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The Bad
Upcoming Priest Racial Changes & Blue Posts
<p>Many changes to the Priest racial abilities will be coming soon in a future patch. For the details read below.
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In an upcoming build all Priest racials have been retired, except the following:<br /><br />
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<ul><li> <font size="small">Desperate Prayer - This is now the 11-point talent in Holy, Holy Nova is now a base ability. Cooldown also reduced to 30 seconds.</font>
</li><li> <font size="small">Devouring Plague - Now a base ability. Cooldown reduced to 30 seconds, mana cost greatly reduced.</font>
</li><li> <font size="small">Symbol of Hope - Now a base ability. Now restores 5% base mana every 2 seconds for 8 seconds to your party. Renamed "Hymn of Hope."</font>
</li></ul>
<p><font size="small"> While this change does reduce the "uniqueness" of different Priests, we feel game balance as a whole will benefit.<br /><br /> Note: These new "racials" are not racials, they are trainable to all Priests.
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(<a href="http://forums.worldofwarcraft.com/thread.html?topicId=9957009134&sid=2000">Src</a>)
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<h2 id="w_blue-posts">Blue Posts</h2>
<p>
<span style="font-size:small;"><span style="font-weight:bold;">Tooltip enhancements in a future WotLK patch</span><br />
We have a plan to make smarter tooltips (for characters too) in a Lich King patch. (</span><a href="http://forums.worldofwarcraft.com/thread.html?topicId=9956306095&pageNo=1&sid=2000#1 "><span style="font-size:small;">src</span></a><span style="font-size:small;">)<br />
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<span style="font-weight:bold;">Patch 3.0.2 - Naxxramas moving to Dragonblight</span><br />
Naxxramas will be moving to Dragonblight with the release of 3.0.2. If you want to do anything with the current 40 player level 60 version of the raid dungeon, do it before 3.0.2 is released. (</span><a href="http://forums.worldofwarcraft.com/thread.html?topicId=9956208587&pageNo=1&sid=2000#1 "><span style="font-size:small;">src</span></a><span style="font-size:small;">)<br />
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<span style="font-weight:bold;">Dalaran Update</span><br />
Here's an update on a couple things...<br />
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- The last bits of flying design work are in and you should see it in the next push. We have removed the rocks floating around the city from the dismount zone. The rules are still the same as I explained in my last post. Please test it out and let us know if you find anything unusual.<br />
- The target dummies are going to be moved to a more reasonable area of the sewer. Right now they are smack dab in the middle of the dueling area and it just creates too much congestion.<br />
- We have plans to expands the The Violet Citadel in future patches after we launch Northrend. There is a reason why we put so many doors in there. =)<br />
- Zidormi will offer players a portal directly to the Caverns of Time from within The Violet Citadel. No requirements on the port this time either. (</span><a href="http://forums.worldofwarcraft.com/thread.html?topicId=9679633307&sid=2000&pageNo=14# 261"><span style="font-size:small;">src</span></a><span style="font-size:small;">)<br />
<span style="font-weight:bold;"><br />
</span><span style="font-weight:bold;">Beta ending soonish? not really</span><br />
The Beta is not ending soon. (</span><a href="http://forums.worldofwarcraft.com/thread.html?topicId=9956558491&pageNo=1&sid=2000#1 7"><span style="font-size:small;">src</span></a><span style="font-size:small;">)<br />
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<span style="font-weight:bold;">8 piece and 5 piece sets</span><br />
The reason we moved away from 8 piece sets into the new 5 piece sets was lack of choice. When you have to have every piece of your set equipped for set bonuses it takes away from any decision making process in terms of what to wear.<br />
<br />
When we decided we didn't like what 8 piece sets had become we started talking about what pieces would be ideal to pull from the set. The bracers were the first to go, at that point though it didn't make any sense to have a 7 piece set so we cut out the belt as well since it's not a very visual piece. Since we wanted the set bonuses to be attainable while still having some degree of choice to be made we pulled the boots as well in order to make the sets 5 pieces with 2 and 4 piece bonuses. This way players could maintain their set bonuses while still having a lot of customization in gear selection.<br />
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All that said, 8 piece bonuses have seen their day and there is no plan to bring them back. (</span><a href="http://forums.worldofwarcraft.com/thread.html?topicId=9879908976&pageNo=1&sid=2000#9 "><span style="font-size:small;">src</span></a><span style="font-size:small;">)<br />
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<span style="font-weight:bold;">Mount Achievement</span><br />
Mount Achievement on the way. Reward for the highest level of the achievement is a unique mount. (</span><a href="http://forums.worldofwarcraft.com/thread.html?topicId=9956327464&pageNo=1&sid=2000#1 3"><span style="font-size:small;">src</span></a><span style="font-size:small;">)<br />
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<span style="font-weight:bold;">Tanking in WotLK</span><br />
Couple of thoughts:<br />
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1) You should only face instagib problems when you can be crit since bosses no longer crush targets 3 levels lower than them. The fact that 3 of the tank classes are having trouble being uncrittable by Naxx is something we're look into. Druids can be uncrittable through talents.<br />
<br />
2) DKs will probably have lower armor than warriors and possibly health as well. Their avoidance will almost certainly be higher to compensate for the lack of block. DK situational abilities are better than warrior ones. We want to keep these differences as much as possible without gimping anyone. Everyone realizes that a 95% avoidance tank with 10K health is not going to be an effective tank, nor is one that is so dependent on cooldowns that he dies when the cooldowns aren't up.<br />
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3) If you are having threat issues, that is concerning. We are trying to get away from +threat modifiers on abilities because they don't scale well with with gear. For those we're keeping (like Sunder Armor) the threat scales with AP. The ideal design is something closer to the paladin, where threat scales off of damage really well. If the DK dps is too low, that would certainly account for lower threat as well. We don't want to have a lot of variance in threat on tanks. It's hard to balance (and not really much fun) to have low threat tanking classes.<br />
<br />
Bottom line: the design is that the 4 tank classes are roughly equal in their ability to survive and maintain threat, while preserving whatever differences among them that we can manage. (</span><a href="http://forums.worldofwarcraft.com/thread.html?topicId=9879808779&pageNo=3&sid=2000#4 7"><span style="font-size:small;">src</span></a><span style="font-size:small;">)<br />
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<span style="font-weight:bold;">Death Knight</span><br />
<span style="font-weight:bold;">Improved Icy Talons to affect ranged attack speed</span><br />
Improved Icy Talons will affect ranged attack speed. (</span><a href="http://forums.worldofwarcraft.com/thread.html?topicId=9957006168&pageNo=1&sid=2000#3 "><span style="font-size:small;">src</span></a><span style="font-size:small;">)<br />
<span style="font-weight:bold;"><br />
Ravenous Dead to be reworked</span><br />
We are going to rework Ravenous Dead to not affect the duration. The thinking is that only deep Unholy really cares about ghoul duration and he has Master of Ghouls anyway.<br />
The new Ravenous Dead will provide a bonus to the stat conversion from you to your ghoul, so it should scale pretty well with gear. Other specs can still take it for a ghoul boost, but Unholy won't have a talent that gets less useful with Master of Ghouls. (</span><a href="http://forums.worldofwarcraft.com/thread.html?topicId=9879878171&sid=2000&pageNo=5#8 5"><span style="font-size:small;">src</span></a><span style="font-size:small;">)<br />
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<span style="font-weight:bold;">Why there are no BF or BU skills?</span><br />
Almost every DK needs to use Plague Strike (U) and Icy Touch (F). That means you can't add a BU unless you also had a BF or you'd be left with an orphan F or U and nothing to do with it but another Plague Strike or Icy Touch.<br />
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We considered the model where you had BUs and BFs and BBs and whatever, but we already needed to make a base rotation and variants for Blood, Frost and Unholy, and make all the abilities in there feel fun and useful (and we're not even done with that part of it). (</span><a href="http://forums.worldofwarcraft.com/thread.html?topicId=9956646404&pageNo=1&sid=2000#6 "><span style="font-size:small;">src</span></a><span style="font-size:small;">)<br />
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<span style="font-weight:bold;">Druid</span><br />
<span style="font-weight:bold;">Restoration tree still being worked on</span><br />
We are still playing with deep Resto a little. One of the concerns (for us, though probably not you!) is that with all the tree talents and some decent Spirit that druids never run out of mana. (</span><a href="http://forums.worldofwarcraft.com/thread.html?topicId=9957006538&pageNo=1&sid=2000#2 "><span style="font-size:small;">src</span></a><span style="font-size:small;">)<br />
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<span style="font-weight:bold;">Feral Q/A</span><br />
<span style="font-style:italic;">Please point out how our dps will be tuned to match rogue dps.</span><br />
We'll eventually figure out how much lower cat dps is than rogue dps, and then we will change some druid abilities to use bigger numbers. It's possible we will buff a couple of talents, especially ones that we suspect you're likely to already be getting. But mostly we do it through tweaking core abilities like Shred and Mangle.<br />
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<span style="font-style:italic;">Please explain how shifting cost and mana consumption will work with rogue gear (in pvp/pve/soloing).</span><br />
Feral mana seems to have taken a big hit. We have some thoughts on how to adjust it.<br />
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<span style="font-style:italic;">Please explain if our tanking and dps will scale as we go to harder 25 man content.</span><br />
Yes, they will. By definition, percentages scale and flat numbers do not. You have a lot of percentages in your talents. There has been a lot of discussion about whether Mother Bear is a scaling talent or not, and I'm not sure I'm eager to enter into that debate again. But we have designed the talents to scale. One of the problems to your mitigation scaling was just hitting the upper limit of armor. Armor and avoidance will be much harder to cap out now. (</span><a href="http://forums.worldofwarcraft.com/thread.html?topicId=9956327974&sid=2000&pageNo=5#8 1"><span style="font-size:small;">src</span></a><span style="font-size:small;">)<br />
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<span style="font-weight:bold;">Hunter</span><br />
<span style="font-weight:bold;">Heart of the Phoenix & Pet bar</span><br />
We are trying to get Heart of the Phoenix to work in a more useful fashion. We also have a plan to make the pet bars much more customizable. You should be allowed to remove any button you don't use a lot, Stay or Aggressive perhaps, but put it on again like any other attack. (</span><a href="http://forums.worldofwarcraft.com/thread.html?topicId=9679804544&sid=2000&pageNo=5#9 8"><span style="font-size:small;">src</span></a><span style="font-size:small;">)<br />
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<span style="font-weight:bold;">Pet hit</span><br />
We do have a plan to let pets use the hunter or warlock's hit. Certain talents would need to be adjusted to reflect this change. (</span><a href="http://forums.worldofwarcraft.com/thread.html?topicId=9679804544&sid=2000&pageNo=7#1 24"><span style="font-size:small;">src</span></a><span style="font-size:small;">)<br />
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<span style="font-weight:bold;">Pet attacks and AP scaling</span><br />
All pet attacks scale with AP now, which is not reflected correctly in the tooltips. We have a plan to make smarter tooltips (for characters too) in a Lich King patch. You will probably do more damage than the tooltips suggest, but you should be used to that because almost all character attacks do the same thing. (</span><a href="http://forums.worldofwarcraft.com/thread.html?topicId=9956306095&pageNo=1&sid=2000#1 "><span style="font-size:small;">src</span></a><span style="font-size:small;">) <br />
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<span style="font-weight:bold;">Pet leveling</span><br />
We like pet leveling as a feature, but I agree that the time it takes has grown out of control, possibly because killing mobs doesn't provide the same percentage of your hunter's experience as it used to. We'll try to get it fixed. (</span><a href="http://forums.worldofwarcraft.com/thread.html?topicId=9679802201&pageNo=3&sid=2000#4 0"><span style="font-size:small;">src</span></a><span style="font-size:small;">)<br />
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<span style="font-weight:bold;">Paladin</span><br />
<span style="font-weight:bold;">Holy Paladin armor set changes</span><br />
I just updated the Gladiator pieces to Crit from MP5. I'm going to leave the honor pieces alone. Between those and assorted other pvp items you should be covered. (</span><a href="http://forums.worldofwarcraft.com/thread.html?topicId=9956208597&sid=2000&pageNo=1#6 "><span style="font-size:small;">src</span></a><span style="font-size:small;">)<br />
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<span style="font-weight:bold;">Priest</span><br />
<span style="font-weight:bold;">About the new Mindflay animation</span><br />
The new one targets the face too for proper meltage. (</span><a href="http://forums.worldofwarcraft.com/thread.html?topicId=9956325774&pageNo=1&sid=2000#6 "><span style="font-size:small;">src</span></a><span style="font-size:small;">)<br />
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<span style="font-weight:bold;">Rogue</span><br />
<span style="font-weight:bold;">Subtelty Tree Feedback</span><br />
Please post any feedback on the talent tree here. Please try and focus on the talents and not on general rogue issues, or you'll make a soon-to-be-long thread much, much longer. (</span><a href="http://forums.worldofwarcraft.com/thread.html?topicId=9956306224&sid=2000"><span style="font-size:small;">src</span></a><span style="font-size:small;">)<br />
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<span style="font-weight:bold;">Shaman</span><br />
<span style="font-weight:bold;">Windfury procs fixed in next build</span><br />
Fixed for next build. (</span><a href="http://forums.worldofwarcraft.com/thread.html?topicId=9956305886&pageNo=1&sid=2000#7 "><span style="font-size:small;">src</span></a><span style="font-size:small;">)<br />
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<span style="font-weight:bold;">Maelstrom Weapon 5-Stack Indicator</span><br />
We're going to be doing something similar (different colors) to that soon (combat text alert), also changing it so that it has a chance to proc from crits each rank (so 20/40/60/80/100%). That way if you get 1-4 ranks of the talent you can still get an instant cast. (</span><a href="http://forums.worldofwarcraft.com/thread.html?topicId=9956356498&pageNo=1&sid=2000#5 "><span style="font-size:small;">src</span></a><span style="font-size:small;">)<br />
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Armor Set - Elemental Shaman PvP Bonus<br />
The shaman elemental set bonus has been changed to cooldown reduction on Grounding Totem. (</span><a href="http://forums.worldofwarcraft.com/thread.html?topicId=9879908881&pageNo=1&sid=2000#2 "><span style="font-size:small;">src</span></a><span style="font-size:small;">)<br />
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<span style="font-weight:bold;">Warlock</span><br />
<span style="font-weight:bold;">Chaos Bolt Damage Boost</span><br />
Damage is being boosted in the next build. (</span><a href="http://forums.worldofwarcraft.com/thread.html?topicId=9956306347&pageNo=1&sid=2000#3 "><span style="font-size:small;">src</span></a><span style="font-size:small;">)<br />
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<span style="font-weight:bold;">Pet hit</span><br />
We do have a plan to let pets use the hunter or warlock's hit. Certain talents would need to be adjusted to reflect this change. (</span><a href="http://forums.worldofwarcraft.com/thread.html?topicId=9679804544&sid=2000&pageNo=7#1 24"><span style="font-size:small;">src</span></a><span style="font-size:small;">)<br />
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<span style="font-weight:bold;">General Q/A</span> (</span><a href="http://forums.worldofwarcraft.com/thread.html?topicId=9956359190&pageNo=1&sid=2000#2 "><span style="font-size:small;">src</span></a><span style="font-size:small;">)<br />
<span style="font-style:italic;">Poorly scaling pets</span><br />
We've increased the scaling of pets for this expansion. All pets have avoidance (-80% AOE damage), and we increased the numbers on several pets. If we feel they're too squishy, we can increase the scaling. The pet should not be invincible.<br />
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<span style="font-style:italic;">MANY wasted talents</span><br />
Examples? Master Conjurer, Improved Voidwalker, Improved Succubus and Improved Health Funnel are all being tweaked in an upcoming build, if that's what you meant =) <br />
<span style="font-style:italic;"><br />
2 of 3 51 point talents being 100% situational and/or useless</span><br />
Haunt is useless? Metamorphosis is useless? The weaker of the three would probably be Chaos Bolt, which will now be the Destruction Warlock's highest damage/DPS spell in a future build.<br />
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<span style="font-style:italic;">Dot scaling poorly</span><br />
Damage over time spells (Corruption, CoA) output for Destruction and Demonlogy are working as intended. For Affliction we did add Pandemic which makes them scale better. <br />
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<span style="font-style:italic;">crit and haste not affecting dots</span><br />
We feel DoTs scale well for the Affliction Warlock now with Pandemic. If we made haste effect DoTs it would have to reduce the duration of the DoT, which would be a nightmare for DPS rotation/gameplay. Haste still benefits the affliction warlock because of Shadow Bolt, Haunt, UA, and the global cooldown reduction.<br />
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<span style="font-style:italic;">Soulshards on active combat abilities</span>.<br />
Intended.<br />
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<span style="font-style:italic;">Warlock glyphs being very weak when compared to those of mages.</span><br />
Some changes to the Glyphs are upcoming, but this seems like "grass is greener" to me. <br />
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<span style="font-style:italic;">Affliction having two dots as 41 and 51 point talents with cast times and poor coefficients which do not compensate for these cast times.</span><br />
The coefficient for a spell matches it's cast time, coefficients are not assigned. If it has a higher cast time, it has a higher coefficient. Lower cast time, lower coefficient. We fixed various spells that had higher or lower coefficient's in this expansion (Lightning Bolt, for example).<br />
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<span style="font-style:italic;">Dispel being grossly overpowered (although, this may be addressed) </span><br />
Grossly overpowered is a bit extreme, but we would like to do a pass of the dispel system in the future.<br />
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<span style="font-weight:bold;">Warrior</span><br />
<span style="font-weight:bold;">Titan's Grip & DPS</span><br />
If your dps is 15% lower than a rogue, we're not going to make up for that difference by buffing a single talent to account for such a big proportion of your dps. More than likely we would handle this through adjusting the damage on higher ranks of abilities, improving base stats or stat conversions, or possibly even changing stance or rage mechanics. We could also lower the rogue dps through similar adjustments. It's not always easy to determine whether class A needs to be buffed to catch class B, or if class B needs to be nerfed. (</span><a href="http://forums.worldofwarcraft.com/thread.html?topicId=9956206022&pageNo=1&sid=2000#5 "><span style="font-size:small;">src</span></a><span style="font-size:small;">)<br />
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<span style="font-weight:bold;">Protection Warrior DPS</span><br />
Here are some things to consider.<br />
<br />
-- Prot warrior damage, at least while tanking, seems a lot closer to bear damage. This is a good thing for both classes. It obviously helps Prot warriors, but it also means we don't have to take away from bears in other places to balance for them being the "high damage" tank.<br />
-- However, even though Prot and Feral bear may be close, we don't know yet if those two are too low or high overall. We also don't know if they are too high or low when not tanking in tank gear, when tanking in non-tank gear, or when dps'ing in non-tank gear. There are a lot of variables in play. <br />
-- Prot warrior dps seems either low or acceptable when not tanking. However, this may be because Prot warriors are still rage starved. That isn't a great balance mechanic and also means that if we fix rage starvation, their dps may be too good.<br />
-- Design-wise, we can make Prot dps a lot more competitive to Arms and Fury. However, until we reach a point where Arms and Fury can be great tanks, Prot's dps probably needs to stay below them. Hopefully "below" can mean 15-20% below them instead of the 30-60% below them that it can sometimes be on Live. (</span><a href="http://forums.worldofwarcraft.com/thread.html?topicId=9956355570&pageNo=2&sid=2000#2 0"><span style="font-size:small;">src</span></a><span style="font-size:small;">)</span>
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Fonte
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