Rainbow RYUUU

I like to draw things and play video games.
Twitter: fayorei
3DS FC: fayorei

These are my rough, rough notes from the livestream. From the Pandarian expansion panel.
Pandaren classes: Hunter Mage Monk Priest Rogue Shaman
Increased  stat benefits from food 100%, Cooking skill increased by 15, inner  peace- rested exp bonus lasts twice as long, Bouncy you take 50% less  falling damage, quaking palm, put an enemy to sleep for 3 seconds  Pandaren racials 
Monk  Talents: Brewmaster Tank(AWESOME), Mistweaver Healer(that can do  damage, with new healing style), Windwalker(Melee DPS), not a hero  class, starts at level 1 
Animation  team delivered, many monk-only animations. Different stances. Goes for  non-Pandaren too. EVERYONE can be a monk except for Worgen and Goblins. 
Monks  use hands AND feet for attacks. Staves, fist weapons. Not the only  ones, very signature for the monk. We want more fist weapons in the game  for everyone. 
can also used 1H maces hammers, swords. Healers have off-hands. 
Leather armor: Agility and intellect. 
Chi(energy-like resource) for Jab(primary builder) and roll. 
Jab generates light and dark force, the work into everything else. and make finishers. NO AUTO ATTACK for monks. THANK GOD 
They feel there were not enough choices in Cataclysm talents. 
They are disappointed at no true hybridization. Talent System greatly changed. 
Class  abilties, spec abilities, talents. You get to choose. Choose at level  10, get spec abilities more later. If it is a core ability, you get them  rather than risk it allowing players to not just use cookie cutter  builds. 
Talents:  no more talent points or ranks. One talent tree per class for REAL  hybrids. Earn talents every 15 levels, with 3 branches. No mandatory  talents anymore. Change talents as easily as glyphs. 
Oh  I agree they are. GW2 also has a stunning action-combat system. A lot  of people are pissed about Pandarens which, haters gonna hate. I think  it will be mixed still. 
PvE  scenario is an interesting new thing to do that doesn’t make sense in a  cookie cutter dungeon. “PvE battlegrounds” Short instances for a few  players, say 3 players. Play a similar way as questing, NO class roles  needed specifically.   
This also has simulated PVP in a PvE setting for players that might be unsure of PVP.
No player collision. Can replace group quests. 
No more awkward LFG for group quests. 
Queue into dynamic PvE scenario like dungeon finder. No role requirements, VERY short queues. 
One of MANY options to earn Valor points, much like everything else. Raiding is no longer the end-all, be-all. 
Challenge  mode dungeons: Time trial versions of dungeons. When you set yourself  into a challenge mode dungeon the purpose of doing this will be to  complete a dungeon in a specified amount of time. This is for people  experienced with a dungeon. 
You  earn either bronze, silver, or gold medals. Gear is normalized. For  example, if you were to apply it now, no matter what gear you have it is  normalized to the level of the dungeon so you can’t just steam roll  everything. It makes it an actual challenge. 
Sweet looking gear with no stats(transmogrify), entire tier with a special look exclusively by doing challenge modes. 
You will also get Valor Points from challenge modes. 
Challenge dungeons is kind of like PVP Arena in PvE. It’s competitive with leaderboards. 
Pet  battle system: Vanity pets will be used. Collect, level, and fight with  previously vanity-only pets. Accessible to all players. Works with  almost every pet. A ton of new pets are coming for collecting. You can  now name the vanity pets, give them individual abilities, etc. New type  of pet- “Wild Pet” they are found out in the world. You can engage them  with a pet you have, and then add them. POKEMON!!! 
Wild  pets have varying stats. They have different abilities, tanking, CC,  etc. Unique spawning abilities. Certain wild pets you only find during a  season. Very Pokemon-like in spawning, time, weather, season control  certain rarer wild pets. 
New  interface for pets: the pet journal. Teams, battling, etc. Most pets  will become tradeable. Get the Wolpertinger and be able to level and  train it, and then throw it on the AH. It will sell for more depending  on the level to other player’s value. 
Account-wide pets! No more having to collect on every pet on EVERY character.  
You  will have a journal that shows where pets are, so you can manage and  collect more easily. Experience from pet battles levels your pet. Slots  for abilities. They can use 3 abilities for battle.
Fun mini-game for friends. Turn-based combat for pets. So it’s more of a thinking game.
You can queue into pet battle. Will fight players in the same range.
Item-slots  on pets. You can maybe put gems in that item. Master abilities. For  each type of pet there is a knowledgeable npc to fight.  
‎9  new dungeons for Mists of Pandaria. 6 dungeons specifically on  Pandaria. Something coming back- Heroic updates of classic favorites:  SCHOLOMANCE, new layout, new reworked bosses. More easy to navigate.  
SCARLET  MONASTERY. 4 wings- 1 or 2 wings. Makes it more event. Two separate  wings as their own unique dungeons with their own bosses.  
New  Raids: 3 at launch. Races featured are the Mogu and the Mantid- two  killer enemy races on Pandaria. Raid finder for 4.3, Mists of Pandaria,  all raids get Raid finder. 3 difficulties, Raid Finder, normal, heroic.  
Bringing back world raid bosses. Solutions to them being camped and dropping specific gear.
Questing, more content at max level.  
Questing now gives Valor Points. Like the Molten front from 4.2
Incentives for dungeon players to do quests. You might get a buff that only shows up to players who did a couple quests first.
Focus is more quest choices, less linearity.
There  are more ways than ever to earn the items you want. They want to have  more options to get gear that you want. We want factions to be FUN not  grindy.
New battleground ideas: Stranglethorn Diamond Mines “Payload”, Valley of Power “Murderball”, Azshara Crater “DOTA”  
STV:  Goblin mine below STV. Payload- first to get the carts transported  wins. Different each time. Tracks split and they can decide where they  want the cart to go. 
Valley  of Power: Getting an ancient Mogu artifact and capturing it for faction  advantage. Object, pick it up, the longer you hold it your team earns  points (murderball). If you run off and hide, you earn less points while  holding. The ball itself does damage to the holder, so you need  healers. 
Murderball is ALL about combat in a smaller more straight forward area.
 Tol’vir arena: new arena in Uldum, based on Nagrand arena.
Achievements: account level achievements: some things like raid achievements and the harder to get ones.
New types: “Max all professions’ would be account wide.
Changes  to resilience. Too big of a barrier for Battlegrounds. Players feel  like they can’t compete. Resilience is a base state now. Even naked you  get Resilience. PVP gear still gives best resilience, better starting  odds. 
Warlocks,  Shamans, Druids- Ranged weapons. Hunter minimum range is gone. Hunter  melee weapons are GONE. No stat sticks. From everything is a hunter  weapon, to NOTHING is a hunter weapon. Ghostcrawler Street.  
Ranged slots for other characters, gone. Relics for other characters, GONE.  
Rogue and Warrior throw melee weapons for ranged attacks.  
Wands have now become main-hand weapons. Caster-dagger, spell-sword, wand, they’re all equally stated now.
Warlocks:  Unique resource for each spec. Demonology: Demonic Fury. When you hit  max, you metamorphisize. Rather than a cooldown. Destruction: Infernal  embers. Affliction: Soul Shards. They want destro to have a cool kit  too. Infernal embers get hotter and hotter and catch on fire. And you do  CRAZY damage. 
Shaman:  Ooh! Buff totems are gone(NOOOOOOOOO!!!!) DX “No more buff bitch for  everyone else in the group” You still have them, but cast. New totems,  utility totems. Earthgrab with a big root. Repulsion that keeps  people/enemies away. Bulwark totem makes a shield so Shaman takes less  damage.  
Druids:  always felt like 4 specs, so now they have 4 specs. Feral(cat) GUARDIAN  (NEW) BEAR SPEC. Some overlap between the two. Overall, the tank, pick  Guardian.
All  Classes: massive spellbook cleanup. Rotations improved. You now  automatically learn spells in the field, no more trainers. “We want  talent trees to be FUN. Not obsessing on the internet for cookie cutter  builds.”  
‎”Usually with an expansion we only have some concept art, our whole team is at overdrive this time around.”  
‎”What  inspired you for pets? Pokemon?” For the longest time people asked  “what can I do with these pets?” the number of pet collectors has  exploded from the spellbook change. Thinking, what to do? People wanted  to fight pets and asked a lot. Pokemon is definitely an inspiration in  any pet collecting mini-game”  
Still MIA for dance studio. They WANT to do it. But they haven’t made it a reality yet.D:

These are my rough, rough notes from the livestream. From the Pandarian expansion panel.

  • Pandaren classes: Hunter Mage Monk Priest Rogue Shaman
  • Increased stat benefits from food 100%, Cooking skill increased by 15, inner peace- rested exp bonus lasts twice as long, Bouncy you take 50% less falling damage, quaking palm, put an enemy to sleep for 3 seconds Pandaren racials 
  • Monk Talents: Brewmaster Tank(AWESOME), Mistweaver Healer(that can do damage, with new healing style), Windwalker(Melee DPS), not a hero class, starts at level 1 
  • Animation team delivered, many monk-only animations. Different stances. Goes for non-Pandaren too. EVERYONE can be a monk except for Worgen and Goblins. 
  • Monks use hands AND feet for attacks. Staves, fist weapons. Not the only ones, very signature for the monk. We want more fist weapons in the game for everyone. 
  • can also used 1H maces hammers, swords. Healers have off-hands. 
  • Leather armor: Agility and intellect. 
  • Chi(energy-like resource) for Jab(primary builder) and roll. 
  • Jab generates light and dark force, the work into everything else. and make finishers. NO AUTO ATTACK for monks. THANK GOD 
  • They feel there were not enough choices in Cataclysm talents. 
  • They are disappointed at no true hybridization. Talent System greatly changed. 
  • Class abilties, spec abilities, talents. You get to choose. Choose at level 10, get spec abilities more later. If it is a core ability, you get them rather than risk it allowing players to not just use cookie cutter builds. 
  • Talents: no more talent points or ranks. One talent tree per class for REAL hybrids. Earn talents every 15 levels, with 3 branches. No mandatory talents anymore. Change talents as easily as glyphs. 
  • Oh I agree they are. GW2 also has a stunning action-combat system. A lot of people are pissed about Pandarens which, haters gonna hate. I think it will be mixed still. 
  • PvE scenario is an interesting new thing to do that doesn’t make sense in a cookie cutter dungeon. “PvE battlegrounds” Short instances for a few players, say 3 players. Play a similar way as questing, NO class roles needed specifically.   
  • This also has simulated PVP in a PvE setting for players that might be unsure of PVP.
  • No player collision. Can replace group quests. 
  • No more awkward LFG for group quests. 
  • Queue into dynamic PvE scenario like dungeon finder. No role requirements, VERY short queues. 
  • One of MANY options to earn Valor points, much like everything else. Raiding is no longer the end-all, be-all. 
  • Challenge mode dungeons: Time trial versions of dungeons. When you set yourself into a challenge mode dungeon the purpose of doing this will be to complete a dungeon in a specified amount of time. This is for people experienced with a dungeon. 
  • You earn either bronze, silver, or gold medals. Gear is normalized. For example, if you were to apply it now, no matter what gear you have it is normalized to the level of the dungeon so you can’t just steam roll everything. It makes it an actual challenge. 
  • Sweet looking gear with no stats(transmogrify), entire tier with a special look exclusively by doing challenge modes. 
  • You will also get Valor Points from challenge modes. 
  • Challenge dungeons is kind of like PVP Arena in PvE. It’s competitive with leaderboards. 
  • Pet battle system: Vanity pets will be used. Collect, level, and fight with previously vanity-only pets. Accessible to all players. Works with almost every pet. A ton of new pets are coming for collecting. You can now name the vanity pets, give them individual abilities, etc. New type of pet- “Wild Pet” they are found out in the world. You can engage them with a pet you have, and then add them. POKEMON!!! 
  • Wild pets have varying stats. They have different abilities, tanking, CC, etc. Unique spawning abilities. Certain wild pets you only find during a season. Very Pokemon-like in spawning, time, weather, season control certain rarer wild pets. 
  • New interface for pets: the pet journal. Teams, battling, etc. Most pets will become tradeable. Get the Wolpertinger and be able to level and train it, and then throw it on the AH. It will sell for more depending on the level to other player’s value. 
  • Account-wide pets! No more having to collect on every pet on EVERY character.  
  • You will have a journal that shows where pets are, so you can manage and collect more easily. Experience from pet battles levels your pet. Slots for abilities. They can use 3 abilities for battle.
  • Fun mini-game for friends. Turn-based combat for pets. So it’s more of a thinking game.
  • You can queue into pet battle. Will fight players in the same range.
  • Item-slots on pets. You can maybe put gems in that item. Master abilities. For each type of pet there is a knowledgeable npc to fight.  
  • ‎9 new dungeons for Mists of Pandaria. 6 dungeons specifically on Pandaria. Something coming back- Heroic updates of classic favorites: SCHOLOMANCE, new layout, new reworked bosses. More easy to navigate.  
  • SCARLET MONASTERY. 4 wings- 1 or 2 wings. Makes it more event. Two separate wings as their own unique dungeons with their own bosses.  
  • New Raids: 3 at launch. Races featured are the Mogu and the Mantid- two killer enemy races on Pandaria. Raid finder for 4.3, Mists of Pandaria, all raids get Raid finder. 3 difficulties, Raid Finder, normal, heroic.  
  • Bringing back world raid bosses. Solutions to them being camped and dropping specific gear.
  • Questing, more content at max level.  
  • Questing now gives Valor Points. Like the Molten front from 4.2
  • Incentives for dungeon players to do quests. You might get a buff that only shows up to players who did a couple quests first.
  • Focus is more quest choices, less linearity.
  • There are more ways than ever to earn the items you want. They want to have more options to get gear that you want. We want factions to be FUN not grindy.
  • New battleground ideas: Stranglethorn Diamond Mines “Payload”, Valley of Power “Murderball”, Azshara Crater “DOTA”  
  • STV: Goblin mine below STV. Payload- first to get the carts transported wins. Different each time. Tracks split and they can decide where they want the cart to go. 
  • Valley of Power: Getting an ancient Mogu artifact and capturing it for faction advantage. Object, pick it up, the longer you hold it your team earns points (murderball). If you run off and hide, you earn less points while holding. The ball itself does damage to the holder, so you need healers. 
  • Murderball is ALL about combat in a smaller more straight forward area.
  •  Tol’vir arena: new arena in Uldum, based on Nagrand arena.
  • Achievements: account level achievements: some things like raid achievements and the harder to get ones.
  • New types: “Max all professions’ would be account wide.
  • Changes to resilience. Too big of a barrier for Battlegrounds. Players feel like they can’t compete. Resilience is a base state now. Even naked you get Resilience. PVP gear still gives best resilience, better starting odds. 
  • Warlocks, Shamans, Druids- Ranged weapons. Hunter minimum range is gone. Hunter melee weapons are GONE. No stat sticks. From everything is a hunter weapon, to NOTHING is a hunter weapon. Ghostcrawler Street.  
  • Ranged slots for other characters, gone. Relics for other characters, GONE.  
  • Rogue and Warrior throw melee weapons for ranged attacks.  
  • Wands have now become main-hand weapons. Caster-dagger, spell-sword, wand, they’re all equally stated now.
  • Warlocks: Unique resource for each spec. Demonology: Demonic Fury. When you hit max, you metamorphisize. Rather than a cooldown. Destruction: Infernal embers. Affliction: Soul Shards. They want destro to have a cool kit too. Infernal embers get hotter and hotter and catch on fire. And you do CRAZY damage. 
  • Shaman: Ooh! Buff totems are gone(NOOOOOOOOO!!!!) DX “No more buff bitch for everyone else in the group” You still have them, but cast. New totems, utility totems. Earthgrab with a big root. Repulsion that keeps people/enemies away. Bulwark totem makes a shield so Shaman takes less damage.  
  • Druids: always felt like 4 specs, so now they have 4 specs. Feral(cat) GUARDIAN (NEW) BEAR SPEC. Some overlap between the two. Overall, the tank, pick Guardian.
  • All Classes: massive spellbook cleanup. Rotations improved. You now automatically learn spells in the field, no more trainers. “We want talent trees to be FUN. Not obsessing on the internet for cookie cutter builds.”  
  • ‎”Usually with an expansion we only have some concept art, our whole team is at overdrive this time around.”  
  • ‎”What inspired you for pets? Pokemon?” For the longest time people asked “what can I do with these pets?” the number of pet collectors has exploded from the spellbook change. Thinking, what to do? People wanted to fight pets and asked a lot. Pokemon is definitely an inspiration in any pet collecting mini-game”  
  • Still MIA for dance studio. They WANT to do it. But they haven’t made it a reality yet.D:
  1. fayorei posted this