Csulok
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CsulokOrc Shaman
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« on: September 04, 03:57:42 PM » |
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Today's blue posts include news about another upcoming per pay service coming to WoW, news about the second part of the Anub'arak hotfixes and some warrior and tanking issues. In-faction Race Change service Nethaera on How about Race Changes?? (Source) Q u o t e: I had hoped this feature would be included in the faction change.
*sigh*
Does anyone know if same faction Race changes will ever be
available? Example Gnome Mage _>> Human Mage??
From the sticky announcement for Faction changes we said the
following:
Based on further community feedback, we have also decided to offer
a race change service in the future. Players who choose to switch
races will be able to change their race within their same faction
and class. Additional details will be released at a future
date.
So race change is coming at a future point in time. We don't have
any further information for you at this point in time,
however. Anub'arak softreset hotfix Daelo on Anubarak - Floor reappears after a soft reset (Source)
Ok, we just deployed a hotfix that
will repair all broken saved raids of the Crusader's Coliseum that
did not have Barrett Ramsey properly spawn. Without Barrett Ramsey,
raids are unable to start the event that grants access to the final
boss. You will have to soft reset the instance again if you already
have your broken instance open, but Barrett should be back after
that. Other
Ghostcrawler on Bosses won't hit for 40k. I still stand by the statement. Most
of your examples seem to be Gormok's Impale which has a lot more
going on (dots, tank transitions) than just hitting a single tank
really hard. Those encounters drop really high level gear. If
you're tanking him with item level 226 (because you've only been in
the instance 5 weeks and maybe your tanks haven't gotten a lot of
drops) then you've got some deficit to make up. The good news is
that because of the way loot works in that instance, you can choose
to gear your tanks really quickly if you so desire.
Yes, you will still need to work to keep your tanks up. That's just
part of hard mode. But my suspicion is still that the community
won't jump to tank class choice as the explanation for why a
certain fight is easier or harder for them. Or, more realistically,
they still will, but... alas. (Source)
Ghostcrawler on Why not abandon high tank damage? If we just chilled out tank damage,
then healing would be a lot easier. While I know it's popular in
this forum to claim that we only want to make life hard for the
healers, I think in reality many of you would get bored or risk
losing your spot when the raid didn't need as many healers.
A better answer, in our opinion, is to increase tank health and
have bosses hit hard but not as often. The end result would
hopefully be that it took several big heals to bring a tank back up
rather than a single Holy Light crit. Currently overhealing isn't
particularly scary because mana is cheap and the risk of the tank
(or anyone dying) on a given GCD is very real.
If you currently put say 3 healers on the tank that isn't because
it requires that much healing per second to keep the tank alive.
Instead, it's because with 3 healers hopefully someone will be
always casting and can land a heal after big hit one but before big
hit two, which would kill the tank. If a few hots or shields get
stomped on along the way, oh well.
Ideally, you put 3 healers on the tank because it takes 3 big heals
to get the tank back up. If you don't coordinate well or use a big
heal when a medium heal would do, then you'd risk too much
overhealing and ultimately running out of mana. You'd need to heal
smart as well as just healing fast and big, which is what the
current design really encourages.
I predict health pools of all players will go way up in Cataclysm
relative to player damage and healing. Everything (meaning PvP too)
would be slowed down just a little so that making the right choice
would sometimes trump making the fast choice.
I'll also add that many players think 10-player raid healing is
currently more fun than in 25s because you are often splitting
duties with just one other person -- 'You heal the tank. I'll heal
the raid.' In 25s you get more of that whack-a-mole feeling where
you're competing just as much with other players to heal someone
first and nothing feels very organized or efficient. (Source)
Ghostcrawler on Two minute buffs need changed! With the paladin buffs, resources are
never an issue. You generally don't have to worry about renewing
the buff when it falls off because you'll have enough mana unless
you're near the end of the fight or something has gone wrong. For
that reason it felt like just a hassle to have to renew them and we
ultimately increased the durations.
With warrior shouts, the intent is that the resources do matter.
You might not have enough rage at any given moment and part of the
skill required in playing a warrior is making sure you have enough
resources to both shout and do your other damage.
I can appreciate that that design might not be particularly
compelling, but I'm not sure the solution is to just let shouts
last forever. I think Horn of Winter might actually be a stronger
design in that sense. Imagine (I am arm waving for a moment) that
Battle Shout and Commanding Shout didn't cost any rage and in fact
gave you rage, but were on a cooldown. Then using the shouts might
become a more interesting choice -- you'd want to use them at
moments when you're rage-starved and generally not when you have a
full bar. However, you'd also want to keep them going because of
their buff so you couldn't neglect to use them too often either. A
challenge of playing the class / a test of your skill would be to
shout at the right moment to keep the buff up but also make sure
you earn the rage when you most needed it. (Source)
Ghostcrawler on Two minute buffs need changed! Q u o t e: GC, that's patently false? Warrior tanking by design (I hope it's
not accident) requires close to 'infinite' rage to have decent
threat output. If we're ever short rage to the point we can't
refresh shouts, then we have much bigger problems. Pretty sure you
had said something to this effect when you talked about how we
'had' to heroic strike every swing in order to be viable.
Infinite rage is not our intent for the warrior, when dps or
tanking. Rage is one of the core mechanics for the warrior along
with stances. You already don't get much out of stances as a tank.
If you also don't have to pay attention to resources then you're
not really going to get the experience playing the class that we
intend.
When I say stuff like that, the inevitable result is 'OMG GC sez
they're going to nerf our rage.' That's not what I mean. Warrior
tanks have been balanced around their current condition of having
(near) infinite rage and we'd have to make additional changes if we
get to the point where you need to pay more attention to it.
As an example, back when threat was a lot bigger issue in fights
(think Voidreaver or Vael), then smart warriors would advocate
spending some of their itemization on threat stats. I think it
might have been Satrina who advocated using a dps weapon to tank
since you can put survivability in every other slot. If warrior
tanks generated more of their rage by doing damage than taking
damage, then a lot of stuff might get fixed: dps stats would be
more valued (without going back to threat-limiting fights), you
wouldn't be rage-starved when avoiding or OT'ing, and tanking could
be a little bit more about using the right ability at the right
time and not just when it's on cooldown.
DKs don't have infinite resources at any given point in time, and
while it has caused some design challenges, I think it makes for a
more interesting experience overall. We can debate about whether
Prot paladins have mana issues, but they still have to do something
to get mana back. (As an aside, Ret paladins generally don't have
mana issues, but that has also led to a system that is very
cooldown-driven and one where we've had a hard time nailing both
fun and balance at the same time.)
In any case, if rage mattered a little more to Prot warriors then
Commanding Shout for rage would be a more interesting mechanic.
Again, this is not an announced change -- just a little
brainstorming to in turn encourage additional discussion in this
thread. (Source)
Ghostcrawler on Elitist Jerks Close Thread on Unholy DK Q u o t e: I think this deserves some clarification:
1. GC made a post a couple of weeks ago saying that the Shadowfrost
build / rotation is 'unintended' and will be 'fixed'
2. In this thread we're currently in, GC says that Obliterate
replacing Scourge Strike will probably be fixed as well, just not
as highly prioritized as Shadowfrost or whatever other issues they
might be working on.
Shadowfrost is considered a more dire problem because (as I
explained above), it violates the basic principles of DK DPS.
Technically, Unholy-Obliterate does not, or at least, only violates
half the principles. The basic rotation principle remains intact,
even if the
flavor-strikes-should-replace-basic-strikes rotation
is broken. Shadowfrost breaks both.
===
As far as ignoring FU strikes, it both has and has not happened, as
there are actually two Unholy builds going around:
1. The first is the Shadowfrost build. This completely ignores FU
strikes, using neither Obliterate nor Scourge Strike. Instead, it
uses Glyphed Icy Touch for maximum RP production while spamming
heavily talented Death Coils.
2. The second is the Unholy-Obliterate. This one does not ignore FU
strikes, as it still uses Obliterate. It just ignores Scourge
Strike specifically.
Yeah, I think that is a good summary. Thanks, Prinsesa. I would add
that PvP Unholy DKs will also still use Scourge Strike, because it
wins over Obliterate when the target is not sundered. Your target
better be sundered in PvE but often is not in PvP.
It's also fine if some players can be moderately successful with
Shadowfrost (which I am defining here as a DK that largely ignores
melee attacks). We just don't want a return to the world where that
was the only way to play a DK.
The bottom line is still that we understand Unholy DKs want to use
Scourge Strike and we want that too. In the meantime, using
Obliterate gives you a pretty similar experience to using Scourge
Strike. Going 51 Frost or using nothing but Icy Touch does not (and
again it's subjective). (Source)
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