The AT World of Warcraft Thread (Where do you play) and general BS

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lupi

Lifer
Apr 8, 2001
32,539
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Here's some blue comments from the latest build. It's starting to sound like they are indeed coming close enough based on internal testing that you could see a ptr in the not too distant future.


BTW, WTB spell that shuts down the world server. :)





Protection paladin and warrior item changes
In the last beta build, a lot of protection items were changed to reflect the changes of mechanics in WotLK. A lot of strength was added, some secondary stats removed, you will find below a comparison of most of the items affected by these changes. This should be more than enough to give you an idea of what's going to change for you in the expansion / Patch 3.0.


Blue posts
Quote from Blizzard staff
Naxxramas and raid balancingWe expect Naxx to be the easiest raid dungeon in WotLK. If experienced Sunwell guilds were repeatedly wiping, the dungeon would be overtuned.
The raid game will ramp up over time. There will be many extremely difficult encounters for people to face. But the early bosses in Naxx are intended to be beatable very early on.
The 10's will get hard too. It's not a casual/hardcore thing. It's more about ramping difficulty and
progression. (Source)

Naxxramas 25 Itemization
Next major beta patch will have the 25 player loot drop. (Source)

Racials in Arena
There are no plans to remove racials from arenas. To the best of my knowledge, the only racial that actually improved a player's average rating is Perception, which has been changed. Beyond that, it appears that racial imbalance is dramatically overshadowed by other factors. (Source)

Resist chance in WotLK
Also, note that with the wotlk patch you can completely eliminate resist chance through hit chance (you can overcome that final 1% resist
chance). (Source)

Beta - Storm Peaks and Icecrown
Those zones were also causing issues. Unfortunately, we can't hotfix those areas so you'll have to wait until the next patch for them to be available. (Source)

Class Balancing - Methodology
We have spreadsheets -- huge ones. We have values for characters in greens and raid buffed with epic gear. We have estimates of mob damage and health, character downtime, the benefits from enchants, gems and glyphs. We have conversion rates of mana to runic power to energy to rage. We look at damage per second, efficiency, button presses per second, typical rotations, movement vs. standing still, mobs vs. players and every other variable we can think of (and there are a LOT of them).

In the end we come up with an estimate for what an attack should do. We come up with a budget for talents and spells just like we have a budget for items at a given level. Sometimes those estimates are wrong because we forgot to take something into account, or because there's a bug in a talent or spell somewhere that messes up the calculation.

And then we do lots of testing, and to get a reality check on our tests, we compare them to the numbers people are reporting from the beta. Repeat as necessary. I've said this in a few posts: that our numbers can sometimes be wrong (as is the case almost any time you deal with numbers), but the methods we use to arrive at them are absolutely not sloppy. (Source)

Very high / low DPS for classes and balancing
There are so many bugs in the data we're seeing right now, that they're good for detecting bugs, but not great yet for figuring out where everyone stands. Give it a couple of weeks and things will start to settle down. Currently we're getting situations where some classes are doing 3 to nearly 4 times the dps of others. Buffing every spec now to make sure they all hit 4000 dps would produce a very crazy game. Buffing anyone's dps until we've had a chance to analyze where each player's dps will derive from is premature.

It's an exciting time for us, because we finally get to see some level 80 characters in action. Getting so much data will finally let us get everyone adjusted. But we're going to need a decent sample size of data sets that we trust first. (Source)

Druid (Skills List / Talent Calc. (8905))
Feral Tanking and DPS in WotLKWe want druids to be able to MT Naxx and Ulduar.

I really don't think they're that far off, but if I'm wrong and bears collapse on Patchwerk, we'll change the numbers until they can stand up. We'll try to change the numbers in intelligent ways so that bears are tanking Arthas too and not standing in the back healing the warrior tank.
Likewise, if cat dps is always near the bottom of the dps damage meters, we'll fix that too.
There isn't any actual armor with bonus armor any longer. It was just too problematic a stat. It does still exist on non armor pieces: the rings, necks and maybe cloaks. The way the game is designed, tanks need a certain amount of armor and we'll make sure you have it without having to resort to PvP gear or Sunwell gear. As I have said before, we can boost the bear intrinsic bonus or Thick Hide or come up with a new scalar off existing stats. This feels like a solvable problem to me.
Personally, I would love to be able to get rid of Feral Attack Power as a stat. It feels a little kludgey and it makes itemization harder because you can't share with anyone else in the game. It's like having a libram for your main weapon. But it's not going to happen for Wrath, at least not initially. (Source)

Hunter (Skills List / Talent Calc. (8905))
Allow pet dismissal in stables
This is in the plan. It may not be available right at release, however. (Source)

Pet survavibility
We're paying attention to it. How easy or hard it is to kill the pet is a very important dial to get tuned right. We're trying to figure out if pet hit points are high enough, which I referenced in another thread (so post them there, not here). (Source)

Rogue (Skills List / Talent Calc. (8905))
Hit rating and poison
Bear in mind that increasing your hit rating from gear also increases your chance to not miss on your poison delivery (since hit rating works for both melee and spell attacks now). So, if you have +8% hit chance (for example), you'd never fail to apply poison to even a night elf (barring some other additional poison resist that they manage to get somehow). (Source)

Rogue talent trees feedback
Just wanted to make one comment on bloat. Having plenty of talents that you want put can't get is good for the trees. Also, some trees just have a lot of talents in them because they're trying to offer some very different options, while others are quite small.
What we do want to avoid, however, is a situation where there are so many "mandatory" talents that you end up not being able to pick up the fun talents. Mandatory talents are typically those that offer passive buffs to dps or efficiency that nobody in their right mind would skip over. We're fine having some of those, but having too many can tend to push builds more towards being cookie cutters.
We realize your trees are in a big of flux, which makes it hard to comment, but on the other hand, we're in a really good position right now to make adjustments to the trees. (Source)

Shaman (Skills List / Talent Calc. (8905))
Thunderstorm changes in latest build
Not exactly intended. It's still supposed to have relatively the same knock back distance, just we toned down the knock "up" effect. Should be fixed in the next build. (Source)

Wind shock removed from global cooldownIt will be off the GCD. (Source)

Warrior (Skills List / Talent Calc. (8905))
Arms tree
Arms is definitely something on our radar. The other two trees are getting a lot closer. Arms now has some self-healing like Fury, and the Overpower changes are in the right direction. We just need to smooth out some rough spots and try to make the whole thing gel. (Source)

Protection tree changesI've tried to answer some of these questions in a few other threads, but I'll try and answer how AE tanking will be easier.
Keep in mind that I know my version of the data which is often a week or more out of sync with your build.
1) Defensive Stance generates more threat than on Live. Essentially it has Salv built in.2) Rank 9 Thunder Clap hits for a base 300 damage with a 12% attack power coefficient.3) Thunder Clap is also heavily buffed by one old and one new talent that many (but not all) tanks will have.4) Your AP will be higher because tanking gear has a lot of AP and because of the way Strength boosts Block, you're just going to want more.5) Because you have more AP, you're hitting harder, so you should be rage starved much less in 5-player instances. So you can use Tclap when it's up.6) Thunder Clap has a 6 sec cooldown, so you don't need to spam it.7) There is a glyph to increase Tclap's number of targets, and while I expect many tanks will have it, we also don't want to rely too much on glyphs to fix problems with a class. So consider this a very minor component, but I did want to mention it.
When you pull (with your helpful new pulling ability) and then Thunder Clap, you are going to generate so much treat that you're going to have time to position the mobs, Cleave or Sunder them or otherwise get ready for the next big Thunder Clap. This is a big difference from Live, where Thunder Clap often barely keeps you above the threat of the rest of the group and you're begging for enough rage to use it again.
P.S. If you're Prot, your helpful new pulling ability can pull casters. Yay. (Source)

Threat issues
On the issue of Defensive Stance threat...
Earlier in the beta, we removed the Defiance talent. It was a mandatory talent since encounters were designed around the very safe assumption that all Prot warriors had it. So Defensive Stance ended up generating more threat.
More recently in the beta, we did a similar thing with Salv. We pulled Salv as a blessing some time ago, so we baked even more threat into Defensive Stance (and equivalents for other tanks).
If this makes it easier to understand, imagine that everyone except the tank always has Perma Salv up and every tank has Defiance as a core ability.
On the issue of Thunder Clap threat...
Yes, the damage is 300 now. We wanted to buff damage by 50% to make up for the cooldown increasing. Having to hit it less often for a bigger effect is a good way to remove spam. It does do 75% threat (it was 150% on Live IIRC) and has an AP coefficient of 12%. Talented and glyphed, this makes it a crazy good ability... possibly too good, but we'll see. (Source)

PvP issues / Mortal Strike
We even threw in Charge in Berserker Stance too. Maybe that will help when you aren't tanking.
We still might need to adjust the talent depending on the outcome. When we say we don't want Charge to be part of a tank's rotation, we mean that we don't want to see the normal way to tank a boss to be backup (or Intervene) then Charge back in over and over to proc a stun and get some rage. It's totally cool to use it to get around the battlefield on short notice, but we don't want the backup and Charge thing to be mandatory. It may not be, since mobs tend to follow the tank and the min range is large, but you guys are clever and we just need to see it action some first.
I don't want to totally derail this thread with a discussion of the role of Mortal Strike in PvP (which is ironic, since it would actually be a re-rail). However, the plan for now is not to have an MS-like effect in Prot.
On the one hand, we have given it out to other classes, and perhaps coincidentally, perhaps not, classes lacking the debuff can struggle in Arena. On the other hand, if half or more of the specs in the game get something like MS, you are just going to exist in Arenas in a state of permanent healing debuff, in which case we should just make that an aura on entering Arena and be done with it.
We'll probably continue to evolve our views on the role of Mortal Strike. It's very much a work in progress and I'm almost certain this is not the final word on the subject. (Source)

Death Knight (Skills List / Talent Calc. (8905))
Major Death Knight Quest change
With the new patch, you HAVE to go back and finish your quests in the death knight starting area if you want to be able to interact with vendors or NPCs in Stormwind or Orgrimmar. If any of you have been to those cities, you'll know what I mean.
Eventually, death knights will experience the full quest chain before wandering out into the rest of the world. So for beta, pretend I have a big old ! over my head and I'm telling you to go back to Ebon Hold. (Source)

DPS Balance between trees
Overall, Blood, Frost and Unholy should do the same damage. Because of the kinds of damage they do, it probably won't even out on any single fight, but overall that's the goal. We don't look at numbers and say, oh well Frost is supposed to do 10% less dps. (Source)

Death Knight damage balancing
Death knights shouldn't be able to obliterate rogues (see what I did there?). In fact, many players will tell you that rogues can defeat characters of higher level if they get the drop on them. Death knights should have to rely on all of their tools and not just spam the hardest hitting ones. Death knights should not do the most damage in an instance while tanking. All of those things were happening before. Some were bugs, but some were just very generous numbers or stacking talents.
We think the numbers are a lot closer now. If they are too low, we'll adjust them, but we need to get more data first and finish the balance pass on all the classes to know if that is really the case. (Source)

Death Knight low DPS in current build
To use just one example, Plague Strike was overpowered. Its damage calculations didn't consider how much larger the Blood Plague ticks had become. It may not seem like a big issue since it isn't a hard hitting spell, but it was a very efficient one for the rune cost and it's not above the realm of possibility that some clever player out there would one day discover "Hey, you should never spend a U Rune on ANYTHING but Plague Strike." Spells get used in ways we never intended or predicted all the time. The only protection against that sort of thing happening is to balance all the spells, not just the high damage ones.
I have great confidence in our method of balancing the game. It is scientific and rigorous, and as such it's going to be a lot more robust than a single player who runs around and hits some mobs and says to themselves "Yeah, that feels right."
But at the same time, I'm not naive. I know we can cause or fail to fix balance problems, and some of those have been whoppers. Some were bugs, some were issues we didn't consider, and some were just incorrect assumptions.
When all is said and done, if warriors, warlocks, hunters and druids are hitting for 2500 to 3000 dps, then death knights will be too. I don't think that is happening yet, but it's pretty hard to tell at the moment why that isn't happening. We'll get there. Having most (but not all) talent bugs fixed and players in Naxx is providing a lot more good data than we had a month ago. (Source)

Dual Wielder vS 2-Hander
The design is that the death knight can dual-wield or use a two-hander. I know not everyone agrees with that design, and you are certainly welcome to debate it in this thread. My suspicion is that most DKs will use the larger weapons, since a certain famous rune weapon is a two-hander, and just because it fits the kit for a lot of people. But we aren't trying to specifically punish or promote one-handed weapons either.
The design is that neither wins out and becomes the obvious choice. We are trying to do that in part because it's so rare. All rogues DW, but no paladin does. All Fury warriors DW, but no Arms warrior does. We have sprinkled the trees with talents that benefit one system or the other. Typically, dual wielding eventually wins out, damage-wise, over two-hander use. As such we can't promote DW too much or it will dominate.
Tanking is a special concern. It is NOT the design that all death knights dual-wield when tanking. There is probably a slight motivation to do so because faster swings can be useful for generating early threat, and because you can stack mitigation by choosing two tanking weapons, which are all one-handed. Working against that is the parry counterattack of most bosses, which works against dual-wielding. We do have some knobs to turn here, such as making the parry rune enchant benefit two-handed style more than one-handed style. This is something we are going to keep a very close eye on. Again, the design is that both styles are equally useful. (Source)

Unholy Blight (Rank 2) bug
Unholy Blight Rank 2 was causing the World Server to shut down. We have temporarily disabled the spell in order to restore stability. We'll be looking into other stability issues throughout the weekend. Thanks for being patient with us. (Source)

Blood Boil minimum rangeI'm not seeing a min range. Let us know if it's happening for all ranks. It shouldn't have one. (Source)



Btw, must have missed it that they got rid of salve blessing.
 

nanobreath

Senior member
May 14, 2008
978
0
0
I hope they keep these changes to affliction. I would love to be able to have affliction playable for things besides farming. I have always far prefered afflictions playstyle to destruction 111111111111111 spamming. Though I still wish ua was a gd istant cast.
 

xboxist

Diamond Member
Jun 25, 2002
3,017
1
81
any tips for my 2v2 team (Warrior/Druid) vs. Warlock/Druid? We're stuck in the 1800s, and we face tons of lock/druids each night we queue up. I'm the warrior, and I find it insanely hard to do all of the following simultaneously:

1) try to LoS their druid's CCs on me
2) peel warlock off of my druid to stop fears
3) kill Voidwalker

Any general tips for us?
 

Anubis

No Lifer
Aug 31, 2001
78,712
427
126
tbqhwy.com
lock/druid is one of the harder comps for war/druid to take out

my advice is to go after the lock, and let your druid CC the other druid, killing the void shouldent be that hard if you can get it so the druid isnt healing it for 10 seconds. if you can kill it and pummel the feldom cast of the next one it should be GG at that point
 

xboxist

Diamond Member
Jun 25, 2002
3,017
1
81
Pummel the Feldom cast?? lol, I see what you did there. Maybe if I had a ping of 2ms and bullet-time slowdown.

But yeah, it's nice for a 3rd party to at least confirm that we're supposed to be having trouble against that team. Killing 1 VW is tricky, let alone 2.
 

Anubis

No Lifer
Aug 31, 2001
78,712
427
126
tbqhwy.com
Originally posted by: xboxist
Pummel the Feldom cast?? lol, I see what you did there. Maybe if I had a ping of 2ms and bullet-time slowdown.

But yeah, it's nice for a 3rd party to at least confirm that we're supposed to be having trouble against that team. Killing 1 VW is tricky, let alone 2.

ive silenced feldom summoned things with my felhunter and ive devoured NS off druids, its not THAT hard to do and i normally run 200+ MS
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
Originally posted by: Anubis
ive silenced feldom summoned things with my felhunter and ive devoured NS off druids, its not THAT hard to do and i normally run 200+ MS

They obviously fail at macro use.

I was in a kara run this past weekend and we had to teach someone how to make a macro :shocked:!
 

xboxist

Diamond Member
Jun 25, 2002
3,017
1
81
How can you claim that it's not THAT hard to pummel a 0.5 second cast? Especially once you factor in ping. All you can really do is try to anticipate it and hope by the time your pummel registers in the system that they've started the summon. No way you can react to the summon unless you're a reaction champion. In that case you'd have a 2800 rating in all brackets.
 

Anubis

No Lifer
Aug 31, 2001
78,712
427
126
tbqhwy.com
Originally posted by: xboxist
How can you claim that it's not THAT hard to pummel a 0.5 second cast? Especially once you factor in ping. All you can really do is try to anticipate it and hope by the time your pummel registers in the system that they've started the summon. No way you can react to the summon unless you're a reaction champion. In that case you'd have a 2800 rating in all brackets.

well it does require spell allert mods

when your screen is spammed with a LOL WARLOCK GAINS FELDOM warning, just mash the interrupt, works more often then not


feldom is a .5 sec cast but you have to stand still to do it, its pretty easy to pick up on
 

xboxist

Diamond Member
Jun 25, 2002
3,017
1
81
Originally posted by: Anubis
Originally posted by: xboxist
How can you claim that it's not THAT hard to pummel a 0.5 second cast? Especially once you factor in ping. All you can really do is try to anticipate it and hope by the time your pummel registers in the system that they've started the summon. No way you can react to the summon unless you're a reaction champion. In that case you'd have a 2800 rating in all brackets.

well it does require spell allert mods

when your screen is spammed with a LOL WARLOCK GAINS FELDOM warning, just mash the interrupt, works more often then not


feldom is a .5 sec cast but you have to stand still to do it, its pretty easy to pick up on

I hope you don't think take offense to this, but I don't think you understand what's involved with a warrior trying to pummel the summoning of his pet. "WARLOCK GAINS FEL DOM" is different than the actual summoning of the pet. If I just mash pummel once he gains the buff, Fel Dom, that doesn't do anything. Now I've wasted Pummel, and it's on CD. He's free to do his 0.5 second summon. Pummel is "used" even if there's no target for it. So you have to time the Pummel for when he's doing the actual 0.5 second cast. So he can get the Fel Dom buff, and sit there with it for a few seconds before doing the summon. With GCD, that means I can't do ANYTHING while waiting for him to summon if I want to try to pummel the cast.
 

Anubis

No Lifer
Aug 31, 2001
78,712
427
126
tbqhwy.com
Originally posted by: xboxist
Originally posted by: Anubis
Originally posted by: xboxist
How can you claim that it's not THAT hard to pummel a 0.5 second cast? Especially once you factor in ping. All you can really do is try to anticipate it and hope by the time your pummel registers in the system that they've started the summon. No way you can react to the summon unless you're a reaction champion. In that case you'd have a 2800 rating in all brackets.

well it does require spell allert mods

when your screen is spammed with a LOL WARLOCK GAINS FELDOM warning, just mash the interrupt, works more often then not


feldom is a .5 sec cast but you have to stand still to do it, its pretty easy to pick up on

I hope you don't think take offense to this, but I don't think you understand what's involved with a warrior trying to pummel the summoning of his pet. "WARLOCK GAINS FEL DOM" is different than the actual summoning of the pet. If I just mash pummel once he gains the buff, Fel Dom, that doesn't do anything. Now I've wasted Pummel, and it's on CD. He's free to do his 0.5 second summon. Pummel is "used" even if there's no target for it. So you have to time the Pummel for when he's doing the actual 0.5 second cast. So he can get the Fel Dom buff, and sit there with it for a few seconds before doing the summon. With GCD, that means I can't do ANYTHING while waiting for him to summon if I want to try to pummel the cast.

i know how pummel works i play a lock as well as a war

yes technicially what i wrote was wrong however when lock gains feldom you know the summon is comming in the next 5 seconds or so, so unless you arnt in range you should be able to pummel it,

yes im making a lot of assumptions here, but it is dooable more often then not
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
It's also about expecting it... I mean if you just see "Dcoillulz gains Fel Domination" and he's halfway across the arena, chances are you're gunna be seein' blue real soon. But you should know that he's going to be casting it, 'cause you went and dun keeled his other blueberry. What I would see if it works is let him think he has a shot at getting it off but trick him and be like "pummel, bitch!"
 

xboxist

Diamond Member
Jun 25, 2002
3,017
1
81
Ok, I see what you're saying Anubis. We'll just have to disagree. "doable more often than not" is more like "once every 10 tries I successfully anticipate it" for me.

Freaking blueberries.
 

Chimley

Senior member
Jan 28, 2008
383
0
0
w00t... last night we officially beat the game (er..TBC). KJ finally down.

Loots where the Pally Helm, Healing Mace, Mail DPS Helm and Healy gloves. Shitty loots.. but wth.. finally getting the kill was worth it. The after fight RP was uber.


/on to WotlK
 

Xavier434

Lifer
Oct 14, 2002
10,373
1
0
Originally posted by: BenSkywalker
*lots of stuff*

You should realize that you are not debating on creating a more balanced or 'fair' game in any way whatsoever, you are talking about making a FAR more elitist one then what we have now.

Ben, I think the two major differences between you and I when it comes to this game is the following:

1. How we each get our satisfaction from playing which very much revolves around what we view as limitations in order to have fun. I believe that mine are more flexible which doesn't mean I am better or anything. It just means I will probably feel indifferent about more subject matter.

2. Our guilds and how they treat their members. For example, my guild would never be so strict on their selection of who gets to raid based on damage charts like that. Damage out put and overall performance is obviously taken into heavy consideration, but looking at strictly based on numbers is completely retarded. This is a game with real people trying to have fun. They are not looked at as projected profit margins. We expect high performance from all of our raiders, but we never go as far as you describe. We expect a certain level of skill when first recruited, but even more so we expect an exceptional ability to display a willingness to learn and adapt. We teach them how to do better. It doesn't take long and it works really well. Our progression is still very satisfying.

Beyond that, I am arguing for one thing and you are interpreting it as something completely different. You might be correct and you might be completely wrong. If I had to take a guess, I would say that post WotLK's release there will be people who would still side with your argument and there will be those like myself who will continue to believe what I am trying to explain. It all depends on one's perception of the game. It depends on one's own priorities in the game and how one values different things. The same can be said about Blizz. They value and prioritize and interpret their game differently than many of the players do. I tend to feel the same way that Blizz does on most of their decisions once those decisions are explained. Many other disagree and that's perfectly acceptable. No one is forcing them to continue to pay their sub if they are continuously dissatisfied.

Lastly, Blizz has already stated in their own way that they are going to be catering even less to the hardcore crowd. They are doing it in the ways I have already described, they are making all raids with 10 man versions, you will barely see any attunement reqs, and raiding in general is supposed to be easier. They have also said that there will be some end game content which is geared more for the hardcore players so they get their slice of the pie too. I really do not see where the problem is within the whole equation here. It's not perfect yet, but it is pretty damn good so far.
 

lupi

Lifer
Apr 8, 2001
32,539
260
126


Build 8905 - The Violet Hold (75-77)
The Violet Hold is a new instance introduced in Build 8905, it's located in Dalaran and is very similar to The Black Morass in TBC. Players have to fight waves of trashes between bosses encounters with the objective to defend Dalaran from the blue Dragonflight.

Quote from: Daelo (Source)
The Violet Hold is a level 75-77 instance in Dalaran. Talk to Rhonin in Dalaran to get the quest that grants you the key.
This dungeon is in a very unpolished state. We're putting this on beta to begin the feedback process. If you lose the event, it is highly likely that the dungeon will not reset properly. Tuning of some encounters will be rough. Give it a try, it's in Dalaran and pretty quick.
Weapons
Prison Warden's Shotgun (Gun)
Incessant Torch (Wand)
Riot Shield (Shield)
PlateSpaulders of Ichoron (Spell - Shoulder)    Dungeon Girdle (DPS - Waist)
MailXevozz's Belt (DPS - Waist)
LeatherHandguards of Rapid Pursuit (DPS - Hands)
ClothLava Burn Gloves (Hands)
Bindings of the Battle (Wrist)

Upcoming Paladin Changes
Quote from: Ghostcrawler (Source)
Here are some things we are looking at right now. You may not agree with them all, but I will share them with you in the hopes of making you feel better about your class, and maybe even getting you excited again. I also can't promise they are final because it's still the sort of thing we're wrestling with, and I don't want to disappoint anyone if it doesn't work out or we change our minds. Okay, massive caveats out of the way:

[*]We'd like to do something else with Kings. I don't know that a core ability is the answer, but burying it deep in Prot, when Prot warriors would just as soon play with BoSanc, doesn't feel great either.
[*]We'd like to mess around with the top 2 tiers of all 3 trees, still encouraging you to cross-spec a little, but making that initial bite into the upper tier more tasty instead of just an icky appetizer to get the what you really want down deeper.
[*]I think Beacon of Light is starting to feel pretty good. It may be a little OP right now, but I think we can get it in a good place. (I'm sorry, but I don't know if you have the version I'm talking about or not.)
[*]We'd like to get Vengeance back to 3 stacks, because that just feels more fun than 2. I can almost assure you that it won't be at 15% total damage -- that is hugely generous for 5 talent points, and would normally be budgeted at more like 15 talent points. If I had to guess, it will end up at something like 3 talent points for 1 / 2 / 3% that stacks up to 3 times (so 9% at 3 stacks). That is still over-inflated for 3 talent points. I understand that your dps used to depend on Vengeance. We'll just have to buff it in other ways. Death Knights will get the exact same treatment, whatever it ends up being.
[*]JotW was changed to support the new party buff system and it needs to keep that role. That is one of the main reasons why a group would want to take a Ret pally over another dps class. I understand your mana was dependent on this ability. We'll just have to buff that in other ways as well. Having too many talents that just lower mana costs feel like a band-aid, so we'd rather not overdo that route. Instead we'd just like to make sure you have enough mana. The new Divine Plea is one mechanic here (it works more like Blood Rage than Evocate now), but it's not the only one.
[*]Deep Ret and deep Prot need 1 or 2 more cool talents. We'll carve out room by bundling or just swapping out some of the current talents.
[/list]

I hope you take this little view into our current thought process in the spirit that it's given. Sometimes we regret talking about stuff that isn't final because it ends up coming back to bite us. But I also thought it wouldn't hurt to cheer you up a little either, so hopefully something I've said will do that.

Blue posts
Quote from Blizzard staff
Any chance the 3.0.2 PTR will go up soon ?
Yes. (Source)

Arena Tournament - North American Warcraft Finals VideoeSportsTV is bringing the action from the 2008 North American Warcraft Finals to you live from Boston. Watch the video stream on the 2008 World of Warcraft Arena Tournament news page!

Status of premades in Europe and non-US servers
As we're moving ahead with the beta we feel specific testing on high-end PvP balance is required. Hence one (US) realm does have level 80 pre-mades available.
Between internal test realms, (upcoming) PTRs and beta realms for all regions our testing hardware is already fully utilized, and as the main testing needs are still on the vast amount of other content, other realms are kept as is.
While we appreciate everybody's eagerness to test high-end characters and PvP gear we hope you understand the need for having testing resources spread on all parts of the expansion. (Source)

Spirit for casters in WotLK
As I posted in another thread, some amount of Spirit is something that all casters are going to need a lot more of. You can't stack shadow priests like you used to, and you can't downrank. Mana management is a part of all caster classes, not just trying to maximize the pewpew. We got away from that a little in BC.
We also don't always design gear to be perfectly optimal for everyone. Part of the game is examining a piece of gear, deciding if you need it or not, and how it will really benefit you. If your set pieces are perfectly optimized, it makes it less interesting to look at any other drops until you're at the next tier. (Now I'm not saying we're going to give you Str and Parry either.)
That said, I will bring up whether we could afford to trade a little spirit for crit on your gear. (Source)

All casters are going to need to take mana regeneration seriously again. For too long we let casters just stack +damage stats and fill themselves back up with shadow priests. You also have to consider downranking is also gone now so you can't rely on that to save you mana. Spirit is a seriously good stat now. I realize Dreamstate isn't directly a Spirit buff, but neither does it let you opt out of stat-based mana regen. (Source)

Changes to Crushing Blow
The changes to crushing blows will affect all content, old and new. (Source)

Druid (Skills List / Talent Calc. (8905))
Avoiding Daze as a bear tankI believe bears with the right talents can avoid daze now. We discussed an implementation for that. It may not be in the data you have at the moment. (Source)

Balance Druids
I am focused on tanking an awful lot right now. It's just a part of the game we think needs some help. It's certainly not the only part that needs help, but it's what I'm doing and I tend to post a lot so you see a lot of discussion about tanking. I actually appreciate the Balance community a lot because somehow you guys manage to stay fairly positive even though you have not gotten the attention you deserve (either from blue posts now or all throughout BC). I started to go through your tree in more detail today so I understand why you think there are too many mandatory talents, and I promise to get back to that soon.
What do we want balance to be able to do? What's your role? You're a caster. Surprise, I know. But we think we didn't always give you the tools to be a good caster before. You need:

[*]Competitive dps. Mages and warlocks just tend to get a lot of attention, maybe because there are more of them, or more races of them, or they are more archetypal classes (in the familiarity sense).
[*]Good AE utility. Encounters and dungeons tend to get designed with the assumption that the ranged dps can do AE. Hurricane is phenomenal now. I healed a run today and did really competitive dps with Hurricane on the ranged pulls. And I wasn't even Balance! I love Starfall. It's a rare spell because it feels new -- it isn't single target and it isn't classical Hurricane-style AE either.
[*]CC. If a group has a choice between a druid and a mage and only the mage can CC, the decision gets a lot easier. With Entangling Roots used inside, problem solved.
[*]Group utility. I think deep balance provides that now. Even Insect Swarm and Faerie Fire have a better role now. Without the vicious cycle of Curse of Shadows buffing warlocks which lead to inviting more warlocks somewhat solved, I think it will be easier for Balance druids to get into raids regardless. We've just opened space for more classes now.
[*]The ability to keep causing damage. I think the oomkin thing was largely addressed in BC, but it's still something we need to keep an eye on, or at least try and banish the stigma that other players still think it has.
[/list]

So that's it for role. Beyond that, what I think Balance needed was a means not to go insane by mashing the same buttons all the time. My favorite talent for attempting to solve this is Eclipse. Eclipse almost by itself "saved" Balance for me. Several times I tried going Balance in Classic and BC and just couldn't do it. But Eclipse is fun just because sometimes you want to Wrath and sometimes you want to Starfire. Improved Insect Swarm starts to get at this kind of mixed up of rotations too, and even the haste benefit from Moonkin a little as well.
Those are my thoughts. I don't think Balance is done yet by any stretch, but I don't hesitate to go Balance in a dungeon or raid now, which actually says quite a lot. I think the designers have done a good job with the tree so far. (Source)

Feral / Balance Issues

[*]There are no tank niches, at least the way they have been defined here. When you ask why would anyone take a druid tank over a warrior tank, the answer is because that player is a better player, not because they have the magic ability that makes an encounter much easier. If you're concern is that the preponderance of warrior mitigation and abilities makes warriors a much more effective tank than druids, then that is a legitimate problem.
[*]We haven't finished tuning numbers yet. If cat dps is low, we'll fix it before Lich King goes live. We haven't focused on that yet because we are still working on talent trees and bugs. But you're starting to see some of it. One thing I forgot to mention is that the raid buff overhaul was a net dps loss to melee classes. We expected that would happen, but we have not yet adjusted their dps accordingly. That might not be all cats need, but I wanted to mention it before I forgot.
[*]I know balance druids feel neglected. My time is limited, and it's totally valid feedback that I don't give all specs or classes equal attention. My choices seem to be post a little or not post at all. I'm not a CM and any time I spend here (while very valuable for me) is time I'm not fixing classes. We'll try to give balance some more love.
[*]I think bears in particular could use a couple more situational abilities. We did lower the cooldown on Berserk and we might even do it again. I assume this doesn't count or you wouldn't be asking for more flashy abilities, but when I did Feral Charge as cat in Utgarde last night, the fight virtually stopped while everyone said "Wait? What did you just do? That looked so cool!"
[*]Feral is going to feel a little bigger than other trees because we are specifically trying to offer you more talents than you can get. The design is that you can choose 2-3 talents to emphasize your bear role over your cart role... if you choose. If you want to try and be relatively good at both, then split the difference between those talents.
[/list]

Is there any chance to see Rebirth and Innervate given to other classes ?
At the moment we have no plans to give those abilities to other classes. The raid buff stacking change was done because it was disheartening to see players spend so much effort trying to min / max the buffs different classes brought, and understandably so, rather than trying the encounters.

We understand that the risk of having more redundant buffs across classes is homogenization and too much homogenization hurts class diversity. So long as we avoid any fights in which Innervate or brez offer a huge bonus, we don't see a reason to hand them out to everybody. That goes true for similar abilities that other classes have. (Source)

Warlock (Skills List / Talent Calc. (8905))Metamorphosis Feedback
This is kind of a specific request, but please give us any feedback you have on Metamorphosis, the 51 Demo talent. Assume that we aren't going to swap this talent out with something else, but other than that, nothing needs to be set in stone. (Source)

Death Knight (Skills List / Talent Calc. (8905))
Death Knight DPS rotations and balancingWe did consider purposely lowering DK white damage so that the specials could be bigger. But it actually does some wacky things to scaling when melee classes do a much larger proportion of yellow damage than white damage -- 40% white damage is about what we shoot for, though that isn't always realized.
On-next swing attacks are very controversial. They make more sense for classes that need rage dump, but don't specifically help the DK. When we tried them for the DK, there were some people who liked the mechanic, but a lot who didn't.
You can make a compelling argument that the vision of the DK as someone swinging a big two-hander like Frostmourne doesn't jive well with runes as a power cost, since the latter tend to push you towards using more abilities more often (which necessarily pushes the damage down to compensate).
Changing that now though would be a huge setback, and I'm actually pretty happy with the DK rotations at the moment. We just need to get the damage somewhere that feels satisfying while still balanced with other classes. (Source)
Ghoul names randomizationIt requires a code change to have the name be random every time, but that is definitely something that is on the list for post-LK.
 

nanobreath

Senior member
May 14, 2008
978
0
0
The whole spirit thing is still bothering me. It will greatly depress me to be wearing spirit gear on my warlock. Why would a warlock ever want to wear spirit gear when they have lifetap? Are they allowing locks to regen mana while casting? Just give me more +dmg so that my lifetap is worth more. Thing is the problem for warlocks has never been mana regen it's been mana efficiency.

Oh well, think I'll just be leveling my warrior first. It'll be sad to abandon the lock after 4 years of being my main.
 

Xavier434

Lifer
Oct 14, 2002
10,373
1
0
One trend I am noticing in regards to feedback everywhere is that a lot of people are desiring changes an updates to problems which Blizz does not seem to be focusing on yet. Blizz is following a particular development cycle and are not going to change anything sooner based on feedback. How they change things when it comes to time to work on a particular matter will most likely be influenced by current feedback though so I am not saying that people need to stop expressing their concerns. It is important to remember that this is not like a patch where you have a finished product that you are just adding to and making changes. The dev cycle works different.
 

Anubis

No Lifer
Aug 31, 2001
78,712
427
126
tbqhwy.com
Originally posted by: nanobreath
The whole spirit thing is still bothering me. It will greatly depress me to be wearing spirit gear on my warlock. Why would a warlock ever want to wear spirit gear when they have lifetap? Are they allowing locks to regen mana while casting? Just give me more +dmg so that my lifetap is worth more. Thing is the problem for warlocks has never been mana regen it's been mana efficiency.

Oh well, think I'll just be leveling my warrior first. It'll be sad to abandon the lock after 4 years of being my main.

because they made lifetap suck ass thats why, they changed fel armor to give spell damage bonus based on spirit IIRC and yes we are getting some sort of in combat regen

at least dark pact kicks (more) ass now
 

Xavier434

Lifer
Oct 14, 2002
10,373
1
0
Is there any feedback from the locks in guilds who are running Naxx on beta that any of you have read about? How do they feel about the changes so far?
 

Anubis

No Lifer
Aug 31, 2001
78,712
427
126
tbqhwy.com
Originally posted by: Xavier434
Is there any feedback from the locks in guilds who are running Naxx on beta that any of you have read about? How do they feel about the changes so far?

the lock community pretty much univerislly disslikes them

as it currently stands 2 of our 51 point talents are useless (meta and chaos bolt) yes they hopefully will be fixed

destro will still be the top DPS spec, but we spam 2-3 buttons now and not just 1 as fire destro with Incin Immo and Conflag 0/21/50 build, still tops PVE DPS in 25 man Naxx but we really didnt have many PVE complaints

aff still needs help scaling better, crit talent on dots helps

we still have next to ZERO PVP survivibility

every caster now compeats for the same gear. (this isnt a lock issue its a universial caster issue)
 

Xavier434

Lifer
Oct 14, 2002
10,373
1
0
I know that the locks in my guild are pretty happy about the changes to Shadow Embrace for PvP. I don't know how they feel about survivability though.
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
You sure destro locks are beating the buggy mutilate rogues? The bug being getting improved poisons right now gives you 100% chance to apply poisons rather than just +25%, which make simproved poison do a shit ton of damage throughout the fight.
 

Anubis

No Lifer
Aug 31, 2001
78,712
427
126
tbqhwy.com
Originally posted by: Aikouka
You sure destro locks are beating the buggy mutilate rogues? The bug being getting improved poisons right now gives you 100% chance to apply poisons rather than just +25%, which make simproved poison do a shit ton of damage throughout the fight.

yea there are WWS reports and screencaps from 25 naxx Patchwork, Destro locks are beating mutr rogues by a decent ammnt, ill see if i can dig up the info but if i remember correctly the lock only had 1 piece of naxx 10 man gear the rest quest/old 70 gear and the rogue had like 8 from 10 man naxx
 

Anubis

No Lifer
Aug 31, 2001
78,712
427
126
tbqhwy.com
Originally posted by: Xavier434
I know that the locks in my guild are pretty happy about the changes to Shadow Embrace for PvP. I don't know how they feel about survivability though.

its a mixed bag change, it helps counter druids, thats it, it just happens to be deep in the aff tree. specing into aff + SL when they move the talent might work but i have my doubts

the prob with locks is that we have no way to escape, no o shit button, DC does not count as you can trinket it now, and the healing it does isnt signifigent, fear is broken for all classes that can fear, has been for a long time

the only reason locks dominated PVP was because with a druid healer we could just tank all that damage with SL, its how teh class was designed, they are changing it and not giving us anything back
 
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