Tagged: blizzard developers

Hellfire Citadel Raid Schedule

Quote from: Blizzard
Hellfire Citadel Raid Schedule

The armies of Azeroth are set to charge into Tanaan Jungle and the new Raid found there. To help with the coordination of these fiery days to come, we’ve broken down the unlock schedule for Hellfire Citadel. Get ready!

If you’re among those patiently sharpening your sword until Raid Finder unlocks, please note that you’ll need a minimum item level of 650 to enter. Here’s the rundown:

Week 1 (with the release of Patch 6.2)

  • Hellfire Citadel Normal and Heroic difficulties open.

Week 2

  • Mythic difficulty becomes available.
  • Raid Finder Wing 1 (Hellfire Assault, Iron Reaver, Kormrok) unlocks.

Week 4

  • Raid Finder Wing 2 (Hellfire High Council, Kilrogg, Gorefiend) unlocks.

Week 6

  • Raid Finder Wing 3 (Shadow-Lord Iskar, Socrethar the Eternal, Tyrant Velhari) unlocks.

Week 8

  • Raid Finder Wing 4 (Fel Lord Zakuun, Xhul’horac, Mannoroth) unlocks.

Week 10

  • Raid Finder Wing 5 (Archimonde) unlocks.

Live Q&A Additional Answers

Quote from: Blizzard
I had a great time doing the Q&A this past weekend, and look forward to more opportunities to speak directly with the community and field your questions. I wanted to take some time to clarify a couple of my responses. I’d also like to address several questions that were in the queue, but which we weren’t able to reach before we ran out of time.

The infamous Demonology warlock response: We’ve heard from many players that they don’t enjoy the spec but feel pressured to play it because it has so clearly been the all-around best warlock spec in current raiding, and we’ve seen masses of warlocks who started out favoring Affliction or Destruction migrating steadily towards Demonology. We feel the spec has several elements that are awkward and unintuitive (it’s not just a matter of sheer “complexity” – it’s fine for some specs to be more challenging to play optimally, especially for pure DPS where players can choose to opt into that complexity while having alternatives available), and we have plans to rework (and hopefully improve) the spec, but those changes are beyond the scope of a patch. In the meantime, we want to make sure we’re alleviating the pressure to play Demonology over other specs, which means making sure that it isn’t the best warlock spec. The goal of our 6.2 changes is not to make Demonology terrible or unplayable, and I’d expect Demonology to still be quite competitive on some types of encounters, and viable everywhere. If it isn’t, we’ll make further adjustments to compensate. But we did intentionally make changes to ensure that it isn’t the single best warlock spec in patch 6.2, and I wanted to make it clear that this was our intent, rather than simply a mathematical error.

Healing priests: In the Q&A, I fielded a question about absorbs, and have seen feedback about a seeming contradiction between our stance on Demonology warlocks (“we don’t want all warlocks to feel obligated to play Demo, so we’re nerfing Demo”) and my comments about Disc (“you’re probably doing it wrong if you only have one priest in the raid and that priest isn’t Disc”). To be clear, we don’t think the current state of priest healer representation is a desirable one – I was describing the present reality, not stating our design goal. But the Discipline problem isn’t one that is solvable with simple numbers changes – we’d have to nerf Discipline to the point of complete uselessness in order to meaningfully affect their representation. The issue lies in their nature as an absorb-based healer, offering a unique benefit that neither Holy priest nor any other healer can provide, and often doing so at the expense of the fun of other healers (whose core gameplay lies in refilling health bars that now empty less, or not at all, due to absorbs). Absorbs are still interesting as a mechanic, and we’re not looking to prevent Disc from feeling unique, but the spec’s niche in multi-healer situations probably shouldn’t be mechanically blanketing allies with absorbs. In short: we acknowledge that there is a problem, but we don’t have a solution to discuss just yet.

Now, Lore gave me a list of questions that we didn’t get to on Saturday, and I’d like to take a stab at answering a few more. Some of these are things I could probably ramble on about for pages, but I’ll try to stay concise to keep the responses in line with the content of the rest of the Q&A.

Q: “How has itemisation in WoD worked out thus far? Are you happy with new stats? Bonus gear properties? Enchants?” – @MagdalenaDK
A: Overall, we’re happy with how most of the changes have played out. Bonus gear properties in particular keep “farm” content potentially rewarding and create some extra moments of excitement, as designed. Tertiary stats were too weak initially, but since the 6.1 changes they’re in a good place – I’ve seen people get more excited for a huge Speed or Avoidance bump on a primary gear slot than they would have been over a socket, which is pretty cool. As far as stats go, and this may surprise players somewhat, we’re pretty satisfied with how Versatility has turned out – it’s a simple baseline stat that’s easy to understand, and has some depth to it especially in PvP. It may not be the favorite stat of any damage-dealing raiders, but that’s okay – it’s a solid baseline. Multistrike is probably the weakest of our current stats from a design perspective. Mechanically it’s very similar to crit, except where we’ve added specific class mechanics to hook into it and bolster it as a stat. There may be a visceral feel at times to firing extra missiles, but when you’re firing a ton of projectiles all the time, that also comes at the expense of lessening the impact of each individual missile and cast.

Q: Any plans on another stat squish? This last one didn’t seem to do much. – @RippleTideWoW
A: Well, players are currently dealing damage roughly on par with what we saw at the end of Dragon Soul almost 4 years ago, which is fairly significant. If not for the squish, we’d be seeing DPS values in the millions, player health well into the millions, gear having 5-digit amounts of each stat, and so forth. So the squish did do quite a bit. Experience has shown, however, that if a full tier of gear doesn’t increase player stats by at least 10-15%, upgrades feel unrewarding. The compounding nature of that growth does mean that numbers will get unwieldy over time. We don’t see the need for another stat squish in the very near future, but we’ll likely end up doing one again eventually.

Q: Will the kick tool be improved to be less prone to abuse? – Evangelia
A: The vote-to-kick system in our Group Finder is definitely due for some improvements. The system was designed alongside the original introduction of the LFG tool years ago, in a world where the default loot method was Need/Greed and a major issue was people abusing the kick feature to eliminate competition for loot. Nowadays, there are far fewer selfish motivations for initiating a kick, and so it makes sense for us to reevaluate that design. In Raid Finder in particular, one person who is griefing is having a negative impact on the gameplay experience of up to 24 other players, and we should make sure we’re weighting the protections provided by the system accordingly. We are working on making some subtle adjustments to the logic involved that should address some of these issues: for example, just because you’re in combat doesn’t mean you shouldn’t be able to kick someone who deserves it – that restriction used to be in place to prevent loot abuse, but now loot is mailed to players who aren’t around to receive it. We’ll continue to keep an eye on the system and make additional tweaks aimed at reducing player frustration.

Q: When kill Ele/Enh Shamans get the rework we deserve? Totems are so outdated and irrelevant. – @STVN214
A: Totems could definitely use some love. I’m not sure the core rotations of either spec need an outright “rework,” though there are certainly some issues (Ele Ascendance being numerically underwhelming, Enhance having so many different sources of damage that few individual button presses feel rewarding). Totems historically provided irreplaceable benefits (e.g. Windfury providing extra attacks) that were balanced by the spatial constraint of being tied to a killable totem in a fixed location. Now that drawback often feels unwarranted. There isn’t much that’s cool about an ability like Searing Totem. Powerful area effects like Earthgrab, Windwalk, or Healing Tide fare better, but that isn’t a very long list. We agree that totems need to either be overhauled as a mechanic or that their importance to the shaman class needs to be reduced.

Q: What do Fire and Frost Mages, Ele Shamans… have mana bars for? Will mana matter again at some point? – @Crowvyn
A: For many hybrid casters, mana is little more than a constraint on ability to heal, allowing for hybrid offheals to be potent, but limiting their sustainability so that they clearly fall short of a dedicated healer. Beyond that, we agree, there isn’t much point to the resource for several specs. Mana works well as a healer resource, where mana management and efficiency are designed to be a core part of every healer’s gameplay (some specs’ current situation notwithstanding), but we moved away from having it as a meaningful constraint on DPS output because it generally served as a frustrating constraint in a world where many if not most other DPS specs were not similarly constrained. Arcane mages stand as the exception, but they have a toolkit specifically designed around controlling their mana pools. I don’t think we’re likely to return to a world where Elemental shamans can run themselves out of mana and end up unable to cast Lightning Bolt, but perhaps there are more interesting things that could be done with DPS resource bars in place of mana.

Q: Complex encounter design (positioning) is being trivialized by player-created tools (See: Kromog) Are there plans to curb this? – @jsutan
A: Clever players have been using add-ons to assist with raid coordination since the earliest days of WoW raiding. When these add-ons have crossed a line and approached automating player activity or decisionmaking entirely, we have stepped in to disable or limit the underlying functionality that made that possible. Beyond that, players’ ability to use mods to help keep track of non-random abilities isn’t particularly concerning – as a raider myself, I downloaded Thogar Assist as a reference, but found that by the time my guild defeated the encounter I had long since memorized the train schedule. It is something for us to keep in mind, however, and we do occasionally alter our designs when we realize that a mod would completely trivialize the intended gameplay. Kromog, for example, could have had another dozen or so hand spawn points, and randomly picked a subset of them each phase, preventing any sort of fixed 1-to-1 assignment.

Q: Legacy buff for MoP content, When? – Vert
A: Never. (Or at least not until next time we do a stat squish, technically.) The “legacy buff” that applies to enemies below level 90 once you exceed that level was designed specifically and solely to offset the 6.0 “stat squish,” which compressed the exponential scaling in the items available from level 61 to 90, into linear scaling. Pre-squish, a level 90 player with Pandaria raid gear was literally a dozen times more powerful than they had been at level 80 with Wrath gear. Post-squish that is no longer the case, so we have a special combat modifier in place to preserve the expected gameplay, so that soloing old content does not become harder. Gear higher than item level 463 wasn’t squished, so endgame Mists content designed to be tackled by players of that power level wasn’t affected and no combat scalar is needed. Mists content will increasingly become doable with fewer players than intended, as player power continues to rise, as has always been the case. People already are soloing large chunks of Mists content, and that goal will only become more and more attainable as time goes on and gear continues to improve.

Q: Will hunters and mages get a new raid utility in 6.2? – @Garfurion
A: No. At this point, while we may still be making numerical adjustments, I wouldn’t expect new abilities or class functionality in 6.2. We removed Aspect of the Fox from hunters because they simply did not need it to be unique, viable, and in fact highly desired. It also contributed to elevating ranged classes above melee in many cases, by offsetting one of most casters’ main weaknesses. One of the strengths of melee classes is that they can move along with their target and continue to deal full damage while on the move, while most casters’ throughput suffers if they can’t stand still. In encounter design, we create mechanics and phases with this constraint in mind, with the expectation that a ranged-heavy raid will have its throughput suffer during something like Hans’gar and Franzok’s Stamping Presses phase, or Blackhand’s Massive Demolitions. Each additional Aspect of the Fox eroded this natural melee advantage, and contributed to raid composition and balance issues.

Even without Fox, Hunters are unique in that they are the only ranged DPS that can do nearly everything while on the move, which naturally makes them well-suited to specialized roles on a number of encounters, aside from naturally thriving in high-movement environments. On top of that, Deterrence, Feign Death, Misdirection, and Disengage all allow them to assist with handling mechanics in ways that many other classes cannot. As for Mages, Amplify was not nearly as impactful, but neither was it necessary to justify the inclusion of a class that already brings a versatile toolset, burst damage, control, and useful immunities. A particularly odd feature of both Aspect of the Fox and Amplify Magic is that neither ability had any apparent use whatsoever when solo, which contributed to their awkwardness.

In short, we added those abilities in 6.0 because we were concerned that mages and hunters might not be well-represented without some new and unique raid cooldown, but having observed how they have played out in practice, those concerns were likely unfounded, leaving us with two new niche abilities at a time where we have otherwise been trying to streamline the contents of class spellbooks. Thus, we’re removing them in 6.2.

Timewalking Highlight: Black Morass

Quote from: Blizzard
Timewalking Highlight: Black Morass


In World of Warcraft Patch 6.2, we’re introducing a new series of seven different weekend events, and two of the seven weekends will make Timewalking Dungeons available to characters at level 71 and higher for Outland dungeons or 81 and higher for Northrend dungeons. When you Timewalk these dungeons, you’ll find that your character’s power and gear has been scaled down to a fraction of what they normally are, and you may have never ventured into some (or all) of them, so it’s a good idea to prepare yourself now.

Outland: Black Morass

Deep within the Caverns of Time, the brooding dragon Nozdormu has awakened. Since the world was young, the bronze dragonflight has safeguarded the winding labyrinth, monitoring the shifting timeways to ensure that the delicate balance of time is upheld.

But now the ancient Dragon Aspect has been roused by an elusive threat: dark, sinister agents have infiltrated the timeways, embarking on missions to alter the course of the past, present and future. As a result, the bronze dragonflight has begun enlisting heroes to prevent the sabotage of key historical events. The balance of time is in jeopardy, and if the past is not saved…there will be no future.

Dungeon Map

Click to enlarge


Chrono Lord Deja

The Infinite Dragonflight tempted many drakonid with promises of power, but most found only servitude and despair. One of the few exceptions is Chrono Lord Deja, who gained influence within the flight through his raw power and cunning.


Although relatively young, Temporus was instrumental in identifying many of the Infinite Dragonflight’s prime targets. As a reward, he was given the responsibility of destroying anyone who might attempt to interfere with the dragonflight’s plans.


Powerful and wild, Aeonus was tasked by the Master of the Infinite Dragonflight to personally oversee the disruption of key moments in the true timeway.


  • Before you approach Medivh, you should first take out any enemies you see around the area.
  • When you get close to him, Medivh will start an event that comes in waves. Three of those waves are boss fights.
  • To close each opening rift, kill the Rift Keeper who is keeping it open.
  • Kill the enemies who come through as quickly as possible to prevent them overwhelming Medivh.
  • If you’re efficient, you’ll be able to get out of combat between rifts (and recover).

Achievements and Reputation

If you’ve not gotten them before, completing this dungeon will award Opening of the Dark Portal and Heroic: Opening of the Dark Portal , the latter of which is required for Outland Dungeon Hero.

Killing enemies in this dungeon increases your standing with the Keepers of Time. For a full breakdown of what you can do with Keepers of Time reputation, check out Wowhead and Wowpedia.

Get in there and Fight!

Timewalking dungeons are coming to WoW with Patch 6.2: Fury of Hellfire. Keep an eye out for the weekend-only quest “A Burning Path Through Time”, which rewards a Seal of Inevitable Fate when you complete five Burning Crusade Timewalking dungeons.

The live Q&A with Lead Game Designer Ion “Watcher” Hazzikostas has ended. Check out the VoD or our summary of new/interesting information below.

  • The addition of flight in 6.2.x instead of in 6.2 is because of development reasons. There are a bunch of bugs that need to be fixed now that flying will come to Draenor.
  • All the reputations required for the Draenor pathfinder quests will be available at the same time. To get them to revered will take you about 3 weeks if you do the dailies in Tanaan every day.
  • The solution for flying is seen as a blueprint for future content. So you’ll first only have ground mount access and then after playing the content you’ll earn flying. Of course they will have to see how it initially works out in patch 6.2.x.
  • What to do with flying in Draenor was a difficult decision to make for the team. When 6.2 was on the PTR the team felt they had to make a final decision. Both within the community and in the development team there was a lot of discussion for both sides of the problem. “Never” was a big word.
  • The reputations in 6.0 are not going to be defended. Originally they weren’t going to be in Draenor at all, but they were added for the Trading Post. The 6.2 reputation design is a lot more of a modern design for reputations.
  • The idea behind the apexis dailies has promise but it didn’t pan out right. The idea was that you’d do different things such as killing mobs and destroying items in different areas. You’d be able to do different types of things to get progress for your daily. By removing quests entirely there was a lack of story, and the reward structure was not a success.
  • They approached Garrisons making sure they rewarded you well as they were a core part of Draenor. A lot of systems tied into it because of that. Including outdoor systems. Even though there was content out in the world, the Garrison kept you in your Garrison as it rewarded stuff like profession items.
  • They’re looking to do some Diminishing Returns on an account wide level for the gold earned via garrison missions. They’re going to do this because of the pressure players feel to maintain alts to earn a lot of gold via their alts for their mains.
  • To get players out of the Garrison they’re putting rewards back into the world. For example Felblight needs to be looted instead of being earned via the garrison.
  • The Shipyard is different in that you have less ships and the rewards mean more per naval mission. You won’t continually need to check back in your Shipyard to send ships on new missions.
  • Garrisons are just tied to Draenor. You won’t bring it over to future expansions. However the core gameplay (a base, followers) might be taken into future expansions. It will not be exactly the same.
  • The transition for 10 player heroic guilds to 20man mythic was certainly challenging. But there will always be guild that come and go. They still feel changing to the flexible structure and 20man mythic mode was a good idea. The 20man experience is better due to being able to tune specifically to just 20 players instead of 10 and 25, and then failing to balance them exactly the same.
  • Having Mythic mode is justified, it inspires players to progress their character. Mythic design only takes 5% to 10% of the time to create raids.
  • Timewalker dungeons are weekend events to make them more condensed events. You’ll be able to focus on quickly gearing alts for example. There’s also the context of where does timewalking fit in? Why would you do other Draenor dungeons if Timewalking gives you better loot? By keeping it limited it allows them to make Timewalker dungeons give higher item level rewards.
  • Dungeons became irrelevant pretty quickly. It’s another regret of the developers. There was no reason to keep returning to the dungeons due to a lack of a reward system. Mythic dungeons are a way to salvage the dungeons themselves and keep them relevant. Mythic dungeons give 685 – 700 item level loot.
    • They’re going to look for a way for dungeons to scale over time so that they still matter.
  • They don’t see Timewalker dungeons as content instead of new dungeons. Timewalker dungeons are a feature that they’ve wanted to do for a while.
  • On Demonology warlock nerfs: They have concerns about how Demonology plays mechanically as a spec. At the same time an increasing amount of warlocks felt like they were forced to switch to Demonology. They intend to change Demo mechanically in the future. Demo is still viable but it’s not the best. For now it’s Demo’s turn to be the worst spec.
  • Ability pruning did not go too far. In some cases it did not go far enough. That does not mean they did not prune some abilities they shouldn’t have. Moving forward they’re looking to increase the fantasy of being your class. Being a fire mage, being a rogue.
  • The game is less dominated by absorbs (healers) than in MoP. The problem is the niche of absorbs needs to be scaled back. Currently it feels like you need a disc priest + another healer. Absorbs also stop the fun of throughput healers, they stop the health bars dropping, which throughput healers want to fill back up.
  • Professions will be changed in the future. In 6.2 you’ll get a lot more profession items from the daily cooldown and once again Felblight can only be obtained by going into the world.
  • The duration of a (mythic) fight depends on the encounter. An encounter with the same mechanics through the entire fight should take 5 to 6 minutes. When there are phase changes you can expect them to be a bit longer. And then there’s the classic example of end boss fights with multiple phases and transitions, those will be 10+ minutes. Mythic Imperator did take too long.
  • Is the game becoming too convenient? That’s a tricky question to answer. They don’t want inconvenience and nuisance to be the things that stop you. There are different risks and rewards. The random group finder helped you find a group a lot quicker and you didn’t have to stand in Stormwind for 90 minutes to find a group. But it did take away social aspects.
  • For patch 6.1 there wasn’t a lot of time to get a lot of content in it. It might have been better to name it patch 6.0.5. The patch wasn’t meant to be a major content patch.
  • On Tier 18 PvE and PvP art recoloring: Instead of it being a PvE and PvP set it’s a regular set and “elite” set. So that there’s a differentiation between the gear that’s the hardest to obtain and somewhat easier to obtain. Hence Mythic and Elite look the same with recoloring and the other sets look the same with recoloring.

End of Live Q&A

Quote from: Blizzard
The Q&A is being moved to Saturday, June 13, at 2:00 PM Pacific time (5:00 PM Eastern, 11:00 PM Central Europe), and I’ve updated the original post with the new schedule. The window of time to submit questions will be extended as well.Look forward to seeing you then!

Original post:

Quote from: Blizzard
This Saturday, I’ll be joining World of Warcraft Lead Game Designer Ion Hazzikostas to answer your questions live on Twitch.TV! With Patch 6.2 rapidly approaching, we wanted to take the opportunity to not only answer any questions the community has regarding the new content and features in the patch, but also take a look back at the challenges we’ve faced (and the lessons we’ve learned) when developing the Warlords of Draenor expansion and Patch 6.1.

When: Saturday, June 13, 2:00 PM to 3:00 PM Pacific time (see this handy tool to find when that is in your local time!)
Where: The World of Warcraft channel on Twitch.TV/WoW

There are two ways to submit questions. If you’re using Twitter, simply tweet your question using the hashtag #WarlordsQA. You can also ask it as a reply to this forum thread; however, as we’d like to get to as many questions as possible, we will only consider questions using 40 words or less. Make them count! In order to be considered, your question must be submitted before 12:01 AM Pacific time on Saturday, June 13.

See you there!

Podcast Episode 62 Patch 6.2 PTR Experiences

The podcast is back this week and in it we talked about everything major within WoW that’s happened within the last month. The main topics are the subscriber drops, no flying in the forseeable future and the content coming in patch 6.2 and our experiences on the PTR so far.

Patch 6.2 Preview – Ashran Updates

Quote from: Blizzard
Patch 6.2 Preview – Ashran Updates

In Patch 6.2, Warlords of Draenor’s PvP zone Ashran is getting some new quests and an eerie new area to explore. Here’s a rundown of what you’ll encounter on the glorious battlefield between Warspear and Stormshield.

Warning: Here be spoilers!

New Quests

Faction bosses and events will no longer reward Conquest points after Patch 6.2, but will continue to reward Honor points and strongboxes. To fill your pockets with lots of Conquest points going forward, you’ll want to pick up and complete these new quests:

  • Slay Them All! – A weekly quest to rack up 200 honor kills for a reward of 200 Conquest points.
  • Ashran Dominance – Rewards 500 Conquest points when you kill the enemy faction boss and win five events—also weekly.
  • Continue the Domination – A repeatable quest that unlocks after Ashran Dominance is completed. Rewards 500 Conquest points when you kill the enemy faction boss and win five events.


This is new. What could be going on in here?

Meanwhile, Belloc Brightblade and Harrison Jones have followed the siren-like call of a new artifact being unearthed in Ashran. They each offer a quest leading you to fight your way into a new section of the zone. . . .

A New Area

The Ashran Excavation has been revealed, and its unearthly inhabitants are none too pleased about the presence of you and other visitors.

Once you enter the Ashran Excavation, you’ll find yourself inside a very large underground area. Similar to other parts of Ashran, a competitive event is randomly triggered in the area. When the event begins, your goal is to collect Apexis Marks of Redemption by taking down the Arakkoa ghosts that haunt the depths.


Later on, you can tell all the ghost stories you want.

Somewhere in this underground labyrinth, you’ll find a ghost named Rukmaz—one of the few entities here who doesn’t want to kill you on sight. He’s a collector of Marks of Redemption, and he’s waiting to award victory over the Ashran Excavation to whichever faction turns in 50 Marks first.


Rukmaz doesn’t like being called “the friendly ghost”.


There’s a lot going on in Ashran, and if you haven’t fully explored Draenor’s sprawling PvP zone yet, you might want to check out Wowhead’s Ashran Reputations Guide and their Comprehensive Ashran Guide by HelloKitty.  Enemy players are in there right now, just waiting for you to kill them.

Want to get a first look at the next patch for yourself? Join us on the Patch 6.2 Public Test Realm, and share your thoughts and opinions on everything coming to World of Warcraft in our PTR General Discussion forum. If you find a bug while testing, let us know about it in our PTR Bug Report forum.

Live Q&A Saturday, June 6 w/ Ion Hazzikostas!

Quote from: Blizzard
This Saturday, I’ll be joining World of Warcraft Lead Game Designer Ion Hazzikostas to answer your questions live on Twitch.TV! With Patch 6.2 rapidly approaching, we wanted to take the opportunity to not only answer any questions the community has regarding the new content and features in the patch, but also take a look back at the challenges we’ve faced (and the lessons we’ve learned) when developing the Warlords of Draenor expansion and Patch 6.1.

When: Saturday, June 6, 3:00 PM to 4:00 PM Pacific time (Sunday, June 7, 12:00 AM to 1:00 AM CEST). See this handy tool to find when that is in your local time!
Where: The World of Warcraft channel on Twitch.TV/WoW

There are two ways to submit questions. If you’re using Twitter, simply tweet your question using the hashtag #WarlordsQA. You can also ask it as a reply to this forum thread; however, as we’d like to get to as many questions as possible, we will only consider questions using 40 words or less. Make them count! In order to be considered, your question must be submitted before 12:01 AM Pacific time on Saturday, June 6.

See you there!

Polygon recently interviewed lead designer Ion Hazzikostas about 6.2 and the future of WoW. You can read the full interview here. Below is a summary of the new bits of news:

  • They will add a couple of reputations for players to earn from multiple factions in Tanaan Jungle.
    • You can gain these by defending certain areas that come under attack or by hunting rare creatures.
    • Awards will include cosmetic upgrades, some player power items and some convenience items.
  • There will be no flying in Draenor. And there might not be in future expansions.
    • “The world feels larger, feels more dangerous. There’s more room for exploration, for secrets, for discovery and overall immersion in the world. At this point, we feel that outdoor gameplay in World of Warcraft is ultimately better without flying. We’re not going to be reintroducing the ability to fly in Draenor, and that’s kind of where we’re at going forward.”
    • There might be flight options in specific expansion ideas or zones that would benefit from it
  • Patch 6.2 will not be the last content patch of Warlords of Draenor.
    • “We’ve got plenty of more story to be told after this”
  • Patch 6.2 will be released “soon”.