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 Bring the Player, Not the Classâ?¢: Heroism/BL |
09/24/09 08:26:58 AM
Patch 3.2.2
Oin |
I have led many raids over the past 3
years, and have seen many changes come to WoW, but one of my
favorite, even though incomplete, is the Bring the Player, Not the
Class„ change. I have led in the hardcore
mentality along with the casual raiders, but one thing has always
stood out to me. You must create the group with the encounters in
mind, because not all groups are created equal. However, with the
release of Wrath of the Lich King, that began to change. It has
changed because many of the critical buffs and debuffs that you may
need for any individual fight are out there, or there are ways
around having a particular buff / debuff. But the solution isn't
quite fixed yet.
I love the Bring the Player, Not the Class„
mentality, and honestly I think its becoming a reality. However,
the one 'buff' that is still incredibly desired yet only available
to one class is Heroism/Bloodlust. As much as I hate to say it,
some fights really take a huge hit without a heroism buff on the
raid.
Now, I know that Blizzard prefers to see numbers with these types
of arguments, but the numbers won't do you any good here. Everyone
knows just how valuable a heroism can be when there are strict
enrage timers, or particular portions of a fight that more DPS can
be gained via a particular buff.
For instance, heroic 10 man Champions was incredibly difficult for
our raid to master without a heroism, but once we got a shaman in
the group, it allowed to win the fight in only a few attempts. Not
to say that the heroism was the ONLY reason we won, but the damage
gain in the hardest part of the fight (beginning) was unbelievable,
and truly helped us to get over the 'hump' in that particular
encounter.
Another fight that benefits from heroism an incredible amount is
hard mode Hodir, which is certainly possible without it, but for a
team that was learning the encounter could easily push them over
the edge. 30 seconds of haste in a 2 minute fight is pretty crazy
after all.
In the end, I hope that Blizzard continues with their idea to bring
the player and not the class, but ensures that at least 2 classes
have each buff that a group would find important, which minimizes
the chance that you have to seek out a particular class in order to
defeat an encounter. The most notable, in my opinion is
Heroism/Bloodlust. Give it Paladins, give it to Warlocks, give it
to whomever Blizzard feels it would make sense for, just give it to
someone.
Thanks for listening, and if you agree, help a guy out with a
bump.
[ Post edited by Oin
]
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09/24/09 09:31:41 AM
Patch 3.2.2
Ghostcrawler <Lead Systems Designer> |
Bloodlust / Heroism is a very strong
buff. No argument here. I can understand the point of view of
players who think other specs need to offer it. Currently three
specs offer it, but they are also specs that fill relatively
different roles. The fact that all three specs belong to one class
makes it a special case.
In general, we balance 25 hard mode content assuming you have 1
shaman for Bloodlust or Heroism. We balance 10 hard modes without
that assumption, though you still need to have a reasonable mix of
the stronger buffs. We don't think that typically replacing a good
say mage with a bad shaman will turn a failure into a success, but
each group is a little different so it is possible.
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09/25/09 09:30:14 AM
Patch 3.2.2
Ghostcrawler <Lead Systems Designer> |
Q u o t e:
There is one thing I fail to understand GC. What (de)buffs do you
assume 10 mans have? You've already stated that you assume that AP
debuff is not present, but that Attack Speed Debuff and
Replenishment are. What debuffs/buffs does the design team assume
is present for 10 mans?
You need some buffs and debuffs for the harder 10-player content.
You need most buffs and debuffs for the harder 25-player content.
There really isn't any golden rule beyond that because the
individual groups will still vary enormously beyond their raid
comp.
If you are failing on those fights, it's probably not your buffs
and debuffs. They can definitely help though.
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09/25/09 09:34:17 AM
Patch 3.2.2
Ghostcrawler <Lead Systems Designer> |
Q u o t e:
This is the truth and this is the problem. It does not matter what
Ghostcrawler says, nor does it matter what GC thinks they are
balancing around. The people who organize raids ARE balancing
around bloodlust/heroism.
A lot of groups will only accept fully Ulduar-geared characters for
Ulduar raids. We can't necessarily balance around public
perception.
One of our guys was in a raid the other day on his priest. He is
very, very good on his priest. The raid leader told him "U have to
spam holy nova this fight." The priest healed in a manner he
thought was more efficient than that. The raid leader said "No, we
wiped because you didn't spam Holy Nova." So he spammed Holy Nova.
He did *not* come into work the next day and say "We should nerf
Holy Nova."
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09/25/09 09:46:40 AM
Patch 3.2.2
Ghostcrawler <Lead Systems Designer> |
As a few players have pointed out,
the reason we gave up back-up versions of Kings, Gift and Fort is
because those affect the health of the tank. It is difficult to
balance how hard bosses can hit when tank health varies with and
without those buffs (again generally talking hard modes here for
appropriate geared groups). There aren't many situations where
Bloodlust / Heroism will absolutely make the difference between
making or failing a dps check. It can be really advantageous in
some situations though, such as blowing up a faction champions
healer quickly.
Offering a drum (or whatever) version of BL / Heroism isn't totally
off the table, but as we've said before, we don't want to have to
go to Shadow Protection or Spirit consumables or whatever.
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09/25/09 09:49:53 AM
Patch 3.2.2
Ghostcrawler <Lead Systems Designer> |
Q u o t e:
This is one of those issues where GC is just going to keep tap
dancing around without acknowledging the blatant inconsistency in
design philosophy.
You could say "I disagree" and save a lot more pixels. There is no
"tap dancing" involved. You just have a different perspective on
the topic than we do. You think it's a problem. We get that. We
don't think it's a problem. That isn't a "blatant inconsistency."
Words tend to lose their specific meanings when people use them
imprecisely.
[Not tracked]
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09/25/09 12:58:24 PM
Patch 3.2.2a
Ghostcrawler <Lead Systems Designer> |
Q u o t e:
What the poster was referring to was the fact that in the Sunwell
era mages got zero invites and Blizzard did not acknowldeg this
fact (and the problem that mages had with scaling or the problem
that warlocks had with to great of scaling with their synergy with
shadow priests) nor did they every fix the problem until the next
expansion.
That is a fair criticism, but we just operated under a different
balance philosophy back then. We tried to set up the classes for
success and then tried not to tweak them too much in the major
patches. There are reasons for not constantly changing numbers --
players feel like they are trying to hit a moving target, they get
whiplash from being buffed, then nerfed, then buffed again, and so
on. Nevertheless, the model we operate under today is to make
changes as necessary, sometimes even between patches or as
hotfixes.
If you "didn't scale" or whatever in Black Temple, I can understand
why players might get upset, because they might not get any better
for the next few tiers. These days, scaling problems (with gear
anyways -- scaling with group size or buffs is a little different)
are much less debilitating because we can adjust the classes before
your peers get more than a few item levels worth of scaling ahead
of you.
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