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Old 06/18/09, 11:55 AM   #176
Orin
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I am hoping Blizzard also releases a new dragon or two in the Obsidian Sanctum along with this arena. 5 bosses in an arena, even with tribute modes, is going to get old really fast.

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Old 06/18/09, 11:59 AM   #177
snowman2050
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Originally Posted by Orin View Post
I am hoping Blizzard also releases a new dragon or two in the Obsidian Sanctum along with this arena. 5 bosses in an arena, even with tribute modes, is going to get old really fast.
Well there is the long awaited "Secret Raid / Instance" that has been milling around the community for some time, with the speculation that the announced will be reletively short, the prospect of another aspect opening in Wrymrest is looking pheasable.

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Old 06/18/09, 12:01 PM   #178
swills
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Originally Posted by Garren View Post
Maybe this is just another example of loose language from a blue, but am I the only one reading this as a single boss raid, with 5 possible bosses cycling on a weekly basis - much like the edge of madness event in ZG? If it weren't for all the talk about a new tier of loot, and a new PvP season, I would think this raid was more of a Malygos/Sartharion type raid.
I think the focus should be the word 'unlocked'. The way I read that is that in Week 1 you'll have one boss to face, in Week 2 the second will unlock and you'll have two bosses, all the way up to Week 5 when the fifth and final boss unlocks and it will be a 5-boss raid instance from then on. I don't see any sort of rotation implied there.

It looks like just another artificial way of pro-longing the life of content to me.

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Old 06/18/09, 12:10 PM   #179
Exemplar
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I like the idea of Normal 10, Hard 10, Normal 25, Hard 25 separate and the idea of limited attempts. But I have worries regarding implementation.

Any instance that is even vaguely linear - if you have to defeat Boss A before you can even reach Boss B - often Boss B hardmode was easier than Boss A.

In example, until it was nerfed a million and one times Flame Leviathan Hard Mode (4 towers) was quite probably harder than many other Hard Modes in Ulduar - most definitely so on the 10man track. If it was a separate lockout and you couldn't access later Hard Mode bosses which you could probably defeat until you defeated a roadblock like FL, that'd be quite rough.

I also worry about RNG failure. Again to flog Flame Levi - imagine a 10man attempt where he chain-chases the same Demo. A couple wipes to that could waste several of your limited supply of attempts. 25man has more people so it's typically possible to survive RNG failure and still prevail, but it still doesn't help.

Not to mention bugs such as Hodir shattering cache during Flash Freeze cast when he should be defeated (fixed), or Flame Leviathan still moving and damaging folk while under shutdown debuff (still randomly occurs).

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Old 06/18/09, 12:22 PM   #180
Rhaegal
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Originally Posted by swills View Post
I think the focus should be the word 'unlocked'. The way I read that is that in Week 1 you'll have one boss to face, in Week 2 the second will unlock and you'll have two bosses, all the way up to Week 5 when the fifth and final boss unlocks and it will be a 5-boss raid instance from then on. I don't see any sort of rotation implied there.

It looks like just another artificial way of pro-longing the life of content to me.
Another point in support of this vs. a cyclic one-boss instance is the comparison blues have made to a Ring of Blood style series of encounters. This language ("unlocked") and the RoB comparison definitely support a 5-boss Sunwell-style (but possibly no trash) instance.

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Old 06/18/09, 12:26 PM   #181
Wafzig
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Originally Posted by Fooma View Post
I believe long ago one of the developers responded to a thread suggesting the ability to tackle old world bosses on an individual level at new level caps. Like experience Black Fathom Deep bosses scaled to a raid setting. The developer responded that they were interested in this idea. I wish I had a source on hand right now but it would obviously take some backtracking through bluetracker over a year ago to find this.

This 'surprise raid' instance seems very much in line with this type of idea, at least so far as the details have been revealed.
Something like that would almost certainly be tied to Wyrmest and Chromie, with all the going back in time stuff.

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Old 06/18/09, 12:29 PM   #182
Lujaar
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Originally Posted by aegir123 View Post
The implementation of epic gems strikes me as a bit odd. Considering the availability of both patterns and raw gems the question is why add another tier of gems that are acquired as easily as the current one?
I guess the idea is to keep gems from being a smaller percentage of total stats as your gear gets better.

I'm glad they're not making epic gems too hard to get though. Hyjal gems were a mess. Gems are only in the game to give players choices (even if most of the time there's only one correct choice) and you can't make choices if you can't get the gems you need. The interesting parts of gemming are shuffling around which blue sockets you color-match for your meta or adding/overwriting hit gems to stay exactly at cap or picking the balance you want between stam/avoidance/threat on tank gear. All those things require you to overwrite gems, and if gems are a sharply limited resource you can't afford to do that. Especially if you need a red gem, which you do and so does everyone else you raid with. God forbid anyone in TBC should ever waste a spinel on a slot or piece of gear they replace later.

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Old 06/18/09, 12:37 PM   #183
Douglas
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Originally Posted by Ptoleman View Post
It's basically 10-man hard mode, I'm guessing. So the hierarchy goes like this:
  1. 10-Man Regular
  2. 10-Man Hard ("Heroic")
  3. 25-Man Regular
  4. 25-Man Hard ("Heroic")

Obviously no one can say for sure unless a Blue confirms it, but that seems the most logical interpretation of the new hierarchy from where I'm sitting.
Actually, note that the hard modes here really seem to punish PUGing here, because you're using up a resource you've got a limited amount of, while the normal modes will not be punishing PUGs in that way.

So I think both regular modes are going to come before both heroic modes on the hierarchy. I will not be the least bit surprised if 10-man heroic gives better loot than 25-man regular, and if both of the regular modes are intended to be at least somewhat PUGable.

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Old 06/18/09, 12:42 PM   #184
Ptoleman
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I think some people said it already, but (unless I missed some obscure Blue comment) we haven't been told that the Crusader Coliseum is the only raid instance we'll be seeing in 3.2.

Who knows? If the PTR comes online today or tomorrow we could find Grim Batol being invaded by Ironforge or something, or Gun'Drak unleashing a random clone army of Trolls or Tiki weapons we have to go fight now.

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Old 06/18/09, 12:42 PM   #185
Granger
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Originally Posted by Lujaar View Post
I guess the idea is to keep gems from being a smaller percentage of total stats as your gear gets better.

I'm glad they're not making epic gems too hard to get though. Hyjal gems were a mess. Gems are only in the game to give players choices (even if most of the time there's only one correct choice) and you can't make choices if you can't get the gems you need. The interesting parts of gemming are shuffling around which blue sockets you color-match for your meta or adding/overwriting hit gems to stay exactly at cap or picking the balance you want between stam/avoidance/threat on tank gear. All those things require you to overwrite gems, and if gems are a sharply limited resource you can't afford to do that. Especially if you need a red gem, which you do and so does everyone else you raid with. God forbid anyone in TBC should ever waste a spinel on a slot or piece of gear they replace later.
I agree completely here. You mention that there is often only 1 "correct" choice. That's definitely true but the correct choice doesn't stay the same through a full tier of content. Specifically for DPS warriors the choice between Str and ArP depends largely on your other pieces of gear and was impacted recently with the cap on ArP. If gems are prohibitively expensive it makes it much more difficult to obtain premium set ups. With how frequently the "correct" choice for specific sockets changes I for one am happy to be able to make those switches as they come up instead of investing a huge amount of time/money to get the best setup only to have the best change with the next minor patch.

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Old 06/18/09, 12:45 PM   #186
Liebestod
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Originally Posted by Ptoleman View Post
I think some people said it already, but (unless I missed some obscure Blue comment) we haven't been told that the Crusader Coliseum is the only raid instance we'll be seeing in 3.2.

Who knows? If the PTR comes online today or tomorrow we could find Grim Batol being invaded by Ironforge or something, or Gun'Drak unleashing a random clone army of Trolls or Tiki weapons we have to go fight now.
Come on. I'd put 10:1 internet dollars on there not being a "secret raid instance" which will go unannounced up until (and through?) the PTR phase. Crusaders' Coliseum is the 3.2 raid and the only 3.2 raid.

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Old 06/18/09, 1:27 PM   #187
Mr. Crow
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Originally Posted by Liebestod View Post
Come on. I'd put 10:1 internet dollars on there not being a "secret raid instance" which will go unannounced up until (and through?) the PTR phase. Crusaders' Coliseum is the 3.2 raid and the only 3.2 raid.
The evidence will be in changes to certain locations. I know I'll be scouting out a bunch of locales to look for changes -- new assets, different mobs from live, etc.

While I agree with Liebestod that it's highly unlikely that they would keep a raid secret all the way up until the PTR opens, any evidence that can be found without the aid of datamining would be valuable. (And datamined information is valuable too, I just don't know how to do it.)

Out of all possible (however improbable) candidates for additional material, though, I'd say a new Chamber of the Aspects raid is the most likely. Considering how they ninja'd the Obsidian Sanctum into Wrath without any real preamble and the only lore connection in a book that hadn't been released yet, it would be par for the course.

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Old 06/18/09, 3:35 PM   #188
Montegomery
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The patch notes are up:

World of Warcraft - English (NA) Forums -> PTR Patch 3.2.0 Notes

Something that struck me from them:

Originally Posted by Zarhym
Battleground experience 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 PvP can visit Behsten in Stormwind or Slahtz in Orgrimmar - both located near the Battlemasters in either city - and turn off all experience accumulation for the cost of 10 gold.
* 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.
* Behsten and Slahtz can reinstate experience gains for players, for a 10 gold fee of course. Any experience that would've been accumulated if experience gains were enabled cannot be recovered.
It looks like twinks are being segregated away from leveling players, or else being forced to level if they don't pay attention to patch notes. At the same time, this should make twinking easier as you don't have to worry about accidentally leveling if it takes one too many times to get that rare drop off a specific boss.

And even more importantly:

Originally Posted by Zarhyn
Emblem System Changes


* Both the 10 and 25 player instances of the Crusaders' Coliseum drop a new Emblem of Triumph.
* Any dungeons that previously dropped Emblems of Heroism or Valor, such as Naxxramas or Heroic Halls of Stone, will now drop Emblems of Conquest 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 Triumph.
* The existing achievements to collect 1, 25, 50, etc. Emblems of Heroism, Valor, and Conquest have been converted to Feats of Strength since Heroism and Valor Emblems are no longer attainable.
* New achievements have been added to collect various amounts of any combination of emblems.
Emblems of Heroism and Valor are essentially being phased out. If anything will help catapult players through content, this is the change that is going to do it.

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Old 06/18/09, 4:32 PM   #189
Ukerric
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Originally Posted by Darian_TruBlade View Post
Emblems of Heroism and Valor are essentially being phased out. If anything will help catapult players through content, this is the change that is going to do it.
Essentially, they are going back to a model that's almost that of BC. There's still a distinction between "current progression raid emblems" and others, but the addition of the Triumph to the dailies means that you can get those, even if it's only slower.

I was arguing, back when the Heroism/Valor distinction was established that it didn't made any sense, and, at one point, they would need to introduce shortcuts to let people outgear the raid instances and progress thru them, even if they were not "competent" enough to do so. It finally comes to that.

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Old 06/18/09, 4:34 PM   #190
Mideci
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I recommend disabusing yourself of the notion there is some other raid instance happening in 3.2. Speculation mode is that there was always room for one had, say, Ulduar shipped 2 months or so earlier (actually informed speculation, but neither here nor there). There is another expansion coming next year (perhaps as early as August, 21 months after Wrath, or even a tad earlier). While this one-boss-a-week thing is designed to be a content extender, looking at it outside the context of what's going on misleads one into thinking it's design to extend Wrath per se.

Instead, it's designed to buy a reasonable time window to get Icecrown completed and delivered in an epic, expansion-ending cycle with something like a 4-6 window to the next expansion. Ulduar, they surely figure, will get old if it sits there, alone, till January. By adding in the Coliseum -- which really feels like a complement to running Ulduar, rather than a flat-out replacement -- they buy some time to reach toward the end of the year -- Icecrown date not known with precision, but it's out there.

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Old 06/18/09, 4:42 PM   #191
Wafzig
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Originally Posted by Ukerric View Post
Essentially, they are going back to a model that's almost that of BC. There's still a distinction between "current progression raid emblems" and others, but the addition of the Triumph to the dailies means that you can get those, even if it's only slower.

I was arguing, back when the Heroism/Valor distinction was established that it didn't made any sense, and, at one point, they would need to introduce shortcuts to let people outgear the raid instances and progress thru them, even if they were not "competent" enough to do so. It finally comes to that.
The only difference between TBC and this system is that you can't run heroics for the next 2 months while 3.2 is on the PTR, ignore current raid content if you're too far behind the curve, and load up on best in slot badge items the day the patch comes out (or the day the vendor becomes available like with Sunwell Isle).

Also makes Heroics relevant again. Which they really haven't been at all during WotLK. It was hit 80, do heroics for a week, go to Naxx.

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Old 06/18/09, 5:12 PM   #192
Ellyh
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For me one of the biggest changes coming is this:

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.
I have had all-together way to many fights where people played keep-away and didn't even try to cap the flags. If I knew the fight was going to last 20 mins max it will encourage people to stay the length.

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Old 06/18/09, 5:16 PM   #193
Seratha
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I'd wondered earlier if the new 5 man coming in this patch would be similar to Magisters' Terrace in that it'd drop Naxx10 quality loot, but with the recent changes to Emblem of Conquest, I wouldn't be surprised if the drops were more along the line of Ulduar loot. It'd make sense to make the Heroic version drop ilevel 226 loot in order to complement the change to Emblem of Conquest badges in Heroics. This also doesn't seem too far fetched as even the normal dungeon daily will be rewarding an Emblems of Triumph.

The changes to the itemization of Northrend greens is also interesting as they'd been using the linear itemization formula from vanilla, while quest reward greens had been using the newer logarithmic one. That meant that all green drops were inherently inferior to their quest reward counterparts.

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Old 06/18/09, 5:24 PM   #194
Liebestod
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Originally Posted by Mideci View Post
I recommend disabusing yourself of the notion there is some other raid instance happening in 3.2. Speculation mode is that there was always room for one had, say, Ulduar shipped 2 months or so earlier (actually informed speculation, but neither here nor there). There is another expansion coming next year (perhaps as early as August, 21 months after Wrath, or even a tad earlier). While this one-boss-a-week thing is designed to be a content extender, looking at it outside the context of what's going on misleads one into thinking it's design to extend Wrath per se.

Instead, it's designed to buy a reasonable time window to get Icecrown completed and delivered in an epic, expansion-ending cycle with something like a 4-6 window to the next expansion. Ulduar, they surely figure, will get old if it sits there, alone, till January. By adding in the Coliseum -- which really feels like a complement to running Ulduar, rather than a flat-out replacement -- they buy some time to reach toward the end of the year -- Icecrown date not known with precision, but it's out there.
3.2 coming out so soon reinforces my view that we can expect the next expansion out at around Q2 of 2010. Icecrown will be this winter. Or at least that's the timeframe that Blizzard is operating on.

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Old 06/18/09, 6:30 PM   #195
Maranora
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Emblem System Changes

* Both the 10 and 25 player instances of the Crusaders' Coliseum drop a new Emblem of Triumph.
* Any dungeons that previously dropped Emblems of Heroism or Valor, such as Naxxramas or Heroic Halls of Stone, will now drop Emblems of Conquest 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 Triumph.
Wow... it seems odd to me that this is happening so soon - or rather, to such a large extent.

Two considerations coming out of this:

* What does it mean for Ulduar, and paticularly Ulduar10, post 3.2? It certainly won't be interesting from a badge-earning perspective (Naxx10, Heroics will surely be much faster and easier ways), and badge loot eclipses U10 loot in a fair number of slots. I hope U10-normal doesn't become too unattractive as a result; I'd really like to master all of its normal content and as many of the hard modes as possible in equipment at least approximately on par with what it was designed for.
* Both 10 and 25 man of the cutting edge raid will drop the same badge. I'm going to tentatively consider this a positive change; we'll have to see what the badge rewards look like. It reduces the incentive to PUG through 25 man of the previous tier of content instead of exploring new stuff. On the other hand, it may - again, depending on badge rewards - further reduce that attractiveness of 25 man raids.

EDIT:

... oh, and a third thought:
* This fairly strongly hint against the idea expressed by some, that the collosseum will be run "in parallel" with Ulduar by raiders - or at least, suggests that this is not Blizzard's intention.

Hmm, maybe I'm reading too much into just the badges .o.oO

Last edited by Maranora : 06/18/09 at 6:37 PM.

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Old 06/18/09, 6:37 PM   #196
Emeraude
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Originally Posted by Emeraude View Post
Based off the design model they decided to go with this expansion with a 10-man and a 25-man that are parallel it might be 2 different types of raids with different bosses.

IE:

10-Man->25-Man(A-B-C-D-E Bosses)
10-Man Heroic->25-Man Heroic(F-G-H-I-J Bosses)

As opposed to 4 instances with all of them having the same first boss with 4 different levels of difficulty, of course I could be wrong and the other posters could have it right with the whole 4 difficulties of 1 bosses a la Freya/Flame Leviathan, etc).
Looks like I was right, this is indeed what they're doing

# Trial of the Champion


* 5-player (Normal and Heroic mode) dungeon.
* Daily quest added to the Heroic daily dungeon quest giver.


# Trial of the Crusader


* 10 and 25-player (Normal mode) raid dungeon.


# Trial of the Grand Crusader


* 10 and 25-player (Heroic mode) raid dungeon.
* Crusaders' Tribute: Active on Heroic difficulty 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.

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Old 06/18/09, 6:37 PM   #197
krilz
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As a casual speaking: The changes to emblems are horrible. This is like stripping away all sense of progression there possibly could be. What's the reason of doing Ulduar when I can just do a few heroics to get the same amount of Conquests? It's easier, faster and gears me up in no time. The only reason I see myself playing Ulduar now is doing hard modes to get the drakes, after that, I can just quit the game until 3.2 comes out. Sure it will make it easier for alts, but honestly, who cares about them!?

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Old 06/18/09, 6:41 PM   #198
Alang
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I was wondering what this would mean for Ulduar as well, but maybe Blizzard isn't planning on nerfing Freya/Mimiron/Algalon/Yogg hardmodes. It's somewhat probable that the gear out of this new instance won't be complete: i.e. there might be 1-2 slots of gear that you'll have to get from Ulduar or before.

Let's just "guess" that the PTR is in the next 8 days. That would put this patch being released in August. With the current state of the game, how many guilds/servers could conceivably down Algalon before then?

They're releasing 1 boss per week for up to 5 weeks. I'll bet that several guilds will resume pushing Algalon after they've run out of hardmode attempts. While the drake might not be there, the server first titles could still be up for grabs on multiple servers.




I wonder how this adjustment in style will impact loot. Right now, you get 1 hardmode piece per hardmode. Are we expecting now 3-5 per hardmode in the Colosseum?

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Old 06/18/09, 7:04 PM   #199
Raised
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Originally Posted by krilz View Post
As a casual speaking: The changes to emblems are horrible. This is like stripping away all sense of progression there possibly could be. What's the reason of doing Ulduar when I can just do a few heroics to get the same amount of Conquests? It's easier, faster and gears me up in no time. The only reason I see myself playing Ulduar now is doing hard modes to get the drakes, after that, I can just quit the game until 3.2 comes out. Sure it will make it easier for alts, but honestly, who cares about them!?
You can't fill all slots with Conquest badge gear. You need drops to fill the other slots, and for some classes Conquest gear is a far cry from BiS gear. If you are intendeding to do the Hard-Mode instance, I can't imagine you'll be able to get by on Naxx 25 gear plus a half-dozen slots from Conquest emblems.

This is also a scaled-down version of the final raid of an expansion release argument. "What's the point of raiding Sunwell when I'll have equivalent dungeon blues in Northrend?" If iLevel is the only reason to play the game, I would suggest ProgressQuest.

On a more positive note: This is a somewhat major shift in tact from Blizz, where they previously said that they didn't want raiders to feel as if they had to grind through Heroics late into the expansion. They seemed to have shifted too far the other direction in WotLK by their own admission, that intro raids were too easy and there was really never a reason to go to Heroics.

This idea that Heroics should be a part of the endgame across the expansion lifespan, combined with what we've seen from 10man Flame Leviathan (Hard Modes give you the option to bump up from one version of the Emblem to the next tier above) I wonder if we'll start seeing that concept used in Heroics, rolled into the Achievements. In WotLK this would look something like.

3.0 - Anub'Rekhan Heroic kill gives a Emblem of Heroism.
3.1 - Heroic kill gives Heroism Emblem, 4 minute kill gives Valor.
3.2 - Heroic kill gives Valor, 4 minute kill gives Conquest.

This would maintain the path of Heroics (and previous tier's raids where applicable) -> Normal current tier -> Hardmode current tier

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Old 06/18/09, 7:22 PM   #200
Ufthak
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Originally Posted by Malleus View Post
This is just a little thing, I know, but isn't the Emblem change going to make it impossible to get the Achievements for 1000 Emblems of Heroism and Valor after 3.2?
From patch notes:
•Emblem System Changes
◦The existing achievements to collect 1, 25, 50, etc. Emblems of Heroism, Valor, and Conquest have been converted to Feats of Strength since Heroism and Valor Emblems are no longer attainable.
◦New achievements have been added to collect various amounts of any combination of emblems.

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