That elemental looks great! Really hope I get to kill him one day :D
As I don't have a single strand of artistic ability in my body I can only imagine how people can do all this. /salute to all artists/designers
There are no bad ideas, Draenor send hello!
Ho-ly-sheit a month for a boss :o wonder how many manhours that is ie how many people work on each boss
Cool to get some information on how a designer thinks and work.
They managed to churn through a lot for only having 60 minutes! That's pretty impressive.
A very interesting panel. While listening to the boss designers talking I had the same question in my mind as sloot, who asked it later. Do they actually consider disadvantages of melee classes or classes with bad aoe, when designing these bosses? Their answer to this didn't really satisfy me. It would be ok to have aoe bosses and single target bosses when there would be specs who are better at aoe (this is true now) AND specs who are better at single target (this isn't). When class philosophy doesn't allow for specs to surpass others at single target significantly, when there are specs who can do both excellently, then I don't consider it a good solution to say "one boss is aoe, #$%^ for you, but the next isn't". In times of mythic+ these things matter and I'm quite worried, especially when seeing that they are taking away the "niche" a sub rogue is supposed to have, doing excellent single target damage and profiting from adds along the way (while not doing actually worthwile aoe damage at that). What's left for single target melee specs, if they are not allowed to surpass, say, hunters, in a single target situation?
awesome!
I don't like this pvp expansion. :(
Awesome work there, guys! Keep up with the great ideas and mechanics!
I'd like to be a part of designing a raid
My friend and I were screaming ideas at the screen haha. We should go work at Blizzard!
Funny how all the focus is on Alliance.
The concept art for that water elemental looks so sick!
Watching design in action and the discussion surrounding how much work goes into it is really nice, I like this because it helps players understand things from the dev's pov more often, which the devs always need - sometimes the players can get hostile about things taking x time or complaining about why things are the way they are without thinking how many hours go into these kinds of decisions.
Gigantic water boss is very cool!
This is very interesting to see! Now i'm curious for the in game model :p
The first boss looks so cool
Always fun to actually find out how they create things like dungeons!
Thanks for this.