WoWCenter.pl
wikass zabił Mythrax the Unraveler (Normal Uldir) po raz 2.     
kuturin zdobył 7th Legionnaire's Cuffs.     
Nikandra spełnił kryterium Loot 200,000 gold osiągnięcia Got My Mind On My Money.     
Tooly zdobył Fairweather Helm.     
Muattin zdobył osiągnięcie The Dirty Five.     
Yoozku zdobył Parrotfeather Cloak.     
Mlody89 zdobył Royal Apothecary Drape.     
Weakness zabił Dazar, The First King (Mythic King's Rest) po raz 6.     
liq spełnił kryterium osiągnięcia Saving for a Rainy Day.     
Osiol spełnił kryterium osiągnięcia Saving for a Rainy Day.     
Wuntu zabił Zek'voz, Herald of N'zoth (Heroic Uldir) po raz 1.     
Olsa zabił Vectis (Heroic Uldir) po raz 6.     
Sarenus spełnił kryterium osiągnięcia Saving for a Rainy Day.     
kajtasus zdobył osiągnięcie Come Sail Away.     
ossir spełnił kryterium osiągnięcia Saving for a Rainy Day.     
mcpablo spełnił kryterium Alliance players slain. osiągnięcia Frontline Slayer.     
Emmm zabił Taloc (Heroic Uldir) po raz 17.     
AsaGorth spełnił kryterium Big-Mouth Clam osiągnięcia The Oceanographer.     

Wrocas

New MVP” wysłany:
Yay, welcome! \o/
It was great meeting all of you. Special thanks to everyone participating in our activities, round-tables and getting geeky with our Pandaren visitor!

And not to forget the very supportive DreamHack crew, tack tack!
25/02 FCMs currently not available” wysłany:
Due to technical issues our free character migration service is currently not available.

We are actively investigating the issue.

Thank you for your patience and understanding.
Welcome Nakatoir!” wysłany:
Fresh meat!

A warm welcome to you! \o/
Weekly Maintenance, 14/09” wysłany:
This Wednesday all European realms will be offline from 05:00 until 11:00, Paris time.

Additionally the Armory, Account Management, Blizzard Store, Forums and the rest of our website will be unavailable from 05:00 until 09:00.

Thank you for your patience and understanding.
Screenshot Challenge 3 - Brave Hearts” wysłany:
The 2011 Arena Pass: Community Challenge is underway! This week's challenge is focused on “Bravery”, which has brought some great images from our participants. You can see them here: http://eu.battle.net/wow/en/blog/2404190#blog

Once you’ve picked your favorite entry don’t forget to vote for it in our poll to determine who will win this week's challenge!

Ask the Devs 9 – Tanking” wysłany:
Welcome to the answers thread for our World of Warcraft "Ask the Devs" global Q&A. These answers are in response to the round #9 questions on Tanking, which can be seen here: http://eu.battle.net/wow/en/forum/topic/2151756590

You can check out the Ask the Devs #10 Questions thread here: http://eu.battle.net/wow/en/forum/topic/2151592611

Q: Vengeance is a great tool to help raid tanks hold aggro over DPS, but in 5-man heroics it doesn't stack high enough to keep up with the threat generated by overgeared DPS burst damage. Are there any plans to address this? Are there any plans to help warriors put out more initial threat before Vengeance has been ramped up? Nikelsndimes (NA), Cémanana (EU-FR), Arthur (TW), Mancake (NA), Migol (NA)

    A: We think Vengeance works well overall. It provides sufficient threat without causing the tank to do more DPS than the dedicated DPS characters, and doesn’t let the tank just neglect abilities that cause threat. A full stack of Vengeance probably provides too much threat, but we didn’t think it was necessary to nerf that mid-expansion. Overall, we don’t want tanks to have 100% guaranteed threat on a pull, so we don’t want to buff that aspect of Vengeance, but we also don’t want DPS specs to constantly have to throttle the DPS they can deliver midway through a fight, so we have to strike a balance.

    Note: There are fights with tank swaps or incoming adds, or similar mechanics, when threat may matter mid-fight. This is intended – encounter design varies widely.


Q: Have you considered normalizing initial Rage for feral druid tanks? For example, when a warrior uses Charge, it generates 15 points of Rage, which lets them use another aggro generating ability quickly, something that Feral druids tend to be a bit short on. Why in Cataclysm was the bear bonus health pool was reduced, as well? Their survivability always depended on the amount of health since they don’t have parry or shield block. Do you have any plans to improve bear tanking in the future? At the moment, it’s considered to be the weakest tank. Have you considered giving druid tanks an additional tool to pull casters at range? It’s the only tank class that doesn’t have a talent or spell to help in those situations. Pødêrøsø (LA), Вирко (EU-RU), Амелья (EU-RU), Condenacion (EU-ES), Whitewnd (KR)

    A: Bears are getting a significant mitigation buff in 4.2 and we’re retuning their damage such that it’s a little easier to hold aggro at low gear levels, and a little harder at higher gear levels. While we definitely don’t expect the community to ever agree on anything, we’ve seen little evidence of a widespread concurrence that druids are “the weakest tank.” There are plenty of druid tanks out there, handling everything from Grim Batol to Sinestra. Tank balance overall is in a really good place. Players may focus on potential problems that could arise in the future but we also have ample time to address those problems should they occur. Gone are the days when we would just release a class into the wild and refuse to touch it again until the next expansion.


Q: Do you plan to bring other tanks to the same level as Death Knights who have a lot of advantages over other tanking classes (easier to heal, quite a number of various safe abilities, etc.)? - Меланори (EU-RU)

    A: Death knights are a somewhat different style of tank compared to the others. They take significantly more damage than other tanks, but then heal/shield that extra damage back instead (and sometimes more). Due to taking more damage, and that damage coming in spikes, they’re also the most likely to die to unexpected burst (such as when they don’t have runes up to Death Strike, have no cooldowns available, and fail to dodge or parry a few attacks in a row. They also have more personal impact on their own survivability and mitigation than any other tank, by tying much of their performance to Death Strike (and especially optimally timing their Death Strikes). So in the hands of a really skilled player, they can do some amazing things, but not usually much better than the other tanks. We’d actually like to head more in that direction with the other tanks (making them tie more of their defensive performance to their ability usage), in the future.


Q: Compared to DKs, Paladins are weaker when facing mass magic attacks. A Paladin has no choice but to stack stamina in this situation. Is there any change coming to this for Paladins? 新垣綾瀨 (TW)

    A: We don’t balance tanks around their sustained magic damage reduction, since we don’t typically assault tanks with continuous magic damage. We do frequently intersperse physical damage with a burst of magic damage, usually timed around the cooldowns that all tanks have available, and find that that is balanced. If we ever did a fight like Hydross again where there is almost no physical damage, we’d have to explore some other options.


Q: Is there any chance that we can see damage reduction numbers being used in the statistic UI, just like shield absorb amount of Discipline priest? 首領先生 (TW)

    A: The default UI should show the damage reduction from armor against a creature of equal level. We’ll look into also showing the damage reduction against a +1, +2, +3/boss-level mob, like we do for hit or expertise. Beyond that, there is typically passive damage reduction from talents/stance/presence/etc., which should be relatively easy to combine with armor to find your damage reduction.


Q: Have you ever considered adjusting DPS HP? Seems that while their large pools of health help them on "accidental" situations, a fair portion of the time they can take aggro and tank adds without consequence. Jainel (LA)

    A: We’re generally happy with how well DPS are able to tank (which is to say, not very well). We like that they can take a hit or two (depending upon content) before dying, and that the penalty for that happening is a huge drain on healer mana.


Q: As far as I remember, about five tanks were required in a 25-man group in Burning Crusade. However, the number of tanks in raids has been decreased to one or two since WotLK. I think this is one of the reasons heroic parties suffer from lack of tanks. What if raids have required more tanks? 명장한니발 (KR)

    A: We don’t actually recall many four+ tank fights in Burning Crusade, and that includes fights like High King Maulgar where non-tanks could perform the tanking role. While we do find some elegance in a design where a 5-player group scales perfectly up to a 10 and 25-player group, that introduces some problems as well. It could potentially extend the tank shortage we see in 5-player dungeons up to raids (to be fair, it’s also possible needing more tanks for raiding would create more tanks for dungeons). A larger problem is that we just don’t want to over-constrain encounter design to always require 4 or 5 tanks. Sometimes it’s nice to have a fight that’s just a single bruiser without requiring a tank swap or meteor-style cleave. Nearly every raid fight in Cataclysm asks for two tank-specced characters, with a few requiring one or three. That’s likely the model we will continue to use. If we wanted to do a fight with many tanks, we’d likely let some of the DPS specs step in.


Q:Are there any plans to update the leg armor in 4.2 now that the plate tanks receive no dodge from agility? Maybe introduce a new leg armor patch that adds str/stamina, or a mastery/stamina? Dariok (NA), Fredik (EU-ES)

    A: We did. As you’ve probably seen by now, it’s called Drakehide Leg Armor, and it provides Stamina and dodge rating.


Q: Can you make it so that taunt doesn't miss, just like you did for interrupt abilities? Doesn't feel as though it would be a complete upset to overall balance. Madmartygan (LA)

    A: Yes, absolutely! And in fact we did it back in patch 3.9. Tank classes’ taunts have been unable to miss since then. We recognize that tanks will nearly always choose mitigation stats over threat stats and it’s particularly frustrating to have to reach a hit cap just to make sure taunts or interrupts don’t miss, which is why we no longer require that.


Q: Are there any plans to simplify the impossible situation for tanks (8% hit rating, 26 Expertise but all defensive stats at max at the same time) somehow, either through stats on gear or through changes to the game mechanics? Have you considered giving tools to tanks to allow easier capping of hit and expertise to help with threat management? Sunyara (EU-DE), Gilbey (EU-ES)

    A: We don’t currently balance around the assumption that tanks cap hit or expertise. We’re definitely looking at ways to make reliably hitting more attractive to tanks in the future, though. Currently, missing is just a compound to the issue discussed in Question #1. Getting tanks to care about threat stats, not for the threat benefit (but for a mitigation benefit), is one potential direction. For example, DKs want to make sure their Death Strikes hit because of the mitigation benefit. Druids care about crit because of Savage Defense. We speculated at one point that we could make Shield Block (and now Holy Shield) require a successful hit to do their jobs. We’re not sure we will go that direction, but it’s one idea. We would of course compensate tanks for any potential loss of predictable mitigation.


Q: At the moment, tanks need to use addons to see threat levels and clearly see which mobs they have aggro with. With all the recent changes and updates being made to the UI, are there any plans to make seeing threat levels and aggro easier and clearer? Castan (EU-EN)

    A: We’d definitely like to build threat into the UI more, especially for tanks and for multiple targets. We try to keep our default UI relatively unobtrusive so that players can see the actual battlefield, but we realize this design goal can come into conflict with players’ need or desire to have copious amounts of information displayed. Finding the right compromise is something we wrestle with constantly and one reason why our UI changes tend to come more slowly than, say, class design changes.


Q: Protection Paladin is not only the most desired tank because survival abilities for groups and various utilities, but players also generally consider Paladins as an indispensable Class in raids. I know all tanking Classes are being equalized constantly, but survival abilities of Protection Paladins give huge advantages compared to other tanking Classes. Can we expect that other Tanking classes will see more survival abilities for groups in terms of equity? 디아소르테 (KR)

    A: Like druids, paladins have the enormous benefit of being able to fill all three roles in a group. Paladins also retain a wide variety of buff and utility abilities from vanilla when they (and shaman) were more of a support class that was intended to have low individual throughput but made other classes in the group shine. We have been slowly moving away from that design in our effort to avoid class stacking and support the “bring the player, not the class” philosophy, but it’s hard to move quickly on changes like this. (As one small example, we briefly removed Lay on Hands during Cataclysm development, and there was an outcry even from within the team.) Because they can fill many roles and still provide a lot of utility, it’s not surprising that you see a lot of druids and paladins in your raid groups. We’ve tried very hard to not make any particular tank class mandatory, and we feel we’ve been pretty successful in Cataclysm. So far we haven’t seen an encounter like Sartharion or Anub’arak where a certain tank class was perceived, probably accurately, as necessary for progression.

    Protection paladins do bring a lot of utility, but it is quite difficult to make a table comparing a paladin’s Divine Guardian to a Protection warrior’s mobility or a bear druid’s ability to cast Innervate or even Rebirth during lulls in an encounter. They are fundamentally different abilities that have greater or less utility depending on the encounter and your individual raid comp. We don’t want to just hand out a Divine Guardian equivalent to every tank class, just like we don’t think warriors or paladins need the ability to battle rez. It’s a fine line to walk. Homogenization really rankles some players (as it should), but being unable to tank (or heal, or DPS) an encounter because of lack of tools is equally unacceptable to many players.


Q: Is there any plan to add a new tank class in the future? I think spell breaker in the Warcraft III is an awesome choice for that! 聖淇淋 (TW)

    A: We’ll add new classes when the time is right. We don’t see WoW as a game that can support unlimited different class types (and the different talent specs almost behave as full classes these days!), so we want to be judicious about when we add classes. One of the challenges with tanks (and other roles) especially, is this: on the one hand, there is a core set of abilities that any tank needs in order to perform their job, especially in a 5-player dungeon where you can’t rely on other players in the same role to help cover your deficiencies. On the other hand, having so many similar abilities (e.g. a taunt, a short cooldown, an efficient heal) necessitates a certain amount of homogeneity among those classes. But what players (and designers!) really want in a new class is something exciting that no one has seen before. Adding another class that tanked just like a warrior wouldn’t add much to the game – it wouldn’t drive many new tanks or encourage a veteran tank to try a different tanking class. On the other hand, adding the death knight, who tanks relatively differently (though some players might argue still not differently enough) was an enormous challenge and the kind of thing we continue to tweak over time.
Weekly Maintenance, 08/06” wysłany:
This Wednesday all European realms will be offline from 05:00 until 11:00, Paris time.

If you would like to discuss this topic, please do so in this forum thread.
A Word on Tier 12 Set Bonuses” wysłany:
We've seen a lot of discussion and debate over the new set bonuses. Just so everyone is aware, we're still assessing the set bonuses for tier 12 as we go through more testing and gathering more feedback.

To give you a heads up on what we're looking at so far though, here are the most recent bonuses we have in mind for some of the sets (some of what's listed below are amendments to the existing bonuses on the PTR).

Some of these bonuses might already be live as of the build pushed earlier this week, while some are yet to be implemented. If your class/specialisation isn't listed here, it means the bonuses either haven't changed, or the changes haven't been solidified. Just the same, all of this is subject to ch-ch-changes over the course of the PTR process. Your feedback is appreciated!


  • Blood Death Knight 4-Piece: The bonus to parry from Dancing Rune Weapon now begins when Dancing Rune Weapon wears off, instead of lasting while Dancing Rune Weapon is active.

  • Frost/Unholy Death Knight 4-Piece: Old bonus removed and replaced -- Your Obliterate and Scourge Strike abilities deal 6% additional damage as Fire damage over 4 seconds.

  • Feral Druid 4-Piece: The bonus to dodge from Barkskin now begins when Barkskin wears off, instead of lasting while Barkskin is active.

  • Restoration Druid 4-Piece: Old bonus removed and replaced -- Your Swiftmend also heals an injured target within 8 yards for the same amount.

  • Holy Paladin 2-Piece: Old bonus removed and replaced -- Healing with Holy Shock has a 40% chance to grant you 6% of your base mana.

  • Holy Paladin 4-Piece: Old bonus removed and replaced -- Your Divine Light, Flash of Light, and Holy Light spells also heal an injured target within 8 yards for 10% of the amount healed.

  • Protection Paladin 4-Piece: The bonus to parry from Divine Protection now begins when Divine Protection wears off, instead of lasting while Divine Protection is active.

  • Holy/Discipline Priest 2-Piece: Now also triggers from casting Prayer of Mending.

  • Holy/Discipline Priest 4-Piece: Old bonus removed and replaced -- You have a chance when you cast a helpful spell to summon a Cauterizing Flame at the target’s location. Each second the Cauterizing Flame will heal an injured party member within 20 yards for 9250 to 10750 health. Lasts 5 seconds.

  • Shadow Priest 2-Piece: Now requires the priest to be in Shadowform to be active.

  • Warlock 4-Piece: Now also triggers from casting Drain Soul.

  • Arms/Fury Warrior 2-Piece: Old bonus removed and replaced -- Your Battle Shout and Commanding Shout abilities grant you an additional 35 rage. Cannot occur more often than once every 60 seconds.

  • Protection Warrior 4-Piece: The bonus to parry from Shield Wall now begins when Shield Wall wears off, instead of lasting while Shield Wall is active.
Ask the Devs #5 - Achievements - Answers” wysłany:
The answers are in from our last installment of Ask the Devs. We will start a new questions round next week. Please keep in mind that each edition of Ask the Devs is focused on a specific topic, as noted in the thread title.

Q: When will achievements finally be awarded account-wide? – Larosh (Europe [German]), Eneia & Payasos (Europe [Spanish]), Rageudder & Kellgros (Europe [English]), Деадхил (Europe [Russian]), Nyn (North America/ANZ), 기사는아무나 (Korea)
A: Making achievements Battle.net account-wide is something we'd like to do, but it's not a goal we could provide a current timetable for. All of the original World of Warcraft coding was done with the expectation that the data on every realm would always be independent. Now that we are trying to make as many things as possible account-wide, we’re having to rebuild all of those systems. It is absolutely something we want to do, but it will take a lot of time away from other features.

Q: Will we ever be able to spend our achievement points on something? Or will there be a feature where it will be required to have x amount of points? – Nordicberry (Europe [English]), Hogosha & Wulkuhr (Europe [German]), Neroth (Europe [French]), Kularia (Northa America/ANZ), Trafalgarlaw (Latin America)
A: We want Achievements to remain as an optional thing you can do as bragging rights, or to challenge yourself. As soon as we add any kind of player power, or use them to gate anything, then they feel mandatory for a lot of players. In fact, we think one of the reason achievements are fun is that the drive to complete them is totally up to you, which keeps them (hopefully!) from feeling like a chore. If you want to go after some achievements that's a choice, and choosing not to care about achievements doesn't mean you're making your character less powerful.

We do offer pets, mounts and titles for specific achievements, and we’re unlikely to ever do anything much more “mandatory” than those.

Q: Do you plan to implement more achievements directly linked to professions or classes? – Cith (Europe [French]), Tsuteymanga (Europe [English]), Sergan (Latin America)
A: Until we can do Battle.net account-wide achievements it would be pretty cruel of us to offer achievements for say Illustrious Grand Master Alchemy, Blacksmithing and Jewelcrafting on the same character. The same is true of classes. The best we could to today would be to have something like “Land a Pyroblast for X damage” and have an equivalent one for all 10 classes, since you could get only one. We do have more room with the guild achievements, since not every task needs to be completed by one player. We’ll continue to look for fun achievements for Cooking, Fishing, First Aid and Archaeology until then.

Q: Will we ever see a change to the Warsong Gulch and Arathi Basin exalted achievement /reputation grinds? While normally a fan of time consuming achievements, these two seem to be a tad excessive. Warsong moreso as you can go entire games without gaining any reputation at all. You could in theory lose every AB you ever do, and eventually get exalted at a "reasonable" pace. Perhaps award rep for Flag returns, killing efcs, capping bases, HKs similar to Alteracy Valley, etc. – Idkmybffyata (North America/ANZ), Lunaticheart (Korea)
A: We think those are fine as achievements. They definitely take a huge time commitment, but so do some of the other achievements. And you don’t need to get them for the meta achievements.

Q: As some achievements like The Keymaster and the Shen’dralar reputations have been removed, have you considered creating a Feat of Strength for those achievements or is it possible that we get them back in the future like normal achievements? – Enarhion (Europe [Spanish]), Деадхил (Europe [Russian])
A: We added a Feat for Exalted Shen’dralar rep in 4.1. We’re unlikely to add a Keymaster feat.
We added the Keymaster achievement and then almost immediately decided to deemphasize the existence of keys in the game, and thus removed the achievement. Unfortunately it probably isn't even possible to track who had the older keys now.

Q: Guild Achievements related with professions are much more difficult than other Guild Achievements. Is there any plan to give a chance for small guilds to get those Achievement rewards? –버미전사 (Korea), Joq (North America/ANZ)
A: We think some of these are way too high and we plan on lowering them to more sane numbers for 4.1. The Pen is Mightier glyph achievement for example would have been reasonable with the old glyph model but is ridiculous today. We were waiting to collect some additional data from guilds currently working on those achievements, but we feel like we have enough information now to lower them. Pen is Mightier for example will go from 25,000 glyphs to 2,500 in 4.1.

Q: I'd like to see the achievement system become more active and dynamic, will we ever see achievements that unlock quest lines, dungeons, or other Easter egg content as a reward for dedicating so much time in Azeroth? – Grandevil (North America/ANZ)
A: Probably not. As we said above, we want Achievements to feel optional. Some players don’t care for the game of collecting pets or mounts, so they still feel like they can opt out of achievements. If there was a cool quest line involved, then players who felt like they could safely ignore achievements in the past would now have to go back and play catch up. If you are doing achievements today, it should be because you like to do them, not because you’re hoping for some additional reward to materialize in the future.

Q: Currently, the achievement rewards are more focused to common tasks, such as raids, events, PvP. Have you considered creating achievements with rewards that ask to do crazy things around the world, like for example, soloing bosses or mobs, or more achievements like the “Jenkins” one, that are meant to do crazy things. – Thodyr (Europe [Spanish]), Khaelthas (Europe [French]), Assmira (Europe [German])
A: We like for achievements to be fun, but we don’t want for players working on achievements to have a huge negative impact on other players. At first glance, soloing a boss mob might sound like a decent achievement. But consider that if the achievement is very easy to do then hitting all those dungeons may just feel like a chore. On the other hand, if it’s challenging to do then we suddenly have to go back and worry about class balance in a way we never had to before. Blood DKs for example excel at soloing older bosses because of their self-healing mechanic, but the same isn't true of most other classes and specs. We try not to have achievements that require you to ask your group to do something really bizarre or not fun. “Run a dungeon without picking up any loot,” would just be frustrating every time you had to debate with your group whether you were going for the achievement or not. “Jenkins” is a fun for a silly achievement, considering its history, but too much of that sort of thing would get tedious pretty quickly.

Q: Will we ever see a "search" feature in the achievement window? That's a lot of achievements to search through if you're looking for something specific. – Grandevil (North America/ANZ), Lonik (Europe [Spanish])
A: Yes, this is something we plan on doing. The current UI makes it hard to find specific achievements. There are several places in the current UI that could benefit from a smarter search.

Q: Will you ever bring back the mounts for achievements that were removed (Naxx Glory runs) as you didn't remove the later mounts? – Joyia (North America/ANZ)
A: This is a tough one. On the one hand, we know there are a lot of players who would still like to get their hands on these mounts. On the other hand, we were pretty clear that they would only be available for a limited time, and we hate to go back on our word because we know some groups went through heroic efforts to get them before the door closed. This is the kind of thing that is not set in stone and player feedback might eventually convince us to change our minds.

Q: The Achievement reward for “What A Long, Strange Trip It's Been” still remains as a purple proto-drake, which is a WotLK model. How about coordinating the color of the reward upon each expansion theme? – Shory (Korea)
A: The issue with meta-achievements like this is deciding how to structure them for the future. Do current players with the achievement just get a new mount every expansion? Do the old mounts go away and the new mount replaces it? Do we require you to just do one additional holiday and now you can get a second mount? We added Long Strange Trip when achievements first went in the game, and we didn’t always do a great job of designing some achievements with expandability in mind. If we had made the Long Strange Trip reward a protodrake at level 80 and then had a new achievement for doing the holidays again at level 85 that rewarded a different drake, then we might have some easily expandable content. We didn’t do that though, and it’s hard to go back and mess with existing achievements, especially ones that were hard to complete.

Q: There are still no Achievements beyond “Collect 75 unique companion pets”. Can I expect a reward for 100 companion pets in the future? – Whitewnd (Korea)
A: Patch 4.1 has achievements for 100 and 125 companions. Those particular achievements don’t reward pets, but we’ll probably do another reward at some tier in the future, perhaps 150 or 200 pets.

Q: Are we going to see more PvP achievements that reward mounts? Currently most of the cool mounts are awarded for PvE achievements. – Demodras (Europe [English])
A: PvP achievements are even trickier to design than PvE achievements because it’s harder to come up with something cool to do that doesn’t make the experience worse for everyone else. You don’t want to see the one dude who is trying to engineer capturing and losing a flag twenty times in one BG just so he can get the achievement for capturing a lot of flags. As a result, many of the PvP achievements are just for winning a lot of Arenas or BGs, which we feel already come with a lot of rewards. On that note, we are adding unique ground mounts to winning Rated Battle Grounds similar to the flying mounts you get for excelling at Arenas.
Wherever You Go, There You Are” wysłany:

In the three months that the new World of Warcraft community site has been live, we've received a lot of feedback from you about its features and the content we've been highlighting.  
 
That feedback has been great, but now we want to know more about how you use the site. What do you normally check out first when you arrive? How did you get here to begin with? Do you type in the URL, use a bookmark, or rely on a search engine? Or are you typically guided here by your favorite news site, Twitter, or Facebook?
 
When visiting the World of Warcraft community site, what feature or page do you usually check out first?

PTR Maintenance 1/19/2011” wysłany:
We will be bringing down the PTR servers today for maintenance at approximately 19:00 CET. There is currently no estimated time for the completion of this maintenance.

This thread will be updated as more information becomes available.
We Know What You Did Last Winter Veil” wysłany:
Okay, so that's not entirely true. We are curious, however, about all the fun things you did this Winter Veil. Maybe you became an Assistant Professor in Archaeology, earned your first stone drake, or even struck it rich on the Auction House. Whether you were naughty or nice, we'd like to know what activities you chose to focus on during the holidays.