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- Obliteration: Frost Strike and Howling Blast grant Killing Machine and have a 30% chance to generate a Rune, down from a 40% to generate a Rune.
- Frost Death Knight: Damage and healing bonus for all abilities decreased from 8% to 4%.
- Frost Fever: Damage increased by 42.9%.
- Remorseless Winter: Damage increased by 15.8%.
- Unholy Death Knight: Damage and healing 'bonus' for all abilities decreased from -10% to -12%.
- First Blood: Blade Dance's damage against the first target struck is now increased by 135%, down from 200%.
- Trail of Ruin: Damage increased by 50%.
- Cycle of Binding: Afflicting an enemy with a Sigil reduces the cooldown of your Sigils by 2 seconds, down from 4 seconds.
- Blade Dance: Damage increased by 50%.
- Death Sweep: Damage increased by 50%.
- Demon Blades: Damage decreased by 20%.
- Eye Beam: Damage increased by 50%, but your primary target now takes 50% increased damage, down from 100% increased damage.
- Fel Rush: Damage increased by 47.8%.
- Havoc Demon Hunter: Damage and healing bonus for all abilities increased from 7% to 11%.
- Sigil of Misery: Cooldown increased from 60 seconds to 90 seconds.
- Sigil of Flame: Initial damage and damage over time both decreased by 15%.
- Moonfire: Initial damage decreased by 16.7% and damage over time decreased by 14.3%.
- Soothe: Now learned at level 56 instead of level 60. Also, now available to all Druids, instead of only Balance, Feral, and Restoration, and usable in all shapeshift forms.
- Swipe: Damage increased by 50%.
- Thrash: Damage increased by 28.5%.
- Fury of Elune: Damage decreased by 18.5%.
- Predator: Tiger's Fury lasts 5 additional seconds, up from 4 additional seconds.
- Lifebloom: Healing increased by 12.5%.
- Restoration Druid: Damage and healing bonus for Moonfire, Sunfire, and Thrash increased from 25% to 31%.
- Swiftmend: Healing increased by 14.3%.
- Calling the Shots: Casting Arcane Shot or Multi-Shot reduces the cooldown of Trueshot by 2.5 seconds, down from 3 seconds.
- Terms of Engagement: Generates 20 Focus over 10 seconds, down from 30 Focus over 10 seconds.
- Dire Beast: Increases your Haste by 5% for 8 seconds, down from 10%.
- Marksmanship Hunter: Damage and healing 'bonus' for all abilities increased from -20% to -17%.
- Resonance: Arcane Barrage deals 10% increased damage per target it hits, down from 15% increased damage.
- Reverberate: If Arcane Explosion hits at least 3 targets, it has a 40% chance to generate an extra Arcane Charge, down from a 50% chance to generate an extra Arcane Charge.
- Touch of the Magi: Now accumulates 15% of the damage you deal to the target for 8 seconds, down from 20%.
- Fire Mage: Damage and healing 'bonus' for all abilities decreased from -5% to -16%.
- Flamestrike: Damage decreased by 9.1%.
- Frost Mage: Damage and healing 'bonus' for all abilities decreased from -18% to -24%.
- Frozen Orb: Damage increased by 15%.
- High Tolerance: Additional damage staggered bonus decreased from 10% to 8%.
- Training of Niuzao: Mastery gain decreased by 66.4%.
- Guard: Amount of damage prevented decreased by 16.7%. Duration increased from 5 seconds to 8 seconds. Global cooldown reduced from 1.5 seconds to 1 second.
- Life Cocoon: Shield amount decreased by 12.7%.
- Mistweaver Monk: Direct damage and healing 'bonus' of -20% removed from Rising Sun Kick.
- Vivify: Healing decreased by 9.5%.
- Windwalker Monk: Damage and healing 'bonus' for all abilities decreased from -23% to -27%.
- Divine Purpose: Your next ability that consumes Holy Power deals 30% increased damage and healing, up from 20%.
- Inquisition: Increases your damage done and Haste by 7%, down from 8%.
- Retribution Aura: Damage increased by 62.8%.
- Holy Paladin: Damage and healing bonus for Consecration decreased from 150% to 110%.
- Holy Shock: Healing decreased by 14.4%.
- Protection Paladin: Damage and healing bonus for all abilities decreased from 12% to 4%. Added a 4% periodic damage and periodic healing bonus for all abilities. Damage and healing 'bonus' for Judgment increased from -42% to -30%.
- Shield of the Righteous: Damage decreased by 22.4%.
- Schism: Damage decreased by 6.7%.
- Smite: Damage decreased by 6.2%.
- Holy Priest: Damage and healing bonus for Divine Star, Halo, Holy Fire, Holy Nova, Holy Word: Chastise, Holy Words, and Smite increased from 10% to 16%.
- Shadow Priest: Damage and healing 'bonus' for all abilities decreased from -25% to -31%.
- Shadow Word: Pain: Initial damage and damage over time both increased by 10%.
- Vampiric Touch: Damage increased by 10%.
- Void Eruption: Damage increased by 18.75%.
- Void Bolt: Void Bolt extends the duration of your Shadow Word: Pain and Vampiric Touch on all nearby targets by 3 seconds, up from 2 seconds.
- Crimson Tempest: Initial damage decreased by 11.1% and damage over time decreased by 9.1%.
- Slice and Dice: Attack speed bonus decreased from 60% to 50%.
- Shuriken Combo: Your next Eviscerate deals 8% increased damage for each enemy hit beyond the first, up from 5% increased damage.
- Crashing Storm: Damage increased by 50%.
- Exposed Elements: Earth Shock now increases the damage of your next Lightning Bolt on the target by 75%, down from 100%.
- Healing Surge: Healing increased by 3.8%.
- Elemental Shaman: Damage and healing bonus for all abilities decreased from 2% to -3%. Damage and healing bonus for Healing Surge decreased from 100% to 92%.
- Crash Lightning: Initial damage increased by 52.4%. Damage proc power increased by 49%.
- Enhancement Shaman: Damage and healing 'bonus' for all abilities decreased from -44% to -46%.
- Healing Wave: Healing increased by 6.9%.
- Restoration Shaman: Damage and healing bonus for all damaging abilities increased from 25% to 55%.
- Destruction Warlock: Damage and healing 'bonus' for all abilities decreased from -8% to -20%.
- Havoc: Single-target spells now strike the Havoc victim for 60% of normal damage, down from 75% of normal damage.
- Rumbling Earth: When Shockwave strikes at least 3 targets, its cooldown is reduced by 15 seconds, up from 10 seconds.
- Sweeping Strikes: For 12 sec your single-target damaging abilities hit 1 additional targets within 8 yds for 60% damage, down from 70% damage.
- Arms Warrior: Damage and healing bonus for all abilities decreased from 25% to 12%.
- Furious Slash: Damage increased by 15%.
- Fury Warrior: Damage and healing 'bonus' for all abilities increased from -16% to -12%. Auto-attack damage 'bonus' decreased from -25% to -30%.
- Whirlwind Off-Hand: Damage increased by 13.3%. Cleave damage bonus increased from 50% to 55%.
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As Season 5 of Fortnite begins this week, one of its most popular players wants developer Epic to implement a way for the people behind many of the popular emotes to monetize the dances they made famous.
Yesterday, Chance posted a tweet suggesting Epic put the actual songs that go with many of the emotes it's added to Fortnite over the last year as way to let the artists who popularized the dances that are now making money for Epic as emotes.
Fortnite should put the actual rap songs behind the dances that make so much money as Emotes. Black creatives created and popularized these dances but never monetized them. Imagine the money people are spending on these Emotes being shared with the artists that made them— Chance The Rapper (@chancetherapper) July 13, 2018
To be clear, Chance is not explicitly suggesting Epic start giving the people who made the dances popular directly. Rather, the implication here seems to be that by officially licensing the songs that often go with these dances, the people responsible for making the emotes popular in the first place (and the reason any of these dances are in the game in the first place) a way to monetize them.
Most the dances in Fortnite are not created from scratch. They're references to popular culture, and because many songs originate from songs, many of them are also tied popular songs. The "Floss" emote, which has become one of the most popular emotes seen in the game? That's a reference to the popular dance popularized by the "Backpack Kid" (real name Russell Horning) who was performing the dance years earlier. You'll also find similar examples in just about every kind of popular online multiplayer game, like Destiny 2 and World of Warcraft.
Chance then laid out a couple of examples of what he means, using the "Hype" (which is featured prominently in the music video for Drake's "Look Alive") and "Swipe" (inspired by 2Milly's dance in the video for "Milky Rock"). Effectively, this would let players buy the song and the emote at the same time, letting them dance in-game and support the artist.
Chance's suggestion also comes in after Epic announced it was increasing the percentage of revenue developers of items in the Unreal marketplace take away from the sales of their items. This shows that with as much money as Epic is making from Fortnite, it is more open to enticing creators to work with them and share in that profit. This could, theoretically, also apply to adding the songs for emotes.
Chance's suggestion brings up a good point. As many of the most popular songs in the world rise to new levels of popularity through the virality of social networks, streaming services like Spotify pay less than a cent per play on their services to the artists. This means that artists need to find alternative ways to monetize their success. Perhaps not a sob story for the likes for artists like Drake, but being able to make money on the emotes could mean a world of difference to a less popular artist whose dance could be the next sensation.
Another question at play here is ownership. Sure, the Horning made the Floss song popular, but how much did his appearance in Katy Perry's music video for her song "Swish Swish" do to grow the dance's popularity? If any song were to accompany "Floss" it'd be that one, so how much would Horning make on the dance in that case? Does SNL, which hosted one of the breakthrough performances of the dance, factor in at all?
Finally, there's the question of whether choreography can be copyrighted in the first place, which is a difficult topic to address fully here. In short; it's hard to do, but not impossible. So if the revenue for emotes becomes a huge moneymaker, the people who popularize them could start looking to get in on some of that money.
It's an interesting topic, one that has a chance of being brought up more often as these dances are implemented in more games and artists continue to search for new avenues to monetize their success.
Blizzard applied some class tuning to beta today with hotfixes.
Demon Hunter (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Druid (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Hunter (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Mage (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Monk (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Paladin (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Priest (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Discipline & Holy
Rogue (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Shaman (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Elemental & Restoration
Warlock (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Warrior (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
As part of our month-long coverage of Destiny 2: Forsaken, we revealed how bounties would be making a return to the world of Destiny. As it turns out, they'll be headed back a bit earlier than we realized, and with them also come changes to some of the more frustrating Heroic Strike modifiers.
When update 1.2.3. arrives next on Tuesday, players can start picking up optional bounties which will have them completing various tasks while playing Destiny 2, and get experience and faction rep for their trouble. "[Bounties] were removed to streamline the activity experience in Destiny 2 and reduce the number of “chores” that players felt compelled to complete every day," Destiny 2 Senior Design Lead Tyson Green said in Bungie's weekly blog. "In retrospect, we realized that was an over-correction, and optional daily objectives to achieve specific goals are something we want to restore."
Bungie is making a couple of changes to how Bounties work, however. They will now eventually expire, and will cost Glimmer Destiny 2's most common currency) to take on in the first place. "We wanted to avoid the 'grab every bounty you see until your inventory is packed and sort them out later' experience without constraining players to the tiny inventory they found in previous iterations of the game," Green says.
The 1.2.3. update will also make quality-of-life changes, most notably some dialing back of the Heroic Strike modifiers which were plaguing players. Blackout, which made all melee attacks from enemies one-hit kills, is being scaled back to simply increase the amount of damage melee attacks deal.
Grounded, which increased the damage players took while in the air, is also being scaled back. " There are many times players are considered "airborne" when they're not actually jumping," said Test Engineer Drew Martineau. "To account for that, we are reducing the damage threshold so players aren't punished for things outside of their control."
Finally, Glass, which halved players' health but also halved the amount of time it took for players to regenerate their shields, has had its effects slightly reduced to "better enable players to see the effects of their overall Power progression over time."
These changes are designed to ease the difficulty of Heroic Strikes a bit, letting players feel a bit more powerful as they progressed in Power level.
Trainers are dispersed far and wide in Chicago’s Lincoln Park, many walking aimlessly through the grass, unaware of their surroundings as they swipe their fingers upward to throw Pokéballs. The light rain in the early hours didn’t detour their efforts in the slightest. In certain parts of this beautiful park, the greenery can no longer be seen, and is replaced by large pockets of people. They were alerted of this specific area of the park to catch a specific new Pokémon.
Along with another appearance of the rare Unown, players are also catching Torkoal, the turtle-like fire Pokémon which is known to emit smoke from its nostrils and its back. Around the world, new Pokémon are also spawning. We've already seen Alolan Digletts, Geodudes, as well as their respective evolutions. Some are also reporting shiny versions of Plusle and Minun are showing up for them, so keep an eye out for those.
A previous image teased a new generation of Pokémon may be to Go coming soon, so we'll keep an eye on any developments of new critters being discovered at the event.
It's no secret that Aliens: Colonial Marines was a mess. The story was lackluster, the gunplay unsatisfying. Worst of all, encounters with the game's xenomorphs could be downright comical. Instead of the stalking menaces we saw in the films, players were left fighting aliens that acted surprised to be there. But what if there was an easy way to mitigate at least some of the damage? A modder's discovery from a year ago is suddenly getting a lot of attention for doing just that.
James Dickinson, who has been working on an overhaul mod for the game, made the bizarre discovery while poking around with the game's configuration files. By correcting a typo in a .ini file from "teather" to "tether," the aliens seem to gain a whole new interest in actively participating in the game. You can see the full instructions in his post.
I decided to give it a shot, so I reinstalled the game and tested it out myself. First, I launched it as-is, and was instantly reminded of why I thought it stunk when I reviewed it five years ago. The aliens didn't behave like they did in the films; instead of behaving like cunning predators, they sprinted at characters like they just wanted to get it all over with as quickly as possible.
Then I fixed the typo. The difference was significant. The xenos seemed as though they were more aware of their surroundings, incorporating cover into their attacks and generally behaving like active participants in their game. Dickinson speculates that the typo prevented the A.I. from reacting to its environment or switching routines from, say, patrolling to flanking. Regardless of what's happening under the hood, it's worth trying. You're not likely to make it any worse, after all. (Case in point: On a fresh install, the game dropped me into the world without my pulse rifle. Or at least, it wasn't visible or functional. At least my shotgun decided to come along.)
This week sees the return of the Overwatch League, but that's not all that's going on this weekend. Lots of shooters are coming out for their day in the sun, and who are we to deny it to them?
Oh hey, the Overwatch League returns! With all of the seasonal stages out of the way, we can finally get into the real deal: elimination matches. Will the Shanghai Dragons make it past the first round? They theoretically could, damnit! (Stream / Schedule)
Rounding out the Blizzard-related festivities is the StarCraft II WCS in Valencia, Spain for Dreamhack which should be a fun change of pace from all the MOBA and shooter action we've been seeing recently. (Stream and Schedule)
We also have a join Gears of War 4/Halo 5: Guardians event going on this weekend in New Orleans, and you if you weren't able to make the trip out to see both events, you can always sit back and watch it on the Big Easy, which is what I assume you call your couch. (Halo 5 Stream / Gears 4 Stream / Schedule)
That's it for this weekend! Let us know if we missed an event, or if there's a scene you'd like us to cover, in the comments below.