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Azel
05/03/2010, 08:18
Recent In-Game Fixes - March 2010 - 3/4
Some of these changes have been around for a while apparently, during the latest PTR update I saw Blood Nova (http://db.mmo-champion.com/s/72378/) getting a 16 sec cooldown and the duration of Emerald Vigor (http://db.mmo-champion.com/s/70873/) was increased from 35 to 40 seconds. Instability (http://db.mmo-champion.com/s/69766/)'s duration has been reduced from 8 to 5 seconds.
Quote from: Bornakk (Source (http://blue.mmo-champion.com/23/23425638763-recent-ingame-fixes--march-2010--34.html))
Listed below are recent fixes we have applied to the game. Keep in mind that some of these changes may not be active until after the realm has been restarted.

To review previous in-game fixes, please visit:

3/4


In the Lord Marrowgar encounters, the boss will no longer reset threat after a bone storm and will now wait a small amount of time before attacking at the end of a bone storm.
In the Deathbringer Saurfang encounters, the boss is now less likely to cast Blood Nova on targets affected by Mark of the Fallen Champion.
In both normal and heroic versions of the 10 player Rotface encounter, the mutated infection ability will not be cast as quickly while the fight progresses.
In the 10- and 25-player heroic Festergut encounters, the malleable goo ability should no longer target pets.
In the Valithria Dreamwalker encounters, the duration of Emerald Vigor and Twisted Nightmares were slightly increased.
In the Sindragosa encounters, the duration of the instability debuff was slightly reduced.





Blue posts
<div class="blizzquotewrap"><div class="blizzquoteinner">Quote from Blizzard staff
<div class="blizzquote">Tank Threat Generation
I&#39;m talking philosophy here, because I assume that&#39;s usually more interesting to a wider audience. Philosophically, tank threat generation is working correctly (i.e. as we intend) with perhaps 4-5 exceptions that we would like to fix:

1) Paladins can do a little too much AE tanking "splash" damage, often without even setting out to do so.
2) Tricks and MD take too much of a burden off of the tank / hide issue #3.
3) Damage and therefore threat generation aren&#39;t scaling well at very high levels of gear.