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 Locks and what happened? |
11/19/09 01:25:17 PM
Patch 3.2.2a
Thedarkscar |
What has happened to us? No one has
the answer?
Locks in naxx were always in the top 2 to 7 dps and damage done.
Ulduar up untill hard modes were the same. Since then and into Toc,
locks have vanished, guilds had 3 to 4 locks on roster now they
have 1 raiding, and the others have changed mains to there alts. I
have see no real buffs only to the other specs that have brought
them into line with destro which is allready way lower then the
other classes. With 3.3 in the real near future, is this going to
be the trend, guilds bringing 1 lock to buff the raid and that's
it? The devs, say they have the real numbers, but from every number
I have seen and tested in PTR nothing has changed and we still are
in desperate need of something.
Will the new tier bonus help? I doubt that will fix the problem.
Will it be a case of fix the locks in cata, and not worry bout them
now. The problem is there won't be any locks come cata to fix. the
numbers don't lie, and it's a shame really, Warlocks were once a
force, now just bring hybrids, they offer more and do more dps. The
only thing now needed to finish of the locks, is to make a
summoning stone into a scroll, then were completly useless.
sigh
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11/20/09 10:35:14 AM
Patch 3.2.2a
Ghostcrawler <Lead Systems Designer> |
Go look at the numbers for a fight
like Northrend Beasts. Jaraxxus is off because of Spellsteal.
Faction champs are faction champs. Twins has a lot of buffs.
Anub'arak rewards characters who can AE well.
But if you look at Northrend Beasts, you'll typically see a lot of
mages, rogues, locks and hunters all at the top of charts, with the
occasional Feral druid or DK. Your mileage will almost certainly
vary. Gear, raid synergy, latency and player skill play into those
numbers a great deal. Unless you are one of those players routinely
putting out 8000 dps on 25 heroic Northrend Beasts, you'll probably
see a bigger increase just by improving your own performance than
you would see if we just buffed you across the board.
Now make no mistake: the specifics of the encounter matter a lot.
It's hard to look at almost any boss and call that a "normal fight"
given the diversity and mechanics of the encounters. If you dismiss
most of the bosses as I just did above, then you're culling through
your data set quite a bit. The more you eliminate data points the
more skewed your results could potentially become. I'm just trying
to caveat anyone looking at a list of numbers and concluding based
on that alone that your class is too high or too low. Doing dps is
a lot more complicated then some players give it credit for. If it
was not, you wouldn't see nearly the volume of theorycrafting
debate that you do.
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11/20/09 12:39:08 PM
Patch 3.2.2a
Ghostcrawler <Lead Systems Designer> |
Q u o t e:
I've generally found that warlock AOE is pretty much on par with
arcane mage AOE in terms of damage output when going all out. Both
Rain of Fire and Blizzard are quite capable of delivering damage.
The problems with warlock AOE are:
Threat - if a warlock gains aggro during AOE its soulshatter or
die. In contrast, a mage has iceblock, nova and invisibility. Also
with mirror image out a mage can begin AOE immediately with all
cooldowns without fear of aggro. In contrast, a lock generally has
to wait for the tanks to get aggro. The biggest reason why warlock
AOE may lag other classes seems to be the threat issue.
3.3 damage caps - from what I've heard it sounds like death knights
might be the only real AOE class come 3.3, because their pestilence
is unaffected by the 10-target damage cap.
We buffed Seed for 3.3 so that Affliction could gravitate towards
it instead of Rain of Fire. We also improved the lock threat
management talents. With that said, we think warlock AE is probably
fine. DK AE is generally fine from Death and Decay et al., but yes
massive Pestilence use can give them really high numbers and is not
an easy thing to fix through damage caps.
Unrelated, I liked a lot of what Enthorn said too.
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11/20/09 12:45:12 PM
Patch 3.2.2a
Ghostcrawler <Lead Systems Designer> |
Q u o t e:
It's easier to balance tanking around encounters, more difficult to
balance DPS classes around it. Each tank spec needs to have the
tools to survive the encounter. Introducing mechanics in a fight
that favors one DPS over another is fine, when those mechanics buff
one class a lot more, it doesn't make sense to balance around that
outlier. Right now, a lot of ToC is an outlier that has become the
norm, will that norm continue in ICC?
We do balance around encounters. In the same thread, I used the
specific example (based on having just read this thread) that few
locks would probably feel awesome if their dps on target dummies
was 12K but they never broke 6K on actual encounters. For most of
us, the encounters are all that matter.
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