To earn wow gold is an arduous and time-intensive task.
Next, we take a look at StarCraft II unit design from concept to creation with Senior Art Director Samwise Didier and Lead Game Designer Dustin Browder. In our third segment, Bashiok spends some time with Anthony Rivero, senior artist for Diablo III, and discusses "bridging the gap" in the series' character design. Bornakk wraps the episode up by answering some questions from the community.Our general philosophy is that we don't want relationships to be too predictable. Much of the fun of improving your character is seeing the effects that different kinds of gear have on different rotations. To use an extreme case, if every piece of armor just said "improves stats by 1%" getting loot would be a lot less fun.Similarly, we don't want classes to be too similar. It's interesting and fun when you switch classes from say a warrior to a rogue and see how different stats affect you differently.Scaling is very important to us in the sense that we don't want certain classes or specs to completely fall down at certain gear levels. This has happened in the past. But what those levels are is very important. If mages dramatically overtake warlocks when everyone has 20,000 spellpower, then I just couldn't care less except possibly as an item of trivia. If and when WoW ever reaches numbers of that level, the class mechanics will have changed so much in those years that its just not worth worrying about at this time.To earn wow gold is an arduous and time-intensive task. It involves knowing where the best farm able goods are.