Cameron Koch

Cameron Koch

@comradecam.bsky.social

He/Him | Video game and pop culture writer | Words @GameSpot | Former Game Informer intern | MMO fan | Kaiju groupie | Fencer

255 followers196 following600 posts

Pinned

Slowly gaining new followers so welcome everyone! I try not to go too hard on social media but you'll see me posting stuff I wrote and occasionally talking about WoW, MMOs, games, Dune, and probably some politics given our current political hellscape.

Cameron Koch reposted

dlvr.itWoW: Forever’s Divisive Layering Will See Major Improvements For Launch, Blizzard SaysWorld of Warcraft: Forever's layering system will receive some significant improvements for launch, according to a statement provided to GameSpot from Blizzard. Layering, for the uninitiated, is a behind-the-scenes system in WoW: Forever that essentially creates and runs new versions (or layers) of the world as needed, all running simultaneously on top of one another. According to Blizzard, players in WoW: Forever are assigned a layer based on various criteria, like familiar players and friends, language, and PvP balance. Grouping up with a player or friend who is on another layer will transport you to the same layer so you can interact. There are some pros to this system. It makes completing quests easier (since there's less competition for quests items and enemies) and the world far less crowded. It also helps performance, as anytime there are thousands of players in a concentrated area, like a capital city, the game can struggle to handle the load. Layering spreads those players out. It works wonders in modern WoW and has also been used to different degrees in various versions of WoW Classic in the past. https://www.reddit.com/r/classicwow/comments/1wwv8ed/i_get_invited_for_escort_quest_in_layer_1_after/ Unfortunately, there are also some huge downsides that have repeatedly surfaced over the course of the WoW: Forever beta. It doesn't take much searching on YouTube or Reddit to find countless instances of players complaining about layering. Leaving a group, crossing into a different zone, or traveling on a zeppelin or boat causes players to abruptly switch layers. The layering changes feel far more frequent and noticeable than in the past, ruining some of the charm that comes from having a persistent world filled with the same people. Thankfully, changes are on the way. When asked if Blizzard would be making improvements to how it handles layering for launch and what players should expect, GameSpot received the following statement attributed to WoW: Forever associate production director Clay Stone:  "Bringing all players together within each ruleset, while also recreating some of the original WoW's 'small-realm-feel' social experiences such as repeat encounters with other recently met players in the game, is an important part of protecting and nurturing social experiences in WoW: Forever. "However, as we've been playing the beta alongside players, we too have recognized areas where we need to make improvements, particularly when players may be unexpectedly separated from each other (both in terms of specific locations and in terms of frequency), and we absolutely are making improvements. Some examples of this are making sure players don't get decoupled from other players they see on transports (i.e. boats and zeppelins) after loading screens, as well as large groups of players getting layered when they enter or leave capital cities. "Although there will always be some amount of layering that occurs within our high-capacity infrastructure, we're working on these improvements now ahead of launch, and players should expect that we'll consistently be making more improvements, as necessary, through launch and beyond, with the goal always being to make the world feel as seamless as possible."  That sounds like it will solve many of the instances players have complained about, including the scenario shown in a recent clip posted to the WoW Classic subreddit. It shows a group of players riding the boat from Kalimdor to Eastern Kingdoms, only to abruptly change layers. Suddenly, the entire boat is filled with hostile players from the opposing faction killing everyone on board. User Kippzo's post is simply titled "I can't believe the game is launching like this." https://www.youtube.com/watch?v=Pai4SF7f83o Another Reddit user highlighted how they went to join a large group of players dueling outside of a capital city, only to change layers when stepping outside to find a ghost town. Stone's statement specifically says Blizzard will make it so large groups of players will no longer change layers when exiting capital cities. What Stone's statement doesn't address is layering when crossing zone boundaries, a case of particular concern to the game's player vs. player-community. Videos and clips shared online show large-scale world PvP battles evaporating into thin air as raids cross from one zone into another. Some even show players on a losing side of a battle intentionally running for the invisible border so they can phase into another layer and avoid death. Others are using layering to grief players guerilla-warfare style, killing unsuspecting foes and then fleeing to another layer before they can be retaliated against. "I understand that there are technical limits making layering a necessary evil, but in its current iteration it just leads to an empty world for most players and an incredibly anti-fun experience," Reddit user RC_Rabbit said.  In a game where much of the appeal is the chance encounters, friendships, and rivalries made while out adventuring in the world, a system that divides players and can be exploited for nefarious purposes is a major problem. One Reddit user, Worried-Falcon-1973, said layering is a "glaring issue" that will "ruin" the game's open-world moments, and that the community needs to make more noise so that Blizzard understands how serious the matter is. "We want to level in the world, sure, but then let us actually be able to stay with people of our layer and not shuffle us around wildly the moment I leave the city, the zone, the zeppelin, the tram, or whatever," they said.  Blizzard seems to be listening, though with Forever's beta now over and less than two weeks until launch, the community will have to wait for the full game to see how Blizzard's proposed improvements will shake out. WoW: Forever launches November 4. In other WoW: Forever news, Blizzard just announced a new server option for PvP-minded players.

Boy, I sure did write about WoW: Forever a lot this week. People are into this game it turns out. Who knew? (lol). More to come in just a bit, including what I think is a little scoop? Ya boy out here on the WoW: Forever news grind.

Cameron Koch reposted

In 2016, we published potentially the largest single feature to ever appear in Game Informer magazine with a full oral history of the legendary studio, BioWare. We've made that feature available online following reports of the studio's impending closure. gameinformer.com/feature/2026...

Cameron Koch reposted

To honor one of the studios that defined PC gaming, we've republished more than 20 articles about BioWare today. The pcgamer.com homepage is dedicated to interviews, retrospectives, and making-ofs about some of the best RPGs of all time.

I remember coming home for Christmas break after my first semester of college in 2009 and doing almost nothing but playing Dragon Age: Origins. I was so immersed in its world and characters. I loved doing the origin for each race and seeing how every choice played out. 10/10. Rip BioWare.

I would argue the sequels never reached the same heights. But that's okay. It's still a fantastic setting, and I'm glad we got as many games as we did.

Cameron Koch reposted

BioWare statement

Wario64@wario64.bsky.social

Bloomberg: Electronic Arts to Cut 400 Jobs, Shut Down BioWare www.bloomberg.com/news/article...

Seen way too many AI WoW: Forever thumbnails on YouTube, even from some bigger name streamers. Hate to see it. If your Forever guide thumbnail doesn't look like this, I don't trust you. The worse it is the better, that's how I know you have the juice and don't give a shit what idiots think.

Cameron Koch reposted

dlvr.itWoW: Forever Is Soaring, But Midnight Is StrugglingWorld of Warcraft: Forever is riding high thanks to its popular beta and upcoming launch, but retail WoW's Midnight expansion feels like it's in a state of crisis by comparison. The two different versions of WoW couldn't be in more different places. Forever seems to be extremely popular, with Blizzard developers commenting how its beta is breaking records. Blizzard itself has also been more communicative regarding Forever than ever before, with weekly podcasts diving into community topics, forum posts addressing various issues, and frequent updates addressing balance problems and bugs. Midnight seems to be in the opposite corner. Its latest content update, patch 12.1.5, went live October 13. In addition to new story quests that continue the expansion's main narrative, it added a new single-boss raid and a long-teased mega delve (officially called a labyrinth) that gives solo-focused players an almost raid-like experience. https://www.youtube.com/watch?v=phxy5Gat_Gs Unfortunately, the patch was released in a bug-riddled state. The Kindo'jan labyrinth, arguably the patch's biggest feature, saw players running into issue after issue. Some players complained about not earning credit for boss kills and being unable to collect rewards. One particularly nasty bug had players falling through the floor of the labyrinth's final boss arena, making it so the labyrinth couldn't be completed. Other players cited issues with delve companion Valeera dying too quickly or failing to do proper boss mechanics. Many of the most glaring bugs (like falling through the floor) were fixed in a hotfix deployed on October 16, but labyrinths still have a major issue: no save points. When Blizzard first detailed labyrinths, it implied players would be able to start one, make some progress, and come back to finish it at a later time. Blizzard's exact wording was that players would be able to "venture through them in a single epic session or tackle them piece by piece over time, progressing at your own pace."  That currently isn't true, as the labyrinth has no checkpoints and must be completed in a single session. Labyrinths taking at least an hour or so to complete, combined with various bugs preventing progress and no way to save and come back to them later, is making for an incredibly frustrating experience. It's unclear if the lack of checkpoints is a bug, an unannounced change on Blizzard's part, or just some kind of oversight, but it's not a great debut for Midnight's newest feature. Story spoilers for WoW: Midnight patch 12.1.5 below. Bugs and issues surrounding labyrinths are just one part of why patch 12.1.5 has proven unpopular. The patch is also catching flak for its story, specifically how it killed off a major character unceremoniously. Liadrin, a blood elf paladin and one of the main characters players have interacted with over the course of Midnight, dies facing off against Kithix, the resurrected Old God general that serves at the patch's new raid encounter.  However, she doesn't die in any kind of epic or heroic way. Instead, judging from the post-raid cinematic, she dies from what seems to be exhaustion, having wielded the power of the light too strongly in the battle against Kithix. After Kithix's defeat, Liadrin utters "Darkness will never prevail" before crumpling to the ground and dying. https://www.youtube.com/watch?v=u9SH-vKAy1Y WoW is not a stranger to having major characters die. It famously happened with Varyian Wrynn, the leader of the Alliance, during the start of the game's Legion expansion. But unlike Varyian's epic death, Liadrin's feels anticlimactic. The fact that it occurs during a .5 patch that feels disconnected to the game's larger narrative makes the story beat feel unnecessary.  Adding salt to the wound is that her death looks to be in service of a recurring and unpopular trend in recent WoW storylines where old rivalries and feuds between factions are easily reconciled. In Liadrin's case, her death brings together the blood elves and the Amani trolls, though Blizzard does make a point in a post-raid quest to emphasise the two groups are not allies despite now being at peace. Blizzard may have said its putting the "war" back in Warcraft during BlizzCon 2026, but all of its recent story beats have seen ancient enemies coming together and cooperating, and Liadrin's death only serves to reinforce that. This isn't the first time a .5 patch has been met with negative reception from WoW's players. It was only back in April that Blizzard released patch 12.0.5 in an extremely buggy state. Player outcry saw Blizzard go as far to issue a public apology, stating it was "taking lessons learned from this launch to help ensure this doesn't happen again," and that "we will do better." Flash forward six months later, and it doesn't seem like much has changed. That puts Midnight in a weird place overall. Blizzard barely talked about modern WoW at this year's BlizzCon. It teased Midnight's final content patch that will see players finally confront Xal'atath once and for all, but didn't share more details about what to expect from the game's next expansion, The Last Titan, despite it being slated to release next year.  Instead, Blizzard put almost all its emphasis on WoW: Forever, a new, WoW Classic-inspired version of Blizzard's MMORPG that adds new content and visual upgrades to the old-school version of Azeroth. In an interview with GameSpot, Blizzard shared more details on what to expect from WoW: Forever's future and its endgame. WoW: Forever launches November 4.

Biddy Blas is a great glup shitto. That being said, as soon as he becomes popular, it's over. The point of a glup shitto is that they are some random alien in the background you kind of want to know more about. HOWEVER, it's critically important you never actually learn more about them.

empireonline.comScrib Doon: The inside story of how Biddy Blas became an instant Star Wars icon (Exclusive)The breakout star of Star Wars: Galactic Racer has become a meme icon. Actor Richard Summers-Calvert and Fuse Games tell Empire how it happened.

Cameron Koch reposted

dlvr.itWoW: Forever Just Changed The Math On What Race To Play In A Big WayWorld of Warcraft: Forever's beta is set to end in just a few days on October 21, but that hasn't stopped Blizzard from making some major changes to the game's various racial abilities. Unlike in the modern version of WoW, where racial abilities are so minor that they mostly feel cosmetic, racial abilities in WoW Classic (and now in Forever) are a big part of why players choose to play a particular race. Some races synergise better with certain classes or playstyles. Others even benefit more from using specific types of weapons.  Or at least they used to. In Forever's latest beta update, developer Blizzard has overhauled many of the MMO's racial abilities to remove weapon-specific buffs and improve some abilities that were seen as lackluster by the community.  The removal of weapon-based passives for humans, dwarves, and orcs is a significant change. Orcs used to favor axes, humans swords and maces, and dwarves guns. In WoW Classic, that meant an increased weapon skill when using those weapons, resulting in a better chance to hit and increased damage.  https://www.youtube.com/watch?v=miSndSl23bI That changed for WoW: Forever's beta. Blizzard kept some of the weapon-specific flavor, but instead of weapon skill, pivoted to critical-strike chance. Now with this latest update, those bonuses no longer require players of a certain race to wield a specific weapon type to gain those passive benefits. Orcs simply gain a 1% increase to crit chance, humans gain a 2% increase to crit chance, and dwarves deal 2% increased critical damage and healing at all times. It's a major departure, but feels like it will ultimately allow for more freedom when it comes to using a variety of weapons. Those weren't the only racial ability changes though. Blizzard also updated tauren's new Plainsrunning ability and dwarves' Find Treasure.  Both of these left something to be desired. Plainsrunning, which granted a stacking movement speed buff for tauren while on foot, was useful early on while leveling but felt like it would largely become irrelevant once players earned their first mount. For dwarves, being able to locate chests using their Find Treasure passive was nice, but hardly a reason to choose them over another race like humans, which generally have stronger racial abilities overall.  Blizzard has improved Plainsrunning to also grant a 3% mounted movement speed buff that can stack with other mount buffs, making the passive useful post-level 40. Tauren additionally received a decreased cooldown for their herb-gathering Cultivation skill and their area-of-effect stun, War Stomp. As for dwarves, Find Treasure now grants a chance to find additional items in chests, which is certainly appealing given how important gold is in this version of Blizzard's MMO. Skyborne racial abilities, the newest playable race added in WoW: Forever, have also received some welcome improvements, with an increased Haste bonus (to 3% from 1%), and the ability to cast Skysight and Read Leyline while moving. More leylines, which Skyborne use for some of their racial abilities, have been added to Kalimdor and the Eastern Kingdoms, giving Skyborne more chances to renew their buffs.  Undead, gnomes, trolls, and night elves have seen changes, too. For undead, their Forever-exclusive Touch of the Grave passive has been adjusted to have a more consistent proc chance and cooldown. Gnomes' Eureka passive now is an eight-second buff with no charges. Changes to night elves and trolls are relatively minor. Trolls received an increase to health regeneration from their Regeneration passive. Meanwhile, the night elf movement speed passive Quickness now stacks with other movement speed buffs. Not all the racial ability changes have been buffs. A few were nerfs, particularly for orcs. Their Blood Fury racial, which grants increased attack and spell power, has had its cooldown increased by an entire minute, and their Shatter Curse passive has made it so it now dispels Curses and Banes rather than granting full immunity. The amount of magic damage reduction from Shatter Curse was also lowered from a massive 15% to just 5%.  All together, they represent some of the biggest racial ability changes in the game's history, and could be a big factor in deciding what race to play when WoW: Forever launches November 4. You can read the full patch notes below, which include some signficant class changes as well. In an interview with GameSpot, Blizzard revealed how it's trying to "push the envelope" with the amount of new content in Forever as well as discussed its plans for endgame and what to expect post launch. WoW: Forever Beta Patch Notes Bug Fixes * Resolved an issue with extra bright fog at lower shadow settings. * Fixed an issue allowing Horde players to gain Kirin Tor reputation. * Creatures will now properly regenerate health when out of combat. * Fixed an issue with various Horde characters holding the Night Watchman’s Torch. * Fixed an issue with various drink tooltips that were not displaying the correct amount of total Mana regeneration. Changes and Updates * Added a new tutorial experience for new players. * Improved control over Lighting ‘Bloom Intensity’ in options to be a slider that has moved to the ‘Advanced’ graphics section. * Added ‘Auto Attack/Auto Shot’ setting. If enabled, Hunters will automatically switch between auto attack and auto shot. This is now also supported for gamepad. * Racial abilities have been updated. * Tauren * Endurance: Now grants 2% increased critical damage and healing (was 1% hit chance).Plainsrunning: Also grants 3% increased mounted movement speed. This increase stacks with other mounted movement speed increases.Plainsrunning now requires the Tauren to move a minimum distance per second to keep the effect. * Developers’ notes: Stutter-stepping is no longer sufficient to maintain the effect. This minimum does make some allowance for movement speed penalties. Cultivation: Cooldown reduced to 15 minutes (was 60 minutes).War Stomp: Cooldown reduced to 90 seconds (was 2 minutes). * Dwarf * Mace Specialization: Replaced with Earth Fury: 2% increased critical damage and healing. * Find Treasure: Now also grants a chance to find additional items in most chests. * Skyborne * Wind Blessed: Haste bonus increased to 3% (was 1%). * Skysight: Now castable while moving. * Read Leyline: Now castable while moving. Minimum duration increased to 30 seconds (was 20 seconds). * Walk on Air: Cooldown reduced to 90 seconds (was 2 minutes). * Increased the number of spawn locations of Elemental Convergences and Leylines in most Eastern Kingdoms and Kalimdor zones. * Human * Sword Specialization: Replaced with Ruthless: 2% increased critical strike chance. * Orc * Axe Specialization: Replaced with Savage: 1% increased critical strike chance. * Blood Fury: Cooldown increased to 3 minutes (was 2 minutes). * Shatter Curse: Now dispels Curses and Banes (was granting immunity). Magic damage taken reduced by 5% (was 15%). * Undead * Touch of the Grave: Proc chance and cooldown adjusted to make benefit more consistent. Improvements made to visuals. * Undead will no longer have Will of the Forsaken available to them while under the effects of Scatter Shot. * Touch of the Dead now has a 30% chance to activate for casters and a 20% chance to activate for Paladins/Rogues/Warriors, as well as a 25 second internal cooldown. * Touch of the Dead no longer scales with Shadow increases on the target or the caster. * Touch of the Dead no longer suffers from a decreased multiplier when a lower ranked spell is used. * Developers’ notes: This shouldn’t have been in place because it’s a racial, not a Class spell or ability. * Gnome * Eureka!: Now an 8 second buff with no charges. Same effect on damage and ability costs. Now also benefits Power Word: Shield. * Eureka cannot correctly be used while in stealth or invisibility. * Night Elf * Quickness: Movement speed increase now stacks with other movement speed increases. * Night Elves no longer display their shields while in Wisp Form. * Troll * Regeneration: Health regeneration bonuses increased to 20% (was 10%). Classes · Wands now require you to stand still for 0.5 seconds before shooting, matching early versions of World of Warcraft. * Druid * Fixed an issue where high ranks of Rejuvenation were preventing other Druids from applying Rejuvenation to the target. * Omen of Clarity: Fixed a bug where this could be triggered by Faerie Fire while in Cat Form, Bear Form, or Dire Bear Form. Since Faerie Fire costs no resources in those forms, it cannot trigger Omen of Clarity. * Faerie Fire: Now generates threat while in Bear Form or Dire Bear Form (instead of just initiating combat at 0 threat). * Fixed an issue allowing multiple Faerie Fire debuffs to be active on a target. * Shred (Rank 1) is now learned at level 20 (was 22). It was possible to get Shredding Attacks before knowing Shred or Lacerate * Fixed an issue where Heart of the Wild, Feral Swiftness, Thick Hide, and Leader of the Pack were not applying correctly to characters when they logged in. * Balance * Multiple instances of Insect Swarm will no longer continue to reduce the target’s hit chance. * Moonkin Aura now only increases Spell Critical Strike chance, and is Raid wide. * Feral * Leader of the Pack now only increases Melee and Ranged Critical Strike chance, and is Raid wide. * The flat damage on Shred’s tooltip will now correctly scale with the % damage increase of the Savage Fury talent. * Developers’ notes: This was just a visual bug. The damage is unchanged. * Furor now allows the player to retain the Energy they had when they were last in Cat Form even if they go into Bear or Dire Bear Form. * Developers’ notes: Bear and Dire Bear Form still prevent Energy regeneration. * Hunter * Auto Shot now requires you to stand still for 0.5 seconds before shooting, matching early versions of World of Warcraft. * Developers’ notes: Your character will still fire Auto Shot while casting spells like Aimed Shot or Sniper Shot. * Arrows should now be visible when a character has their bow drawn back. * Pets now correctly benefit from Expertise. * The Hunter’s Fire traps now correctly scale with Attack Power. * The Hunter may now correctly have 1 active Fire Trap and 1 active Ice Trap (was 1 Trap among all types). * Pets * Fixed an issue where pets were only ever inheriting the player’s Melee Critical Strike chance instead of whichever is higher, melee or ranged. * Dismember (Crocolisk) * Healing reduction reduced to 25% (was 50%). * Duration reduced to 6 seconds (was 10 seconds). * Cooldown increased to 15 seconds (was 6 seconds). * Sonic Blast (Bat) * Cast speed reduction reduced to 30% (was 60%). * Duration reduced to 20 seconds (was 30 seconds). * Cooldown increased to 60 seconds (was 30 seconds). * Mine! (Bird of Prey) * Duration reduced to 3 seconds (was 4 seconds). * Cooldown increased to 90 seconds (was 60 seconds). * Beast Mastery * Summon Hawk will now correctly cause the Hawk to spawn at the target the spell was cast on. * Summon Hawk will now stick your Hawk to the target that it was summoned on. * Fixed an issue causing the Improved Mend Pet talent to increase the Mana cost of Mend Pet instead of decrease. * Marksmanship * Trueshot Aura is now Raid wide. * Fixed an issue where Sniper Shot was not benefitting from a few Marksmanship talents. * Survival * Strider Kick can now be used while disarmed or while no weapon is equipped in your Main Hand. * Resourcefulness now correctly reduces the Mana cost of Strider Kick. * Resourcefulness now correctly activates when landing a critical strike, but it has been changed to only activating on melee and ranged ability critical strikes to prevent spamming. * Developers’ notes: Is not activated by Traps. * Updated the tooltip for Predator’s Edge changed to better convey that it only increases the critical strike damage of your abilities. * Mage * Frost Blast: This new spell is learned at level 24. It deals damage and slows the target’s movement by 40%. It has a 1.5 second cast time, and is affected by all talents that affect Frostbolt. * Developers’ notes: The purpose of this spell is to provide the functionality formerly granted by Rank 1 Frostbolt despite the penalization of “down-ranking”. It does have a higher Mana cost and deals a little more damage as well. * Arcane * Fixed an issue where Presence of Mind would not be consumed by spell casts. * Fixed an issue where Missile Barrage could reduce the cost and duration of a second Arcane Missiles cast. * Missile Barrage: This talent has moved to the first row and become a 2-point talent. It now also grants a chance for Arcane Missiles hits to trigger Missile Barrage. * Arcane Blast: Redesigned. This spell is now a 1.5 second cast, and each time it is cast it grants the casting Mage 15% of their Intellect as additional Spell Damage. This effect also increases the cost of Arcane Blast as before and still stacks to 4 times. However, the effect now lasts 15 seconds from when it is first applied, instead of just until the next spell cast. Mana cost unchanged, but damage done and Spell Damage coefficients both reduced 40%. * Arcane Wrath: New 16-point gold medal talent. This new spell deals base damage similar to Fireball, with a 3.5 second cast, but also deals damage as if the Mage had additional Spell Power equal to 5% of the Mage’s maximum Mana. 6 second cooldown. * Fire * Heating Up is no longer consumed if the Mage also had Presence of Mind active for the Pyroblast cast. Heating up also always gains an additional charge each time the Mage casts Fire Blast. This does mean Fire Blast critical strikes generate 2 charges. * Wake of Fire: Talent reverted back to Improved Fire Blast and no longer grants a bonus when the Mage kills a target. It also now increases the range of Fireblast by 8/15 yards. * Critical Mass: Mages can now spend up to 5 points in this talent for 10% total critical strike increase. * Fire Power: Redesigned. Now only 3 talent points. Increases damage done by Fire spells by 1/2/3% per the Mage’s Fire effects on the target, up to a maximum increase of 12%. Spells that mix multiple schools of magic do not grant this bonus. * Developers’ notes: Specifically, the effects which can grant increased Fire damage from this talent are Ignite, Improved Scorch, Fireball, and Pyroblast, and Impact. Frostfire Bolt does not grant the damage increase but can benefit from it. * Frost Channeling now correctly reduces the Mage’s threat. * Fixed an issue where Ice Block was too transparent. * Fixed various issues around Clearcasting. Clearingcast now correctly does not roll for every target struck by a spell. Clearcasting no longer has a chance to activate off of Dampen Magic and Amplify Magic. Clearcasting no longer has a chance to be activated by abilities cast when not in combat. * Frost * Fixed an issue preventing Frostbite and Fingers of Frost from activating from your Ice Armor and Frost Armor spells. * Ice Lance damage against Frozen targets changed to a 200% increase (Was 300%). * Cone of Cold: Movement speed of the first 4 targets hit is decreased by an additional 10% and the slow lasts an additional 3 seconds on those targets. * Developers’ notes: The ability of this spell to control massive number of targets was the primary reason it was previously reduced in effectiveness and duration. It feels reasonable to let it retain this level of power when used against 4 or fewer targets. * Winter’s Chill: Redesigned. No longer increases critical strike chance. Instead, it causes Cone of Cold to deal 40% increase damage per stack of Winter’s Chill on the target, consumed by next Cone of Cold. * Slightly changed the positioning of the spell visual for Cone of Cold. * New spell Frost Blast. 1.5 second cast. Deals low frost damage. Slows/chills. Benefits from talents that benefit Frostbolt. * Winter’s Chill change to: Gives your Frostbolt, Frost Blast, and Fingers of Frost empowered Ice Lance spells a 20/40/60/80/100% chance to apply Winter’s Chill, increasing the target’s damage taken from your next Cone of Cold by 5% and it gains an additional 7% of your spell damage, stacking up to 5 times. * Paladin * Seal of Fury is no longer overwritten by Power Word: Shield. * Blessing of Salvation and Greater Blessing of Salvation have been replaced with Salvation and Mass Salvation. These are applied in the same manner as the blessings were, but are not exclusive with blessings. * Paladins now also learn Revoke when Salvation is learned. Revoke removes target party or raid member’s Salvation or Mass Salvation. * Developers’ notes: This is to restore the functionality of giving the Paladin more finesse and control over who has Salvation active and who doesn’t. * Judgement of Righteousness and Judgement of Fury now have the correct spell power coefficients for instant cast spells. * Fixed an issue causing Seal of Righteousness to gain almost twice as much benefit from Spell Damage than intended. * Fixed an issue where Judgement of Righteousness had an incorrect Spell Damage coefficient. * Consecration’s Spell Power Coefficient per tick has been changed to 0.042 (was 0.095). * Righteous Fury’s Holy damage threat generation increased to 90% (was 60%). * Seal of Fury Rank 3 is now correctly available for training at level 26 (was incorrectly level 25). * Holy * Fixed an issue where using a focus macro to cast Light’s Vigil was causing it to not go onto the appropriate target. * Fixed an issue causing Infusion of Light to grant Holy Shock 50% increased damage against enemies. * Protection * Shield Specialization Mana restored to the Paladin lowered to 4% with a 3 second internal cooldown (was 6% with a 3 second internal cooldown). * Reckoning: This talent has been adjusted so you gain a charge of Reckoning each time it triggers. Your next melee swing (auto attack) will trigger all accumulated charges for 1 extra attack each. You may have a maximum of 4 charges. * This restores the Classic Era functionality of storing up to 4 charges and delays all the triggers until your next swing so that it does not cause the auto attack timer to be reset by instant attacks. * Retribution * Champion of the Light now increases your spell damage by 10/20/30% of your Intellect (was 20/40/60%). * Sanctified Judgement’s Mana restore effect no longer generates threat. * Priest * Fixed an issue where high ranks of Renew were preventing other Priests from applying Renew to the target. * Fixed an issue causing Holy Fire Rank 5 periodic damage to be higher than Rank 6. * Power Word: Shield will now correctly tell the player they can’t replace a Power Word: Shield on a target if the Power Word: Shield they have is stronger. * Fixed an issue where casting Power Word: Shield would say SHIELDED twice in your scrolling combat text. * Devouring Plague cooldown reduced to 24 seconds (was 1 minute). * Shadow Word: Death cooldown increased to 18 seconds (was 12 seconds). * Fixed an issue where casting Mind Vision would cause the target to stand up and interrupt drinks. * Discipline * Inner Focus will now correctly only be used on a single spell, even if you spell queue another spell into Penance’s channel. * Added to the tooltip for Divine Aegis explicitly that it is activated by Non-Periodic critical heals. * Added to the tooltip for Divine Aegis what the maximum value for the shield is. * Power in Light now increases Smite and Penance if the target is afflicted by Holy Fire or Shadow Word Pain. * Silence Resolve threat reduction now applies to all spells. * Mental Strength moved to Row 2 from Row 4 and changed to increase your intellect by 2/4/6/8/10%. * Improved Power Word: Shield moved to Row 3 from Row 2. * Twin Disciplines now correctly benefits Shadow Word: Death, Mind Flay, Starshards and Penance. * Shadow * Fixed an issue where Shadow Word: Death was not benefitting from Shadowform’s increase to critical strike damage. * Fixed an issue where Devouring Contagion was causing the bounced Devouring Plague to cost Mana, perform a cast animation, and put the caster’s Devouring Plague back on full cooldown. * Changed Vampiric Embrace so that it can’t be resisted. * Vampiric Embrace cooldown reduced to 30 seconds (was 1 minute). * Improved Fade removed. * Shadow Infinity removed. * Improved Mind Blast moved from Row 3 to Row 2. * New talent (Row 4): Dark Inspiration – Your Mind Blast and fully channeled Mind Flay causes Dark Inspiration, increasing yours and your party’s Spirit by 3/6/9/12/15% for 10 seconds. * Improved Mind Flay changes to: Each instance of damage of Mind Flay deals 10/20% more damage than its previous instance of damage. * Devouring Contagion now spreads to 2 targets. * Fixed an issue with Shadow Weaving’s Tooltip. It now correctly states that it causes the target to take increased damage from you. * Rogue * Rogue Poisons will no longer incorrectly activate against targets that are attacking them. * Sap no longer has a chance to activate weapon procs. * Fixed an issue where Rogues could swap specializations to keep their energy full. * Assassination * Cold Blood is now correctly consumed when Mutilate lands a critical strike. * Shaman * Fixed an issue where Totemic Recall cost 70 silver on the trainer instead of 22 silver, as intended. * Grounding Totem is now correctly destroyed after redirecting a spell. * Windfury Weapon’s attacks now appear as White hits in the scrolling combat text. * Grace of Air Totem is no longer exclusive with Windfury Totem and Flametongue Totem. * Windfury Totem and Flametongue Totem retain their exclusivity. * Grace of Air Totem, Strength of Earth Totem, Windfury Totem, and Flametongue Totem are now Raid wide. * Chain Lightning: Mana cost reduced by approximately 35% on all four ranks. * Fire Nova’s Spell Power Coefficient has been changed to 0.143 (was 0.214). * Fire Nova’s base damage has been significantly reduced. * Fire Nova’s mana cost has been significantly reduced. * Flametongue Totem and Windfury Totem now correctly only affect players. * Added a little green to the visual of Chain Heal without overpowering the original effect. * Elemental * Your Clearcasting from the Elemental Focus talent will no longer have a way to be spent on the same Fire Nova that activates it. * Elemental Mastery: This talent has returned as the new 31-point gold medal talent. Reduces the cast time of Lightning Bolt and Lava Burst by 0.5 seconds and removes the cooldown from Chain Lightning for 15 seconds. 3-minute CD. Lava Burst is pre-requisite. * Lava Burst: Moved from the 7th row to the 5th row as the 21-point gold medal talent. New rank 4 added and ranks reflowed. No longer has any pre-requisite. * Elemental Fury: Now has Lightning Overload as pre-requisite. * Lightning Overload: Now has Elemental Alacrity as pre-requisite. * Elemental Alacrity: Moved from 3rd row to 2nd row. * Elemental Warding: Moved from 2nd row to 3rd row. * Call of Thunder: Talent removed. * Earthbound: Moved to 4th row as the 16-point gold medal talent. * Elemental Reach: Now also reduces the cooldown on Totemic Projection by 10/20 seconds. * Call of Flame: Now also extends duration of Flame Shock by 3/6/9 seconds. * Column Arrangement: Many talents moved to make room for other talents and their connections. * Clearcasting will no longer be consumed by Lightning Overload activations. * Fire Nova’s tooltip now correctly increases when placing talents into Trial By Fire (the talent formerly known as Improved Fire Nova). * Enhancement * Your Stormstrike debuff is no longer consumed if your spell does not land. * Fixed an issue where Stormstrike could be consumed by other players or pets that weren’t the casting Shaman. * Stormstrike’s cost changed to 8% of Base Mana (was 125 Mana at all points in the game). * Restoration * Added an additional Rank of Mana Tide Totem that is learned at level 38, so now you have ranks at level 25, 38, 48, 58 (was levels 25, 48, 58). * The Restorative Totems talent now correctly increases the effect of the entirety of Healing Stream totem (was the base value). * Tidal Focus and Totemic Focus have swapped locations. Tidal Focus is now in the 1st row, and Totemic Focus is now in the 2nd row. * Water Shield: Can now trigger from any critical spell cast by the Shaman (was only critical heals). * Warlock * Fixed an issue where Summon Incubus was available to summon at no Soul Shard cost with the Reagent Economy Legacy Perk. * Fixed an issue allowing multiple Cure of Recklessness debuffs to be active on a target. * Affliction * Malediction replaced with Grim Reach, which increases the range of your Affliction spells by 10/20%. * Shadow Mastery changed to increasing your Shadow spell damage by 2/4/6/8/10% (Was 1/2/3/4/5%). * Demonology * Fixed an issue where you couldn’t cast Soul Link on your pet. * Destruction * Destructive Reach changed to Increases the range of your Destruction spells by 10/20%. * Warrior * Battle Shout is now Raid wide. * Slam is no longer subject to spell pushback. * Fixed an issue where Overpower was not able to activate vs. significantly lower level enemies. * Arms * Fixed an issue where Weaponmaster’s Sword Specialization could be activated by Shield Bash and Shield Slam. * Fury * Lingering Rage no longer stops the player’s Health Regeneration after combat. * Fixed an issue where Improved Berserker Rage was not removing Movement Impairing Effects. Gamepad Support * Added a swing timer to the center reticle. * Added bindings to enable and disable Voice Channel Transcription via the Chat Channels menu. * Ensured your own fishing bobber is always targetable. * Fixed using ground-targeted items. Using them a second time will now confirm the placement. * Fixed an issue causing the gamepad action bar to be invisible upon relogging after creating and selecting a custom Edit Mode layout. * Fixed an issue causing the cast bar to not be properly customizable with Edit Mode. * Fixed an issue making it difficult to activate actions using the class-specific flyouts. * Fixed an issue with quest reward selection that prevented completion of certain quests. * Fixed an issue where quests offered by interactive objects or other non-character quest givers could not be turned in with a gamepad. * Made the “Press and Hold Casting” setting compatible with gamepad. * Updated the Trade confirmation dialog to be usable with a gamepad. * Updated the Guild & Communities dialogs to be usable with a gamepad. * Updated the Chat Channels menu to be usable with a gamepad. * Updated the Transmog frame to be useable with a gamepad. Items * Mystic Mushroom now correctly increases Spirit. * The Insight enchant now correctly increases Spirit. * Morbent’s Bane no longer causes other nearby players to play visual effects. * Scrolls now incur a global cooldown when used. * Many items created by professions have had their vendor sell price reduced. * Draught of Predatory Senses is now a Potion, on the Combat Potion cooldown, and had its duration reduced to fit within this design space. Legacy System * Fixed an issue where Bartering was discounting training and repairing. * Visually moved the Master Chef and Luremaster perks 1 row to the left. * Developers’ notes: They were already available with only 5 points committed, so this is only a visual change. * The Quick and the Dead should now affect more Priest spells. Quests * General * Fixed several quest items that were multi-drop and should not be. * Ashenvale * There are more Bloodtooth Guards available during the quest “Raene’s Cleansing” * Dalaran * Members of the Horde are no longer welcome in Dalaran under any circumstances and will be attacked on sight. This does not affect access to the City of Dalaran dungeon, but the Horde questline to obtain the Dalaran Sewer Key no longer grants unrestricted access to the city in the open world. * Darkshore * Fixed an issue where many of the furbolg camps would not grant credit for the quest “How Big a Threat?” * The quest “For Love Eternal” can now be turned in to Cerellian Whiteclaw at all times. * “Body and Heart”: Cenarion Moondust is no longer used up when you sprinkle it on the stone, so if you need to try again, you can come back later and use it again to re-summon Lunaclaw. * Mulgore * The Novice Warriors will no longer flag players for PvP during the quest “Sparring Match”. * Stormwind * “The Attack!” is no longer an escort quest and is now shareable, even while the event is active. Speak to Tyrion to begin the event if it is not active. * Teldrassil * Lord Melenas no longer evades at low health during the quest “Twisted Hatred”. * Wetlands * Several areas have had their respawn rates increased and evened out, including Dragonmaw Orcs, Gnolls, and Incendicite Ore. * Zephras Isle * Addressed an issue that could prevent players from using Halaan’s Gift to scry on the anchors of Zephras and progress the quest “The Anchors of Zephras.” Player versus Player * Battleground Marks of Honor now stack up to 30 (was 20). User Interface * Unit Frames display has been updated. * Minimap header display has been updated. * Spells with different rankings now behaves as a single entry in the Cooldown Manager. * Auction House now displays a column for equippable level. * Auction House will now properly display equipment stats from items with suffixes (example: “___ of the Monkey”). * Added detailed Scrolling Combat Text options under Options > Gameplay > Combat > Scrolling Combat Text for Self > Text on Me/Text on Target. * Searching for “Threat” will now pull up the Aggro Display option. * To reduce Nameplate clutter, the distance visibility for Nameplates for enemies and NPCs above and below the player have been adjusted. Your current target’s nameplate is not affected. * Restored level-up messages showing stat increases and talent points gained. * In-game Tutorials have been updated. * If party members are different character levels, the Looking For Group UI will now properly update the eligibility statuses of the dungeon list. * Group Finder checkbox “Show All Level Ranges” will properly update the dungeon list. * Fixed an issue where art assets were running amok on the Professions UI panel. * Who List search now supports subzones (example: characters in Northshire Valley will show up in both queries “/who northshire” and “/who elwynn”). * Players can no longer accept the ‘refresh world’ prompt while in combat.

You know how you fix the blue team issue? Just put people on teams instead of letting people pick lol. It's actually that easy!

IGN@ign.com

Wardogs developer Bulkhead had some strong words to say about the rough launch of Season 2, admitting: "We f**ked up." https://bit.ly/4dKwJ8l

Wow, that seems super useful for when your Tesla autopilots itself off an under construction overpass

The Washington Post@washingtonpost.com

Tesla demonstrated its long-awaited Roadster at a SpaceX facility, using four rocket thrusters to propel the car through the air. The demonstration marked a milestone for the supercar, which has been in development for nearly a decade. https://wapo.st/4Bac9YR

Finished Warcraft 3: Forsaken Kingdom. I'm must admit, I'm not an RTS guy, so I appreciated the hero unit focus and the RPG aspects. For someone whose first Horde character was an Undead it was cool to see this story told and really enjoyed the world building. Garek is a great addition to the lore.

Cameron Koch reposted

dlvr.itHow WoW: Forever Is “Pushing The Envelope,” And What Comes After LaunchIt's not often one of the biggest games of all time gets a do-over. It's even rarer for a game to get a third attempt. But that, in many ways, is what World of Warcraft: Forever is. Developer Blizzard is pulling from 22 years of hindsight for what is the third major version of its landmark MMORPG, set to launch on November 4. That two-decade span includes not only the release of 11 WoW expansions, but also the re-release of the original WoW in 2019 and its subsequent "classic" expansions, as well. In the years since WoW Classic's launch, Blizzard has gone from "no changes" to "some changes," taking lessons learned from each Classic release and using them to inform their future work. With WoW: Forever, Blizzard is finally going beyond replicating history and is instead forging a new vision for its genre-defining MMO, even if that vision is one firmly rooted in the past. GameSpot recently had the chance to talk with Clay Stone, associate production director on WoW: Forever, and Holly Longdale, executive producer and VP for WoW, about how Blizzard approached making a "new" version of original WoW, its approach to Forever's endgame, and what players can expect from Forever's future.  Exceeding Expectations  From the outset, Stone said Blizzard wanted to "push the envelope" and make a big first impression with Forever that went beyond players' expectations. Players certainly had a lot of them. The idea of a new version of WoW Classic that preserved the original game's world but added new content is one that's been around for a long time, and with it all kinds of community ideas of what it should and shouldn't be. https://www.youtube.com/watch?v=dvueCoFTkCk&t That made it important for Blizzard to deliver not just what players wanted, but go even further, Stone said. Rather than just class-balance changes or the completion of some of WoW's original unfinished quests and zones, as many players likely expected, Blizzard instead went bigger. It created over 1,000 new quests, four new zones, thousands of new items, substantial class changes, multiple new gameplay systems, and even an unexpected playable race not seen in any other version of WoW, Skyborne elves. "I think that it was important for us to do this up front, to basically not have everything feel like, 'Oh, I predicted that …' and do that now rather than not do that and wait five years down the line," Stone said.  Waiting years to bring a new race or other major additions would be too late, Stone said.  "If there's an opportunity for us to take some bigger swings and some bigger risks up front, I think it sets us up much better for the long-term health of the game and figuring out ways for us to be able to create new surprises for players," he said. In fact, Blizzard originally planned even more new additions for Forever's launch. Stone said Blizzard scaled some of those plans back as the game got further into development and its announcement at BlizzCon 2026 loomed. Stone teased more new race and class combos than what are currently playable on the game's beta, as well as "more extreme" class changes as seen in WoW Classic's Season of Discovery, could be coming to Forever in the future. The addition of Undead Paladin is one of Forever's most exciting new class/race combos. Blizzard is "deliberately holding back just a little" on what's to come, he said. At BlizzCon, it announced a roadmap through Summer 2027 that included new raids, dungeons, and quests, as well as the launch of the game's "Hardcore" permadeath server. "As we got closer [to BlizzCon], I think we did start to get a lot smarter and go, 'Okay, let's go ahead and draw the line here. You know, this is a lot. This is great for launch.' But it also allows us to save some really good stuff in terms of new content, new dungeons, new raids--things like that--new race/class combos, for not that far after launch," Stone said.  Staying On Azeroth What some of that new content will be is the subject of wild speculation among the game's passionate community. Stone was adamant the team is committed to "staying on Azeroth" and that there's "a lot of [existing] space [on the original world map] that we already know about and we have plans for."  When asked if Forever would potentially take players to areas outside Azeroth's original two continents of Kalimdor and Eastern Kingdoms, including places seen in other WoW expansions, Stone said the world is a big place and that there are "other locations on Azeroth that are not necessarily Eastern Kingdoms or Kalimdor that we may want to go visit in the future." "I think that the creative constraint of telling ourselves we're going to stay on Azeroth has created some really cool and interesting creative opportunities for us to explore some places that perhaps players have seen before, and perhaps some places that they haven't seen before," he said.  The Skyborne are a new playable race currently exclusive to Forever. As for what else the future may hold, Blizzard is already surveying the community on potential new classes, which raises the natural question of how Forever will be monetized going forward. The game is included as part of WoW's $15 monthly subscription, as has always been the case with WoW Classic, but for the first time Blizzard is charging $30 for a new race, the Skyborne. While previous WoW expansions have added new races and classes for a price, those expansions have also come with whole new worlds to explore and gameplay systems to master. In the case of the Skyborne, they do come with a new starting zone, but it's hardly an entire expansion's worth of new content. Longdale said charging for access to the Skyborne was an example of Blizzard "testing things out" and finding a way to "support the team and support the business" without adding "unnecessary barriers" for players accustomed to being able to play WoW Classic with their subscription. It's not necessarily a confirmed business model for how Blizzard will handle the addition of new content in the future, she said. It's also not an indication that Blizzard is planning on "throwing a bunch of new races" into the game, though she said there's "a lot of stuff on the table" when it comes to possibilities. "It's just something we're trying right now," Longdale said. "We'll see if players like it and if it's a reasonable model going forward." Launch Is Just The Start Even as players speculate about Forever's future, there are still plenty of unknowns pertaining to the game's launch. Players have only been able to reach level 30 in the game's beta, and there are still thousands of "secret" items in the game's files yet to be discovered.  Forever's endgame raids will unlock on December 9 for those who have reached level 60 roughly a month after launch, but what those raids will entail, and the items hidden within them, is still a mystery. Unlike in original WoW, where items gained from subsequent raid tiers represented substantial leaps in player power, Stone said Blizzard is aiming to make power progression between raid tiers in Forever "as compact as possible" while still making new raids "fulfilling and desirable."  He said one aspect about WoW Classic the Forever team loves is being able to find powerful, best-in-slot items from endgame dungeons or the world itself. Stone said there are "a lot of opportunities" for that tradition to continue in Forever, and that there are some "unannounced" ideas the team has that aim to keep content like dungeons relevant so that players will want to return to them. Combined with new additions like the Legacy system, an account-wide perk tree that rewards players for leveling up different classes, mastering new professions, and exploring the world, Stone said the intent is for it to never be too late to jump into Forever. "We want that answer with WoW Forever to be an emphatic no, it is never too late to start this game or to rejoin if you've stepped away for a bit," Stone said. Forever's new camping system encourages players to gather, socialize, and gain buffs. Even as Forever represents an alternate timeline for WoW and pushes ahead with new ideas, it still finds itself repeating history. Just as original WoW was rooted in the lore of Blizzard's Warcraft RTS games, so too is Forever, only this time it was Warcraft 3: Reforged's newly released Forsaken Kingdom campaign. The two projects actually began completely independently, Stone said, but it quickly became apparent there was an opportunity to tie the lore of the two games together. Blizzard knew it wanted to add Undead Paladins as a race and class combo in Forever, and so Forsaken Kingdom focused on telling the story of the first Forsaken Paladin while exploring the creation of an iconic location from WoW, the Undercity. "Everything that we're doing, we're starting from a place of canon," Stone said. "Everything that's come before as far as the Warcraft RTS games, the Forsaken Kingdom RTS expansion that we just released as well, everything starts from that."  What's clear is that November 4 will merely be the start of another potentially decades-long game development journey for Blizzard, which will soon be operating two versions of WoW that are each receiving all-new content independent of one another. Where Forever ultimately ends up is still uncertain. After all, what we now call modern WoW first started as vanilla WoW 22 years ago, and is now radically different from what players first experienced in 2004. Trying to picture what Forever will be like if it similarly lasts 20 years is a fascinating thought experiment. "We hope that this game goes for 10, 20 years, for as long as players want to go on this journey with us, is essentially what we're saying," Stone said. "Potentially forever." WoW: Forever launches November 4 and will be playable with a monthly WoW subscription. Its beta will be live until October 21, and is included as part of the $60 Skyborne Epic Pack or $80 WoW: Forever Collection, which additionally includes Warcraft 3: Reforged's Forsaken Kingdom campaign.

Who the hell has time to play even more of this game???? You think I'll be done with this in 2027???

Wario64@wario64.bsky.social

Fire Emblem: Fortune’s Weave Expansion Pass announced www.youtube.com/watch?v=9tDR... Wave 1: today (additional weapons) Wave 2: Holiday 2026 (additional outfits, allies) Wave 3: 2027 (new stories - Bertrand/Talimun/Orchel/Anatolia, allies, classes, and more)

Cameron Koch reposted

Jacob Geller is no longer a part of MinnMax. He won't be on content moving forward and we won't be publicly airing this week's episode of The MinnMax Show. We're in shock and deeply hurt. Thank you for your patience during this sensitive time.

At the WoW 20th anniversary concert, just in case I needed to get more hyped for Forever. They are playing through each expansion, and Mists of Pandaria got a surprisingly big reception second only to Wrath. Deserved I think, that's a damn fine expansion.

Fire Emblem: Fortune's Weave is a bottomless pit of a game made for efficiency sickos (I think this is a compliment?) It's got its hooks in me big time for sure.

My brother got married at the renn faire and it was hot as hell but I'm so happy. He's found such a great partner and assembled such a full life of good people. It makes me proud. (Him and his partner aren't in this picture to respect their wishes but still want to share a look at the fun).

I am really looking forward to this, soulsborne enjoyers don't want to sleep on it. The demo was good stuff, and I'm also just a sucker for the Napoleonic setting.

Shinobi602@shinobi602.bsky.social

Valor Mortis is only $40 because its developer knows you'll be choosing from a lot of big games over this "stacked" autumn ➡️ www.eurogamer.net/valor-mortis...

Cameron Koch reposted

Had a blast talking to @comradecam.bsky.social about World of Warcraft: Forever!

Cameron Koch@comradecam.bsky.social

I'm super stoked with how this turned out, the @gamespot.com video crew crushed it. I had an amazing time talking WoW Forever with @aggrend.bsky.social and @artofjeffp.bsky.social at #BlizzCon. November 4 is both so soon but so far away.