield. Each point of Mastery increases the shield by an additional 6.25%.
- Frost Mastery
Frozen Heart – Increases all frost damage done by 16%. Each point of Mastery increases frost damage by an additional 2.0%.
- Unholy Mastery
Blightcaller – Increases the damage done by your diseases by 40%. Each point of Mastery increases disease damage by an additional 5.0%.
1. Unholy Mastery. 2. Blood Mastery 3. Frost Mastery. I picked Unholy Mastery as the best since extra disease damage means your damage over time effects will hit harder, so you will essentially be doing more damage without needing to “stick” on the target. Blood Mastery is interesting, and edges out Frost Mastery since it provides a scalable shield, which should help a blood DK’s survivability in PVP.
- Balance Mastery
Total Eclipse – Increases the bonus damage from Eclipse by 12%. Each point of Mastery increases the bonus by an additional 1.5%.
- Feral Mastery
Savage Defender – Requires Bear Form. Increases the damage absorbed by your Savage Defense ability by 32%. Each point of Mastery increases the absorb by an additional 4%.
Razor Claws – Requires Cat Form. Increases the damage done by your bleed abilities by 25.04%. Each point of Mastery increases bleed damage by an additional 3.1%
- Restoration Mastery
Symbiosis – Increases the potency of your healing spells by 10% on targets already affected by one of your heal over time spells. Each point of Mastery increases heal potency by an additional 1.25%.
1. Feral Mastery. 2 Restoration Mastery. 3 Balance Mastery. Feral Druids are pretty strong in PVP now, due in part to their their bleed effects. They can’t be dispelled off like many other DOTS, so the damage needs to be mitigated in other ways. Therefore, the more bleed damage for ferals, the better. Restoration mastery is good, since druids almost always have HOTs on a target. It will result in a 10% increase to a Druids healing for the majority of their spells. Balance Mastery comes in last since its an uninspired mastery, and since Balance druids are the least represented spec of Druids in PVP.
- Beast Mastery
Master of Beasts – Increases the damage done by your pets by 13.6%. Each point of Mastery increases pet damage by an additional 1.7%.
- Marksmanship Mastery
Wild Quiver – Grants a 14.4% chance for your ranged attacks to also instantly fire an additional ranged shot. Each point of Mastery increases the chance by an additional 1.8%.
- Survival Mastery
Essence of the Viper – Increases all elemental damage you deal by 8%. Each point of Mastery increases elemental damage by an additional 1.0%.
1. Marksmanship Mastery. 2. Survival Mastery. 3. Beast Mastery. Marks mastery is by far the best, since it can provide some random burst damage. It is essential a 10% proc for “double” damage on your ranged auto-attack, since it gives you an entirely new attack, which aslo has the potential to crit. Survival mastery comes in second, since it applies to a multitude of moves, such as cobra shot, serpent sting, explosive shot, arcane shot, etc. Beast mastery comes in last since its just a passive increase in damage to your pet.
- Arcane Mastery
Mana Adept – Increases all spell damage done by up to 12%, based on the amount of mana the Mage has unspent. Each point of Mastery increases damage done by up to an additional 1.5%.
- Fire Mastery
Flashburn – Increases the damage done by all your periodic fire damage effects by 20%. Each point of Mastery increases periodic damage done by an additional 2.5%.
- Frost Mastery
Frostburn – All your spells deal 20% increased damage against Frozen targets. Each point of Mastery increases damage by an additional 2.5%.
1. Frost Mastery. 2. Arcane Mastery. 3. Fire Mastery. Frost Mastery comes in first since it amplifies a mage’s burst damage. Frost mages rely on the increased damage and critical strike chance they get against frozen targets to help set up kills. This Mastery will help a mage squeeze out a little extra damage on their shatter combos. Arcane Mastery comes in second, because it increases the damage on all your spells. Also, with Mage armor restoring 3% of your maximum mana every 5 seconds, your Mana pool will almost always be at 75% plus, unless its a very mana intensive fight. Fire Mastery comes in last, since the majority of the damage fire mage’s do is a result of direct damage spells, and not DOTS.
- Holy Mastery
Illuminated Healing – Your direct healing spells also place an absorb shield on your target for 10% of the amount healed lasting 8 sec. Each point of Mastery increases the absorb amount by an addtional 1.25%.
- Protection Mastery
Divine Bulwark – Increases your chance to block melee attacks by 18%. Each point of Mastery increases block chance by an additional 2.25%.
- Retribution Mastery
Hand of Light – Your auto attacks have a 8% chance to grant Hand of Light, causing your next Holy Power ability to consume no Holy Power and to cast as if 3 Holy Power were consumed. Each point of Mastery increases the chance by an additional 1%.
1. Holy Mastery. 2. Retribution Mastery. 3. Protection Mastery. Holy Mastery comes in number one, because it is amazing. The shield effect occurs 100% of the time, and will proc off all of your direct healing spells. And since its a shield instead of additional healing, it helps to add some utility to a Holy Paladins repertoire of abilities. Retribution Mastery comes in second. Ret paladins have typically just hit their abilities as they come off of cooldown, so this will help to add some unpredictable burst to their game, while conserving resources. Protection Mastery comes in last, because it’s only useful against melee classes in PVP.
- Discipline Mastery
Shield Discipline – Increases the potency of all your damage absorption spells by 20%. Each point of Mastery increases the potency of absorbs by an additional 2.5%.
- Holy mastery
Echo of Light – Your direct healing spells heal for an additional 10% over 6 sec. Each point of Mastery provides an additional 1.25% healing over 6 sec.
- Shadow Mastery
Shadow Orb Power – Increases the damage done by your Shadow Orbs. Each point of Mastery increases damage by an additional 1.3%.
1. Holy Mastery. 2. Discipline Mastery. 3. Shadow Mastery. Holy Mastery takes the cake here because it adds the 10% bonus heal over time over 6 seconds to all of your heals. This should help to remedy Priests lack of HOT’s, and also help them to conserve mana. Discipline Mastery comes in second, only because dispell’s are so powerful at the moment. 20% more absorption on your power word shield does not help much if the shield is dispelled. Shadow Mastery comes in last, because it provides a sub-par damage boost to only your shadow orbs, which in turn only boosts your mind spike and mind blast moves. Blizzard stated they were still working on these shadow orbs, and in the end they may provide you with things like instant mind blast’s and mind spike’s. Hopefully Blizzard buff’s this mastery if/when the tweak shadow orbs.
- Assassination Mastery
Potent Poisons – Increases the damage done by your poisons by 28%. Each point of Mastery increases damage by an additional 3.5%.
- Combat Mastery
Main Gauche – Your main hand attacks have a 16% chance to grant you an extra off hand attack. Each point of Mastery increases the chance by an additional 2.00%.
- Subtlety Mastery
Executioner – Increases the damage done by all your finishing moves, and the effectiveness of your Slice and Dice, by 16%. Each point of Mastery increases damage by an additional 2.0%.
1. Subtlety Mastery. 2. Assassination Mastery. 3. Combat Mastery. Subtlety Mastery is the best, because it gives you two strong bonuses. More damage on finisher moves means you are more likely to get a kill with a finisher in a PVP scenario. Moreover, an increased effectiveness on Slice and Dice means you will be getting more auto-attacks on a target within a given timeframe, which will also help you score kills. Assassination Mastery comes in second, since Envenom scales with Potent Poisons, is a finisher, and already hits pretty hard with 5 combo points. Combat mastery comes in last since it seems this will most likely result in a increase in damage for PVE, rather than PVP.
- Elemental Mastery
Elemental Overload – Grants a 16% chance for Elemental Overload to occur. Elemental Overload causes a Lightning Bolt, Chain Lightning, or Lava Burst spell you cast to trigger a second, similar spell on the same target at no additional cost that causes 75% of normal damage and no threat. Each point of Mastery increases the chance of Elemental Overload by an additional 2%.
- Enhancement Mastery
Enhanced Elements – Increases all Fire, Frost, and Nature damage done by 20%. Each point of Mastery increases damage by an additional 2.5%
- Restoration Mastery
Deep Healing – Increases the potency of your direct healing spells by up to 20%, based on the current health level of your target (lower health targets are healed for more). Each point of Mastery increases direct heals by up to an additional 2.5%.
1. Restoration Mastery. 2. Elemental Mastery. 3. Enhancement Mastery. Restoration Mastery is a great Mastery, since it makes Shamans an even better clutch healer. Even better, is that you get closer to the 20% bonus in direct heals, the more you need it at any given time. Seems to be a perfectly designed PVP oriented mastery. Elemental Mastery is second, because it provide some extra burst, that is also under you control (since you can decide when to trigger it). Enhancement Mastery comes in last because it does not add anything special to the class.
Potent Afflictions – Increases all periodic shadow damage you deal by 13.04%. Each point of Mastery increases periodic shadow damage by an additional 1.63%.
Master Demonologist – Increases the damage done by your demon servants and damage you deal while transformed into a demon by 12%. Each point of Mastery increases damage by an additional 1.5%.
Fiery Apocalypse – Increases all fire damage you deal by 10%. Each point of Mastery increases fire damage by an additional 1.25%.
1. Affliction Mastery. 2. Destruction Mastery 3. Affliction Mastery. The Warlock Mastery’s seem very sub-par overall. I’ll give the affliction mastery the top spot, since most of their DOTS are dealing shadow damage, so this should have a noticeable increase. Destruction Mastery comes next, since its a flat increase to all Fire damage, which is the focus of a destro locks damage. Last is Demonology Mastery, because it only increases pet damage, and only increases your damage when you are in demon form, which has a long coo down.
- Arms Mastery
Strikes of Opportunity – Grants a 16% chance for your melee attacks to instantly trigger an additional melee attack for 100% normal damage. Each point of Mastery increases this chance by 2%.
- Fury Mastery
Unshackled Fury – Increases the benefit of abilities that cause or require you to be enraged by 37.6%. Each point of Mastery increases enrage effects by an additional 4.70%.
- Protection Mastery
Increases your chance to block by 12% and your chance to critically block by 12%. Each point of Mastery increases your block chance by an additional 1.5% and your critical block chance by an additional 1.5%.
1. Arms Mastery. 2. Fury Mastery. Protection Mastery. Arms Mastery is the top choice here, since you will be dual wielding two handed weapons. An occasional additional auto-attack with one of those will add up after awhile, and provides some surprise burst. Unshackled Fury comes in second, because it provides such a huge benefit to those abilities that require you to be enraged, close to 40%. Protection mastery comes in last because it is more of PVE talent, and would only be useful against melee classes in PVP.
Questions or Comments? Drop me a line, Jake@mogs.com
Cataclysm is upon us, and the new Arena season has begun. Those who just got Cataclysm over the holidays are working on leveling through the new content to 85, and those who got it on release are more than likely already there (I know I am!). At 85 you’re presented with a couple of options of what to do with your character, take them hardcore PvE, hardcore PvP, dabble in both because you’re a hardcore player, or dabble in anything you can get your hands on for you play the game casually. I’m going to focus on the hardcore PvP aspect, and how to get your fresh 85 started for end-game rated battlegrounds and arenas.
Currently there are 3 new tiers of pvp gear that you’ll have to mix and match until you’re in full purples. There’s the crafted ilevel 339 set, which can be created by a friendly 525 skill level tailorer (Fireweave, Emberweave sets) leatherworker (Bloodied sets, which include mail sets), or blacksmith (Bloodied, Ornate sets). You can purchase all of these on the Auction house. The cloth pieces generally go for 300-750gold, the mail/leather/plate pieces go for 500-1k gold (on occasion a shoulder or chest will be 2k). I highly recommend that you pick up at least 2-3 of these pieces (pick them all up if you can afford it), for this season’s honor grind is one of the hardest since vanilla WoW. Being a restoration druid I personally grabbed a couple of the Emberweave pieces along with the Bloodied Wyrmhide to mix and match to achieve the desired itemization along with the resilience. Currently Resilience is your strongest stat in PvP, Blizzard changed it so it now effects ALL damage you take, rather than just reducing the chance to be crit and crit damage. So even if you are wearing leather with a couple of cloth pieces, you’re better off with the resilience than trying to stack PvE gear (unless you’re a dps class and you aren’t being trained 24/7, then toss in some PvE pieces for the exra damage). Once you’ve acquired all you can spend on, jump into some BG’s and begin the grind.
With the current honor point system, honorable kills are only worth 1 measly honor, while a win will net you a bonus 45-90 honor (daily nets you 90, from there on out it’s 45 bonus honor per win), if you lose you get stuck with 15 bonus honor. This system essentially forces you to win to make any kind of progress on your honor grind. With chest/legs/helm costing 2200 honor it can take quite a while until a piece is obtained.
The trick to shortening your honor grind is to watch your Tol Barad timer, and make sure you queue for it everytime it’s up. Tol Barad is the new “Wintergrasp” where you fight to take control of an island. Tol Barad is extremely favored for the defense and if your faction has it, there’s a good chance they’ll have it all day. It can take anywheres from 15-30 minutes max (depending if they down any towers) and if you win nets you a tasty bonus of 180 honor (then another 95 honor for the weekly victory quest). Since Tol Barad enters players from each faction on a 1-1 ratio, matches can extend up to 100v100, thus that 1 honor per KB can finally rack up. If you follow the zerg wave of players (whether your offense or defense) you can net anywheres from 90-150 extra honor during the Tol Barad from those kills. I’ve managed to obtain around 350 honor from a single Tol Barad including the weekly and winning the Tol Barad.
For a dps class I recommend picking up the most costly honor pieces helm/chest/legs and get those out of the way and you benefit more from PvE off-pieces than healers. For healers I recommend picking up 2 main pieces to get the 2 piece 400 res set bonus then replacing all pieces of gear that don’t have resilience on them first. After you are in your full resilience set that’s a mix of crafted and honor gear, you can start to replace the crafted gear with the honor pieces.
After you’ve acquired a decent amount of gear (should be around 1.5-2k resilience), I recommend you start an arena team as soon as possible (any size will suffice). Currently conquest points are easier to obtain than honor points and right now the lowest cap for conquest points is 1343 points per week. If you win at least 5-6 matches, you’ll quickly cap your conquest points for the week. Epic items start off at 1250 conquest points for off-pieces and go up to 3400 for 2-handed weapons, and 2450 for one-handed. So essentially within 2 weeks and 12 wins in arenas you can have an epic one-handed weapon, or an epic piece of gear of your choice.
Essentially after creating an arena team, and farming honor approx 3-4 hours a day for 2 weeks, you can have an epic weapon, the full honor set and be prepared to head into the competitive arena and rated battleground scene. Currently I’m rocking the epic weapon, and 2917 resilience on my restoration druid. My 3v3 team (Shadow Priest/Frost Mage/ Resto Druid) is going to be starting our hard arena grind later this week and plan on frapsing some matches so you can check them out and watch our attempt for glad this season. Enjoy the honor grind for it’s the last one you’ll have to do.
Questions or Comments? Drop me a line, Jon@mogs.com. Happy honor farming!
At midnight Pacific (3am EST) on Tuesday, December 7th, Cataclysm will officially go live on US and EU servers! With the release of the latest expansion into the Warcraft universe, several changes will go into effect that will offer more than just a few more zones to level in, but changes to the core game itself and an overhaul of how the guild system works. Some of the changes players have to look forward to include:
- Worgen and Goblins are playable. (Paid Race Change Service will also go live for these races immediately)
- Flight Master’s License is purchasable by players, giving them the ability to fly in Kalimdor and the Eastern Kingdoms
- Guilds can begin to level up and earn perks and guild achievements, and guild members can begin to build reputation with their guilds.
- All professions are trainable to skill up to 525 (Illustrious Grand Master), including the new secondary profession, Archaeology.
- Initial dungeons (like Blackrock Caverns, which is playable at level 80) become available.
- The new 80+ zones – Mt. Hyjal, Vashj’ir, Deepholm, Uldum and Twilight Highlands – will become playable, beginning at level 80. Portals and ‘breadcrumb’ quests will be available in Stormwind to start you off.
- PORTALS and “breadcrumb” quests for the Cataclysm zones are available in Stormwind and in Orgimmar
- IN ORDER TO QUEUE FOR A DUNGEON using the Dungeon Finder you must first visit the entrance to that dungeon. If you want to queue for BRC, be sure to go there before trying to queue up for the first time!
- DAILY FISHING AND COOKING QUESTS are available in both SW and ORG. The fishing and cooking dailys reward a skill point each day, and the cooking daily rewards a Chef Award, which is used to buy the recipes you will need to level your cooking.
- DON’T FORGET to obtain your Flight Master’s License and visit your profession trainers before leaving for the new zones!
- EMPTY YOUR BAGS of unnecessary items like vendor trash, old mats, old gear that you don’t want to keep, and cute/fun novelty items. Additionally, making some space in your BANK is probably wise. Make sure your stocked up on the necessary foods, potions, reagents and gear that you will use, but by keeping your bag space limited and stocked with the stuff you will actually need you will keep yourself from having to visit a vendor every few quests, which is a giant waste of time.
- CATACLYSM DUNGEONS are expected to be a bit harder than Wrath heroics, and it is HIGHLY RECOMMENDED that you read up about the dungeon and watch a video, if possible, before you queue. Dungeons in Cataclysm will require significant crowd control and awareness. Mobs hit much harder than they did in Wrath heroics, so there won’t be anywhere near as much AoE tanking or chain-pulling because tanks simple won’t be able to survive. Knowing what to expect can help your random dungeon experience go much more smoothly
- The first two areas where level 80 players can go, Mt. Hyjal and Vashj’ir, are only available once you turn 80, not 78 as with previous expansions. They will both be full of lore and interesting quests, and they each have faction reputations. It looks like the popular place to begin will be Hyjal, so for a less-populated start, Vashj’ir may be a good choice. However, Vashj’ir is under water, so be prepared for a new experience!
Tips for Surviving the Cataclysm
The most important thing is to HAVE FUN!
Mod creator Glomby created World of Warcraft using Blizzard’s Starcraft II game creator and mods. There’s no gameplay to speak of but this looks awesome, and it’s impressive to think this is played through Starcraft II. It’s going to be amazing the custom games we’ll be seeing in SCII in the next upcoming months/years if this is what is coming out in the first month of the game being released.
The guy’s over at wow.com have done a pretty good writeup on their blog post Ventrilo vs. Mumble 1, but considering it’s not a site that every single WoW player visits regularly, or something most non-warcrafters even have a reason to visit, I wanted to take a few minutes to highlight their post and help introduce you to Mumble, a low latency VOIP program for gaming. This is an application that is mostly unknown in the MMORPG world, where Ventrilo and Teamspeak have dominated, it’s far better known in the FPS circles where the extremely low latency helps give it a competitive advantage when calling out those enemy snipers and getting teammates over to help defend your bunker.
Mumble, unlike Ventrillo or Teamspeak, was specifically created with low latency in mind, and along with an excellent voice quality there is just as much lag as you would expect on a normal land-lined phone call. The latency is so low in fact that it allows for perfectly normal conversations, and yelling “Meteor in five seconds” actually means “Meteor in five seconds”; not “Meteor in three seconds by the time you hear this”. It also features Auto normalization, which to me is a huge benefit because that means I won’t have to sit there every time a new user joins chat, or I join a new guilds chat, and manually adjust the voice volumes for everyone to be an equal level. No more whispered call out’s I can barely hear, and no more eardrum shattering hunter’s crying about their pet dying. If you’ve ever had to sit there and go through the “Ok, say something now”, following by some tweaking and then another “Ok, say something again.”, you will fully appreciate this subtle but amazing awesome feature. Mumble normalizes everyone’s volume automatically on the server end, and does it right.
I highly suggest heading over and reading their full article which goes a little more in-depth into some of the features and functions of this great VOIP program, and then going to sourceforge 2 and grabbing a copy for yourself and your guild to play around with to see if it fits your need. Once this gets a little more widespread in the WOW world I definitely see it becoming the new requirement, so when your applying to a new guild and you see “Mumble is used for guild communication, do you have this installed”, at least now you will have some idea of what they are talking about, and hopefully your savvy enough to see the greatness of it and be able to throw a big fat CHECK down next to the question.
I’d like to take some time to speak with all of you regarding our desire to make the Blizzard forums a better place for players to discuss our games. We’ve been constantly monitoring the feedback you’ve given us, as well as internally discussing your concerns about the use of real names on our forums. As a result of those discussions, we’ve decided at this time that real names will not be required for posting on official Blizzard forums.
It looks as though the people have spoken. As quickly as Blizzard announced the new “Real ID” system that they’d like to implement, the amount of dirt it stired has caused Blizzard to decide to not implement the system into the online forums. Nethaera came back and explained that the Real ID will still be used in game for the cross-game communication.
Personally, I think this is a very nice step towards cross-gaming communication. Although I feel there should be various settings that each player can manage that controls what ID you are known by cross game. Whether it be your real name to some individuals while your player ID to the rest of the group. I’m sure the Real ID system is going to go through a plethora of changes, and hopefully it is streamlined to allow the best cross-game communication while keeping privacy and security settings strong.
Recently, we introduced our new Real ID feature – http://www.battle.net/realid/ , a new way to stay connected with your friends on the new Battle.net. Today, we wanted to give you a heads up about our plans for Real ID on our official forums, discuss the design philosophy behind the changes we’re making, and give you a first look at some of the new features we’re adding to the forums to help improve the quality of conversations and make the forums an even more enjoyable place for players to visit.
The first and most significant change is that in the near future, anyone posting or replying to a post on official Blizzard forums will be doing so using their Real ID — that is, their real-life first and last name — with the option to also display the name of their primary in-game character alongside it.
Recently announced by Nethaera on the WOW forums, it looks like all posts and replies on official Blizzard forums will now display the first and last name on each user’s battle.net account. This will go into effect before the Launch of the new Starcraft II community site, which is set to launch before July 27th. This new change is being dubbed “Real ID”.
What do you guys think the result of removing this veil of anonymity will be? Will this help reduce flame wars and trolling, and result in more positive and constructive feedback? Or, will this result in increased trolling? With Facebook having over 400 million users, it will be easy to find WOW players on there, which could in turn, move the trolling to a more personal section of the gamers life. Interestingly, Blizzard’s employees will also have their real first and last on on the forums too.
Being a former active participant of the forums, this intrigues me. I would guess that having the accountability of your name next to your avatar, would result in posters acting closer to their actual real life selves. However, I also could see this being a problem, because trolls are likely to dig up real life dirt on players now, and bring that into the forums. Nevertheless, it will be interesting when this goes live around July 27th.
Get those opt-ins ready for the World of Warcraft: Cataclysm closed beta! The sundering of Azeroth is nigh, and you don’t want to be left out in the cold of Northrend when you could be enjoying the sun-drenched beaches on the goblin isle of Kezan. To ensure you’re opted-in and eligible as a potential candidate, you’ll need a World of Warcraft license attached to your Battle.net account, have your current system specifications uploaded to the Battle.net Beta Profile Settings page, and have expressed interest through the franchise-specific check boxes.
So get your opt-ins set up, updated, and ready; we’re worgen real hard to get the beta going soon!
Is this WoW addiction, or demonic possession? Mogs.com does not have a priest to perform an exorcism, and we are not addiction specialists either, but we are pretty sure this kid needs some help. This YouTube video really makes one wonder, WoW addiction, demonic possession, or perhaps both? You be the judge. Let us know what you think!