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f13.net General Forums => World of Warcraft => Topic started by: RUiN 427 on May 22, 2008, 12:03:12 PM



Title: WotLK spoilerfication
Post by: RUiN 427 on May 22, 2008, 12:03:12 PM
Spoil away you spoiling websites you... I for one couldn't be happier with the way the deathknight is shapping up. Everything about it from the looks, the level the gear the talents the spells the lore... i love it. As for all the other stuff, i have no problem looking, watching and listening to ALL of it. Maybe if i spoil it for myself enough i will have no desire to continue playing WOW and i can get back to living life as a normal human being.

I won't need a boat to get to northrend, i'll be able to pole vault across the sea on my 10 mile long boner for WotLK


Title: Re: WotLK spoilerfication
Post by: Paelos on May 22, 2008, 12:39:32 PM
That's quite a boner.

And yes, I'm pleased that the Deathknight may be the tank of the future for a lot of encounters in the coming expansion, as well as the lore and the cool talents. I'm contemplating just rolling up the DK as fast as possible to get in on the new stuff.


Title: Re: WotLK spoilerfication
Post by: Nebu on May 22, 2008, 12:43:04 PM
I'm contemplating just rolling up the DK as fast as possible to get in on the new stuff.

You and 10 million other people.


Title: Re: WotLK spoilerfication
Post by: Paelos on May 22, 2008, 12:51:10 PM
I'm contemplating just rolling up the DK as fast as possible to get in on the new stuff.

You and 10 million other people.

Yes, but 9 million will play it to 60 and get bored with the Outlands grind again.


Title: Re: WotLK spoilerfication
Post by: Simond on May 22, 2008, 12:54:50 PM
Prerequisite for unlocking a DK should be "You levelled a shadowknight past 50 in EQ".  :grin:


Title: Re: WotLK spoilerfication
Post by: RUiN 427 on May 22, 2008, 12:58:48 PM
I'm contemplating just rolling up the DK as fast as possible to get in on the new stuff.

You and 10 million other people.

this was part of their reason for starting them at 55... that way people have to make a choice about starting new, or going to northrend with their 70... and even in northrend you have 2 starting zones to choose from. Pretty smart if you ask me.

there's no doubt that some people will even power level the thing to 70

but as a character class, i really really like the idea of a casting warrior type that has a more dark demeaner, it really hits a chord with me


Title: Re: WotLK spoilerfication
Post by: Nebu on May 22, 2008, 01:04:58 PM
I think my point is that the class will get overplayed and you'll find few being accepted into groups, etc.  Since 90% of the game occurs after level 70, this would be a concern to me. 


Title: Re: WotLK spoilerfication
Post by: kaid on May 22, 2008, 01:15:14 PM
There was a video on youtube about showing a DK running around using a few of their powers. The resolution was so bad you can't really read to much what he is doing but holy damn they have some kind of spell effect that makes a very big explosion looks very impressive. I am not sure how much damage it does but it looks like he is blowing those demon hounds the hell up.

From the leaked stuff I have seen the DK looks really pretty nifty. I am guessing after the DK comes out a lot of those still playing ret paladins will be shifting to DK. The role is similar and the play style and look seems a lot more fun than the seal and judge and sleep system.


Title: Re: WotLK spoilerfication
Post by: RUiN 427 on May 22, 2008, 01:21:50 PM
I think my point is that the class will get overplayed and you'll find few being accepted into groups, etc.  Since 90% of the game occurs after level 70, this would be a concern to me. 

that concern is totally justified, but there has been an outcry for tanking classes. Everyone will have their deathknight, why wouldn't they, it would be the best option for rerolling on another server or just making an alt that didn't have to go through the grind.

keep in mind this is the "first" hero class, there will be more... doesn't Arch Druid fit perfectly for a Emerald Dream expansion?


Title: Re: WotLK spoilerfication
Post by: Merusk on May 22, 2008, 01:31:31 PM
I'm just going back to a healing class. (Since Hunters continue to look doomed.)  With the ass ton of tanks that'll be out there, my Pally or Priest will be in such high demand I'll be king of the catasses.  :drill:


Title: Re: WotLK spoilerfication
Post by: lamaros on May 22, 2008, 01:32:50 PM
I played an Orc Warlock since WoW launched with the constant (ly futile) attempt to get rid of my fucking pets and tank and DPS. Basically I tried to make the class into a DK, as it was the closest possible thing. Unfortunately it sucked.

I will be playing a DK in WotLK for sure, and as it shapes up at the moment I will be very pleased.

I even put together a tanking spec based on the current talents:

http://elitistjerks.com/f31/t26024-warlock_wotlk_talent_preview_discussion/

I haven't played WoW in nearly a year and a half though, so I think my enthusiasm can be excused.

Oh, talent calc taken down. It was 44/16/11.  :-)


Title: Re: WotLK spoilerfication
Post by: Kail on May 22, 2008, 01:39:26 PM
keep in mind this is the "first" hero class, there will be more... doesn't Arch Druid fit perfectly for a Emerald Dream expansion?

I would assume that the current level capped Druids would basically be Arch Druids already... Making a new class called "Arch Druid" seems like it would imply that they're somehow more buff than regular, plain old Druids, and I don't think Blizzard wants their hero classes to move in that direction.  Also... think about how many million Death Knights there are going to be on launch.  Now, imagine if every Death Knight had to be a Night Elf... 


Title: Re: WotLK spoilerfication
Post by: Paelos on May 22, 2008, 02:06:27 PM
I think my point is that the class will get overplayed and you'll find few being accepted into groups, etc.  Since 90% of the game occurs after level 70, this would be a concern to me. 

Didn't really happen with shamans/pallys when they opened up on the other side. They are still considered the most awesome classes to have for healing and spec-related buffs.

I think the amount of play a class gets has a little to do with finding groups, but I think overall it's coupled with the utility of the class that makes the biggest difference. For example, hunters are everywhere and their utility in raids is pretty mediocre, so you get a ton of pissed off hunters. OTOH, mages are also everywhere, but their utility is higher so you can put more of them in raids without a problem.


Title: Re: WotLK spoilerfication
Post by: lamaros on May 22, 2008, 03:22:49 PM
DK is different though. It's a new class.

I expect to see a whoel hepa more DKs than there were Pallies or Shamen, simply due to the fact that no one has played them before. Even though Horde never had Paladins before they knew about them, anyone could just make an Alliance alt. This does'nt apply to DKs.

Most people will not swap classes to them though. At the end of the day the novelty will wear off for most and the catchup grind to 70 will deter others, so at level 80 the DK ratio will be a lot more normal.

EDIT: Full DK Spells and Talents are about. Looks good. 21 skills/spells. Not too many, but enough.


Title: Re: WotLK spoilerfication
Post by: Fordel on May 23, 2008, 12:04:35 AM
That's my take on it, everyone will have a death knight, but the number of max level DK's won't be extraordinary.


Really the most interesting thing I wonder about with DK's is how they intend to gear them. I'm pretty damn sure the crit/crush mechanics are changing again for WoTLK, but as things stand currently, there would need to be 3 distinct styles of tanking plate across DK/Warrior/Paladins... and if TBC's release was any indication, one or two of those 3 are getting the short end of the equipment stick.


Title: Re: WotLK spoilerfication
Post by: Ratman_tf on May 23, 2008, 04:59:39 AM
Lolz. Emo Paladins.


Title: Re: WotLK spoilerfication
Post by: Oban on May 23, 2008, 03:39:54 PM
Emops.


Title: Re: WotLK spoilerfication
Post by: stray on May 23, 2008, 04:02:28 PM
Sorry if this has been touched on before, but only having 2 races and one extra (post 50) class this late in the game's life is weak sauce. Where are the fucking blademasters?! Death Knight for everyone is stupid.


Title: Re: WotLK spoilerfication
Post by: Azaroth on May 23, 2008, 04:11:25 PM
I'm contemplating just rolling up the DK as fast as possible to get in on the new stuff.

You and 10 million other people.

Yes, but 9 million will play it to 60 and get bored with the Outlands grind again.

"My plan is to outgrind the rest of WoW"

Ah, solid.

No, Death Knight would be very interesting.. if there were about five other classes going in. As it is, everyone (and I mean EVERYONE) will be rolling up a DK. Making the entire thing pointless and stupid. But then they'll get 10 mile long boners for the next expansion that introduces ONE new class, and they'll all resub and roll again.

Rinse and repeat until people start going "What the fuck is this shit?" en masse. Which.... well. That'll probably never happen.



Title: Re: WotLK spoilerfication
Post by: Azaroth on May 23, 2008, 04:14:59 PM
You know, Blizzard could probably just release "World of OtherFuckingClasses" and double their income.

Same shit. Elwynn and Stormwind and The Barrens and all of that. Just different classes, and everyone would play it.


Title: Re: WotLK spoilerfication
Post by: WindupAtheist on May 23, 2008, 04:27:18 PM
I wish I was still on a PVP server.  Going to whatever the new Death Knight area is and ganking all twelve million of them will be lolz.


Title: Re: WotLK spoilerfication
Post by: stray on May 23, 2008, 04:29:20 PM
You know, Blizzard could probably just release "World of OtherFuckingClasses" and double their income.

Same shit. Elwynn and Stormwind and The Barrens and all of that. Just different classes, and everyone would play it.

And it wouldn't take much to design a Blademaster class even..


Give me a rogue -- but give me 2 handed swords. And no armor, no raids, no teir 7/8/9 anything. Just a loincloth and a big ass solo attainable quest sword to backstab with. Perfect class right there.  :grin:


Title: Re: WotLK spoilerfication
Post by: rk47 on May 24, 2008, 09:27:24 AM
Considering the game is focused around raiding on end game and somewhat sport pvp it's probably easy to understand why Blizzard is reluctant to add in a new class every so often. Let's see here, if they make another tank class, how does it perform in regards to the currently existing tank? If it's DPS, can it really compete with the current existing one? If it's a healer class, same deal; is it worth it to get all the +1000 healing shit for it? and then the gear distribution follows, THAT'S the reason why those people are willing to repeatedly raid the same content. Loot. Are they gonna make a unique one for that specific class or dip in to the already existing gear and risk pissing off the already existing classes?



Title: Re: WotLK spoilerfication
Post by: Azaroth on May 24, 2008, 11:54:40 AM
Well, yes. Adding a new DPS class (tanking more specifically, or healing) as the paradigm currently exists more or less would be a tricky proposition. That is, as fun as adding pure classes might be, it's a balance issue and you might piss off more people than you give 10 mile long boners to.

The balance lies in the horizontal more than the vertical. Even when moving vertically with class design, the idea is variety. Mages have Arcane/Fire/Ice. So, make an "Arch Wizard" class with Time/Poison/Darkness trees. Or whatever. Same DPS in his DPS tree as a Mage, some different snares and knockbacks, a couple of dots.. whatever. Variety, not a vertical power increase. But in the pure horizontal sense of hybrids, the idea might be to add functionality to subsets. A "Holy Knight" that heals his party as he does DPS? His DPS won't be that of a Rogue, nor his healing that of a Priest -- but he brings flexibility and functionality, and his abilities scale. The numbers aren't static so that they're not overpowered for a 40 man raid and completely useless in a 2v2.

Things like that are probably the direction you'd want to take new classes.. at least largely.


Title: Re: WotLK spoilerfication
Post by: Chimpy on May 24, 2008, 12:54:42 PM
WTB Goblins as a playable race.



Title: Re: WotLK spoilerfication
Post by: stray on May 24, 2008, 01:14:11 PM
I know it's pointless to talk about now, but ideally, simply basing classes more on the Warcraft units would have been the best way to go about it "horizontally".

For example, all mages would essentially still be mages, but each race would have it's own flavor. Orcs would be Shamans, Trolls would be Witch Doctors, Taurens would be Spirit Walkers, Night Elves would be Druids, Humans would be Sorcerers, Undead would be Necromancers.

Or something to that effect. And it pretty much applies to every archetype. And most races have an upgraded hero version of those respective units as well (Archmages, Farseers, Shadowhunters, Liches, etc).

[edit] And I am by no means saying that I could have designed a better game. I'm saying that Blizzard could have. They had all the material to work with right in their own games. Hell, I'd be surprised if this wasn't the original plan....and then some non WC playing guy got involved and fucked it all up.


Title: Re: WotLK spoilerfication
Post by: Fordel on May 24, 2008, 05:08:04 PM
I know it's pointless to talk about now, but ideally, simply basing classes more on the Warcraft units would have been the best way to go about it "horizontally".

For example, all mages would essentially still be mages, but each race would have it's own flavor. Orcs would be Shamans, Trolls would be Witch Doctors, Taurens would be Spirit Walkers, Night Elves would be Druids, Humans would be Sorcerers, Undead would be Necromancers.

Or something to that effect. And it pretty much applies to every archetype. And most races have an upgraded hero version of those respective units as well (Archmages, Farseers, Shadowhunters, Liches, etc).

[edit] And I am by no means saying that I could have designed a better game. I'm saying that Blizzard could have. They had all the material to work with right in their own games. Hell, I'd be surprised if this wasn't the original plan....and then some non WC playing guy got involved and fucked it all up.


No thanks, the idea sounds good in theory, but sucks very much so in practice. Shit, trying to balance the factions across Paladin/Shaman itself was a shitstorm. Hell, the small handful of priest racial spells caused game changing balance. Even now, Seal of Blood vs Seal of Vengeance. One allows a Ret paladin to be a serious DPS contribution to the group, the other is a sub par tanking seal that doesn't work very well.

Also, see DaoC  :awesome_for_real:

DaoC did pretty much that, a caster was a caster was a caster, but they had their own 'flavour'. Of course this flavour was the difference between shit and awesome. It also caused classes to be horribly watered down in terms of abilities, ending up spreading 1 class worth of skills across 2-5  :uhrr:

The amount of effort required to keep everyone 'unique' yet balanced, is simply not worth the trade off. Not even a little bit. DaoC has something like 40 classes total. It's just plain silly, and a unfixable situation.


Title: Re: WotLK spoilerfication
Post by: stray on May 24, 2008, 06:37:05 PM
I refuse to accept that it's that hard (and don't care to let DAoC be an indicator of anything) -- because I've seen better balancing in smaller, lesser funded, lesser staffed games like Shadowbane and CoH.

Also, the bread and butter skills that differentiate the rts units are already in the game. They just dumped them all in the existing generic classes that exist now. So it's not like having more classes would be introducing anything new, skill-wise. It might be an even simpler way of looking at things. Instead of one class with 3 talent trees and a buttload of skills, you could make at least two classes from those same skills, and give them just one talent tree. Cookie cutter? Yes. But in the overall picture of things, you'd have more variety in classes, more to play with. The game as a whole wouldn't be cookie cutter -- it'd start resembling Warcraft, instead of this "Mage", "Hunter", "Priest", "Warrior" shit.

Casters wouldn't be that much different from each other other than the type of damage they used (just like it is now... Shadow, Arcane, Nature, etc), with a few unique abilities (Totems, Night Elf Hide, Sheeping, Troll Regen, etc..). Again, not different than what it already is. Shamans already have Totems, Druids can already hide, Mages already sheep, Trolls already regen (but not enough!). Some classes would be moved to different archetypes as well (like, the Shadow Priest wouldn't be part of the Priest line anymore... The skills would just be divided between Witchdoctors and Shadowhunters or something...But it'd basically be a similar class than what's already in the game).

As for the Hero classes, say a player wants to be an Orc fighter type. In the RTS, it was an Orc Grunt. So that would be the class, an Orc Grunt. No balancing issue there.. It's basically a warrior (and on the human side, it'd just be a Human "Soldier"). You'd stay an Orc grunt forever, unless you catassed your way to the Hero version: The Blademaster. The Blademaster can stealth and backstab with a two hander and use mirror image (replicate himself, as a getaway power to confuse an opponent). At first glance, that sounds like a nightmare (a stealther who could hit harder than a Mortal Strike, and get away by creating a couple of NPC's that look like him). But it wouldn't be. They don't don armor, their stealth and mirror image is magic based (can be silenced), and it only lasts for a minute (20 sec at first rank). It could be balanced.


Title: Re: WotLK spoilerfication
Post by: Azazel on May 24, 2008, 07:07:13 PM
I get it. You have a boner for the blademaster. It would never work though, given that you want him naked while LOOT is the thing that makes the game go 'round. The "racial mages" idea of yours, as mentioned, see Pally vs Shammie.

More relevent I think is that the talent trees ended up essentially inregrating the hero classes as originally envisonaged. Mage > Fire Mage/Frost Mage/Arcane Mages. The thing is, there's been an endless stream of "where r teh her0 classes you said in the game!!1!?" since release, so throwing in the DK takes care of that. Putting them in starting from 55 is also a smart move - as it's high enough to not be mentally on the same vein as "oh fuck, I have to grind up from 1 again?". It'll help to spread the day-week-month one player pool around even more than the 2 starting zones of Northrend, so we don't have a repeat of Hellfire Peninsula as Grand Central Station on day 1. (well, not as much).

It'll also keep those new DKs spread out through old world and outland content for a couple of months, so keep that stuff being used.

I'm sure my wife and I will start up a pair of them for something different to do as well....



Title: Re: WotLK spoilerfication
Post by: Azaroth on May 24, 2008, 11:47:58 PM
I get it. You have a boner for the blademaster.

How long of a boner?


Title: Re: WotLK spoilerfication
Post by: stray on May 25, 2008, 03:22:05 AM
Uh, no you don't get it apparently. I'm just using the blademaster as an example. It has two class defining skills, doesn't take long to describe, and is pretty much the first thing anyone familiar with warcraft thinks of when they hear "hero class".

The point isn't my preferences. It's that there would be 2 tiers of each class -- a basic one, and a hero one. And it would be race specific. In an orc fighter's case, it'd be Grunt > Blademaster. That's just one example. If it makes you feel better, I'll list more (or should I bust out a chart?): In a human's fighter's place, it'd be Footman > Knight (or possibly Paladin); a Troll could transition to a Beserker; a Dwarf into a Mountain King; Undead into a Death Knight; Blood Elf into a Spellbreaker; Tauren into a Chieftan, etc.. The only one that's a little tough to apply are Night Elves, since most of their weapon wielding Hero units were female only.
 
Paladin and Shammy, as they are implemented now, are complicated classes. The problems in balancing them doesn't even apply to what I'm saying. None of the theoretical classes I'm pointing out would have nearly as many skills as they have.

To address your other points about loot, re-leveling, and whatnot.. Well, humor me for a second here. For one, I'm not talking about World of Warcraft. At all. No point in trying to understand or reference anything I'm saying under any of WoW's current rules.  :grin: Ultimately, I'm just trying to have fun talking about a completely different, theoretical game.

I'm not HRosing, thinking I can fix the current game. The current game is quite fine for who it's addressing. This game, otoh, would definitely not be very loot heavy, leveling would barely exist (as in all of my theoretical games), and it would have not one raid. The endgame would strictly be pvp, with gameplay ideas actually based on Warcraft and not Everquest (peons, camp building, sieges and mortars and vehicles and flight units, race differentials, hero classes). Anyone else would get an automated message to go fuck themselves.


Title: Re: WotLK spoilerfication
Post by: Fordel on May 25, 2008, 05:00:50 AM
Quote
I'm not HRosing, thinking I can fix the current game. The current game is quite fine for who it's addressing. This game, otoh, would definitely not be very loot heavy, leveling would barely exist (as in all of my theoretical games), and it would have not one raid. The endgame would strictly be pvp, with gameplay ideas actually based on Warcraft and not Everquest (peons, camp building, sieges and mortars and vehicles and flight units, race differentials, hero classes). Anyone else would get an automated message to go fuck themselves.


That REALLY sounds like DaoC pre-ToA (minus no leveling  :oh_i_see:) and once again, class balance was(still is probably) a fucking *nightmare*. Doubly so if the base classes are also unique across race let alone the heroic classes.


Using the Warcraft theme, start off with the 8 basic races, 4 to a side. Every race can be a 'warrior' type. So do you now have 1 'warrior' class that's differences between the races are superficial and in name only, or do you have 8 unique base warrior types? Then you add on the heroic upgrade class (assuming there is only one upgrade path per base class) per race and you end up with what 16 total? Even keeping the 'base' class the same, you still have 9 unique classes to balance. All the little 'flavor' differences in the classes will add up and really cause balance issues. Unless they are entirely superficial, as in simply renaming the exact same skill to fit the race theme, it will cause you enormous balance headaches, doubly so in a competitive PvP game where every advantage has to be min/maxed out for victory.

Even with fewer skills per class, the number of unique skills would be greater across the entire spectrum, which is where the trouble begins. Any time one side has X and the other doesn't is grounds for a shitstorm AND it might be a legitimate shitstorm. See FearWard, Blessing of Salvation, Windfury, WoTF, ShadowMeld(pre-nerf at least), Warstomp etc...


It's an idea that can't be executed nearly as well as it can be thought up.


Title: Re: WotLK spoilerfication
Post by: lamaros on May 25, 2008, 05:55:34 AM
Seriously stray... it's a little embarassing.


Title: Re: WotLK spoilerfication
Post by: Hellinar on May 25, 2008, 10:32:01 AM

That REALLY sounds like DaoC pre-ToA (minus no leveling  :oh_i_see:) and once again, class balance was(still is probably) a fucking *nightmare*. Doubly so if the base classes are also unique across race let alone the heroic classes.


It only a nightmare if you are hand balancing each class. Thats stupid. The Server knows exactly how well each class is doing against the others. Make the class abilities dynamic on each server. Update them regularly. If Blademasters are winning significantly more encounters than intended, tone them down a bit.

Once people get the idea that each class will be, on average, as good as another, then they can play the class they want without feeling like they are losing out. If you are winning lots of encounters, its because you play the class better than average. 


Title: Re: WotLK spoilerfication
Post by: stray on May 25, 2008, 12:35:20 PM
Seriously stray... it's a little embarassing.

Hmm? I haven't even made a chart yet.


Title: Re: WotLK spoilerfication
Post by: Gobbeldygook on May 25, 2008, 06:21:52 PM
Quote
Make the class abilities dynamic on each server. Update them regularly. If Blademasters are winning significantly more encounters than intended, tone them down a bit.
Don't roll up a warrior on our server; a bunch of goons from Something Awful rolled up TONS of warriors and zerged everyone down, so the server nerfed them into the ground.  Then mages were overpowered, so they all rerolled.  We think they're just going to switch between the two depending on which one is nerfed.


Title: Re: WotLK spoilerfication
Post by: Ironwood on May 26, 2008, 01:24:22 AM
Seriously stray... it's a little embarassing.

Hmm? I haven't even made a chart yet.


Don't do it.  They make you question the nature of your existence.

Really.


Title: Re: WotLK spoilerfication
Post by: Azazel on May 26, 2008, 01:33:06 AM
Uh, no you don't get it apparently. I'm just using the blademaster as an example. It has two class defining skills, doesn't take long to describe, and is pretty much the first thing anyone familiar with warcraft thinks of when they hear "hero class".

To address your other points about loot, re-leveling, and whatnot.. Well, humor me for a second here. For one, I'm not talking about World of Warcraft. At all. No point in trying to understand or reference anything I'm saying under any of WoW's current rules.  :grin: Ultimately, I'm just trying to have fun talking about a completely different, theoretical game.

Okay, no worries. I just misunderstood you for some reason.


And it wouldn't take much to design a Blademaster class even..
Give me a rogue -- but give me 2 handed swords. And no armor, no raids, no teir 7/8/9 anything. Just a loincloth and a big ass solo attainable quest sword to backstab with. Perfect class right there.  :grin:

That's why I thought you were talking about WoW. Well, that and the WC hero classes you were discussing, and the topic. I'm with you now though, carry on.   :awesome_for_real:


My stuff about re-levelling, etc remains though, but for those talking about WotLK and the DK.


Title: Re: WotLK spoilerfication
Post by: lamaros on May 26, 2008, 05:31:28 AM
Huge (47mins long) preview of the WotLK lands.

Fucking Awesome.

Seriously. Some of the stuff there...

TBC is child's play in comparison.


Title: Re: WotLK spoilerfication
Post by: Fordel on May 26, 2008, 08:15:40 AM
Where?


Title: Re: WotLK spoilerfication
Post by: lamaros on May 26, 2008, 09:00:34 AM
http://files.filefront.com/WotLK+LOL+Preview/;10332878;/fileinfo.html


Title: Re: WotLK spoilerfication
Post by: Fordel on May 26, 2008, 09:41:06 AM
Thanks.


Title: Re: WotLK spoilerfication
Post by: Merusk on May 26, 2008, 03:26:35 PM
Damn long vid.  Check out about the 37 min mark. Looks like a new CoT instance.. Strathome and the Plague.  Very obvious walk through the entrance of Strath, clear shots of plague-tainted grain, then you hit a burning area. Looks fantastic.


Title: Re: WotLK spoilerfication
Post by: lamaros on May 26, 2008, 06:38:22 PM
The thing that I liked the most was some of the design of the outside zones. It looked like the fact that people will have flying mount right from the start really allowed them to open things up and put in some varied terrain instead of all the flat stuff we're used to. A lot more interesting and awesome because of that.

Plus I like snow.

Lots of stuff obviously unfinished, but lots of really cool stuff everywhere too, no not just cool in the old "shiny" way, but also just cool from interesting design and art. Outlands has a few bits like that, but overall it seems a bit "lets put this here for the sake of it" and doesn't look cool and also make that much sense/add anything to the game. Original WoW had BRM, Strath, and lots of other awesome areas, and the size of Northrend gives it much more scope for similar areas.

Hopefully it is also a lot less linear.


Title: Re: WotLK spoilerfication
Post by: Triforcer on May 26, 2008, 07:42:04 PM
Pandarens 4 life, yo.  Damn Chinese and their panda-protecting laws will prevent this forever. 


Title: Re: WotLK spoilerfication
Post by: Oban on May 26, 2008, 07:56:38 PM
The Chinese government has no rules regarding the artificial slaughter of panda-like creatures. Warcraft III had a Panderan Hero and various Panderan creeps and China didn't have any problem with that.

http://www.wowwiki.com/Pandaren (http://www.wowwiki.com/Pandaren)


Title: Re: WotLK spoilerfication
Post by: Fordel on May 26, 2008, 09:21:17 PM
I'm told it wasn't the actual killing of Panda's but that the Panda's had a little too much Japanese flavour in them or something along those lines. Knowing how much China and Japan love each other, I could buy that being the actual reason.


Like, I'm sure if we dressed up some Bald Eagles in toques while curling, there would be quite a few upset Yankee's south of the 49th, and our countries mostly get along. I would expect nothing short of a wag of the finger from Mr. Colbert!  :grin:


-edit- Typo.


Title: Re: WotLK spoilerfication
Post by: Ragnoros on May 26, 2008, 10:27:39 PM
The thing that I liked the most was some of the design of the outside zones. It looked like the fact that people will have flying mount right from the start really allowed them to open things up and put in some varied terrain instead of all the flat stuff we're used to. A lot more interesting and awesome because of that.

You will not be able to you your flying mounts in Northrend right off the bat.

I could not find the Blue post in question (link in story is dead) but this article (http://www.wowinsider.com/2007/08/25/blizzard-explains-the-early-wotlk-no-flight-rule) backs it up.


Title: Re: WotLK spoilerfication
Post by: lamaros on May 27, 2008, 12:03:14 AM
The thing that I liked the most was some of the design of the outside zones. It looked like the fact that people will have flying mount right from the start really allowed them to open things up and put in some varied terrain instead of all the flat stuff we're used to. A lot more interesting and awesome because of that.

You will not be able to you your flying mounts in Northrend right off the bat.

I could not find the Blue post in question (link in story is dead) but this article (http://www.wowinsider.com/2007/08/25/blizzard-explains-the-early-wotlk-no-flight-rule) backs it up.

Oh dear. :(


Title: Re: WotLK spoilerfication
Post by: apocrypha on May 27, 2008, 04:22:50 AM
http://files.filefront.com/WotLK+LOL+Preview/;10332878;/fileinfo.html

Awesome :)

However, there seems to be no mention of this preview up on the official boards or sites, but a new bluepost has appeared titled "Unreleased content and NDA's" (http://forums.wow-europe.com/thread.html?topicId=4095423310&sid=1 (http://forums.wow-europe.com/thread.html?topicId=4095423310&sid=1)).

Does this mean that the preview movie is a bit of an  :nda:-breaker?


Title: Re: WotLK spoilerfication
Post by: lamaros on May 27, 2008, 04:36:24 AM
Very much so.


Title: Re: WotLK spoilerfication
Post by: Simond on May 27, 2008, 04:36:59 AM
I don't remember signing an NDA about the WotLK alpha that I'm not part of.  :awesome_for_real:


Title: Re: WotLK spoilerfication
Post by: Merusk on May 27, 2008, 06:35:09 AM
Very much so.

Yeah, the opening calls it "LOLpreviews" and it's obvious from the camera movements that it was the alpha client loaded into a model viewer.   That's even before you realize that Blizzard has NEVER shown an unfinished/ unmapped model or an area lacking NPCs in one of their previews.  Really, I think the unfinished and unskinned parts were some of the neatest bits as it shows some of the working process.


Title: Re: WotLK spoilerfication
Post by: Fabricated on May 27, 2008, 02:18:10 PM
The thing that I liked the most was some of the design of the outside zones. It looked like the fact that people will have flying mount right from the start really allowed them to open things up and put in some varied terrain instead of all the flat stuff we're used to. A lot more interesting and awesome because of that.

You will not be able to you your flying mounts in Northrend right off the bat.

I could not find the Blue post in question (link in story is dead) but this article (http://www.wowinsider.com/2007/08/25/blizzard-explains-the-early-wotlk-no-flight-rule) backs it up.

Oh dear. :(
Awesome IMO. At least a day of people not zooming around on 500000% mounts stealing ore/herbs/mobs, no obnoxious fucking mounts floating outside the new banks, fuck yeah.


Title: Re: WotLK spoilerfication
Post by: Register on May 27, 2008, 04:18:57 PM
Awesome IMO. At least a day of people not zooming around on 500000% mounts stealing ore/herbs/mobs, no obnoxious fucking mounts floating outside the new banks, fuck yeah.

While resource stealing is hateful - clearing your way to a node only to have a flyer snatch it, on a pvp server ganking from the sky is even more painful - its really hard to spot them in advance. Corpse campers also have the advantage with flying mounts - in the grey death mode its hard to spot enemy flyers camping your corpse.

In city, the most irritating mounts got to be the fat ZA bear. Horde side, you have 2 taurens with the bear sitting on the mailbox and its basically unclickable. And you have players who intentionally do that.


Title: Re: WotLK spoilerfication
Post by: Sjofn on May 27, 2008, 04:53:33 PM
WTB Goblins as a playable race.

Oh God, yes PLEASE.


Title: Re: WotLK spoilerfication
Post by: kaid on May 28, 2008, 08:00:00 AM
I believe there was a blue post stating that it would be level 77 before you can use your flying mounts in the new zones. Frankly as much as I will shiver not being able to use my flying mount you get a lot better appreciation of quests and zones when you can't just fly to the mob you want drop kill it and fly away again.

The flying mount just trivializes a lot of content so its for the best that it takes a while to get them back gives you a better appreciation for the funky zones when you have to hoof it around them.


Title: Re: WotLK spoilerfication
Post by: Paelos on May 28, 2008, 08:03:18 AM
I believe there was a blue post stating that it would be level 77 before you can use your flying mounts in the new zones. Frankly as much as I will shiver not being able to use my flying mount you get a lot better appreciation of quests and zones when you can't just fly to the mob you want drop kill it and fly away again.

The flying mount just trivializes a lot of content so its for the best that it takes a while to get them back gives you a better appreciation for the funky zones when you have to hoof it around them.

As long as you can fly around anywhere after a certain level, I don't mind. Making zones completely unflyable would frustrate me.


Title: Re: WotLK spoilerfication
Post by: Gobbeldygook on May 28, 2008, 09:51:12 AM
For all of the hunters who aren't happy topping the damage meters, some new pet abilities have been found in the alpha.

Quote
- New line of pet spells called "Smack". Equivalent to Claw except with different name.
- Pin rank 1: 80 Focus, channeled, 20 second cooldown. "Pins the target in place, and squeezes for 20 damage over 12 sec."
- Tendom Rip rank 1: 25 focus, Next melee, 20 second cooldown. "Damages an enemy for 3 to 5 and reduces movement speed by 25% for 8 sec."
- Spore Cloud rank 1: 50 focus, 10 second cooldown. "Inflicts 2 nature damage to nearby enemies every 2 sec for 6 sec and reduces armor by 15%.
- Dust Cloud rank 1: 50 focus, 20 second cooldown. "Kick up an obscuring cloud of dust, lowering the chance for enemies to hit by 30%. Effects last 8 sec."
- Serenity Dust rank 1: 75 focus, 2 minute cooldown. "Heals the pet for 510 over 15 sec."
- Bad Attitude rank 1: 25 focus, 3 minute cooldown. "Snap back for 5 damage at any target that strikes you for the next 2 min."
- Nether Shock rank 1: 30 focus, 20 yard range, 6 second cooldown. "Instantly lashes an enemy for 17 to 19 Shadow damage. Also interrupts spellcasting and prevents any spell in that school from being cast for 1 sec."
- Ravage rank 1: 80 focus, 1 minute cooldown. "Violently attack an enemy for 4 to 6, stunning it for 2 sec."
- Sonic Blast rank 1: 80 focus, 1 minute cooldown. "Emits a piercing shriek, inflicted 4 to 6 physical damage and stunning the target for 2 sec."
- wing Buffet rank 1: 40 focus, 30 second cooldown. "Blasts the target for 4 to 6 damage and knocking it back."
- Snatch rank 1: 40 focus, 1 minute cooldown. "Grab the enemy's weapon with your talons, disarming them for 10 sec."


Title: Re: WotLK spoilerfication
Post by: kaid on May 28, 2008, 10:10:25 AM
Those pet abilities I would take with a big grain of salt especially ones with spell interupts and snares. I would like to see each pet family get some special power though there are still some out there that don't get anything then you get the poor sporebats. They are tameable and actually decent tanking stats. They however can learn no normal pet skill that is not trainer purchased. No bite no claw no growl no dive no screech nothing zip nadda. It seems really odd to have a pet thats pretty much totally useless and lacking even the most basic power. I could see them getting that spore cloud type power which at least would be something.


Title: Re: WotLK spoilerfication
Post by: Merusk on May 28, 2008, 11:09:35 AM
Not to mention there's been lists of pet ablities - data mined no less - from as far back as the first implementation of abilities and they always seem to go *poof* between their discovery and actual patching.   That or they turn out to be "NPC pet" abilities or NPC abilities in funny spots of the spell data.


Title: Re: WotLK spoilerfication
Post by: kaid on May 28, 2008, 12:16:50 PM
When looking at all those alpha content stuff remember this. Blizzard understands how easily people can datamine the files there is a lot of crap listed in those files that never sees the light of day just to screw with dataminers.


Title: Re: WotLK spoilerfication
Post by: Chimpy on May 28, 2008, 01:08:56 PM
Now that we are talking about pets:

WTB Tallstrider ability.

FRIENDS OF THE FLAMINGO UNITE!


Title: Re: WotLK spoilerfication
Post by: Simond on May 28, 2008, 02:31:59 PM
I miss the days from my original hunter where having a boar pet was unusual (because everybody else had cats).
Oh yeah, and wtb abilities for spiders and hyenas.


Title: Re: WotLK spoilerfication
Post by: Paelos on May 28, 2008, 04:21:46 PM
If I had a hunter, I'd want a monkey, regardless of stats or abilities.


Title: Re: WotLK spoilerfication
Post by: Oban on May 28, 2008, 07:03:50 PM
If I had a hunter, I'd want a monkey, regardless of stats or abilities.

http://www.youtube.com/watch?v=8avOiTUcD4Y (http://www.youtube.com/watch?v=8avOiTUcD4Y)


Title: Re: WotLK spoilerfication
Post by: apocrypha on May 28, 2008, 10:24:28 PM
If I had a hunter, I'd want a monkey, regardless of stats or abilities.

But it'd have to be able to wear little hats. And maybe a tuxedo.


Title: Re: WotLK spoilerfication
Post by: Merusk on May 29, 2008, 02:45:50 AM
You can tame a Gorilla, but that's about the closest thing there is in WoW right now.  Apparently the great apes ate all the monkeys.


Title: Re: WotLK spoilerfication
Post by: kaid on May 29, 2008, 09:23:05 AM
Tall striders actually are pretty decent for powers at this time now that they got dash. They are decent all around pets having a special ability is nice but there are some pet types that have zip for abilities not even bite and dash.


Title: Re: WotLK spoilerfication
Post by: Paelos on May 29, 2008, 01:10:36 PM
If I had a hunter, I'd want a monkey, regardless of stats or abilities.

http://www.youtube.com/watch?v=8avOiTUcD4Y (http://www.youtube.com/watch?v=8avOiTUcD4Y)

The monkey tossing the car thief off a bridge ties monkey with a shotgun as the two best moments.


Title: Re: WotLK spoilerfication
Post by: Register on May 29, 2008, 09:05:42 PM
For all of the hunters who aren't happy topping the damage meters, some new pet abilities have been found in the alpha.

- Nether Shock rank 1: 30 focus, 20 yard range, 6 second cooldown. "Instantly lashes an enemy for 17 to 19 Shadow damage. Also interrupts spellcasting and prevents any spell in that school from being cast for 1 sec."

I don't think that hunters will get a pet with earth shock - the nerf cries will be earth-shattering.


Title: Re: WotLK spoilerfication
Post by: Hutch on May 30, 2008, 09:56:22 AM
For all of the hunters who aren't happy topping the damage meters, some new pet abilities have been found in the alpha.

Quote
- Pin rank 1: 80 Focus, channeled, 20 second cooldown. "Pins the target in place, and squeezes for 20 damage over 12 sec."
- Tendom Rip rank 1: 25 focus, Next melee, 20 second cooldown. "Damages an enemy for 3 to 5 and reduces movement speed by 25% for 8 sec."
- Bad Attitude rank 1: 25 focus, 3 minute cooldown. "Snap back for 5 damage at any target that strikes you for the next 2 min."

These sound like things they could give to my crocolisk pet. (oh please oh please)

However, I agree that immob/slow on a pet will probably not pass muster with the pvp kidz.

I'd just be happy with a focus dump. Maybe take that "smack" power and call it Tail Swipe or something.



Title: Re: WotLK spoilerfication
Post by: Chimpy on May 30, 2008, 10:09:40 AM
Tall striders actually are pretty decent for powers at this time now that they got dash. They are decent all around pets having a special ability is nice but there are some pet types that have zip for abilities not even bite and dash.

They are good farming/levelling pets because of their high HP, but their have lower than ave DPS and no focus dump. I think Blizzard is damning us all for my old guild leader putting an ode to the pink tallstrider into Vanguard as a roaming world boss (Deathfang) when he was a content designer for Sigil.


Title: Re: WotLK spoilerfication
Post by: photek on May 31, 2008, 11:21:04 AM
The best pets for leveling are Cats or Ravagers. Top damage and Dash. Leveling as BM I would also possibly get a Boar / Bear at higher levels for tanking and just go autoshoot / steady shot, no needing for mend pet at higher levels as mobs wont scratch them and you can go on 24/7.


Title: Re: WotLK spoilerfication
Post by: Simond on May 31, 2008, 04:38:45 PM
Back to WotLK spoilers, latest alpha patch apparently went live (according to the usual sources) and has a bunch of spell & talent changes, Stormwind harbour about 90% complete, new zep towers outside Org/UC...and a new deathknight mount.


Title: Re: WotLK spoilerfication
Post by: Fordel on June 12, 2008, 09:52:29 PM
Shaman and Rogue Talents are up.

http://wotlk.wikidot.com/


Healfury ftw?


Title: Re: WotLK spoilerfication
Post by: Fabricated on June 12, 2008, 10:48:30 PM
No way, those rogue talents are a ton of horseshit. Holy fuck are those way way way overpowered.


Title: Re: WotLK spoilerfication
Post by: Ironwood on June 13, 2008, 02:01:58 AM
Um.  Not so much.

I'd be happy to discuss your views tho !


Title: Re: WotLK spoilerfication
Post by: Merusk on June 13, 2008, 02:46:46 AM
Nice abilities for the rogues there.  They sound pretty damn cool, if real. Makes me wonder what the other classes will get.


Title: Re: WotLK spoilerfication
Post by: Ironwood on June 13, 2008, 04:58:06 AM
Most of them are already up.  Eagerly awaiting Hunter stuff tho.


Title: Re: WotLK spoilerfication
Post by: Merusk on June 13, 2008, 06:51:12 AM
Meh.. Hunter stuff will be craptacular as always.  I expect nothing like cool like "<type> arrow" or insta pet rez, or multiple-pets but instead more shot rotations centered around the easily balanced Steady Shot and a nerf to beast mastery to make Marks look more appealing.  They still won't have clue one for making Survival = to the other two for pvp or pve, or give hunters a REALLY good reason to be taken over another DPS class. 

I've given up on my Alliance hunter, quit my raiding guild and moved to Horde-side on Zul'jin.  Got my warlock up to 53 in the last 3 weeks.  :drill:  10-man 'everything' in WOTLK means no more dealing with the added 40+ asshats needed to keep running 25-mans regularly.

I DO miss my epics and my 10k gold stash, though.


Title: Re: WotLK spoilerfication
Post by: lesion on June 13, 2008, 08:46:01 AM
I can't look at the rogue talents again because I will wet myself with the power of ten storm drains.


Title: Re: WotLK spoilerfication
Post by: Merusk on June 13, 2008, 08:47:01 AM
Is the talent site back up?  It was down this morning when I tried to look.


Title: Re: WotLK spoilerfication
Post by: Fordel on June 13, 2008, 08:51:15 AM
Still down as far as I can see.


Title: Re: WotLK spoilerfication
Post by: lesion on June 13, 2008, 08:51:43 AM
That is another reason why I can't look at rogue talents again. My pants remain safe...for now.


Title: Re: WotLK spoilerfication
Post by: Fordel on June 13, 2008, 09:05:22 AM
Shadow Dance, I'm not sure HOW its overpowered, but I know it is   :drill:


Title: Re: WotLK spoilerfication
Post by: Merusk on June 13, 2008, 09:09:30 AM
Shadow dance only lasts 9 secs and the stealth pop is every 3s, so its not too horrible.  The changes seem aimed at giving rogues a strong chance against warriors though, so once more the question becomes, "what counters a rogue?"  Is Blizzard abandoning RPS-style pvp design finallly, or is another class being buffed up to be the anti-rogue since supported warriors are nearly the anti-everything.


Title: Re: WotLK spoilerfication
Post by: Lakov_Sanite on June 13, 2008, 10:38:12 AM
Shadow dance only lasts 9 secs and the stealth pop is every 3s, so its not too horrible.  The changes seem aimed at giving rogues a strong chance against warriors though, so once more the question becomes, "what counters a rogue?"  Is Blizzard abandoning RPS-style pvp design finallly, or is another class being buffed up to be the anti-rogue since supported warriors are nearly the anti-everything.

i could be wrong but i would guess that the "return to stealth" will also add a cloak of shadows style debuff wipe with every time it ticks


Title: Re: WotLK spoilerfication
Post by: Ragnoros on June 13, 2008, 06:23:02 PM
Words can not express my love for the new talent Murder Spree.

I'm sorry but the Rogue talents blow the Warrior talents OUT OF THE FUCKING WATER.

Might have to finally get my rogue to 70. They have so much more control over a fight. Warriors are just spamstring and pray for crits.


Title: Re: WotLK spoilerfication
Post by: lamaros on June 13, 2008, 08:50:29 PM
All this wotlk info chasing has had a bad side for me, my acc got hacked last night.

Thankfully the response from Blizzard has been excellent. I reported it only a couple of hours ago and already most/all of the items have been restored to me. The only thing I'm waiting on now is some gold.


Title: Re: WotLK spoilerfication
Post by: Xeyi on June 14, 2008, 01:01:57 AM
All this wotlk info chasing has had a bad side for me, my acc got hacked last night.

Thankfully the response from Blizzard has been excellent. I reported it only a couple of hours ago and already most/all of the items have been restored to me. The only thing I'm waiting on now is some gold.

That does seem amazingly fast, hopefully it's an indicator that they've got their act together in this area rather than it being a one off.  Some of my guildmates have had to wait weeks to get items back in the past.


Title: Re: WotLK spoilerfication
Post by: Fabricated on June 14, 2008, 09:26:53 AM
All this wotlk info chasing has had a bad side for me, my acc got hacked last night.

Thankfully the response from Blizzard has been excellent. I reported it only a couple of hours ago and already most/all of the items have been restored to me. The only thing I'm waiting on now is some gold.
What the hell were you doing? Stop using IE, or start using noscript or adblock+ in Firefox. Or use Opera since no one knows it exists. :P


Title: Re: WotLK spoilerfication
Post by: Fordel on June 14, 2008, 11:53:39 AM
Opera is when the fat Italian starts singing, rite?  :awesome_for_real:


Title: Re: WotLK spoilerfication
Post by: Triforcer on June 14, 2008, 10:38:33 PM
Just curious...why is it ok to post WOTLK alpha skills and discuss it, but bad to do the same with WAR?  Or are they actually releasing this alpha info?


Title: Re: WotLK spoilerfication
Post by: schild on June 14, 2008, 10:44:41 PM
Just curious...why is it ok to post WOTLK alpha skills and discuss it, but bad to do the same with WAR?  Or are they actually releasing this alpha info?

This is a bad question.


Title: Re: WotLK spoilerfication
Post by: lamaros on June 15, 2008, 01:52:29 AM
What the hell were you doing? Stop using IE, or start using noscript or adblock+ in Firefox. Or use Opera since no one knows it exists. :P

I use firefox. It might have been the flash thing that got me. I dunno.


Title: Re: WotLK spoilerfication
Post by: Simond on June 15, 2008, 05:20:06 AM
Just curious...why is it ok to post WOTLK alpha skills and discuss it, but bad to do the same with WAR?  Or are they actually releasing this alpha info?
Because Blizzard hasn't stomped the hell out of the WotLK alpha wiki yet, so Blizzard probably doesn't mind that much if its being leaked (especially as a spoiler for AoC). I'd imagine once that wiki gets the Blactivizzard lawyers sicced onto it,  :nda: will return in full force.


Title: Re: WotLK spoilerfication
Post by: Lakov_Sanite on June 15, 2008, 02:52:10 PM
What the hell were you doing? Stop using IE, or start using noscript or adblock+ in Firefox. Or use Opera since no one knows it exists. :P

I use firefox. It might have been the flash thing that got me. I dunno.

Let's not kid ourselves, it was the asian hermaphroditic porn you were surfing.


Title: Re: WotLK spoilerfication
Post by: Azazel on June 15, 2008, 05:28:48 PM
Back to WotLK spoilers, latest alpha patch apparently went live (according to the usual sources) and has a bunch of spell & talent changes, Stormwind harbour about 90% complete, new zep towers outside Org/UC...and a new deathknight mount.

Stormwind Harbour - linked to the city proper? And where?



Title: Re: WotLK spoilerfication
Post by: Fordel on June 15, 2008, 06:09:22 PM
The Harbor entrance is between the Holy District and the Park District. You follow down a few ramps to reach the shoreline.


http://wotlk.wikidot.com/images some pics there, isn't complete yet.


Title: Re: WotLK spoilerfication
Post by: Register on June 15, 2008, 08:06:24 PM
Words can not express my love for the new talent Murder Spree.

I'm sorry but the Rogue talents blow the Warrior talents OUT OF THE FUCKING WATER.

Might have to finally get my rogue to 70. They have so much more control over a fight. Warriors are just spamstring and pray for crits.

Check out:
Sudden Death (new) - Your melee critical hits have a 10%/20/30% chance of allowing the use of Execute regardless of the target's health state.

Can imagine the screenshots, 3k MS, 2K white melee then 10K execute for death in 2 seconds - you dont want to be anywhere near a warrior with full rage bar...


Title: Re: WotLK spoilerfication
Post by: Fordel on June 15, 2008, 08:23:37 PM
Unless you're a combat rogue

Name: Stay of Execution
Description: When you have less than 35% health, all damage taken is reduced by -15% and you are treated as if you are at full health.

 :oh_i_see:


Title: Re: WotLK spoilerfication
Post by: Register on June 15, 2008, 09:23:10 PM
Unless you're a combat rogue

Name: Stay of Execution
Description: When you have less than 35% health, all damage taken is reduced by -15% and you are treated as if you are at full health.

 :oh_i_see:

Actually, I see Sudden Death as the counter to Stay of execution - with the Sudden Death proc you can execute regardless of the target's current health.

i.e.
Sudden Death (new) - Your melee critical hits have a 10%/20/30% chance of allowing the use of Execute regardless of the target's health state.


Title: Re: WotLK spoilerfication
Post by: Ironwood on June 16, 2008, 12:41:48 AM
I think we can all agree that there's going to be blood by the bucketload.

Which is awesome.


Title: Re: WotLK spoilerfication
Post by: K9 on June 16, 2008, 01:37:54 AM
I think we can all agree that there's going to be blood by the bucketload.

Which is awesome.


Holy Priest blood by the looks of things, although the PvE talents are looking pretty good for healing. I haven't been shadow in ages but their talents seem decent, not quite as exciting as everyone else's though I'd say.


Title: Re: WotLK spoilerfication
Post by: Ironwood on June 16, 2008, 02:17:30 AM
Quote
Vigilance (new) - Focus your protective gaze on a friendly target, increasing their chance to dodge by 5%. In addition, any time they are hit by an attack your Taunt cooldown is refreshed. Lasts until cancelled. This effect can only be on one target at a time.



For some reason, this one really pumps my nads.


Title: Re: WotLK spoilerfication
Post by: lesion on June 16, 2008, 06:00:48 AM
It reminds me of the Champion thing that priests were supposedly going to get for BC. I wonder if it stacks from multiple warriors?


Title: Re: WotLK spoilerfication
Post by: Ironwood on June 16, 2008, 06:13:36 AM
It would have been handy on that AQ boss that needed two tanks and multiple taunts.  You could throw it on the other tank and play ping pong.

:)


Title: Re: WotLK spoilerfication
Post by: Fordel on June 16, 2008, 10:30:48 AM

Actually, I see Sudden Death as the counter to Stay of execution - with the Sudden Death proc you can execute regardless of the target's current health.

i.e.
Sudden Death (new) - Your melee critical hits have a 10%/20/30% chance of allowing the use of Execute regardless of the target's health state.


It can certainly be interpreted that way, but my gut feeling is the rogue talent will just provide blanket immunity to execute (based off of nothing tangible mind you, straight outta my ass.)



The Vigilance ability does seem custom built for taunt fights, Bear Boss in ZA is a perfect example. It's also seems to be extremely handy for that DPS'er that just can't reign it in for a 5 man... of course this will just give them an excuse to be even larger Aggro whores  :uhrr:


Title: Re: WotLK spoilerfication
Post by: Register on June 16, 2008, 06:30:35 PM
I think that there are many new / changed talents that specifically addresses the glaring weakness of the class in PVE/PVP. It's great that Blizzard is paying attention to the class issues.

PVP wise I see the boosting of alternative melees to make then more viable compared to Warrior/Rogue.

Feral druids is given cat form feral charge, adding of a stun finisher, passive infected wounds for stacking snare plus melee haste debuff and beserk for dps burst and CC immunity. Enhance Shamans are given CC immunity with Shamanistic Rage and their lower tier enh talents are greatly improve, they also get the spirit wolfs pet i.e. Thrall's ability in WC3 finally. Not sure how they can make Ret pally's more competitive though...



Title: Re: WotLK spoilerfication
Post by: Fordel on June 16, 2008, 06:40:07 PM
By Re-Designing the class... again...   :grin:

Not just Ret, the whole damn thing. They can start by making all three specs work off of AP instead of this shitty spell/melee hybrid shit. Then they can rework Holy entirely so its more Friar, far less pretend priest. Prot would just need some minor tweaks, some trimming in the Prot tree would be keen as well. Ret (and our new Melee Healer Holy tree) would benefit dramatically from a proper combat system. Seal Judge Seal is just haphazard at best.


Title: Re: WotLK spoilerfication
Post by: Ragnoros on June 16, 2008, 11:22:08 PM
Check out:
Sudden Death (new) - Your melee critical hits have a 10%/20/30% chance of allowing the use of Execute regardless of the target's health state.

Can imagine the screenshots, 3k MS, 2K white melee then 10K execute for death in 2 seconds - you dont want to be anywhere near a warrior with full rage bar...

While thats fine for kill videos n screen caps it's total crap for arenas.

I'm not claiming to be a good arena warrior, in fact I am a bad one. However I will say that one of the first things I was told is that execute is very often NOT your friend. Because a warrior who dumped all his rage into execute and left his target at 2% hp now has no rage to intercept, pummel or snare him, so if said target happens to walk out of melee range or w/e you are screwed and generally he will be fully healed or long gone before your slow rageless ass can do jack squat about it.


Title: Re: WotLK spoilerfication
Post by: Ratama on June 17, 2008, 12:18:08 AM

I'm not claiming to be a good arena warrior, in fact I am a bad one. However I will say that one of the first things I was told is that execute is very often NOT your friend. Because a warrior who dumped all his rage into execute and left his target at 2% hp now has no rage to intercept, pummel or snare him, so if said target happens to walk out of melee range or w/e you are screwed and generally he will be fully healed or long gone before your slow rageless ass can do jack squat about it.
You're absolutely right; unless Execute scales much better in WotLK, that talent's actually going to be a bit of a pooper.

If I could somehow change my arena partner's Execute to "Only at 10% life or less, and min 50 Rage", we'd win more games; also, watching someone recover from single-digit % life to full is frustrating as hell.

Even in PvE... unless you're taking a lot of AE damage, or tanking, and have more rage than you can spend on your DPS rotation, spamming execute at  is actually a DPS decrease.


Title: Re: WotLK spoilerfication
Post by: Ragnoros on June 17, 2008, 09:16:04 AM
Don't get me wrong, I'm pumped for the new expansion. Warriors did get some very nice changes in their Prot tree. Trainable Shieldslam and other changes should go a long way towards making non prot speced warriors useful tanks again. I know right now trying to tank in arms or fury is a damn pain, as you just can't generate enough threat to keep up with well geared players.

But lets look at what shaman got for the expansion.

Hex!!! They have been wanting a CC FOREVER AND EVER. Not only will this boost their utility in five/ten mans greatly, it's going to be uber for arenas. HUGE HUGE buff.
Quite frankly unless hunters get a talent to buff their IQ or pallies get something incredible like perma bubble this will be the biggest buff any class gets for the expansion.

Elemental: Thunder is very fun sounding, how useful it will be is questionable. AoE is always good tho. Astral shift should be useful for avoiding gibs. Between Hex, Totems and Healing I would now much rather a Ele Shaman then a Mage in my Five/Ten man.
Enhance: Imp Shamanistic Rage is damn nice, would take this over bladestorm for sure. Spirit wolves should be fun too. Dunno how effective tho. Likewise thanks to Hex, Totems and Heals I would take a Enhance shaman over a rogue or fury warrior any day.
Resto: Spirit link will have thousands of uses. Ancestral Awakening is sweet and will keep them solidly in the best multi target healer spot, as even spamming heals on a Main Tank they will be healing the whole raid. And once again Hex = Uber.

While I will admit I don't know how much a shamans DPS/Healing is dependent on spec. It just seems like a good shaman would bring more to a team then any pure DPS or Healing class could ever hope to.

Mind you this is mostly due to the fact that hybrid classes have been getting a lot of love over the last couple years--which they needed--and it looks to continue in the expansion. I think blizz and the playerbase is going to run into the problem that a good well geared hybrid class is going to do it's main job as good as any pure class, and just bring so much utility to a group there will be little to no reason to bring a pure class over a hybrid.


Title: Re: WotLK spoilerfication
Post by: Ironwood on June 17, 2008, 10:48:38 AM
Since the change from Atrocity to Cripple, Locks now have a new CC as well.

They can Seduce, Banish and Cripple.

Awesome.


Title: Re: WotLK spoilerfication
Post by: Fordel on June 17, 2008, 11:15:39 AM
Hex - Transforms the enemy into a random critter, reducing the target's movement speed by 75%. While moving, the hexed target cannot attack or cast spells. Only one target can be hexed at a time. Only works on Humanoids and Beasts.



While certainly leaps and bounds superior to having no CC at all. It's really just a fancy snare from the wording.



I have a hard time seeing Cripple going in as is currently.


Title: Re: WotLK spoilerfication
Post by: MrHat on June 17, 2008, 12:34:17 PM
Hex - Transforms the enemy into a random critter, reducing the target's movement speed by 75%. While moving, the hexed target cannot attack or cast spells. Only one target can be hexed at a time. Only works on Humanoids and Beasts.



While certainly leaps and bounds superior to having no CC at all. It's really just a fancy snare from the wording.



I have a hard time seeing Cripple going in as is currently.


Title: Re: WotLK spoilerfication
Post by: Fordel on June 17, 2008, 01:15:44 PM
While moving.


Title: Re: WotLK spoilerfication
Post by: Simond on June 17, 2008, 01:19:52 PM
If it's anything like NPC Hex, you get the "wander around aimlessly" bit like polymorph.


Title: Re: WotLK spoilerfication
Post by: Merusk on June 17, 2008, 01:22:16 PM
Still no word on hunters, eh?

I'm expecting the uber: "Hunters now can rename their pets more than once."

Yeah, that'll make them AWESOME.


Title: Re: WotLK spoilerfication
Post by: Fordel on June 17, 2008, 01:48:53 PM
If it's anything like NPC Hex, you get the "wander around aimlessly" bit like polymorph.

The NPC Hex is just Polymorph with a different name. This Hex specifically mentions movement speed reduction, which would be moot if it was just Poly 2.0. There is also no mention of 'heals the target while hexed' like Poly, nor that it breaks on damage, which would make it flat out superior to Poly if it just turned you into a critter to wander around.

It's much more similar to a Mages Slow then Polymorph, outside of the fact you'll be a chipmunk or frog while Hexed.


Of course blah blah Alpha blah change blah etc.  :oh_i_see:


Title: Re: WotLK spoilerfication
Post by: Dren on June 18, 2008, 05:05:36 AM
If it's anything like NPC Hex, you get the "wander around aimlessly" bit like polymorph.

The NPC Hex is just Polymorph with a different name. This Hex specifically mentions movement speed reduction, which would be moot if it was just Poly 2.0. There is also no mention of 'heals the target while hexed' like Poly, nor that it breaks on damage, which would make it flat out superior to Poly if it just turned you into a critter to wander around.

It's much more similar to a Mages Slow then Polymorph, outside of the fact you'll be a chipmunk or frog while Hexed.


Of course blah blah Alpha blah change blah etc.  :oh_i_see:

I highly doubt they will have you swinging your weapon or casting as a .... frog.  My guess is that they just wrote that description wrong or in a confusing way.  I suspect it to be exactly like the NPC hex we've all seen before.  Yes, it will be better than Poly on the surface.  It might have a shorter duration though or something to balance.  Who knows...


Title: Re: WotLK spoilerfication
Post by: Chimpy on June 18, 2008, 09:55:03 AM
I still say 95%+ of this stuff is utter BS.

This is coming from hearing everyone go on and on about how BC was going to be this time last year, and everyone being dead wrong.


The only thing that is believable is that hunters have not had anything leaked yet, as blizzard still doesn't have a single person who understands jack shit about the class on the dev team. Simple shit like "feed pet works in combat" and "more than 3 stable slots" and "Viper sting needs a cooldown that makes sense in regards to the length of the sting" kind of stuff.


Title: Re: WotLK spoilerfication
Post by: kaid on June 18, 2008, 10:13:59 AM
The hex power has a one minute cool down so while it is strong you cannot chain hex somebody. This would be very useful in pve on the initial pull to lock one mob down. In pve it would be handy but pvp CC is I believe 12 seconds max so while nice given the recast time it would not be to crazy.

Combine that with the ability for druids to root indoors you should be less locked in with heroic 5 mans on class composition and worring about not having enough CC.


Title: Re: WotLK spoilerfication
Post by: Fordel on June 18, 2008, 03:58:06 PM
10 seconds is the max for PvP CC currently.


A one minute cool down on Hex would make 'Poly 2.0' seem much more likely. The wording is still strange though.


Druids *finally* being able to root indoors is going to cause a lot of hilarity, in that most people don't understand your not supposed to stand beside a rooted mob. Going to see a lot of people thinking it'll work like shackle and getting exploded by a heroic mob or something.  :grin:


Title: Re: WotLK spoilerfication
Post by: lamaros on June 18, 2008, 04:00:34 PM
I thought it was 8 seconds or something?

And,

The only thing that is believable is that hunters have not had anything leaked yet, as blizzard still doesn't have a single person who understands jack shit about the class on the dev team.

Relax.


Title: Re: WotLK spoilerfication
Post by: Register on June 18, 2008, 04:52:53 PM
Hex - Transforms the enemy into a random critter, reducing the target's movement speed by 75%. While moving, the hexed target cannot attack or cast spells. Only one target can be hexed at a time. Only works on Humanoids and Beasts.

While certainly leaps and bounds superior to having no CC at all. It's really just a fancy snare from the wording.

I have a hard time seeing Cripple going in as is currently.

Hex sounds like snare + silence on melee - you have to stand still for them to hit you.

Cripple's description is pretty insane - the snare is very nice, but the super long duration silence (20 sec!?!) sounds completely over the top.(Pacification removed from cripple though) If it goes in as its current state, Cripple = I WIN over caster classes.


Title: Re: WotLK spoilerfication
Post by: Fordel on June 18, 2008, 06:39:15 PM
All CC in PvP combat has a max duration of 10 seconds, was changed a patch or two ago to try and help the dominance of certain classes being able to completely lock out other certain classes.



Yea, even with a 10 second duration in PvP, Cripple might as well be a 'autogib caster' button. Of course, maybe they are reworking silence mechanics for WoTLK! Maybe? Please?


Title: Re: WotLK spoilerfication
Post by: Calantus on June 18, 2008, 07:33:39 PM
"Viper sting needs a cooldown that makes sense in regards to the length of the sting" kind of stuff.

Unless you're thinking of making the cooldown longer you can fuck RIGHT off.


Title: Re: WotLK spoilerfication
Post by: Simond on June 30, 2008, 01:04:31 PM
http://www.mmo-champion.com/index.php?topic=9499.0
http://www.mmo-champion.com/index.php?topic=9484.0
http://www.mmo-champion.com/index.php?topic=9454.0


From the PvP one:
Quote
Siege Vehicles
The Demolisher

    * The Demolisher has both short and long range attacks
    * It is meant to bombard players and buildings from a long distance, it's also equipped with a ram to siege buildings.
    * It can hold up to 3 passengers, passengers are exposed and can be targeted individually. However, players can cast while the vehicle is moving if they're in it.


Forsaken Catapult

    * The catapult is faster than the demolisher but its range is slightly lower.
    * It does slightly less damage.
    * It cannot hold any pessenger.


The Siege Engine

    * This is the siege weapon with the longest range.
    * The gunner is sitting in the turrent and has full control of the turret.
    * The driver is only moving the vehicle.
    * The passengers in this vehicle are fully protected but can't shoot other enemies.
    * It's also got a very powerful ramming attack


Flying machine

    * Flying Machines can bomb enemies, they're swift but very vulnerable to anti-air attacks.


Goblin Shredder

    * The shredder is an anti-air vehicle.
    * It will use anti-air rockets, they're long range homing missiles.
    * This is a personal armor suit, if the vehicle is destroyed the player just jumps out and keep fighting on his own.
    * You can use your sawblade as close range melee attacks.
    * The shredder can jump into the air just like rocket boots for players. This can also be used to jump over walls.
    * The shredder is very vulnerable to siege damage.
:drill:

Oh, and the new BG is the D-Day Landings.


Title: Re: WotLK spoilerfication
Post by: Merusk on June 30, 2008, 02:03:29 PM
Fuck me, some nice changes on those listings.

Quote
    * There will be a 10/25 players mode for each raid dungeon.
    * Heroic dungeons will be made slightly easier, at least devs are going to make sure you don't necessarily need a specific class like a prot warrior to complete it.
    * Some dungeons were too long in Burning Crusade and completing a dungeon shouldn't take more than an hour.
    * Attunements to enter Heroic instances will be removed.
Reputation

    * You will be able to earn reputation toward a specific faction by becoming its "champion", for example by wearing a Cenarion Circle tabard while running Hellfire Ramparts you will earn reputation for both Honor Hold/Thrallmar and Cenarion Circle. Obviously tabards reputation requirements will be changed to something like friendly/honored.
  :heart: :heart:

Hell, and even more.

Quote
    * Most of the shaman totems, Unleashed Rage, and Battle Shout are some of the buffs changed in WotLK to affect the whole raid instead of the party.
    * There is a plan to give player access to two talent specs to switch between them without having to respec all the time. More details in the future.

And of course, hunters are still in "what should we do with them land"

Quote
Hunter

    * All kind of pets will have their own talent tree. A tanking talent tree, a DPS talent tree, and an utility talent tree. Each kind of pet family will have its own talent tree and its own unique ability.
    * The shot clipping will be removed from Steady Shot, you'll be able to use it without "interrupting" your autoshot. Hunters will be able to just smash their button.
    * There are going to be new pets in WotLK.
    * The skill points for each pets are being changed to the new "Pet talents" and will disappear.

*sigh*  Not that the steady shot change isn't nice, but it only affects those who didn't have clue 1 about the class in the first place.  I *STILL* run across hunters doing the old aimed-multi-arcane-aimed rotation.  "Steady shot doesn't do enough damage" they say.  Mother-fuck-me.  Clueless asswipes.

The other changes.. eh, maybe they'll be nice but we'll have to see what the pet 'talents' are.  I don't expect too much variety here, I think it's just a way to try and fix the "two stable slots for pets one for taming" problem.  I'm happier as a warlock or a druid nowadays anywho.


Title: Re: WotLK spoilerfication
Post by: Sjofn on June 30, 2008, 08:42:28 PM
C'mon now, the pet talent thing is probably going to be awesome. I look forward to messing with it on my hunter. Of course, I've always thought hunters were rad and the people whining about how omg the class sux so bad waaaaah were crazy. This is probably because my first character was a paladin.

Maybe I can trade in my paladin and become a hunter pet. :(


Title: Re: WotLK spoilerfication
Post by: Paelos on June 30, 2008, 11:27:39 PM
Hunters suck.





Reroll.


Everything else sounds fine. "Oh attunements were a bad idea?" Glad to see you caught on you assheads.


Title: Re: WotLK spoilerfication
Post by: Merusk on July 01, 2008, 02:51:40 AM
C'mon now, the pet talent thing is probably going to be awesome. I look forward to messing with it on my hunter. Of course, I've always thought hunters were rad and the people whining about how omg the class sux so bad waaaaah were crazy.

Hunters are rad for soloing.  They have a ton of tools and survivability, and if played hyper-extensively well they can be a damn tough opponent in PVP, capable of taking-down anything.

However, they bring very little beyond DPS and a touchy, non-recastable CC to 5 and 10-mans. I accept that for its awesome solo ability and a potential in PVP unmatched by other classes (IF you have the skill for it) they bring little to the table that other classes don't do better in that environment.   I'd rather take a Warlock or Mage or - now with root being castable indoors even a boomkin - before a hunter... and I love the damn class.    If I had to give-up some of the hunter's DPS for a warlock's poorer  DPS, solo ability and utility I'd do so gladly.   :oh_i_see:

Also, now that I play a warlock they truly, truly are "just roll your face on the keyboard to win" in pvp.  It's sickening.  At 66 I've taken-down folks 3 and 4 levels higher than me in just green quest gear (so long as I get no/ few resists).  That's just not right. My power can only grow in these last 4 levels and acquire endgame gear and it's never as hard as it was as a hunter.  Not even the least little bit.


Title: Re: WotLK spoilerfication
Post by: K9 on July 01, 2008, 02:56:15 AM
The new arenas look like caster slaughterhouses. They're tiny and offer no obviously good means of escape. I know pillar humping blows, but a small open room seems to go too far the other way.


Title: Re: WotLK spoilerfication
Post by: Dren on July 01, 2008, 04:41:59 AM
Two talent specs to switch between!  Exactly what I've been asking for.  My Paladin, Warlock, Druid, Mage, Priest, Shaman, and Warrior thank you!  My Rogue really has nothing to say.


Title: Re: WotLK spoilerfication
Post by: Ironwood on July 01, 2008, 05:11:50 AM
What are we doing to reassure ourselves that this is right ?  Most of those changes look like pie in the sky shite.


Title: Re: WotLK spoilerfication
Post by: MrHat on July 01, 2008, 06:00:54 AM
Here's my big problem.  They really really shouldn't have held back so many of these changes for the expansion.  I'd still be playing if they had kept patching in all this good stuff at a regular pace.


Title: Re: WotLK spoilerfication
Post by: Merusk on July 01, 2008, 08:15:54 AM
What are we doing to reassure ourselves that this is right ?  Most of those changes look like pie in the sky shite.


It has as much cred as any of the preview stuff from BC when they held panels with the designers. (which is where these were glommed from)Considering I can't think of anything from those panels that DIDN'T make it in, it adds a lot of cred with me at the least.

Here's my big problem.  They really really shouldn't have held back so many of these changes for the expansion.  I'd still be playing if they had kept patching in all this good stuff at a regular pace.

I have to agree.  The removal of heroic attunements and the "Champion of xyz" thing at the very least should have been included in a live patch.


Title: Re: WotLK spoilerfication
Post by: Kitsune on July 01, 2008, 09:24:17 AM
I've never really gotten the class hate on anyone.  As long as any group I made had healer and tank covered, I'd let in anyone; hunters always did fine.  They may not be a super-optimal class for having in the group, but I never objected to the benefit of their traps, and they pulled their weight in DPS.  The only times I got annoyed are when people were trying to get 'creative' with their class and fucked things up for the group.  A priest who would manadump offensive spells on every fight, get aggro, and run around in circles screaming for heals before dying.  A paladin with some bizarre talent mix who was trying to tank with no shield and using Consecration for aggro (back when it was a talent) who died repeatedly because he couldn't actually take the damage and burned all his mana on the Consecrations.  I'm fine with people being experimental, as long as it actually works.  When it obviously isn't working, though, it would be nice if they stopped being fuckups and tried a new tactic.


Title: Re: WotLK spoilerfication
Post by: Paelos on July 01, 2008, 10:55:30 AM
Here's my big problem.  They really really shouldn't have held back so many of these changes for the expansion.  I'd still be playing if they had kept patching in all this good stuff at a regular pace.

I agree as well. One small change that's planned in the expansion would seriously unfuck warrior tanks for rage generation. It's not something related to a skill, it's just a change on how dodges and parrys actually generate rage. There are a lot of small changes like that to classes that aren't new talents, but simply tweaks that would help a lot. There is no need to hold onto those for another 4-6 months.


Title: Re: WotLK spoilerfication
Post by: Dren on July 01, 2008, 01:09:29 PM
Here's my big problem.  They really really shouldn't have held back so many of these changes for the expansion.  I'd still be playing if they had kept patching in all this good stuff at a regular pace.

Damn it.  I actually thought those changes were for upcoming patches.  These are tied to the expansion?  That's bullshit.  All of those things listed need to be implemented now.

My assumption is that people aren't going to give a crap about heroics.  As soon as the expansion comes out, the climb to 80 will begin or the "I'm starting a DK at 55" will start.  Unless they are just going to continue to use badges for uber items in the new lands, I assume the green drops from standard level 75 mobs will be better than anything I have now.

I want the faction points now.  I won't give a crap after the expansion.

Do they really think some large group of people will just say, "Screw this leveling crap.  I'm going to continue to play the level 70 game?"  I don't get it.  If you are planning on improving the game for the level 70 crowd, do it well before the expansion while people actually give a shit about that portion of the game.


Title: Re: WotLK spoilerfication
Post by: Ironwood on July 01, 2008, 01:22:14 PM
I think you'll find, like last time, that most of the stuff goes in WITHOUT the expansion.

Like Talents.  Of which the tank rage one is in.


Title: Re: WotLK spoilerfication
Post by: Chimpy on July 01, 2008, 01:23:16 PM
Here's my big problem.  They really really shouldn't have held back so many of these changes for the expansion.  I'd still be playing if they had kept patching in all this good stuff at a regular pace.

Damn it.  I actually thought those changes were for upcoming patches.  These are tied to the expansion?  That's bullshit.  All of those things listed need to be implemented now.

My assumption is that people aren't going to give a crap about heroics.  As soon as the expansion comes out, the climb to 80 will begin or the "I'm starting a DK at 55" will start.  Unless they are just going to continue to use badges for uber items in the new lands, I assume the green drops from standard level 75 mobs will be better than anything I have now.

I want the faction points now.  I won't give a crap after the expansion.

Do they really think some large group of people will just say, "Screw this leveling crap.  I'm going to continue to play the level 70 game?"  I don't get it.  If you are planning on improving the game for the level 70 crowd, do it well before the expansion while people actually give a shit about that portion of the game.

I think they were using the example of old reputations to paint a picture of how the new reputation thing will work. Also, there will be heroic versions of all future 5 man dungeons. I think Blizzard really likes how they turned out on the whole.


Title: Re: WotLK spoilerfication
Post by: Merusk on July 01, 2008, 01:27:35 PM
Here's my big problem.  They really really shouldn't have held back so many of these changes for the expansion.  I'd still be playing if they had kept patching in all this good stuff at a regular pace.

Damn it.  I actually thought those changes were for upcoming patches.  These are tied to the expansion?  That's bullshit.  All of those things listed need to be implemented now.

My assumption is that people aren't going to give a crap about heroics.  As soon as the expansion comes out, the climb to 80 will begin or the "I'm starting a DK at 55" will start.  Unless they are just going to continue to use badges for uber items in the new lands, I assume the green drops from standard level 75 mobs will be better than anything I have now.

I want the faction points now.  I won't give a crap after the expansion.

Do they really think some large group of people will just say, "Screw this leveling crap.  I'm going to continue to play the level 70 game?"  I don't get it.  If you are planning on improving the game for the level 70 crowd, do it well before the expansion while people actually give a shit about that portion of the game.

There will be heroics of the new dungeons, and factions for the new lands.  (As there were factions in the release lands.)   You'll care, they were just using BC factions as examples.


Title: Re: WotLK spoilerfication
Post by: lamaros on July 01, 2008, 05:56:25 PM
They are not going to put the changes in piecemeal, too much effort that is better spent on getting the expansion out the door.

They are not going to put them in wholesale untill the expansion is nearly out, which is not yet, as it would change the game is so many ways that most stuff people are still doing (raiding, pvping) would need to be rebalanced. They are not going to do that.


Title: Re: WotLK spoilerfication
Post by: Ironwood on July 02, 2008, 12:12:08 AM
That's what people said last time.  They were wrong there too.



Title: Re: WotLK spoilerfication
Post by: lamaros on July 02, 2008, 12:25:43 AM
Last time the expansion was delayed till Jan instead of the November/December release, and people wanted something!!!!1

If it (delay) happens again then sure. But if WotLK comes out this year you wont see these changes in the game more than a month before it is released.

(Last time it stuffed things sup too: Naxx had a boss that was 5 manned. And last time they didn't have Arena whinging as a possible consequence either).


Title: Re: WotLK spoilerfication
Post by: Fordel on July 02, 2008, 12:49:09 AM
There also mucking with base mechanics a lot more this time. At the same time, giving people a chance to roll up DK's early from some kind of pre-order deal would be a huge carrot to dangle if required.


Title: Re: WotLK spoilerfication
Post by: Dren on July 02, 2008, 06:27:27 AM
I'm not going to pretend I understand their resource loading, but I do know something about risk management:

Two scenarios:

1.  Balance all of the non-expansion related changes from now until release of WotLK. 
           Risks:
                -Poor staff moral, or increased costs due to new hires/contracts.
                -Inconvenience current players (the players that have stuck with the game regardless of other issues.)  Low risk of sub loss.
            Advantages:
                -Actually interest old players to resub before the expansion only to be retained by the expansion after release.
2.  Dump everything onto the public at the expansion release.
           Risks:
               -Players returning to play the new expansion (already known to be fickle) are faced with a multitude of issues that may cause
                early sub cancellations.
               -Resources will be strained trying to balance all changes all at once along with all new content.
           Advantages:
                -Lower resource drain during the year allows for the expansion to release sooner.

Scenario 1 seems to be a clear winning in my mind.  We'll see what they do.


Title: Re: WotLK spoilerfication
Post by: dusematic on July 02, 2008, 07:19:52 AM
That was dumb.


Title: Re: WotLK spoilerfication
Post by: Dren on July 02, 2008, 10:58:41 AM
That was dumb.

Care to elaborate Troll?


Title: Re: WotLK spoilerfication
Post by: Simond on July 02, 2008, 11:50:00 AM
Alleged spoiler referring to what is going to (presumably) be the in-game WotLK launch event: http://xs.to/xs.php?h=xs329&d=08273&f=wait_what184.jpg
 :ye_gods:


Title: Re: WotLK spoilerfication
Post by: dusematic on July 02, 2008, 12:03:31 PM
That was dumb.

Care to elaborate Troll?

They want people to buy the expansion.


Title: Re: WotLK spoilerfication
Post by: Chimpy on July 02, 2008, 12:30:06 PM
Alleged spoiler referring to what is going to (presumably) be the in-game WotLK launch event: http://xs.to/xs.php?h=xs329&d=08273&f=wait_what184.jpg
 :ye_gods:

I bet he attacks from the cliff above the gate like all the alliance people do.

Frickin wall jumpers!

That or just watlzes in the river entrance.


Title: Re: WotLK spoilerfication
Post by: Simond on July 02, 2008, 12:55:27 PM
Same thing's supposed to happen to Darnassus as well...but it's not like anybody, you know, actually cares about that glorified treehouse.  :awesome_for_real:


Title: Re: WotLK spoilerfication
Post by: Fordel on July 02, 2008, 01:17:52 PM
Would Orgrimmar cease to exist? Or just be a pile of rubble? That seems really  :ye_gods: , since Org is used heavily by the horde.




Like Simond said, I could totally see Darnassus being turned into a crater and no one even noticing for a week.


Title: Re: WotLK spoilerfication
Post by: Lakov_Sanite on July 02, 2008, 01:25:58 PM
Would Orgrimmar cease to exist? Or just be a pile of rubble? That seems really  :ye_gods: , since Org is used heavily by the horde.




Like Simond said, I could totally see Darnassus being turned into a crater and no one even noticing for a week.

If Arthas has an anti-mangina policy I may have to vote for him in november


Title: Re: WotLK spoilerfication
Post by: Simond on July 02, 2008, 02:21:06 PM
Would Orgrimmar cease to exist? Or just be a pile of rubble? That seems really  :ye_gods: , since Org is used heavily by the horde.
I could see them flattening it and using it as an excuse to rebuild/redesign the zone, probably tied to some sort of SSO/Gates of A'Q daily quests thingy.


Title: Re: WotLK spoilerfication
Post by: Sjofn on July 02, 2008, 02:36:17 PM
However, they bring very little beyond DPS and a touchy, non-recastable CC to 5 and 10-mans.

I find in my five and ten mans, this is considered enough. :P

I'm insane and survival specced though, so I'm probably not a great hunter gauge anyway. The only reason I don't play her more than my other 70's is because we have DPS out the ass and not so many tanks and healers (and I have two of each DON'T JUDGE ME <sob>).


Title: Re: WotLK spoilerfication
Post by: Fordel on July 02, 2008, 02:52:14 PM
Seven hunters and Three Shaman does not a Kara raid make.


Yet.


Title: Re: WotLK spoilerfication
Post by: lamaros on July 02, 2008, 03:34:39 PM
That was dumb.

Care to elaborate Troll?

THEY'RE DOING A BETA. 2 IS KINDA THE POINT OF THE BETA OMG?


Title: Re: WotLK spoilerfication
Post by: kaid on July 03, 2008, 01:18:43 PM
Well given past "invasions" of undead I expect the razing of a city will involve 1 maybe 2 elite mobs that run into the city every hour only to get brutally slain buy the guards or bored people at the AH. The rest of the invasion will mill around outside the city thinking menacing thoughts.


Title: Re: WotLK spoilerfication
Post by: K9 on July 03, 2008, 01:50:18 PM
Well given past "invasions" of undead I expect the razing of a city will involve 1 maybe 2 elite mobs that run into the city every hour only to get brutally slain buy the guards or bored people at the AH. The rest of the invasion will mill around outside the city thinking menacing thoughts.

Clearly you never saw Highlord Kruul invade Ironforge or Stormwind (don't know if he did any horde cities).


Title: Re: WotLK spoilerfication
Post by: dusematic on July 03, 2008, 02:16:32 PM
Dude I hope they fix Shadow Priests.  Even read a dev comment about how you "never see shadow priests in top end pvp."  I guess the problem is we'd be too uber with the mana and health regen if our damage was too competitive.  We have zero survivability.  The changes to the talent treet look prety decent.  They appear to have nerfed our mana regen and buffed our damage.  We'll see. 

It got to hopeless in my 2v2 arena team that I just rerolled a dranei mage.  He's pretty cool but I stalled out at like level 40.


Title: Re: WotLK spoilerfication
Post by: Fordel on July 03, 2008, 02:24:29 PM
ShadowPriests suffer directly from poor scaling (by design) and their mana regen mechanic. If SP scaled any better, they would out regen their own mana consumption.


This caused the side effect of poor showings in the later Arena Seasons. The First couple of seasons SP's were effective and arguably overpowered when paired with Locks. As stats went up, SP's stayed the same, and are now melee food.


The Pattern has repeated itself at least twice now. Some Classes start off 'ahead' due to strong baseline abilities, while others require gear to scale them up to normal. As the gear advances, the 'ahead' classes stay more or less on their baseline, while the gear to scale classes scale dramatically further and further.


Overly simplified, Weapon Upgrades mean more for melee then Caster upgrades do for casters (and feral druids, which act like AP casters in terms of scaling).


I very much doubt this will be fixed with WoTLK, so be sure to get 'yours' early on in the expansion cycle if your a 'ahead' class  :awesome_for_real:


Title: Re: WotLK spoilerfication
Post by: dusematic on July 03, 2008, 06:15:09 PM
Good post, thanks dude.


Title: Re: WotLK spoilerfication
Post by: Calantus on July 03, 2008, 07:21:17 PM
Dude I hope they fix Shadow Priests.  Even read a dev comment about how you "never see shadow priests in top end pvp."  I guess the problem is we'd be too uber with the mana and health regen if our damage was too competitive.  We have zero survivability.  The changes to the talent treet look prety decent.  They appear to have nerfed our mana regen and buffed our damage.  We'll see. 

It got to hopeless in my 2v2 arena team that I just rerolled a dranei mage.  He's pretty cool but I stalled out at like level 40.

Shadow priest is not a class, fuck off and die.

This post brought to you by "I wish hybrids would shut the fuck up about their pet spec and play the spec that works when they PVP".

EDIT: I am quite happy to note that this post was my 2000 post, it is a good post and worthy of that distinction.


Title: Re: WotLK spoilerfication
Post by: Lakov_Sanite on July 03, 2008, 10:41:50 PM
I play a shadow priest, i love my shadow priest. If I want to pvp then I should go disc since shadow is not a pvp spec nor honestly do i want it to be. I'm happy many classes have their pve/pvp specs.


Title: Re: WotLK spoilerfication
Post by: dusematic on July 04, 2008, 06:40:57 AM
Dude I hope they fix Shadow Priests.  Even read a dev comment about how you "never see shadow priests in top end pvp."  I guess the problem is we'd be too uber with the mana and health regen if our damage was too competitive.  We have zero survivability.  The changes to the talent treet look prety decent.  They appear to have nerfed our mana regen and buffed our damage.  We'll see. 

It got to hopeless in my 2v2 arena team that I just rerolled a dranei mage.  He's pretty cool but I stalled out at like level 40.

Shadow priest is not a class, fuck off and die.

This post brought to you by "I wish hybrids would shut the fuck up about their pet spec and play the spec that works when they PVP".

EDIT: I am quite happy to note that this post was my 2000 post, it is a good post and worthy of that distinction.

lol ur gay


Title: Re: WotLK spoilerfication
Post by: K9 on July 04, 2008, 07:00:53 AM
In its current incarnation Dispersion (the shadow 51pt talent) seems like CLoS on crack.


Title: Re: WotLK spoilerfication
Post by: Chimpy on July 04, 2008, 07:05:08 AM
At least shadow priests had a day in the sun. Season 1 and 2 the shadow priest+lock team was like mage+rogue is now.


Title: Re: WotLK spoilerfication
Post by: dusematic on July 04, 2008, 07:09:17 AM
That's what Calantus was saying.  The trouble is, I cam back to the game late, and didn't have good gear until season 3.  I tried going Disc but it was too frustrating doing the gear grind again.


Title: Re: WotLK spoilerfication
Post by: Dren on July 07, 2008, 05:04:48 AM
That was dumb.

Care to elaborate Troll?

They want people to buy the expansion.

Huh?  Care to point where my post says they don't?

Or are you saying they'd rather have those that are currently not subbed, continue to be unsubbed until the expansion because they will be more likely to purchase the box? 

You're right.  3 months or more of resubscription plus purchasing the expansion when it comes out just doesn't make sense.


Title: Re: WotLK spoilerfication
Post by: Dren on July 07, 2008, 05:09:21 AM
That was dumb.

Care to elaborate Troll?

THEY'RE DOING A BETA. 2 IS KINDA THE POINT OF THE BETA OMG?

Not sure why you are yelling or acting like a valley girl.  Beta's do not guarantee complete success.  In fact, they rarely do.


Title: Re: WotLK spoilerfication
Post by: lamaros on July 07, 2008, 05:16:30 AM
THEY'RE DOING A BETA. 2 IS KINDA THE POINT OF THE BETA OMG?

Not sure why you are yelling or acting like a valley girl.  Beta's do not guarantee complete success.  In fact, they rarely do.

schild says I should try to be nice, so can you stop being fucking stupid?


Title: Re: WotLK spoilerfication
Post by: Dren on July 07, 2008, 07:41:09 AM
THEY'RE DOING A BETA. 2 IS KINDA THE POINT OF THE BETA OMG?

Not sure why you are yelling or acting like a valley girl.  Beta's do not guarantee complete success.  In fact, they rarely do.

schild says I should try to be nice, so can you stop being fucking stupid?

So this is your way of saying you have board management's approval to insult people?

Fine, I'll concede my point.  You're right.  The people that pay subs should get screwed.  The box sales on the expansion are worth it.  Your intelligent and well thought out responses to my post have made me see the light.


Title: Re: WotLK spoilerfication
Post by: Lightstalker on July 07, 2008, 12:52:38 PM
No really, he was right at the first instance.  You are dumb and until your little whine fest here I hadn't bothered to read anything you wrote for several months - a mistake I'll not soon make again.

The people still paying their subs will not see any more resources dumped on them than is necessary to keep the servers up and the players from hacking each other's computers through the WoW client.  If they churn or not has been demonstrated to be irrelevant based on the historic model of The Burning Crusade expansion.  Blizzard knows they'll be back, and keep coming back, until World of DiabloWarStarCraftEmporium is ready for mass consumption.

One doesn't increase revenues by dumping good money after bad e.g. fighting off attrition and churn.  One increases revenues by putting new product on the shelves and pulling in new customers (much of the churned wow subscription base is already waiting on the expansion no matter what you do in the interim).  Keeping the potential churners engaged by inviting them to the Beta provides playtesting while keeping those subscriptions ticking over (even the chance to win a beta slot will be enough for some to stick around - as silly as that is).  Writing this post just cost me more than my WoW subscription for the month.  I save enough money to keep playing WoW regardless of what WoW does every time I avoid responding to a stupid post.  So really, why would Blizzard throw money into current dynamics when everything will reset with the expansion?  They don't charge a high enough monthly subscription to make these lame duck months worth fighting for retention.

Now if they started locking subscriptions in for a 2 year contract...


Title: Re: WotLK spoilerfication
Post by: dusematic on July 07, 2008, 06:13:39 PM
You are dumb

I was right!


Title: Re: WotLK spoilerfication
Post by: Lakov_Sanite on July 08, 2008, 06:17:21 AM
No really, he was right at the first instance.  You are dumb and until your little whine fest here I hadn't bothered to read anything you wrote for several months - a mistake I'll not soon make again.

The people still paying their subs will not see any more resources dumped on them than is necessary to keep the servers up and the players from hacking each other's computers through the WoW client.  If they churn or not has been demonstrated to be irrelevant based on the historic model of The Burning Crusade expansion.  Blizzard knows they'll be back, and keep coming back, until World of DiabloWarStarCraftEmporium is ready for mass consumption.

One doesn't increase revenues by dumping good money after bad e.g. fighting off attrition and churn.  One increases revenues by putting new product on the shelves and pulling in new customers (much of the churned wow subscription base is already waiting on the expansion no matter what you do in the interim).  Keeping the potential churners engaged by inviting them to the Beta provides playtesting while keeping those subscriptions ticking over (even the chance to win a beta slot will be enough for some to stick around - as silly as that is).  Writing this post just cost me more than my WoW subscription for the month.  I save enough money to keep playing WoW regardless of what WoW does every time I avoid responding to a stupid post.  So really, why would Blizzard throw money into current dynamics when everything will reset with the expansion?  They don't charge a high enough monthly subscription to make these lame duck months worth fighting for retention.

Now if they started locking subscriptions in for a 2 year contract...

If this was the case than there would be no content released between expansions, nor would there be any class balancing between expansions which...is quite the opposite of what blizzard has done post BC


Title: Re: WotLK spoilerfication
Post by: Paelos on July 08, 2008, 09:53:45 AM
Yall are arguing over something that has already been decided. They are going to put the content in with the expansion. It would be nice if I saw the talents now, and I think it doesn't make much logical sense to keep all of them for the expansion given the mechanics involved.

All that has nothing to do with their business plan or their retention plans. That's something none of us know or can really make many eduated guesses at. In the end, frothing about their business decisions only matters if it costs them money.


Title: Re: WotLK spoilerfication
Post by: Dren on July 08, 2008, 12:01:59 PM
No really, he was right at the first instance.  You are dumb and until your little whine fest here I hadn't bothered to read anything you wrote for several months - a mistake I'll not soon make again.


Another great troll.  Ok, I'm going to bite.  I'm not sure what has gotten posters here so agitated and trollish.  Boring workdays?  Frustrated that you can't get out and enjoy the weather?

I really don't get the rage here.  I gave two scenarios.  I said I like the the first one.  I stated it is my opinion not a hard fast fact of how they will do it.  Then I say, let's see what they will do.  You label that as a whine fest?  Was it dumb?  Perhaps.  It is still my opinion.

Yes, I would like to see the non-expansion critical changes put in now.  Will I live if they don't?  Certainly.  Some of you people need to seriously check your perspective meter.  Maybe nerd - rage to the extreme has come into style lately.  I missed the memo.

That threat of reading my posts certainly is scary though.  RAWR.


Title: Re: WotLK spoilerfication
Post by: Typhon on July 08, 2008, 03:20:21 PM
No really, he was right at the first instance.  You are dumb and until your little whine fest here I hadn't bothered to read anything you wrote for several months - a mistake I'll not soon make again.


[...]  I'm not sure what has gotten posters here so agitated and trollish.  Boring workdays?  [...]

It's a summertime thing here at f13, there are no games out that anyone is really excited about playing, so they come to the forums to play "who wants to be a douchebaginairre".  There are a lot of pro-level players of that game here (see just about any thread involving AoC or WoW in the past month).


Title: Re: WotLK spoilerfication
Post by: lamaros on July 08, 2008, 07:29:49 PM
random random

No one is trolling you, really. You're just saying stupid shit and there is no point pointing out why it is stupid as you have aptly demonstrated your inability to grasp logic. So people trying a new tack: Calling you stupid until you at least shut up.


Title: Re: WotLK spoilerfication
Post by: Musashi on July 09, 2008, 12:25:04 PM
This thread got gay.

Rerail. (http://www.worldofraids.com/)

Tier 11
Dancing Rune Weapon (Rank 0/1, Requires 50 points in Blood Talents, Requires Runic Power, Instant - Requires Melee Weapon - 1 min cooldown)
Unleashes all available runic power to summon a second rune weapon that fights on its own for 1 sec per 5 runic power, doing the same attacks that you do.

 :ye_gods:


Title: Re: WotLK spoilerfication
Post by: Paelos on July 09, 2008, 12:35:39 PM
So you can essentially double your DPS. That's........slighly OP.


Title: Re: WotLK spoilerfication
Post by: cevik on July 09, 2008, 12:42:02 PM
So you can essentially double your DPS. That's........slighly OP.

Ehh, while it sounds like that when reading the tool tip I doubt it will be true in reality.  There is no guarantee that I read in the tool tip that the second blade will fight at the same gear level/stat level that you do (just that it mimics your moves).  I suspect that it will be a glorified Tier 11 equivalent DoT, cool concept but not really any more OP than any other Tier 11 ability.


Title: Re: WotLK spoilerfication
Post by: Chimpy on July 09, 2008, 12:45:36 PM
2 things: A) Alpha talent

B) IIRC Runic power is how you do all your good tricks if you are a DK, and you have to use it all up for this spell, so your DPS would not be doubled.


Title: Re: WotLK spoilerfication
Post by: Merusk on July 09, 2008, 02:50:00 PM
B) IIRC Runic power is how you do all your good tricks if you are a DK, and you have to use it all up for this spell, so your DPS would not be doubled.

You are correct.  It's as useful as the Warrior "You can execute even though the target is > 20% health" talent. You just blew all your rage/mana/energy.. but it's on a DoT.


Title: Re: WotLK spoilerfication
Post by: Fordel on July 09, 2008, 03:02:29 PM
Quote
   
Degeneration
Rank 1
Instantly attack the target, dealing 60% weapon damage and inflicting a disease dealing 91 over 21 sec. Any existing heal over time spells on the target become corrupted, dramatically increasing the damage done by the disease and removing the healing effect. Stacks up to 3 times.


That's one way to knock resto druids down a peg in arena  :ye_gods:


Title: Re: WotLK spoilerfication
Post by: lamaros on July 09, 2008, 03:22:08 PM
Runic power is not really like that. There are only a few DK abilities that use runic power, and most of them consume all of it. On top of that only few of them are straight damage abilities. The comparison to using all your rage and mana are not apt, nor really is energy.

Dancing Rune Weapon will be more or less useful depending on how it is implemented. If it just mirrors white attacks then it becomes pretty weak as most of the DKs damage at the moment is yellow. If it mirrors specials like blood strike and obliterate than it becomes much more powerful and would likely take over from Death Coil as the runic power dump for a Blood DPSer.


Title: Re: WotLK spoilerfication
Post by: Fordel on July 09, 2008, 03:59:42 PM
WoW head has the  talents up http://wotlk.wowhead.com/?talent

Minus Hunters and Paladins. Nothing new as far as I can see, but you don't have to go fishing through all the leak sites for them anymore.


Title: Re: WotLK spoilerfication
Post by: SurfD on July 09, 2008, 07:38:34 PM
Yeah, from what i can tell, Runic Power is more like some sort of Hybrid Rage Bar / Combo Point system.  You build up Runic Power by using your abilities (which work off of recharging runes) and then dump the Runic Power for certain special effects / finisher moves.

Basicly, Rogues in Plate.


Title: Re: WotLK spoilerfication
Post by: Ironwood on July 10, 2008, 05:37:06 AM
12/0/59 for my warrior, looks like...

http://wotlk.wowhead.com/?talent=LA0czZZV0tGeGzf0sguAo (http://wotlk.wowhead.com/?talent=LA0czZZV0tGeGzf0sguAo)


Title: Re: WotLK spoilerfication
Post by: K9 on July 10, 2008, 06:15:51 AM
WoW head has the  talents up http://wotlk.wowhead.com/?talent

Minus Hunters and Paladins. Nothing new as far as I can see, but you don't have to go fishing through all the leak sites for them anymore.

Some of these seem bugged. For instance, the tier 9 priest talent Improved Holy Concentration has a newer version at 1/3, and the older (and more OP) version for 2/3 and 3/3.

Anyhow, http://wotlk.wowhead.com/?talent=bVcbzsVZfbxcfzqVhVcsu doesn't look like my priest is going to see massive shifts in build as holy.

What I'm interested to see is whether deep-disc will now become a raid-viable spec. A lot of the new talents look rather nifty, the only problem is the large number of filler talents you need to wade through in the middle of the tree to get there. Grace seems pretty damn powerful, especially when you have other healers to take advantage of it. Deep disc priests look like they'll be mainly using penance, with GHeal and Flash Heal during the cooldown, probably as tank healers. Depending on the duration of grace I wonder whether we'll have priest + druid teams keeping up lifebloom and grace on 2-3 targets.

http://wotlk.wowhead.com/?talent=bVcfcsVVR0zoectbxxcc

edit: This also pushes priests towards spell crit, which if the rumoured itemisation homogenisation plans go through we'll have a lot more of.


Title: Re: WotLK spoilerfication
Post by: Fordel on July 10, 2008, 07:24:57 AM


Some of these seem bugged.




Oh definitely! Take a look at the 51 point Elemental Talent for shamans. It's probably my favorite typo/error. If it isn't an error, well...  :drill:


Title: Re: WotLK spoilerfication
Post by: Ironwood on July 10, 2008, 07:47:37 AM
I never figured out yards in WoW.  For all I know, it's correct.


Title: Re: WotLK spoilerfication
Post by: Fordel on July 10, 2008, 07:49:02 AM
Max range (Heals, Talented Hunters/Mages) is 40yards.


Title: Re: WotLK spoilerfication
Post by: Chimpy on July 10, 2008, 07:54:19 AM
Max range (Heals, Talented Hunters/Mages) is 40yards.

Hunters talented is 41.


Title: Re: WotLK spoilerfication
Post by: SurfD on July 10, 2008, 07:55:59 AM
200 yards is about 5 times the max range of a talented fireball. (if you are horde, standing in the middle of Freewind Post in 1k Needles and popping this would punt an alliance member it hit clear off the plateau with room to spare).

Also: Improved Stormstrike: Reduces Cooldown on storm strike by 1000 seconds per point?  Did they borrow tech from the negative ping guys?


Title: Re: WotLK spoilerfication
Post by: Merusk on July 10, 2008, 08:02:10 AM
Runic power is not really like that. There are only a few DK abilities that use runic power, and most of them consume all of it. On top of that only few of them are straight damage abilities. The comparison to using all your rage and mana are not apt, nor really is energy.

Huh. I haven't been following closely at all as more and more leaks started appearing.  The first time I heard about it, it sounded like you tapped runes to build power, then your abilities used runic power, OR also tapped runes. (Leading to an imagined nightmare of timer management.)  Good to know.

WoW head has the  talents up http://wotlk.wowhead.com/?talent

Minus Hunters and Paladins. Nothing new as far as I can see, but you don't have to go fishing through all the leak sites for them anymore.

Hunters and Paladins aren't in yet.  Don't expect to see either of them for a while, either.  As mentioned in the Pally overhaul thread, they want to work out the new mechanics for both classes and THEN figure talents out for them.  :awesome_for_real:  Another reason I'm shelving the hunter for a long, long time.


Title: Re: WotLK spoilerfication
Post by: slog on July 10, 2008, 08:39:16 AM
Quote
What I'm interested to see is whether deep-disc will now become a raid-viable spec. A lot of the new talents look rather nifty, the only problem is the large number of filler talents you need to wade through in the middle of the tree to get there. Grace seems pretty damn powerful, especially when you have other healers to take advantage of it. Deep disc priests look like they'll be mainly using penance, with GHeal and Flash Heal during the cooldown, probably as tank healers. Depending on the duration of grace I wonder whether we'll have priest + druid teams keeping up lifebloom and grace on 2-3 targets.

We were talking about this in IRC a few weeks ago.  I  made a few disc raiding specs and came to the conclusion that Disc priests on raids are going to be like Shadowpriests are for regular DPS:  They will be almost as good as regular healers and will act as mana batteries for the raid.

Not sure how viable it's going to be though.


Title: Re: WotLK spoilerfication
Post by: K9 on July 10, 2008, 08:52:23 AM
I have a feeling deep-disc will be more like Ret Paladins or Survival Hunters. One per raid will be very very useful, but beyond that the benefits fall off. We'll have to see what the healing throughput on Penanace is like, because deep-disc priests are always going to lag significantly behind deep-holy on every other heal. I'm thinking most raids will probably have 1 penance, 1 CoH and a shadowpriest as standard, maybe adding an extra SPriest or CoH priest as availability dictates.


Title: Re: WotLK spoilerfication
Post by: slog on July 10, 2008, 09:00:06 AM
I have a feeling deep-disc will be more like Ret Paladins or Survival Hunters. One per raid will be very very useful, but beyond that the benefits fall off. We'll have to see what the healing throughput on Penanace is like, because deep-disc priests are always going to lag significantly behind deep-holy on every other heal. I'm thinking most raids will probably have 1 penance, 1 CoH and a shadowpriest as standard, maybe adding an extra SPriest or CoH priest as availability dictates.

I can't imagine a 10 man having 3 priests.


Title: Re: WotLK spoilerfication
Post by: Chimpy on July 10, 2008, 09:06:09 AM
I have a feeling deep-disc will be more like Ret Paladins or Survival Hunters. One per raid will be very very useful, but beyond that the benefits fall off. We'll have to see what the healing throughput on Penanace is like, because deep-disc priests are always going to lag significantly behind deep-holy on every other heal. I'm thinking most raids will probably have 1 penance, 1 CoH and a shadowpriest as standard, maybe adding an extra SPriest or CoH priest as availability dictates.

I can't imagine a 10 man having 3 priests.

10 man Naxx-2.0 will for Gothik unless they totally change the concept of the fight. Lots of undead mobs that need CC for teh suck.

We used to take 8 for the 40 man version.


Title: Re: WotLK spoilerfication
Post by: Simond on July 10, 2008, 10:42:02 AM
Looking at those DK talents, every single DK is going to put at least 5 points into Blood for 5/5 Bladed Armour.


Title: Re: WotLK spoilerfication
Post by: Fabricated on July 10, 2008, 11:16:42 AM
This is probably going to be my build as a prot warrior.

http://wotlk.wowhead.com/?talent=LV0cZZi0tMe0dfesguAo

Safeguard I'm taking since it screams, "We're going to make intervene a useful/crucial part of encounter mechanics."


Title: Re: WotLK spoilerfication
Post by: Chimpy on July 10, 2008, 11:27:32 AM
Oh my holy raptor jesus.

I might just play my resto shaman and not bother with the hunter in LK.

Get a decurse/poison/disease in one button spell, a healing pet, and frickin Tidal Waves is hawt. Dunno how spirit link will work....seems, well, odd.


Title: Re: WotLK spoilerfication
Post by: Fordel on July 10, 2008, 11:36:04 AM
Spirit Link is what you mash before you mash Chain Heal.  :grin:


-edit-

My Balance druid needs another like, 15-20 points  :cry2:


Title: Re: WotLK spoilerfication
Post by: K9 on July 10, 2008, 12:22:23 PM
Ok, the Death Knight Trees make no sense whatsoever to me, I guess this is because I don't understand the class mechanics properly. It does seem though that DK tanks will want at least 23 points in Blood for the 3 parry talents, and then the rest in frost I guess. Frost seems to be more about DPS and target control overall, apart from a few magic-tanking talents. Unholy seems the least focused, offering all sorts of interesting-looking stuff.

I guess I'm hampered by a lack of understanding of which abilities are actually useful and what they actually do.

Overall the impression I'm getting is that this is a class designed to rape casters.



Title: Re: WotLK spoilerfication
Post by: Montague on July 10, 2008, 01:18:42 PM
Looking at those DK talents, every single DK is going to put at least 5 points into Blood for 5/5 Bladed Armour.

Upon dinging 70, a DK with average gear will have around 9k armor. At 5/5 that'll equate to 225 attack power, which is basically a Blessing of Might. Meh.

To be honest, I'm rather underwhelmed. I see a viable 5-man tank and a formidable PVP class, but not a very good raiding class.


Title: Re: WotLK spoilerfication
Post by: Chimpy on July 10, 2008, 01:38:53 PM
To be honest, I'm rather underwhelmed. I see a viable 5-man tank and a formidable PVP class, but not a very good raiding class.

They already stated that DK's will be used as a magic soaking kind of tank, probably to replace/augment warlock tanking on shit like Twin Emps/Leothras/Illidan etc.

I am sure they will setup something where no DK in raid to tank mob z = wipe everytime.



Title: Re: WotLK spoilerfication
Post by: Fordel on July 10, 2008, 03:39:33 PM
Anti-Magic Zone
Places a large, static Anti-Magic Zone which can protect any party members inside it. The Anti-Magic Zone absorbs 75% of the damage dealt by the next harmful spell. Absorbs up to 10000 damage. Lasts 30 sec.


Guarantee 1+ DK per raid to deal with gimmick ability on Boss via this  :oh_i_see:


Title: Re: WotLK spoilerfication
Post by: lamaros on July 10, 2008, 03:56:04 PM
I've been keeping up a fair bit with the DK stuff because I'm going to play one for the expansion. There's a thread I started over at EJ on them:

http://elitistjerks.com/f31/t26113-death_knight_wotlk_discussion_-_talents_abilities/

There is a bit of useful information there, though it gets pedantic (me? pedantic?) and stupid at points too. But if you're really interested it might be worth a skim read.

The Trees are not setup to be tank/dps/pvp or whatever, Blizzard is trying to get away from that and is changing other classes to try and escape this also. While there will ultimatly be a tanking spec that works best it is likely that you will be able to have a solid tank with a few different specs, dependign on what you want to make strengest.

And while Blizzard has said they will make DKs the spellcaster tanks that does not mean the Warlock tank role. Warlock tanking is gimmick based, where DKs are much more conventional tanks (they are melee, afterall). A DK/Warrior/Bear will be interchangable for most raids fights in the game, it's just that some will do better than others in specific fights and worse in others. That is the stated intention from Blizzard at this time, anyway.

At the moment it looks like DKs will have the folowing strengths:

Able to tank.
Able to DPS.
Decent DPS while tanking (threat is based off damage as far as we know, not off +threat skills)
An Unholy tree with some powerful raid buffs/debuffs (+9% magic damage, AMZ, so forth)
Blizzard's intention to make them the best spellcaster tanks, though not a huge indication from current skills as to where that comes from.
Synergy with Frost Mages with frozen rune weapon and their frost spell damage.

I expect there will be three roles for DKs in raids in the end. The Unholy debuffer, the MT (looking likely to be frost/blood) and the DPS Offtank. You probably won't have more than 2 in a raid unless they are overpowered, but you'll see at least one or two in most I would expect.


Title: Re: WotLK spoilerfication
Post by: lamaros on July 16, 2008, 01:10:00 AM
Alpha is over.


Title: Re: WotLK spoilerfication
Post by: Merusk on July 16, 2008, 03:01:00 AM
Alpha is over.

And no hunter/ pally stuff patched in before it ended.  I'm sure that won't lead to any long-term problems.  :awesome_for_real:

Yeah, as time goes on that reroll I did looks like it was the best choice I ever made.  Both my Alliance 70s with any serious play time were Hunter & Pally.  The other was a Priest, but I'm sick to death of healing as a clothy.


Title: Re: WotLK spoilerfication
Post by: lamaros on July 16, 2008, 03:40:20 AM
Alpha is over.

And no hunter/ pally stuff patched in before it ended.  I'm sure that won't lead to any long-term problems.  :awesome_for_real:

I'm pretty sure it'll make no real difference.


Title: Re: WotLK spoilerfication
Post by: Paelos on July 16, 2008, 08:48:58 AM
Just cancel hunters in the expansion and give the players an equal level DK.

Problem solved.


Title: Re: WotLK spoilerfication
Post by: Chimpy on July 16, 2008, 09:52:14 AM
Just cancel hunters in the expansion and give the players an equal level DK.

Problem solved.

Uhm, I don't want a melee character.

Just give me back all my subscription money for the months I played a hunter more than any other class.


Title: Re: WotLK spoilerfication
Post by: Paelos on July 16, 2008, 10:39:21 AM
Yeah, that'll happen.

If all the hunters suddenly disappeared, the funny thing is that I don't think the game would change at all. Except there would be less dumbass elves running around.


Title: Re: WotLK spoilerfication
Post by: Ironwood on July 16, 2008, 11:37:09 AM
But who'd take care of Hobbes ?



Title: Re: WotLK spoilerfication
Post by: Merusk on July 16, 2008, 01:46:12 PM
And Sampson!  And Leopold!

Damn you, Paelos. You're killing my pets!  :grin:


Title: Re: WotLK spoilerfication
Post by: Trippy on July 16, 2008, 06:49:27 PM
Hi guys, just wanted to point out that I've posted some guidelines about posting about games still under NDA here:

http://forums.f13.net/index.php?topic=13793.0

Now WoW-related stuff is a little bit trickier than some of the other games out there because

1) Blizzard really doesn't care (as far as I can tell)

2) Some of the NDA-covered information has become so widespread that it's effectively "public knowledge" even though it's technically still under NDA

As the guidelines above state we're trusting you to use your best judgement on this stuff. If you are in doubt just don't post it.

However if any of you are in the NDA Alpha/Beta and you've been posting NDA-breaking material here that will get you ban if we find out about it after the fact so fess up about it now (send me a PM) and we'll discuss it.


Edit: NDA dropped 7/17 so ignore this post


Title: Re: WotLK spoilerfication
Post by: Ironwood on July 17, 2008, 12:05:34 AM
Ouch.  Those rules are harsh and kinda general.

For my part, I have no idea what's NDA, I'm not in any Betas/Alphas and I've never signed anything.

I also have trouble keeping my gob shut.

I think this whole thread gets nuked, doesn't it ??


Title: Re: WotLK spoilerfication
Post by: Trippy on July 17, 2008, 12:09:45 AM
Depends on what schild feels like doing. Fortunately for you guys schild could care less about WoW.



Title: Re: WotLK spoilerfication
Post by: Ironwood on July 17, 2008, 12:13:15 AM
Aye, right now.  But wait until his level 60 Paladin changes get released.



Title: Re: WotLK spoilerfication
Post by: cevik on July 17, 2008, 06:49:39 AM
I think this whole thread gets nuked, doesn't it ??

Everything in this thread can be found either here: http://forums.worldofwarcraft.com/board.html?forumId=1793231&sid=1

Or directly linked to by posts in that forum that do not ever get deleted.  I can't see why you'd nuke this thread, it's pretty clear that Blizzard wants the info out there so they can force everyone to implement shitty half finished versions of the same systems and then laugh as they drive to the bank!


Title: Re: WotLK spoilerfication
Post by: slog on July 17, 2008, 07:57:18 AM
I think this whole thread gets nuked, doesn't it ??

Everything in this thread can be found either here: http://forums.worldofwarcraft.com/board.html?forumId=1793231&sid=1

Or directly linked to by posts in that forum that do not ever get deleted.  I can't see why you'd nuke this thread, it's pretty clear that Blizzard wants the info out there so they can force everyone to implement shitty half finished versions of the same systems and then laugh as they drive to the bank!

According to those rules, if it's possible that it's under NDA, then it gets nuked, even if Blizzard chooses not to enforce the NDA, and even if no one what is actually written in the NDA.


Title: Re: WotLK spoilerfication
Post by: cevik on July 17, 2008, 08:05:17 AM
According to those rules, if it's possible that it's under NDA, then it gets nuked, even if Blizzard chooses not to enforce the NDA, and even if no one what is actually written in the NDA.

I'm not sure if you've re-read the rules since he changed it, but your indignation over the deleted post got some additional changes:

Quote
* If you are thinking about posting something that's not publically% available knowledge (i.e. that would break the NDA) DON'T, even if you haven't accepted any NDA agreement yourself.
...
% "Publically available knowledge" includes:

* Stuff the developer/publisher releases about the game (e.g. EA or Mythic in the case of WAR)
* Stuff on the main pages of reputable Web-sites (they won't risk posting NDA-breaking stuff for fear of being cut off by developer/publisher in the future)
* Stuff you've seen actually playing the game while not under an NDA (e.g. at public gaming shows)

Stuff that might not be publically available knowledge includes:

* Stuff you read about in forums
* Stuff you read about in Joe-random blog

Of course I'm assuming that stuff you read about on official forums constitutes stuff that the developer/publisher has released about the game, since you know, the publisher is not nuking the stuff on their own site (and even stickying 90% of the stuff in this thread), thus acquiescing to the fact that it's public knowledge.  Of course, if you read the line "Stuff you read about in forums" to mean on the official forums, and not on third party forums about the game, then you're interpretation may be different than mine.

Besides, Blizzard doesn't care enough about a niche site like f13 to hand out free beta accounts, so it's not like schild and trippy have to kiss Blizzard's asses.


Title: Re: WotLK spoilerfication
Post by: slog on July 17, 2008, 08:27:34 AM
Quote from: cevik
Besides, Blizzard doesn't care enough about a niche site like f13 to hand out free beta accounts, so it's not like schild and trippy have to kiss Blizzard's asses.

Ok that makes sense.

EDIT: Do we even know if WOTLK is under NDA?   NDA's often include language like "you may not reveal you are a beta tester." so revealing that there is an NDA would violate the policy (lol)


Title: Re: WotLK spoilerfication
Post by: Paelos on July 17, 2008, 08:35:19 AM
Yeah, nothing in here is shocking. The talents were supposed to be released, and Blizzard wants to make sure the populace knows what they are doing so they can gain more interest in the expansion.


Title: Re: WotLK spoilerfication
Post by: kaid on July 17, 2008, 08:38:27 AM
NDA handling with blizzard is odd even the most spoilery sites out that got talked to by blizzard all they were asked to do was take down pictures of loot the rest they did not complain about at all. Oh well should be all moot soon enough anyway once beta kicks live I am expecting that end of this month or begining of august. This is not any kind of NDA break just looking at the time frame for how stuff happened for TBC and so far WOTLK is following a similar pattern for how long different phases are lasting.

As for the whole end of beta thing that has been posted and reposted from the main wow forums to just about all the major wow pages so while technically NDA its also pretty much public knowledge now.

As for the hunter paladin stuff I would not be super worried just yet going to beta mostly means a big enough bulk of content is done and stable enough for testing. I am guessing you will see both the hunter and paladin stuff when beta goes live. The hunter stuff due to the revamp of how pets work is probably the delay there and for paladins I think they are just being very careful for balancing.



Title: Re: WotLK spoilerfication
Post by: Montague on July 17, 2008, 10:16:02 AM
...and for paladins I think they are just being very careful not to reveal the talents because of the shitstorm it will cause.


Fixed that for ya.


Title: Re: WotLK spoilerfication
Post by: Simond on July 17, 2008, 10:35:55 AM
Some official stuff to chew on while we wait for the :nda: to drop:
http://www.worldofwarcraft.com/wrath/features/gameplay/achievements.xml

Quote
While Wrath of the Lich King will improve many of World of Warcraft’s existing features, it will also introduce plenty of brand-new ones to keep the game fresh and interesting. One of these new features is sure to suit a wide range of play styles: achievements. These self-contained goals will offer new challenges, satisfy goal-oriented players, allow others to see your accomplishments in World of Warcraft -- and are just plain fun.

World of Warcraft’s achievements system will launch with more than 500 individual achievements covering every aspect of gameplay, including world exploration, PvE, PvP, professions, and character development; from the purely whimsical to the truly epic, there will be something for everyone. Some achievements come with in-game rewards such as tabards, vanity pets, and titles. All of these rewards are purely cosmetic and just for fun, but you’ll certainly stand out when you proudly display them.

And don’t fret about running out of achievements anytime soon. The list is easily expandable, so you can expect additional achievements with each new World of Warcraft content update.


Title: Re: WotLK spoilerfication
Post by: K9 on July 17, 2008, 10:52:48 AM
Interesting, I wonder whether they'll be character or account-based.


Title: Re: WotLK spoilerfication
Post by: Merusk on July 17, 2008, 12:01:51 PM
I wondered when they were going to announce that.  There were screenshots of it up on wotlk.wiki previously, but went away after Blizz said "um hay... "   It's about time more MMOs picked this up.  So far it's just been LOTR, EQ2 and CoX. I need MOAR.

In anticipation, I've been running-around filling in the map as much as possible in the hopes that I'll snag that achievement on release day.   :drill:


Title: Re: WotLK spoilerfication
Post by: Merusk on July 17, 2008, 12:02:17 PM
Interesting, I wonder whether they'll be character or account-based.

Pretty sure they're character based.


Title: Re: WotLK spoilerfication
Post by: K9 on July 17, 2008, 12:36:37 PM
I guess, or maybe they'll have a mix. Account-based achievements would allow for a bigger range of achievements (level one of every class to level 10, 20, 30. Get at least artisan in every crafting skill etc) whithout being ridiculous.


Title: Re: WotLK spoilerfication
Post by: kaid on July 17, 2008, 12:36:57 PM
I had seen some stuff mentioned about achievements before but I was not putting to much faith into that being added but apparently it is going in. Its going to be pretty funny the moment a long time character logs in once WOTLK goes live for the huge spam of achievements being shouted out to the guild and everybody in the area.

Personally I hope there is some retroactive achievement called glutton for punishment for those who finished their teir .5 quest and killed valthalak. That was a long expensive very difficult for its time quest for minimal reward.


Title: Re: WotLK spoilerfication
Post by: Fordel on July 17, 2008, 02:37:02 PM
The really important bit of info, is the confirmation on the barber shop.  :grin:


Title: Re: WotLK spoilerfication
Post by: Merusk on July 17, 2008, 02:46:06 PM
I guess, or maybe they'll have a mix. Account-based achievements would allow for a bigger range of achievements (level one of every class to level 10, 20, 30. Get at least artisan in every crafting skill etc) whithout being ridiculous.

Oh, damn you're right.  I think it is a mix, because of something else I saw.. one of the achievements was "Has leveled every class to 70."  I wonder if that one comes up as "Mr. Poopinasock" for a title.

The really important bit of info, is the confirmation on the barber shop.  :grin:

That was confirmed a while ago, along with "learn new dance moves," I thought.


Title: Re: WotLK spoilerfication
Post by: Fabricated on July 17, 2008, 02:53:37 PM
I had seen some stuff mentioned about achievements before but I was not putting to much faith into that being added but apparently it is going in. Its going to be pretty funny the moment a long time character logs in once WOTLK goes live for the huge spam of achievements being shouted out to the guild and everybody in the area.

Personally I hope there is some retroactive achievement called glutton for punishment for those who finished their teir .5 quest and killed valthalak. That was a long expensive very difficult for its time quest for minimal reward.
For some classes the Tier 0.5 set was actually pretty damn good. Not the warrior one however, which was half tank gear and half DPS gear. The warlock and mage sets were pretty fantastic if you had the astronomical amount of cash and time to put in. That fucking baron run was ridiculous.


Title: Re: WotLK spoilerfication
Post by: Merusk on July 17, 2008, 03:18:03 PM
Yeah, but I don't expect any retroactive achievements for bosses killed unless you still have the loot.  Damn you limited bank space for hindering my pack-rat nature!*

*I still have all my T1 armor and Mandokir's Sting.  I'd have all my t2 and t4 as well if I'd had the space.


Title: Re: WotLK spoilerfication
Post by: Fordel on July 17, 2008, 03:28:49 PM
That was confirmed a while ago, along with "learn new dance moves," I thought.


There's "confirmed" then there's official screen shots!


Title: Re: WotLK spoilerfication
Post by: Trippy on July 17, 2008, 05:39:54 PM
According to those rules, if it's possible that it's under NDA, then it gets nuked, even if Blizzard chooses not to enforce the NDA, and even if no one what is actually written in the NDA.
If you read the guidelines there are no specific penalities for not following them other than if you are under NDA and you post NDA-breaking info -- that will get you a ban. In other words it's up to the whims of the Mods and Admins.

Also you keep bringing up this "not knowing what's in the NDA" stuff. I already answered your point here:

http://forums.f13.net/index.php?topic=13743.msg479543#msg479543

If you keep bringing this up I will shut you up for wasting my time responding to you.



Title: Re: WotLK spoilerfication
Post by: lamaros on July 17, 2008, 07:04:58 PM
Looks like Beta may start tomorrow anyway, and if the NDA drops with it as expected all this will be moot.


Title: Re: WotLK spoilerfication
Post by: lamaros on July 17, 2008, 07:58:39 PM
Beta patch notes:

Quote
World of Warcraft: Wrath of the Lich King: Beta

Welcome to the World of Warcraft: Wrath of the Lich King Beta Test. The list below contains information on the current available content for testing and general information. This information is subject to change. Alpha testers should note that your characters have been temporarily locked out. In a few weeks time, we will unlock these characters and you will be able to continue to level them. Please visit the Beta forums to submit feedback and discuss the expansion development with others.

General

o The continent of Northrend is now available! To travel there, visit one of four transportation masters in either Orgrimmar, Undercity, Stormwind Harbor,or Menethil Harbor.
o The floating magical city of Dalaran is now available!
o The Barber Shop has been implemented and you can now visit one of the Barber Shops in the major cities to change your appearance.
o The all new Achievement System has been implemented.
o Transportation between Howling Fjord and Borean Tundra can be found at the Tuskarr villages in those zones.
o The level cap is currently set to 77.
o Hit Rating, Critical Strike Rating, and Haste Rating now modify both melee attacks and spells.
o Spellpower:
+ All items and effects which grant bonuses to spell damage and spell healing are being consolidated into a single stat, Spellpower. This stat will appear with the same values found on items which grant “increased spell damage and healing” such as on typical Mage and Warlock itemization.
+ For classes which do not heal, they should see no change in the character sheet other than new tooltip wording.
+ Healing characters will see their bonus healing numbers on the character sheet decrease, however, all healing spells have been modified to receive more benefit from spellpower than they received from bonus healing, with a net effect of no change to the amount healed by their spells. Some talents have had to be rebalanced to accommodate this change, but the amount healed will remain roughly the same. In addition, some talents will provide only healing spell power.
o NPC Transportation Locations
+ Horde:
# Undercity to Vengeance Landing (Howling Fjord)
# Orgrimmar to Warsong Hold (Borean Tundra)
+ Alliance:
# Menethil Harbor to Valgarde (Howling Fjord)
# Stormwind Harbor to Valiance Keep (Borean Tundra)

Known Issues

o The current patch notes are incomplete, but will be more progressively more comprehensive in each patch.

World Environment Zones

o The following zones are available for testing: Howling Fjord, Borean Tundra, Dragonblight, and Grizzly Hills, Sholazar Basin, and Zul'Drak.

Dungeons

o The following dungeons are available for testing:
+ Howling Fjord: Utgarde Keep (70-72)
+ Borean Tundra: The Nexus (70-72)
+ Dragonblight: Azjol-Nerub (72-74)
+ Grizzly Hills: Drak’Tharon Keep (74-76)
+ Storm Peaks: The Halls of Stone (77-79)

Classes

o All Classes are available for play. Spells and talents will be available for testing past 70.
o The Death Knight Hero class is now available for play.
+ Death Knights will now start with 0 talent points at level 55.
+ Creating a new Death Knight will start you at level 55 in Eastern Plaguelands.
+ The Death Knight start zone, Acherus, the Ebon Hold, is fully implemented and is located in the Eastern area of Eastern Plaguelands.

Druid

o Brambles (Balance): Now increases the damage done by your Treants, and also damage caused from your Treants and Barkskin has a 5/10/15% chance to Daze the target for 3 sec.
o Celestial Focus (Balance): The stun proc now works with Starfall.
o Entangling Roots: Can now be used indoors.
o Faerie Fire (Feral): Now an 11-point talent, down from being a 21-point talent.
o Feral Charge (Feral) is now a 21-point talent, up from being a 11-point talent.
o Feral Charge (Feral): Can now be used in Cat form.
o Feral Instinct (Feral) no longer increases threat generated in Bear form, but now increases damage done by your Swipe ability by 5/10/15%.
o Focused Starlight (Balance): Now also works with Starfall.
o Force of Nature (Balance): Cooldown reduced to 2 minutes, down from 3.
o Hurricane: No longer has a cooldown (was 1 minute).
o Improved Faerie Fire (Feral): Now also works with spell hit, in addition to ranged and melee hit %.
o Improved Mark of the Wild (Restoration): Now a 2-point talent, down from a 5-point talent.
o Improved Tranquility (Restoration): Now also reduces the cooldown of your Tranquility spell by 25/50%.
o Mangle (Feral): Now increases the damage done by Maul in addition to Shred.
o Moonglow (Balance): Now also works with Starfall.
o Moonkin Form (Balance) no longer increases your attack power or causes you to regenerate mana off melee attacks, but now has a chance to cause you to instantly regenerate 2% of your total mana every time you critically hit with a spell.
o Nature's Focus (Restoration): Now a 3 point talent, down from a 5-point talent. Also moved to Tier 1, up from Tier 2. Now also includes Nourish.
o Nature's Grace (Balance): Now also reduces the global cooldown of your Wrath spell by 50% while in effect.
o Nature's Grasp (Balance): Can now be used and can proc indoors.
o Nature's Reach (Balance): Now also reduces threat generated by Balance spells by 15/30%.
o New Spell: Revive - Returns the spirit to the body, restoring a dead target to life with health and mana. Cannot be cast when in combat. (Ranks 1-7 added)
o Omen of Clarity (Restoration): Now a passive spell. Now also works for spells (healing and damage). Proc rate is roughly 6% with a 10 second internal cooldown.
o Primal Tenacity (Feral) now reduces damage while stunned by 5/10/15%, and reduces the duration of fear effects by 5/10/15%.
o Remove Curse can now be used in Tree of Life form.
o Soothe Animal can now be used on Dragonkin as well as Beasts.
o Soothe Animal is now instant cast.
o Subtlety (Restoration): Now a 3-point talent, down from a 5-point talent. Also moved to Tier 2, up from Tier 3. Also now only reduced threat for Restoration spells, and reduces the chance that your healing over time spells (Lifebloom, Regrowth and Rejuvenation) will be dispelled, rather than all Druid spells. Threat management for Balance can now be found in the Balance tree, within Nature's Reach.
o Survival of the Fittest (Feral): Increased to 2/4/6%, up from 1/2/3%.
o The mana regeneration penalty when in Bear Form, Dire Bear Form and Cat Form has been removed.
o Tranquil Spirit (Restoration) now also includes Nourish.
o Tree of Life (Restoration): 30% snare penalty has been removed.
o Tree of Life (Restoration): Can now cast Dispel Curse.
o Tree of Life (Restoration): You can now cast all Restoration spells (Healing Touch) in the form, but Tree of Life now only reduces the mana cost of your healing over time spells (Rejuvenation, Lifebloom, Regrowth and Flourish) by 20%.
o Vengeance (Balance): Now also works with Starfall.

Hunter

o All pet families now have one unique ability. New abilities have been added for families such as bears and sporebats.
o Aspects now no longer cost mana.
o Avoidance, Dash / Dive and Cobra Reflexes are now pet talents instead of pet skills.
o Bite now has no cooldown, does the same damage and costs the same Focus as Claw, so works as a Focus dump.
o Clever Traps (Survival) has been renamed "Trap Mastery."
o Concussive Barrage (Marksmanship) - Can now proc from Volley attacks.
o Deterrence (Survival) - Cooldown reduced to 3 minutes, and now also increases your chance to resist spells by 60%. Now has a new spell effect.
o Every hunter pet can learn Growl, Cower and either Bite or Claw (never both).
o Hunter pets can now learn talents in one of three trees depending on family. Pets gain talent points starting at level 20 and earn an extra talent point every 4 levels.
o If a hunter tames a pet that is more than five levels beneath than the hunter's level, then the pet jumps to five levels beneath than the hunter's level.
o Improved Feign Death (Survival): Now also reduces damage taken during Feign Death by 15/30%.
o Loyalty, Training Points and the hunter Beast Training button no longer exist. Hunter pets can now learn all skills at their level. They will get new ranks automatically as they gain levels.
o Master Tactician (Survival) - Chance to proc increased to 10%, up from 6%.
o Monster Slaying (Survival) and Humanoid Slaying (Survival) has been combined into "Improved Tracking".
o New Talent - Improved Tracking (Survival) - Increases all damage done to targets that are being tracked 1/2/3/4/5%.
o Steady Shot now uses ammo. In result, its bonus damage has been slightly reduced. Players can notice a damage increase based upon what ammo they use.
o Surefooted (Survival) now reduces the duration of movement impairing effects by 10/20/30% (instead of resist % chance).
o Trap Mastery (Survival) has been removed.

Mage

o Arcane Focus (Arcane) is now 3 ranks and increases chance to hit and reduces mana cost of Arcane spells by 1/2/3%.
o Counterspell now costs 9% of base mana.
o Frost Armor, Ice Armor, Mage Armor and Molten Armor are no longer Magic effects and cannot be dispelled.
o Invisibility now makes the caster invisible after 3 seconds, reduced from 5 seconds.
o Magic Attunement (Arcane) now also increases the range of your Arcane spells by 3/6 yards.
o Polymorph now costs 12% of base mana.
o Portal spells now cost 18% of base mana.
o Prismatic Cloak (Arcane) now also reduces the fade time of Invisibility by 1/2 seconds.
o Slow Fall now costs 6% of base mana.
o Teleport spells now cost 9% of base mana.

Paladin

o All Auras now affect all party and raid members within the area of effect.
o Anticipation (Protection) moved to tier 1, now increases chance to dodge by 1/2/3/4/5%.
o Avenger's Shield (Protection) cast time reduced to .5 seconds, duration increased to 10 seconds.
o Avenging Wrath no longer causes Forebearance, damage increase reduced to 20%, now increases healing done by 20%.
o Blessing of Freedom renamed Hand of Freedom. Only one Hand spell can be on the target per paladin at any one time. Now costs 6% of base mana.
o Blessing of Light and Greater Blessing of Light removed. Their effects have been folded into all relevant abilities.
o Blessing of Protection renamed Hand of Protection. Only one Hand spell can be on the target per paladin at any one time. All ranks now cost 6% of base mana.
o Blessing of Sacrifice renamed Hand of Sacrifice, is now only 1 rank and transfers 20% of the damage taken to the caster, duration reduced to 12 seconds, cooldown increased to 2 minutes. Only one Hand spell can be on the target per paladin at any one time. Now costs 6% of base mana.
o Blessing of Salvation renamed Hand of Salvation, now reduces total threat on the target by 2% per second for 10 seconds while also reducing all damage and healing done by 10%. Only one Hand spell can be on the target per paladin at any one time. Now costs 6% of base mana.
o Conviction (Retribution) now increases critical chance with all spells and melee attacks.
o Divine Intellect (Holy) moved to tier 2, increases total Intellect by 3/6/9/12/15%.
o Divine Intervention cooldown reduced to 20 minutes.
o Divine Protection and Divine Shield now cost 3% of base mana.
o Divine Purpose (Retribution) now reduces chance to be hit by spells and ranged attacks by 1/2/3%.
o Divine Strength (Holy) moved to tier 1 in the Protection tree.
o Greater Blessing of Salvation removed.
o Hammer of Justice now costs 3% of base mana.
o Hammer of Wrath is now considered a Retribution spell, moved from Holy, mana cost reduced, missile speed increased, now usable on targets below 35% health.
o Healing Light (Holy) moved to tier 2.
o Holy Shield (Protection) cooldown reduced to 8 seconds.
o Holy Shock (Holy) range changed to 20/40 yards when used on enemies/friends respectively, cooldown reduced to 6 seconds.
o Holy Wrath is now instant cast, causes a 3 second stun, cooldown reduced to 30 seconds, radius reduced to 10 yards.
o Illumination (Holy) moved to tier 3.
o Improved Concentration Aura (Protection) moved to the Holy tree.
o Improved Concentration Aura moved from the Protection tree to tier 4 in the Holy tree.
o Improved Devotion Aura (Protection) moved to tier 4, reduced to 3 ranks, now increases armor of Devotion Aura by 17/34/50% and increases all healing done to units affected by Devotion Aura by 1/2/3%.
o Improved Hammer of Justice (Protection) now reduces cooldwon by 10/20/30 secs.
o Improved Righteous Fury (Protection) threat bonus folded into base spell, talent still reduces all damage taken by 2/4/6%.
o Improved Sanctity Aura (Retribution) renamed Sanctified Retribution, now causes all units affected by Retribution Aura to cause 2% more damage.
o Improved Seal of Righteousness (Holy) moved to tier 1, renamed XXX, now affects Seal of Righteousness, Seal of Vengeance and Seal of Corruption.
o Improved Seal of the Crusader (Retribution) renamed Heart of the Crusader and the effects now apply to all Judgement spells.
o Judgement of Justice will no longer prevent Fear effects, only prevent NPCs from fleeing (e.g. at low health).
o Lay on Hands no longer drains all mana, cooldown reduced to 20 minutes.
o Pure of Heart (Holy) reduced to 2 ranks, now reduces duration of Curse and Disease effects by 25/50%.
o Redoubt (Protection) moved to tier 2.
o Repentance (Retribution) mana cost changed to 9% of base, duration increased to 1 minute (10 second PvP duration), now usable against Demons, Dragonkin, Giants, Humanoids and Undead.
o Retribution Aura damage increased and now gains damage based on Holy spell power.
o Righteous Fury now increases threat caused by Holy damage by 90%.
o Sanctified Light (Holy) now also increases the critical chance of Holy Shock.
o Sanctity Aura (Retribution) removed.
o Seal of Justice/Judgement reduced to 1 rank with all the effects of the previous rank 2, the Judgement effect no longer prevents Fear.
o Seal of the Crusader has been removed. The effects of Judgement of the Crusader have been folded into all relevant abilities.
o Seal of Vengeance damage over time effect duration increased to 18 seconds.
o Spiritual Focus (Holy) moved to tier 1.
o Stoicism (Protection) moved to tier 2, now reduces duration of Stun effects by 10/20/30% and reduces chance your spells will be resisted by 10/20/30%.
o Toughness (Protection) moved to tier 3.
o Turn Undead (ranks 1 and 2) removed. Turn Evil now granted at level 24, mana cost changed to 9% of base.
o Unyielding Faith (Holy) moved to tier 2.

Priest

o Circle of Healing (Holy): Now works on any targets in the caster's raid, and is now a "smart" heal and chooses the lowest health targets to heal first within it's range. Also now has a 6 second cooldown. Also no longer will heal summoned Snakes from Hunter's Snake Trap.
o Enlightenment (Discipline): Now also gives 1% spell damage and 1% heal per point.
o Focused Will (Discipline): Now increases healing effects on you by 3/4/5%, down from 4/7/10%.
o Force of Will (Discipline): This talent now increases your spell damage by a flat amount, rather than increasing your spells by a %. (Now increases school %, rather than selected spells damage %). In other words, your spell damage gained from this talent is now reflected on your character sheet, rather than the skill tool-tips.
o Holy Fire: Cast time reduced to to 2 seconds, down from 3.5. Damage increased roughly 60%. Duration for the damage over time effect reduced to 7 seconds, down from 10. Holy Fire now has a 10 second cooldown.
o Improved Inner Fire (Discipline) - Now also increases the bonus healing on your Inner Fire spell by 10/20/30%.
o Improved Shadow Word: Pain (Shadow) - Now increases damage done by your Shadow Word: Pain by 5/10%, but no longer increases the duration of your Shadow Word: Pain.
o Levitate now costs 3% of base mana.
o Lightwell (Holy): Cast time reduced to .5 sec, down from 1.5 sec. Charges increased to 10, up from 5. Now breaks from any attack that hits you for 30% or more of your total health. Cooldown reduced to 3 minutes, down from 5.
o Mind Control now has only one rank and costs 12% of base mana.
o Mind Soothe now has only one rank, costs 6% of base mana and has no max target level.
o Mind Vision now costs 3% of base mana.
o New Talent: Improved Spirit Tap (Shadow) - Gives you a 50/100% chance to gain a 50% bonus to your Spirit after gaining a critical effect chance from your Mind Blast or Shadow Word: Death spells. For the duration, your mana will regenreate at a 25% rate while casting. Lasts 8 sec.
o New Talent: Twin Faiths (Discipline) - Increases your damage and healing by 1/2/3/4/5%.
o Pain Suppression (Discipline): Cooldown increased to 3 minutes, up from 2.
o Power Infusion (Discipline): Cooldown reduced to 2 minutes, down from 3.
o Psychic Scream now costs 15% of base mana.
o Searing Light (Holy): Now also increases the damage of your Holy Nova and Penance spells.
o Shackle Undead now costs 9% of base mana.
o Shadow Focus (Shadow): Now a 3 point talent, down from 5. Now also reduces the mana cost of your Shadow spells by 2/4/6%.
o Shadow Resilience (Shadow): Now reduces physical damage taken by 2/4%, but no longer reduces the chance to be critically hit by spells.
o Shadowform (Shadow): Now has an innate 30% threat reduction. Now has a shapeshift UI.
o Silent Resolve (Discipline): Now a 3 point talent, down from 5 points.
o Spirit Tap (Shadow) - Talent reduced to 3 points, down from 5. Now also leads into "Improved Spirit Tap"
o Wand Specialization (Discipline) has been removed.

Rogue

o Blade Twisting (Combat) now cause all damaging melee attacks to have a 10% chance to daze for 4/8 seconds.
o Deadened Nerves (Assassination) now reduces all damage taken by 1/2/3/4/5%.
o Fleet Footed (Assassination) now reduces duration of movement impairing effects by 25/50% rather than increasing resist chance.
o Gouge is now only 1 rank and causes damage based on attack power.
o Kick is now only 1 rank and no longer causes damage.
o Nerves of Steel (Combat) now reduces the duration of all Stun and Fear effects by 15/30%.
o Pick Lock and Disarm Trap no longer require Thieve's Tools.
o Premeditation (Subtlety) duration increased to 20 seconds.
o Riposte (Combat) now slows the target's melee attacks by 20% instead of disarming them.
o Setup (Subtlety) chance to gain a combo point increased to 33/66/100%.
o Vanish no longer requires the reagent Flash Powder.
o Vile Poisons (Assassination) reduced to 3 ranks, now increases damage of poisons and Eviscerate by 7/14/20% and increases dispel resistance by 10/20/30%.

Shaman

o All totems are now considered on the "Physical" school, and no longer magical spells.
o Ancestral Knowledge (Enhancement): Now increases your Intellect by 2/4/6%, instead of increasing your total Mana by 2/4/6/8/10%.
o Call of Flame (Elemental): Now also increases the damage of your Lava Burst spell by 2/4/6%.
o Call of Thunder (Elemental) now also increases the critical strike chance of your Thunder spell.
o Concussion (Elemental) now increases the damage of your Thunder and Lava Burst spells.
o Convection (Elemental) is now a 3-point talent, down from a 5-point talent. Now lowers the mana cost of Thunder and Lava Burst.
o Earth's Grasp (Elemental) is now a tier-1 talent, up from tier-2.
o Elemental Detestation (Elemental) is now a tier-2 talent, up from tier-4.
o Elemental Focus (Restoration): Now also can proc off Lesser Healing Wave and Healing Wave, and can be used on all healing spells.
o Elemental Fury (Elemental) now requires Elemental Focus as a pre-requisite
o Elemental Precision (Elemental): Chance to hit reduced to 1/2/3% from 2/4/6%, but threat reduction increased to 10/20/30% up from 4/7/10%.
o Enhancing (Enhancement) Totems is now a Tier 1 talent, up from Tier-2.
o Flametongue Totem is now a flat spell damage totem. All ranks have been modified.
o Frostbrand's snare effect has been increased to 50%, up from 25%.
o Ghost Wolf's mana cost is now 13% base.
o Grace of Air Totem has been removed. (Agility has been rolled over into Strength of Earth Totem)
o Improved Fire Totems (Elemental) is now (again) Improved Fire Nova Totem. It now has a 50/100% chance to stun all targets for 2 sec.
o Improved Lightning Shield (Enhancement) is now Elemental Shields, and is in Tier-1.
o New ranks have been added of Water Shield, starting at level 20. (Level 20, 27, 34, 41, 48, 55, 62, 69)
o New Spell: Earthliving Weapon - Imbue the Shaman's weapon with earthen life. Increases healing done by x and each heal has a 20% chance to proc Earthliving on the target, healing an additionaly over 12 sec. Lasts 30 minutes.
o New Talent: Cleanse Spirit (Restoration) - Cleanse the spirit of a friendly target, removing 1 poison effect, 1 disease effect, and 1 curse effect.
o New Talent: Elemental Shields (Enhancement): Increases the damage done by your Lightning Shield orbs by 5/10/15%, increases the amount of mana gained from your Mana Shield orbs by 5/10/15% and increases the amount of healing done by your Earth Shield orbs by 5/10/15%.
o New Talent: Mental Dexterity (Enhancement) - Increases your Attack Power by 33/66/100% of your Intellect.
o Rockbiter ranks 5 through 9 have been removed. Windfury Weapon is intended to replace Rockbiter at level 30.
o Shapeshifting will no longer cancel Water Walking.
o Shield Specialization (Enhancement) - Now a 2-point talent, and increases the chance to block with attacks by 10/20%, and increases the amount blocked by 5/10%.
o Stoneskin Totem now increases armor instead of reducing physical damage.
o Storm Reach (Elemental): Now also increases the radius of your Thunder spell by 10/20%.
o Strength of Earth Totem now also increases agility.
o Tranquil Air Totem has been removed. (Threat is being addressed by modifications to the base threat of players and/or "baked" into tanking abilities.)
o Unleashed Rage is now raid wide.
o Windfury Totem is now a flat 20% melee haste totem. All ranks have been modified.
o Windwall Totem has been removed.
o Wrath of Air is now a flat 10% spell haste totem.

Warlock

o Aftermath (Destruction) - Now a 2-point talent, down from 5.
o All demon abilities and spells will automatically be learned as pets gain levels. Demon Master trainers will be removed.
o Blood Pact now works raid-wide (not just in party).
o Cataclysm (Destruction) - Now also increases your chance to hit with Destruction spells by 1% per point.
o Curse of Recklessness will no longer prevent Fear effects, only prevent NPCs from fleeing (e.g. at low health).
o Dark Pact: Tooltip updated to be more consistent with other similar effects.
o Demon Armor - Now increases healing done by spells and effects by 20%, but no longer has in-combat health regeneration.
o Demon Skin, Demon Armor and Fel Armor are no longer Magic effects and cannot be dispelled.
o Fel Armor - Now increases your spell damage equal to 30% of your total Spirit, but no longer increases healing done by spells and effects by 20%.
o Fel Stamina (Demonology) has been merged with Fel Intellect into Fel Vitality.
o Howl of Terror now costs 15% of base mana.
o Improved Curse of Weakness (Affliction) is now "Frailty" - Increases the amount of attack power reduced by your Curse of Weakness spell by 10/20%, and increases the amount of armor reduced by your Curse of Recklessness by 10/20%.
o Improved Enslave Demon (Demonology) is now a Tier 5 talent, up from Tier 4.
o Improved Lash of Pain (Destruction) and Improved Firebolt (Destruction) have been merged into one talent, Demonic Power.
o Improved Shadow Bolt (Destruction) - Now increases damage by your next Shadow damage spells by 3/6/9/12/15%, down from 4/8/12/16/20%.
o Mana Feed: Tooltip updated to be more consistent with other similar effects.
o Master Demonologist – Felguard (Demonology) - Now increases all damage by 1/2/3/4/5%, and reduces all damage done to you by 1/2/3/4/5%.
o Master Demonologist – Imp (Demonology) - Now increases Fire damage by 1/2/3/4/5%, and critical hit chance with Fire spells by 1/2/3/4/5%.
o Master Demonologist – Succubus (Demonology) - Now increases Shadow damage by 1/2/3/4/5%, and critical hit chance with Shadow spells by 1/2/3/4/5%.
o Master Demonologist (Demonology) - Most effects have been altered.
o New Talent: Demonic Empowerment (Demonology) - Grants your Summoned Demon power for a short time.
o New Talent: Eradication (Affliction) - Your Corruption, Siphon Life and Curse of Agony ticks have a 5/10/15% chance to increase your spell haste by 20% for 8 sec. This effect has a 10 second cooldown.
o New Talent: Molten Core (Destruction) - Your Shadow spells and damage over time effects have a 5/10/15% chance to increase the damage of your Fire spells by 10% for 6 sec.
o Pyroclasm (Destruction) - Now also includes Conflagrate.
o Shadowfury (Destruction) - Can now be cast while moving. Stun duration increased to 3 seconds, up from 2.
o Soul Link (Demonology) is now an 11-point talent (used to be a 31-point talent), but the 5% bonus damage from this talent has been removed. In addition, the damage absorbed by Soul Link is now 15%, down from 20%.
o Soul Siphon (Affliction): Now also increases the damage of your Drain Soul.
o Suppression (Affliction) is now a 3-point talent, down from 5. Now increases your chance to hit with Affliction spells by 1/2/3%, down from 1/2/3/4/5%.
o Unstable Affliction (Affliction): Silence effect reduced to 3 seconds, down from 5.

Warrior

o Anticipation (Protection) now increases chance to dodge by 1/2/3/4/5%, moved to tier 2.
o Challenging Shout cooldown reduced to 3 minutes.
o Death Wish (Fury) no longer makes you immune to Fear effects.
o Death Wish and Sweeping Strikes have swapped locations in their respective talent trees.
o Defensive Stance now increases threat by 45%.
o Defiance (Protection) removed, replaced by Incite and moved to a new location on tier 2.
o Hamstring now only has one rank and no longer causes damage.
o Improved Bloodrage (Protection) now increases rage generation of both the instant and over-time effects by 25/50%.
o Improved Disarm (Protection) now reduces the cooldown of Disarm and Shield Break by 5/10/15 seconds and increases damage taken by disarmed targets by 4/7/10%.
o Improved Shield Block (Protection) now has 2 ranks and reduces cooldown of Shield Block by 5/10 secs. It no longer increases the number of blocks.
o Iron Will (Arms) now has only 3 ranks, reducing the duration of Stun and Charm effects by 10/20/30%.
o Last Stand (Protection) cooldown reduced to 6 minutes.
o Mace Specialization (Arms) can no longer trigger more than once per 6 seconds.
o Mocking Blow now only has one rank and causes weapon damage, cooldown reduced to 1 min and can now be used in Defensive Stance.
o Overpower now only has one rank and no longer causes any bonus damage (i.e. weapon damage only).
o Poleaxe Specialization (Arms) now also increases critical damage done by Axes and Polearms by 1/2/3/4/5%.
o Pummel now only has one rank and no longer causes damage.
o Shield Bash now only has one rank and will cause damage based on a % of AP.
o Shield Block now increases chance to block and amount blocked by 100% for the next attack. Cooldown increased to 30 seconds.
o Shield Slam is now available to all warriors, starting at level 40.
o Shield Specialization (Protection) moved to Tier 1, now increases rage by 2 on a successful block.
o Sword Specialization (Arms) can no longer trigger more than once per 6 seconds.
o Toughness (Protection) moved to tier 3.

Professions

o The following tradeskills are available to train up to 425: First Aid, Herbalism, Mining, Skinning, Enchanting, and Leatherworking.

User Interface

o The /cower emote now has an animation.
o Macros and key bindings are now saved server-side so there is no longer a need to reconfigure them when logging in using another computer.
o Shift-clicking to loot mail: You can now hold Shift and click on mail in your inbox to automatically loot any items and gold without opening the mail. This default behavior can be changed via Auto Loot Mail in the Interface Options (Controls).
o Combat Log Changes:
+ The combat log now differentiates between a spell failure due to resistance and spell failure due to missing the target. Where once both events reported as a resist; a spell missing the target is now reported as a miss.
+ Overhealing is now reported in the combat log.
+ When a source of damage is entirely prevented (by a shield block, a full resist, or a damage shield like Power Word:Shield, the prevented amount will now be displayed.


Title: Re: WotLK spoilerfication
Post by: Montague on July 17, 2008, 08:55:36 PM
NDA is dropped.

According to a beta tester on the paladin forums:

Strength is now a major factor in shield blocking, and tanks' threat will be more damage based. No more stacking stam and mitigation exclusively.
Threat reduction abilities have been nerfed drastically or done away with.
Healing and damage have been lumped into one stat - Spellpower.
Threat gaining moves have been buffed significantly. Apparently Warriors will now have Paladin-level threat generation, which is par for the course as no other class is allowed to do any aspect of tanking better than warriors.  :awesome_for_real:


Title: Re: WotLK spoilerfication
Post by: Lakov_Sanite on July 17, 2008, 09:10:20 PM
To me it seems like they want to make threat almost a non issue, as threat watching addons like omen have become required for raiding.


Title: Re: WotLK spoilerfication
Post by: stu on July 17, 2008, 09:37:23 PM
Damn, I like the Rogue changes. Too bad Kick no longer causes damage though. ++To Premeditaion getting a 20 second duration over the current 10 seconds. Hell yeah to not needing Flash Powder for the Vanish ability.


Title: Re: WotLK spoilerfication
Post by: Kitsune on July 17, 2008, 09:44:08 PM
Well, they'd better've done something good with threat, 'cause they apparently just kicked feral druids' threat-boosting talent squarely in the balls.  If they compensated by boosting threat across the board, then that's fine, but as things stand today, bears really can't afford to have less threat generation.  If that change was in 2.4.3, it would've fucked bear tanking in an instant.

When I was reading the patch notes, I had an, 'Oh, what the FUCK.' moment when I saw that.  I must confess to having uncharitably suspected the developers of sabotaging bear tanks to pave the way for a new tank class.


Title: Re: WotLK spoilerfication
Post by: Montague on July 17, 2008, 09:52:59 PM
Well, they'd better've done something good with threat, 'cause they apparently just kicked feral druids' threat-boosting talent squarely in the balls.  If they compensated by boosting threat across the board, then that's fine, but as things stand today, bears really can't afford to have less threat generation.  If that change was in 2.4.3, it would've fucked bear tanking in an instant.

When I was reading the patch notes, I had an, 'Oh, what the FUCK.' moment when I saw that.  I must confess to having uncharitably suspected the developers of sabotaging bear tanks to pave the way for a new tank class.

It's going to be folded in to your abilities, I would guess. The obvious thing going here is to drastically increase tank damage so they can farm and do dailies like everyone else.


Title: Re: WotLK spoilerfication
Post by: Fordel on July 17, 2008, 10:05:11 PM
Is there anything about Protection Paladins converting Str into Spelldamage or something? Or will we continue to have fucked up itemization needs?


Also, what the shit is a Prot Paladins tier 1 talent(s) now? The current ones were moved up.



So many questions!


-edit again!-

Divine Strength (Holy) moved to tier 1 in the Protection tree.

ahh hah! Now what does that imply I ponder?


Title: Re: WotLK spoilerfication
Post by: Fabricated on July 17, 2008, 10:48:30 PM
Fuckkkkkkk the new Salvation. Also naming all of the spells "hand of <foo>".

And Christ, I'm not liking the changes to the prot tree for warriors either unless they're totally doing away with crushing blows and just making blocks more for big damage reduction.


Title: Re: WotLK spoilerfication
Post by: AngryGumball on July 17, 2008, 10:48:54 PM
Not seeing any HOTs for Paladins. Or did I just not see any holy changes.

Fairly sure Paladins were seeking some form of HOT to be considered viable in Holy spec.

As well as different CC in certain specs.


Title: Re: WotLK spoilerfication
Post by: lamaros on July 17, 2008, 10:53:51 PM
And Christ, I'm not liking the changes to the prot tree for warriors either unless they're totally doing away with crushing blows and just making blocks more for big damage reduction.

Hmm have you been hiding from this thread? Or have we not discussed it?

Bears lost heap armor, DKs can't use shields, etc. Crushing Blows are indeed going.

"Hand of" is a stupid name.

Pally 51 point Holy is a Targatable AoE HoT from all reports.

Ret has a super CC in Repentance now.


Title: Re: WotLK spoilerfication
Post by: Fabricated on July 17, 2008, 11:08:00 PM
And Christ, I'm not liking the changes to the prot tree for warriors either unless they're totally doing away with crushing blows and just making blocks more for big damage reduction.

Hmm have you been hiding from this thread? Or have we not discussed it?

Bears lost heap armor, DKs can't use shields, etc. Crushing Blows are indeed going.

"Hand of" is a stupid name.

Pally 51 point Holy is a Targatable AoE HoT from all reports.

Ret has a super CC in Repentance now.
I haven't been really going over all of the changes until now. I need to just not look at spoiler sites for a few months unless I get into the beta, because I've already looked at the first dungeon's layout via video and I was kinda wanting it to be a surprise.


Title: Re: WotLK spoilerfication
Post by: Ragnoros on July 18, 2008, 12:28:23 AM
Not that anyone cares. But here is a link to a Blizzard FAQ stating there is no :nda: in effect. Linky (https://beta.worldofwarcraft.com/expansion/faq.html)


Title: Re: WotLK spoilerfication
Post by: K9 on July 18, 2008, 01:43:18 AM
Beta patch notes:

Thanks lamaros, a so much interesting stuff here.

Wowhead has Hunter talents up at the moment. The hunter MM 51 pointer looks interesting, although the BM 51 point talent looks awful. Survival gets an AoE which I'm guessing will help maintain their one-per-raid slot.


Title: Re: WotLK spoilerfication
Post by: Merusk on July 18, 2008, 03:28:14 AM
Beta patch notes:

Thanks lamaros, a so much interesting stuff here.

Wowhead has Hunter talents up at the moment. The hunter MM 51 pointer looks interesting, although the BM 51 point talent looks awful. Survival gets an AoE which I'm guessing will help maintain their one-per-raid slot.

No, actually the BM one looks to have the potential to be awesome.  That's 5 more pet talent points than other hunters get, not 5 points under the current system.  Since pets get 1 point every 4 levels after level 20, they only get 15 points, while BM hunters get 20.  Depending on the talents that could be huge.   The question is, what are "Exotic" pets?   Obviously other animals that are currently untameable, but can I have a giraffe?   :grin:  The other talents like Cobra Strikes and Longevity look fantastic.

Wild Quiver in MM looks fun.  Survival has some nice buffs in it too, Hunting Party is reason enough to bring along one survival at least.. once they get their crit % back up AGAIN.  :oh_i_see:

The fun part is seeing previews of new abilities.  "Kill Shot"?  "Bear Trap"?  Wtf.. it's a bear in a trap!


Oh hey.. they also reversed the positions of Mortal and Aimed shots.  Fantastic, no need to pick up AS anymore as one of the other specs.   Wow.. Careful aim is moved to 2nd tier and an armor ignoring talent is in it's spot. Also nice.  CE is still in there, though.  :awesome_for_real:


Title: Re: WotLK spoilerfication
Post by: slog on July 18, 2008, 03:33:41 AM
Wow, Disc priests are getting nerfed in PvP and transfomred into single target healers.  Time to go shadow from the looks of it.


Title: Re: WotLK spoilerfication
Post by: K9 on July 18, 2008, 04:28:16 AM
No, actually the BM one looks to have the potential to be awesome.  That's 5 more pet talent points than other hunters get, not 5 points under the current system.  Since pets get 1 point every 4 levels after level 20, they only get 15 points, while BM hunters get 20.  Depending on the talents that could be huge.   The question is, what are "Exotic" pets?   Obviously other animals that are currently untameable, but can I have a giraffe?   :grin:  The other talents like Cobra Strikes and Longevity look fantastic.

I I misunderstood.

For priests it does look like shadow is going to become the standard PvP spec again.

Also:

Quote
o Force of Will (Discipline): This talent now increases your spell damage by a flat amount, rather than increasing your spells by a %. (Now increases school %, rather than selected spells damage %). In other words, your spell damage gained from this talent is now reflected on your character sheet, rather than the skill tool-tips.

I'm not sure why they note this change, since it seems that they've actually removed Force of Will from the Disc tree. Or maybe they just renamed it "Twin Disciples". If THIS (http://www.mmo-champion.com/talent/?priest) tree is correct then we're getting a 5% spellpower talent at tier 0 in the disc tree, groovytastic.

Looks like they nerfed grace though, from 9% +heal -damage to only 6%, and made it a 2point rather than a 3 point talent. 53/18/0 and 52/19/0 talent builds seem very interesting.


Title: Re: WotLK spoilerfication
Post by: Draegan on July 18, 2008, 05:41:32 AM
And Christ, I'm not liking the changes to the prot tree for warriors either unless they're totally doing away with crushing blows and just making blocks more for big damage reduction.

Hmm have you been hiding from this thread? Or have we not discussed it?

Bears lost heap armor, DKs can't use shields, etc. Crushing Blows are indeed going.

"Hand of" is a stupid name.

Pally 51 point Holy is a Targatable AoE HoT from all reports.

Ret has a super CC in Repentance now.

Beacon of Light
2330 Mana
40 yard range
1.5 second cast
The target becomes a Beacon of Light healing all party or raid members within 10 yards 2000 health over 15 seconds.

You get a roving HOT bot?


Title: Re: WotLK spoilerfication
Post by: Chimpy on July 18, 2008, 05:51:20 AM
OH MY BLIZARD ACKNOWLEDGES HUNTERS HAVE PUSHBACK ISSUES IN TALENTS!

Hunter talents actually look interesting. They gave deep SV a personal DPS boost, and added what could be an even better group buff than EW in with Hunting Party.

Deep MM will be redonkulous DPS and still be the PvP spec with that 51pt talent. And BM gets a weird Blessing of Freedom really early in the tree.


Title: Re: WotLK spoilerfication
Post by: Fordel on July 18, 2008, 05:59:04 AM
I am still confused and frightened by the Prot Paladin talents. They still seem to use Spellpower, but the 51 pointer is based off of weapon damage...  :headscratch:


Title: Re: WotLK spoilerfication
Post by: Chimpy on July 18, 2008, 06:01:19 AM
I am still confused and frightened by the Prot Paladin talents. They still seem to use Spellpower, but the 51 pointer is based off of weapon damage...  :headscratch:

Well enjoy your 141 weapon damage top end then! hehe


Title: Re: WotLK spoilerfication
Post by: K9 on July 18, 2008, 06:02:21 AM
Beacon of Light: 2.3K Mana Oo

I wonder how it will work, mainly if the target moves and new people come into range, will they only get a portion of the heal, or will they get the full 2K.

Seems like the HPM on this one could vary from appalling (single target heal) to insane.

I am still confused and frightened by the Prot Paladin talents. They still seem to use Spellpower, but the 51 pointer is based off of weapon damage...  :headscratch:

(http://static.mmo-champion.com/mmoc/images/wotlk/ingameshots/loot/staff_staffofthegreatreptile.jpg)

That's quite a lot of DPS for a caster weapon, considering that from Naxx to Sunwell epic staff DPS only went from 63.7 (Soulseeker) or 64.4 (Atiesh) to 75.6 on the Golden Staff of the Sin'dorei. Intervening blue staffs actually had lower DPS than Naxx epics, a level 65 blue staff (comparable in TBC progression to the WoTLK staff shown) only has 59.6 DPS, which is on a par with AQ 20 gear. So I'm speculating that some caster weapons may actually have respectable high-end damage, if this staff is indicative. Either that or the gear scaling is intended to make TBC raid gear obsolete stupidly fast.


Title: Re: WotLK spoilerfication
Post by: Fordel on July 18, 2008, 06:15:02 AM
Shamelessly cross linked from the EJ thread. http://elitistjerks.com/816583-post5433.html

New abilities. Or some of them.


Title: Re: WotLK spoilerfication
Post by: K9 on July 18, 2008, 06:25:35 AM
Hmm, Paladins are getting a reactive absorb. This on top of Blizzard pushing PW:S and other absorbs for priests makes me wonder if they'll ensure that shields no longer feck up rage generation. Although I imagine Prot Warriors are going to have a lot easier time now that they can generate rage from Dodges and Parries.

Hunters get a ranged Execute, joy.

Rogue's Dismantle, I'm reading this as only applying to weapons and other held items, not armour. If it's just weapons it's going to be abother borderline-OP trick for them in some fights. If it's everything then it's game-over for non rogues. Fan of Knives seems... un-needed, *shrug*

Divine Hymn looks to be either brokenly powerful in some settings, or it'll be nerfed into uselessness. I'm hoping it'll offer a nice escape for my priest, but the prospect of putting most or all of an enemy team to sleep in an arena match seems crazy. Looking forward to seeing how this works.


Title: Re: WotLK spoilerfication
Post by: Fordel on July 18, 2008, 07:01:11 AM
I've decided I need more info before I proclaim any of the Paladin changes good or bad. Way to many variables still.


Title: Re: WotLK spoilerfication
Post by: Draegan on July 18, 2008, 07:12:36 AM
All these changes seem awesome, enough to get me interested in the game again.  To bad all my friends etc have moved on from the game.  Aaaah well.


Title: Re: WotLK spoilerfication
Post by: Fordel on July 18, 2008, 07:30:39 AM
Now the Druid changes, I can say with some confidence   :drill:


Force of Nature (Balance): Cooldown reduced to 2 minutes, down from 3.  :heart:



Title: Re: WotLK spoilerfication
Post by: Montague on July 18, 2008, 09:20:20 AM
Warlocks got kicked in the junk and hard.

No more inherent advantage thanks to just having to stack stamina, spell damage and spell crit. They now need to stack Spirit as well.



Title: Re: WotLK spoilerfication
Post by: Ironwood on July 18, 2008, 09:27:49 AM
Afflic 51 pointer changed again ?

Christ, it's making my head spin.

Haunt seems interesting.


Title: Re: WotLK spoilerfication
Post by: K9 on July 18, 2008, 09:37:50 AM
wotlk.wowhead.com (http://wotlk.wowhead.com) now has a most (if not all) existing items updated to their WoTLK stats. Notable are the conversions to the new spellpower system. This has resulted in a large number of duplicate items, and it seems that new itemisation gives you options to have crit, hit, haster or spellpower in various combinations along with stats, so for instance there's haste/spellpower and crit/haste and hit/crit items. Should be interesting to see how they fare against each other.

Notably some items don't seem to balance out, for instance after the conversion Essence of the Martyr is better than Icon of the Silver Crescent by a few spellpower on both equip and use. Furthermore, a lot of former healer and caster items now look appealing either way. For example both the Skull and Momento off Illidan are now equally good as caster or healer trinekts (in my rough estimation). This leads me to wonder whether DPS casters will start picking up healer items and vice-versa in preparation for the expansion.

I also tried to find any melee trinkets that might end up being absorbed by casters, but it seems that the homogenisation of hit, crit and haste hasn't been finalised.


Title: Re: WotLK spoilerfication
Post by: cevik on July 18, 2008, 09:42:45 AM
Warlocks got kicked in the junk and hard.

No more inherent advantage thanks to just having to stack stamina, spell damage and spell crit. They now need to stack Spirit as well.

My guess is, that it just means Fel Armor not be as useful.

Even the best epic geared priests are sitting at around 600 spirit.  600 * .30 = 180ish, so about what my main had weapon has in spell damage atm.

I currently have 180 spirit on my lock just from random bits of spirit on my gear, so 180 * .30 = 54.  180 - 54 = 126 +dmg.  So basically if I stacked myself in priest epics I'd game about 126 +dmg.  I bet it would be nearly impossible to add enough +spi on stuff to make it worth my while to make that a primary stat.


Title: Re: WotLK spoilerfication
Post by: WindupAtheist on July 18, 2008, 09:59:46 AM
So pallies get their spells renamed, a bunch of the usual balance-jiggering, and no real paradigm shift.  Good, no reason for me to resub.

Oh, there is a 'heal by beating stuff' pally talent, but instead of being a way to make holy more combative, it's a ret talent.  /facepalm


Title: Re: WotLK spoilerfication
Post by: Lakov_Sanite on July 18, 2008, 10:08:38 AM
So pallies get their spells renamed, a bunch of the usual balance-jiggering, and no real paradigm shift.  Good, no reason for me to resub.

Oh, there is a 'heal by beating stuff' pally talent, but instead of being a way to make holy more combative, it's a ret talent.  /facepalm

I'm curious as to what would have made you re-sub, turning wow into diablo three? I mean what they are doing is not exactly minor changes to the game here, I'd hazard to say it's actually damned risky to be trying to implement this much in an expansion of a pre-existing game.

The paladin comment though, this gets me the same way as disc/holy priests complaining about dps, you're holy specced....you within your class have three seperate talent trees, if you want to be doing damage, use those!

People act like respeccing is the same as re-rolling, must we forget games where if you didn't like one role it was tough titties? Just having a talent tree is something most games don't have and as a paladin having three distinctly different roles all wound up into one class is something many take for granted now.

Summing things up, stop being such a crybaby


Title: Re: WotLK spoilerfication
Post by: Montague on July 18, 2008, 10:37:27 AM
Warlocks got kicked in the junk and hard.

No more inherent advantage thanks to just having to stack stamina, spell damage and spell crit. They now need to stack Spirit as well.

My guess is, that it just means Fel Armor not be as useful.

Even the best epic geared priests are sitting at around 600 spirit.  600 * .30 = 180ish, so about what my main had weapon has in spell damage atm.

I currently have 180 spirit on my lock just from random bits of spirit on my gear, so 180 * .30 = 54.  180 - 54 = 126 +dmg.  So basically if I stacked myself in priest epics I'd game about 126 +dmg.  I bet it would be nearly impossible to add enough +spi on stuff to make it worth my while to make that a primary stat.

I was speaking more of Demonic Embrace's stamina increase is now 15% of your spirit, so instead of getting an additional say 120 stamina you'd be getting 27. That's almost 1k health at 70, and a big nerf. Now granted, all caster gear is now going to have Spirit on it since all caster classes now get benefit from it, but I don't see how any locks can be happy about this.


Title: Re: WotLK spoilerfication
Post by: cevik on July 18, 2008, 10:50:50 AM
I was speaking more of Demonic Embrace's stamina increase is now 15% of your spirit, so instead of getting an additional say 120 stamina you'd be getting 27. That's almost 1k health at 70, and a big nerf. Now granted, all caster gear is now going to have Spirit on it since all caster classes now get benefit from it, but I don't see how any locks can be happy about this.


Ahh, I just read the patch notes above, I didn't look at the talent calculators yet.


EDIT:  If this change happened today, I'd lose 555 hp.  That sucks but isn't game breakingly bad.

EDIT2: But now all PVP builds will include soul link, so it's probably close to a wash.


Title: Re: WotLK spoilerfication
Post by: Musashi on July 18, 2008, 10:51:23 AM
So pallies get their spells renamed, a bunch of the usual balance-jiggering, and no real paradigm shift.  Good, no reason for me to resub.

Oh, there is a 'heal by beating stuff' pally talent, but instead of being a way to make holy more combative, it's a ret talent.  /facepalm

I think the paradigm shifting was their acknowledgment that they're really looking into allowing players two (2) specs without a major penalty.  I haven't seen any actual indication that this feature is in yet though.


Title: Re: WotLK spoilerfication
Post by: Montague on July 18, 2008, 11:14:33 AM
I was speaking more of Demonic Embrace's stamina increase is now 15% of your spirit, so instead of getting an additional say 120 stamina you'd be getting 27. That's almost 1k health at 70, and a big nerf. Now granted, all caster gear is now going to have Spirit on it since all caster classes now get benefit from it, but I don't see how any locks can be happy about this.


Ahh, I just read the patch notes above, I didn't look at the talent calculators yet.


EDIT:  If this change happened today, I'd lose 555 hp.  That sucks but isn't game breakingly bad.

EDIT2: But now all PVP builds will include soul link, so it's probably close to a wash.

Life tap is now based off your Spirit as well.  :ye_gods:

This may actually be a good thing PVE-wise, as locks will have much better mana regen during long fights. PVP though is another matter, locks  survivability seem to be getting nerfed while other classes got buffed. We'll have to see though.


Title: Re: WotLK spoilerfication
Post by: cevik on July 18, 2008, 11:27:09 AM
This may actually be a good thing PVE-wise, as locks will have much better mana regen during long fights. PVP though is another matter, locks  survivability seem to be getting nerfed while other classes got buffed. We'll have to see though.

I don't know, moving Soul Link down 20 talents (and only nerfing it 5%) still makes it close to a wash.  I suspect, as I said above, all pvp builds will include Soul Link.

If the changes happened today I'd have ~1500 more hp from soul link (assuming no healing at all) and 555 less hp from the loss of demonic embrace, so pretty much a survivability buff.  And a Haunt/SL build looks pretty nice to me if you want survivability.

EDIT:  And with Fel Vitality being further down the tree I can get another 3% hp as I move up the tier 2 talents, which is nice, because before you had to waste 3 points on tier 2 or take improved imp (which you never use!) if you were going demo.  So a Haunt/SL build gets that extra 3% health.

EDIT2:  The changes look to me like they are basically trying to make Warlock Tanks no longer work in raids so that DK's will be able to take over that role.  Sounds good to me!


Title: Re: WotLK spoilerfication
Post by: Fordel on July 18, 2008, 11:33:16 AM
So pallies get their spells renamed, a bunch of the usual balance-jiggering, and no real paradigm shift.  Good, no reason for me to resub.

Oh, there is a 'heal by beating stuff' pally talent, but instead of being a way to make holy more combative, it's a ret talent.  /facepalm


They actually went out of their way to make it so Holy paladins could completely stay out of combat with ranged judgments.

My Big concern with holy (outside of it still having a frustrating playstyle, waiting to see how the rest of the new abilities pan out) is mana regen. It doesn't have any.

Combine that with the new role of being the Hand-Job bot, things aren't anywhere as awesome as I'd hope. I understand the theory behind the new Hand of Salvation, but in practice, It's just going to suck a whole bunch to use. Not only do you get to watch health bars, you get to watch everyone's threat bars. Double the fun!


Title: Re: WotLK spoilerfication
Post by: Montague on July 18, 2008, 11:41:30 AM
This may actually be a good thing PVE-wise, as locks will have much better mana regen during long fights. PVP though is another matter, locks  survivability seem to be getting nerfed while other classes got buffed. We'll have to see though.

I don't know, moving Soul Link down 20 talents (and only nerfing it 5%) still makes it close to a wash.  I suspect, as I said above, all pvp builds will include Soul Link.

If the changes happened today I'd have ~1500 more hp from soul link (assuming no healing at all) and 555 less hp from the loss of demonic embrace, so pretty much a survivability buff.  And a Haunt/SL build looks pretty nice to me if you want survivability.

Thinking about it I'm more inclined to think it might be a wash. SL being more available but nerfed slightly, but locks wont be able to stack as much stamina as before (more item points used up in Spirit).  Haunt looks nice, but a cleansed or dispelled Haunt doesnt look like it will do very much for the mana used.


Title: Re: WotLK spoilerfication
Post by: Montague on July 18, 2008, 11:48:37 AM
So pallies get their spells renamed, a bunch of the usual balance-jiggering, and no real paradigm shift.  Good, no reason for me to resub.

Oh, there is a 'heal by beating stuff' pally talent, but instead of being a way to make holy more combative, it's a ret talent.  /facepalm

My Big concern with holy (outside of it still having a frustrating playstyle, waiting to see how the rest of the new abilities pan out) is mana regen. It doesn't have any.

Holy never had any mana regen other than Illumination and BoW. (Illumination now works with Holy Shock too, btw).

Ret paladins are now mana batteries, along with Shadow Priests.  I dont think mana is going to be a problem for them.


Title: Re: WotLK spoilerfication
Post by: Fordel on July 18, 2008, 11:52:30 AM
Maybe not in 25's, but I can easily see issues in 10's.

Maybe the idea is to use Hand of Sacrifice and have the other healers heal the Holy paladin for regen.


Title: Re: WotLK spoilerfication
Post by: kaid on July 18, 2008, 01:04:36 PM
For the person asking about a str to spell power for prot spec actually they do have something but it is stamina to spell power rating. So in full tanking gear you should get an extra 200-300 spellpower easy just from that talent. I think you will still see some two handers and some plate with plus spell power on it but probably not anywhere near as much as you do in TBC.


Title: Re: WotLK spoilerfication
Post by: Merusk on July 18, 2008, 01:45:17 PM
Ret has a similar spell based on ATK power rather than a straight stat.   Both lines give a max of 30% ATK/STA with different bonuses to heals.  Nifty stuff.

However, I think you're still going to be seeing plate with +spell power on it, because nether spec needs as much +int as a holy pally will to make their +spellpower talent as useful.   So we're still probably going to have at least 3 types of plate.  +int/spellpower, dps and tanking.  However, the 2 pally lines will now be able to make better use of the tanking and dps plate without needing to worry about +int/ spellpower as much.


Title: Re: WotLK spoilerfication
Post by: K9 on July 18, 2008, 03:29:50 PM
I was speaking more of Demonic Embrace's stamina increase is now 15% of your spirit, so instead of getting an additional say 120 stamina you'd be getting 27. That's almost 1k health at 70, and a big nerf. Now granted, all caster gear is now going to have Spirit on it since all caster classes now get benefit from it, but I don't see how any locks can be happy about this.

You know what, locks have way too much HP, seriously. I see locks with over 16K HP in battlegrounds, with only Fort and maybe GoTW. That's more than a fully epic Prot Warrior. I know it's a resource to you, but you guys need your HP toned down a bit.


Title: Re: WotLK spoilerfication
Post by: Merusk on July 18, 2008, 06:10:32 PM
I agree.  I shouldn't have almost 10k hps (http://www.wowarmory.com/character-sheet.xml?r=Zul%27jin&n=Narcella) and only 3 pieces of s2 armor.  The rest is greens, rep armor or low-level quest blues.  It's fucking sick.


Title: Re: WotLK spoilerfication
Post by: cevik on July 18, 2008, 08:22:32 PM
I agree.  I shouldn't have almost 10k hps (http://www.wowarmory.com/character-sheet.xml?r=Zul%27jin&n=Narcella) and only 3 pieces of s2 armor.  The rest is greens, rep armor or low-level quest blues.  It's fucking sick.

To be fair, you are really sacrificing in the +dmg department to get that hp.  It may be worth it for pvp (if you are wearing mostly greens) but honestly your +dmg is subpar for even a beginning level 70.


Title: Re: WotLK spoilerfication
Post by: K9 on July 19, 2008, 01:39:36 AM
Oh Hai (http://eu.wowarmory.com/character-sheet.xml?r=Varimathras&n=Mesmerize)

15K HP, 1.3K +dmg. And that's still with room for upgrades and missing a bunch of potential buffs.

It's a pure PvP build, but still silly.


Title: Re: WotLK spoilerfication
Post by: cevik on July 19, 2008, 07:55:29 AM
Oh Hai (http://eu.wowarmory.com/character-sheet.xml?r=Varimathras&n=Mesmerize)

15K HP, 1.3K +dmg. And that's still with room for upgrades and missing a bunch of potential buffs.

It's a pure PvP build, but still silly.

His original point above was that is was "sick" that he could be in all greens and have 10k hp.  I pointed out to get that sta in all greens he sacrificed +dmg.

You then point me to a lock in all purps.


Title: Re: WotLK spoilerfication
Post by: Merusk on July 19, 2008, 07:59:46 AM
I'm all of 2 weeks as a 70 on a new server, I'm going to have shitty spell damage.  The greens I have are from quests leveling up to this point and have been the best available +dam items.  I should have shitty hp as well, but don't.


Title: Re: WotLK spoilerfication
Post by: cevik on July 19, 2008, 08:05:15 AM
I'm all of 2 weeks as a 70 on a new server, I'm going to have shitty spell damage.  The greens I have are from quests leveling up to this point and have been the best available +dam items.  I should have shitty hp as well, but don't.

The day I hit 70 I had real close to +600 dmg pretty easily, but I didn't have nearly the stamina you have.  I know this because I quit the game the day I hit 70 and came back and started playing again two weeks ago, so I had a little warlock time capsule.

I'm not trying to be insulting, I'm just saying that your 10k hp, while impressive, needs to be taken with a grain of salt.  You've sacrificed close to 200 +damage to get that 10k hp.


Title: Re: WotLK spoilerfication
Post by: K9 on July 19, 2008, 04:30:52 PM
His original point above was that is was "sick" that he could be in all greens and have 10k hp.  I pointed out to get that sta in all greens he sacrificed +dmg.

You then point me to a lock in all purps.

The point is that, if you compare locks (particularly demo locks) to equally geared toons, locks have a shit-ton more HP that's all. An equally geared mage would also only have 600 spell damage, but would have 2-3K less HP. That lock has 3K more HP than equivalent mages or priests, without even gemming for HP, he also has more HP than a kara-geared prot warr. So while I acknowledge that stamina is a resource for locks moreso than other cloth/caster classes, the HP disparity that exists is perhaps over the top.


Title: Re: WotLK spoilerfication
Post by: cevik on July 19, 2008, 07:25:39 PM
An equally geared mage would also only have 600 spell damage, but would have 2-3K less HP.

The disparity exists, no one doubts it.  He linked to a "10k health lock in greens, zomg" and I pointed out that he was sacrificing +dmg to get that health.  A pretty significant amount of +dmg at that.


Title: Re: WotLK spoilerfication
Post by: Rasix on July 19, 2008, 07:52:55 PM
Who gives a flying fuck?


Title: Re: WotLK spoilerfication
Post by: cevik on July 19, 2008, 07:58:19 PM
Who gives a flying fuck?

People who like to whine about lock health, best I can tell.


Title: Re: WotLK spoilerfication
Post by: Lakov_Sanite on July 19, 2008, 08:22:55 PM
Locks had a nerf bat coming for a long...long time, whether blizzard wasn't sure how to do it or they didn't want to hear the whining they made their decision. Honestly what do you think locks would have preferred more? nerfing hp to make them in line with other cloth casters or nerfing dps so that it would balance out with the bump in hp?



Title: Re: WotLK spoilerfication
Post by: Ironwood on July 19, 2008, 10:35:25 PM
I demand more Hunter details.  What's going on with Exotic pets and Pet talents ?


Feed me seymour.


Title: Re: WotLK spoilerfication
Post by: Fordel on July 19, 2008, 10:45:43 PM
I demand more Hunter details.  What's going on with Exotic pets and Pet talents ?


Feed me seymour.


http://www.maniasarcania.com/2008/07/18/wotlk-pet-talent-trees/ For the talents. Still don't know what Exotic Pets really means though.



Now some people are reporting that SoR/JoR also scale off of AP... which confuses my Protection gearing even more so.  :headscratch:


Title: Re: WotLK spoilerfication
Post by: Simond on July 20, 2008, 01:54:00 AM
(http://xs229.xs.to/xs229/08290/bike2-half137.jpg) (http://xs.to)

 :drill:


Title: Re: WotLK spoilerfication
Post by: Ironwood on July 20, 2008, 01:57:50 AM
Oh dear God.

 :uhrr:


Title: Re: WotLK spoilerfication
Post by: Simond on July 20, 2008, 01:59:59 AM
I'm guessing (hoping) that it's the two-person engineering mount, but judging from the fact that there's an alliance version as well it's probably BG- or quest-related.


Title: Re: WotLK spoilerfication
Post by: apocrypha on July 20, 2008, 02:29:07 AM
(http://xs229.xs.to/xs229/08290/bike2-half137.jpg) (http://xs.to)

 :drill:

WTF? WorldwarIIcraft? The goblin helicopters I struggled with but that's.. that's... just...  :uhrr:

Edit: please tell me it's a joke, yeah? Please?


Title: Re: WotLK spoilerfication
Post by: Merusk on July 20, 2008, 03:38:00 AM
An equally geared mage would also only have 600 spell damage, but would have 2-3K less HP.

The disparity exists, no one doubts it.  He linked to a "10k health lock in greens, zomg" and I pointed out that he was sacrificing +dmg to get that health.  A pretty significant amount of +dmg at that.

Y'know, I just checked in game last night and I have 704 spelldam, so I dunno what the fuck that profile is missing. I must not have had the pet out or something.  Odd.


Title: Re: WotLK spoilerfication
Post by: Merusk on July 20, 2008, 03:46:56 AM
I'm guessing (hoping) that it's the two-person engineering mount, but judging from the fact that there's an alliance version as well it's probably BG- or quest-related.

I think it's related to the destructible PVP zone. I seem to recall reading about the two person vehicles in one of the previews for that zone, but I can't remember where.


Title: Re: WotLK spoilerfication
Post by: Fordel on July 20, 2008, 04:15:28 AM
That's awesome, I want one!


Title: Re: WotLK spoilerfication
Post by: Tannhauser on July 20, 2008, 04:45:32 AM
That's actually a screenshot from the alpha of Universe of Starcraft.


Title: Re: WotLK spoilerfication
Post by: Lakov_Sanite on July 20, 2008, 08:30:31 AM
It looks like that bike is in the forsaken town, odd.

Though as to the tech? I dunno, warcraft has always had steampunk/early industrial stuff. Sure you could say you always want things to remain quasi-medievil but to me it's just a natural progression of tech. Afterall if you are going to make magic grow, become more powerful and evolve you can do the same for tech and remember, it's still not as bad as goblin rocketships made out of wood.


Title: Re: WotLK spoilerfication
Post by: WindupAtheist on July 20, 2008, 10:28:35 AM
At this point they'd have to turn the game inside out for me to want to play again.  I mean the bottom line is that every instance needs at least 3 jobs done (tank, heal, damage) and about 90% of everyone sitting LFG on any given night (including me) considers the first two to be stupid chores for someone else to do.


Title: Re: WotLK spoilerfication
Post by: Kitsune on July 20, 2008, 12:22:55 PM
The dwarves have fucking tanks parked outside their city, a subway system covers a couple miles of underground tunnel between cities, and a network of trans-continental blimps ferry people around in the sky.  Plus, robots.  Motorcycles really aren't a stretch given how much we've already seen.

Really, the only thing that doesn't make sense in the world is that they haven't built a Roman-esque road network to make the most of their vehicles.


Title: Re: WotLK spoilerfication
Post by: apocrypha on July 20, 2008, 10:31:55 PM
The dwarves have fucking tanks parked outside their city, a subway system covers a couple miles of underground tunnel between cities, and a network of trans-continental blimps ferry people around in the sky.  Plus, robots.  Motorcycles really aren't a stretch given how much we've already seen.

Really, the only thing that doesn't make sense in the world is that they haven't built a Roman-esque road network to make the most of their vehicles.

Good points, well made. Maybe this is the real subconscious reason I play Horde? :D

Edit: I have sausage-fingers!


Title: Re: WotLK spoilerfication
Post by: Lakov_Sanite on July 20, 2008, 10:59:51 PM
The dwarves have fucking tanks parked outside their city, a subway system covers a couple miles of underground tunnel between cities, and a network of trans-continental blimps ferry people around in the sky.  Plus, robots.  Motorcycles really aren't a stretch given how much we've already seen.

Really, the only thing that doesn't make sense in the world is that they haven't built a Roman-esque road network to make the most of their vehicles.

Good points, well made. Maybe this is the real subconscious reason I play Horde? :D

Edit: I have sausage-fingers!

just an aside but i think the shield behind the headlight is the horde symbol...so alliance get tanks and we get bikes?


Title: Re: WotLK spoilerfication
Post by: Phred on July 21, 2008, 01:11:19 AM
I guess, or maybe they'll have a mix. Account-based achievements would allow for a bigger range of achievements (level one of every class to level 10, 20, 30. Get at least artisan in every crafting skill etc) whithout being ridiculous.

Oh, damn you're right.  I think it is a mix, because of something else I saw.. one of the achievements was "Has leveled every class to 70."  I wonder if that one comes up as "Mr. Poopinasock" for a title.

The really important bit of info, is the confirmation on the barber shop.  :grin:

That was confirmed a while ago, along with "learn new dance moves," I thought.

Ya you'd really have to stay glued to your chair for oh, around 1-2hrs a day to accomplish that.


Title: Re: WotLK spoilerfication
Post by: ClydeJr on July 21, 2008, 08:47:32 AM
Its rumored that crushing blows are being removed from raiding for woltk which is the reason for changing prot warrior's Shield Block to have a cooldown of 30 sec (20 sec with talents) and only 1 charge. Currently, SB is used to prevent crushing blows.


Title: Re: WotLK spoilerfication
Post by: K9 on July 21, 2008, 02:35:23 PM
Soooo, Deathknights seem pretty powerful currently in Beta, at level 60 (http://forums.worldofwarcraft.com/thread.html?topicId=8202532560&sid=2003&pageNo=2)

Quote
It is possible to pull 10-12 mobs and come out with near full health.

 :grin:


Title: Re: WotLK spoilerfication
Post by: Simond on July 21, 2008, 03:36:16 PM
DKs are going to get 'nerfed' in the beta. Frost is probably about where Blizzard wants it, Unholy is a little OTT (D&D needs fixing) and Blood is insanely broken.


Title: Re: WotLK spoilerfication
Post by: Calantus on July 21, 2008, 04:22:09 PM
Not seeing any HOTs for Paladins. Or did I just not see any holy changes.

Fairly sure Paladins were seeking some form of HOT to be considered viable in Holy spec.

As well as different CC in certain specs.

http://wotlk.wowhead.com/?spell=53503

There be your HoT.


Title: Re: WotLK spoilerfication
Post by: Register on July 21, 2008, 05:35:18 PM
Interesting to know that there's still quite some warlock hate going around... I do play a lock main currently, and it’s an interesting contrast to the lock forums where the general tone is doom and gloom about how locks are helpless against geared rogues and warriors, and how hunters are chewing up locks too.

Just a few comments - some of the green cloth gears like the nether weave set is very popular to pre-70 locks, it gives lots of sta and moderate spell damage at the cost of giving 0 int 0 spell crit and 0 mana5 or spirit, so there's definitely a trade-off.

Demo-specced locks are pretty common at 70, mainly because its pretty much the only spec that offers some chance of survival against melee dps, which is very dominant due to superior melee scaling as gear improves. Demo tree gives more hp and more spell damage, when I respecced my lock to affliction I lost around 1.6k+ hp and another 100+ spell damage from the deep demo tree talent that gives you extra spell power.

The trade-off for going deep demo is that you give up alot of talent-based spells that are found in the other 2 trees - to get felguard u cant have siphon life, to get siphon life you can't have shadow burn, to get shadow burn you give up the +range for both dots nukes and fear, you give up deep talent ability like UA to protect your dots against dispel, you cannot get insta AE fear, you cannot get backlash, dark pact etc - basically you give your spell arsenal in return for the slightly stronger pet, some hp and some spell power.

Me, because I was doing BGs, went deep affliction and secondary into destro skipping demo totally. Despite the loss of hp and spell power I did significantly more damage, and insta AE fear helped keep me alive despite being significantly less tough from the skipping of demo talents. Darkpact and a stronger lifedrain enabled me to cast for far longer than demo specced. So basically its about trade offs again - same as most classes have to deal with when choosing their talent trees.

I think that most of the lock hate stems from the fear spell, which takes away control from the victim even as they take damage. The number of counters for fear have been greatly increased since early days of wow though - cloak of shadows, fear ward given to all priest races, fear ward castable in shadow form,  increased range and pulse rate for tremor totem, 2 min trinket, beastial wrath, as well as long existing abilities like warrior fear immunities, will of the forsaken etc. Silence/interrupt effects have also increased - silencing shot, silence in garrote, spell interrupt plus snare from deadly throw etc. Basically, if your class have counters and you know how to use them - fear is really not as uber as it is painted to be. On the flip side as a lock against rogues, wars and hunters with bestial wrath on/ silencing shot + scatter fear interrupt - you basically get eaten unless you significantly out gear / out skill your opponent.

All in all, lock is not quite at the bottom of the food chain, but they are not at the top either - right now its the world of meleecraft, and the top three OP class in my humble opinion would be Rogue, War and Resto Droods with their insane healing and mobility.


Title: Re: WotLK spoilerfication
Post by: Merusk on July 21, 2008, 06:02:01 PM
Lock hate is part fear, part gear scaling.  Early on casters own, because melee has shit for weapons.  Yes, they scale into ubergods after a few tiers of gear, but it WAS a minority until badge weaps and t6+ weaps became easy to get.   Now that any shmoe with  a few weeks can run Kara and get some very nice melee weaps, casters are in big pain.

You saw this same progression back prior to BC, and in lower level battlegrounds.  We'll see it again in WOTLK.   It's one of the fundamental flaws of WoW's design, and one not enough folks have examined yet to avoid the mistakes in the next generation of games.


Title: Re: WotLK spoilerfication
Post by: Koyasha on July 21, 2008, 09:46:31 PM
Soooo, Deathknights seem pretty powerful currently in Beta, at level 60 (http://forums.worldofwarcraft.com/thread.html?topicId=8202532560&sid=2003&pageNo=2)

Quote
It is possible to pull 10-12 mobs and come out with near full health.

 :grin:
Don't know the exact details, and I don't really feel like reading that thread to find them if they're stated, but that doesn't sound too unusual on the face of it.  Paladins can do pretty much the same thing.


Title: Re: WotLK spoilerfication
Post by: Zetor on July 21, 2008, 09:53:16 PM
Locks are also the only class that was historically much stronger for one faction [horde] than the other, due to at least 1/2 of horde being undead in any given BG, not to mention the old days when WOTF lasted like 20 seconds with a 2min cooldown. Not that I'm bitter or anything after 3.5 years of playing warlock. ;p (to be fair, the reverse sorta-applies to frost mages since gnomes can nullify a root, but that's not as game/strategy-changing due to lack of immunity, failure chance, usage of other mage CCs and slows, etc)

PostBC though, melee classes can [and do] tear locks up unless they're SL/SL (which is sort of a broken/unintended spec), and even SL/SL locks don't have any way of getting melee off them, so they just act as a gigantic mana sponge against melee teams with the complex strategy of "assist train the warlock 100% of the time". I see some initiatives to make warlocks and shadowpriests be able to cast non-instant spells again, though.. deathwish won't have a fear breaker built in after WOTLK, so even warriors will be fearable again (just have to ride out berzerker rage, or catch them in another stance), and shadow priests get their AOE fear turned into an AOE deathcoil.

Personally I'll be playing a resto shaman as my new main for WOTLK (man those new healing talents look smexy), with a prot pally alt (ditto, though I'm still leery about the physical / spelldamage split)... change of pace, and all that.


-- Z.


Title: Re: WotLK spoilerfication
Post by: Paelos on July 21, 2008, 10:01:33 PM
Soooo, Deathknights seem pretty powerful currently in Beta, at level 60 (http://forums.worldofwarcraft.com/thread.html?topicId=8202532560&sid=2003&pageNo=2)

Quote
It is possible to pull 10-12 mobs and come out with near full health.

 :grin:
Don't know the exact details, and I don't really feel like reading that thread to find them if they're stated, but that doesn't sound too unusual on the face of it.  Paladins can do pretty much the same thing.

The details better be that it takes a ton of time to get them all down, but you could survive. Otherwise, that's like one class being able to play in Diablo-mode while the rest of us are running around rubbing two sticks together for warmth in the cold cruel world.


Title: Re: WotLK spoilerfication
Post by: Montague on July 21, 2008, 10:48:17 PM
Soooo, Deathknights seem pretty powerful currently in Beta, at level 60 (http://forums.worldofwarcraft.com/thread.html?topicId=8202532560&sid=2003&pageNo=2)

Quote
It is possible to pull 10-12 mobs and come out with near full health.

 :grin:
Don't know the exact details, and I don't really feel like reading that thread to find them if they're stated, but that doesn't sound too unusual on the face of it.  Paladins can do pretty much the same thing.

The details better be that it takes a ton of time to get them all down, but you could survive. Otherwise, that's like one class being able to play in Diablo-mode while the rest of us are running around rubbing two sticks together for warmth in the cold cruel world.

That's a thread about a 5-man DK party at Hellfire Ramps pulling 10-12 mobs at a time. My guess is that a 5 man party of paladins (with the new talents) might be able to do it as well, but I expect both classes to see at least a bit of a nerf.


Title: Re: WotLK spoilerfication
Post by: K9 on July 21, 2008, 11:08:49 PM
Lock hate is part fear, part gear scaling.  Early on casters own, because melee has shit for weapons.  Yes, they scale into ubergods after a few tiers of gear, but it WAS a minority until badge weaps and t6+ weaps became easy to get.   Now that any shmoe with  a few weeks can run Kara and get some very nice melee weaps, casters are in big pain.

You saw this same progression back prior to BC, and in lower level battlegrounds.  We'll see it again in WOTLK.   It's one of the fundamental flaws of WoW's design, and one not enough folks have examined yet to avoid the mistakes in the next generation of games.

It's mainly the gear scaling, locks scale far better than any other caster in therms of HP and spell damage at pretty much every tier.

Also 112 Armour Penetration Blue gems make me skittish.


Title: Re: WotLK spoilerfication
Post by: lamaros on July 21, 2008, 11:55:28 PM
DKs enter outlands with gear much better than most classes. It's too early to judge.

Looking at how they're going at 70 will be a better guide.

I expect there will be a lot of changes still, the Frost tree is very meh at the moment now that runes cannot be changed.


Title: Re: WotLK spoilerfication
Post by: apocrypha on July 21, 2008, 11:58:53 PM
Just occurred to me why I don't like the motorbike: It's too close to the real world. The tanks, the tram, the helicopters, the wooden rockets etc are all totally Hanna Barbera, straight out of the ACME catalogue. The motorcycle is....

(http://regionalmilitarymuseum.com/museumcollections_files/WWII%20reenactment%20participants%20ride%20in%20a%20German%20motorcycle%20with%20sidecar.jpg)

I don't mind the mix of steampunk, schlock sci-fi and cartoon medieval at all, as long as it's all cartoony. Actually those 2 guys look vaguely orc-related...


Title: Re: WotLK spoilerfication
Post by: Calantus on July 22, 2008, 02:20:32 AM
Interesting to know that there's still quite some warlock hate going around... I do play a lock main currently, and it’s an interesting contrast to the lock forums where the general tone is doom and gloom about how locks are helpless against geared rogues and warriors, and how hunters are chewing up locks too.


While leveling up warlocks are brutal. Once they have deathcoil they just DoT+Coil+Fear and you die in the fear. No chance to fight back. No chance to survive. You just DIE. Until you hit stamina inflation in outlands, get some resilience, and get the PVP trinket warlocks are tiny walking gods.


Title: Re: WotLK spoilerfication
Post by: lamaros on July 22, 2008, 02:27:27 AM
Warlocks were walking Gods back when Fear and Seduce didn't have diminishing returns and lasted full length. Of course, those were the days when shards were like conjured food and didn't stack, pets despawned (no shard refund) when you rode too fast (they couldn't keep up), and about 50 other truly annoying issues.


Title: Re: WotLK spoilerfication
Post by: Simond on July 22, 2008, 04:11:10 AM
Edit: Never mind, the image host is being weird.  :uhrr:


Title: Re: WotLK spoilerfication
Post by: Calantus on July 22, 2008, 07:02:32 AM
Ah no, I'm talking about right now. You get full dotted, death coiled, and die in fear. With no CC breaks you can't win at all. I'm not complaining about it because I don't care what happens in lowbie PVP, but it would definitely add to the general warlock whines.


Title: Re: WotLK spoilerfication
Post by: lamaros on July 22, 2008, 07:07:23 AM
Ah no, I'm talking about right now. You get full dotted, death coiled, and die in fear. With no CC breaks you can't win at all. I'm not complaining about it because I don't care what happens in lowbie PVP, but it would definitely add to the general warlock whines.

Meanwhile, any melee class that can stun and break fear (which nearly all can with a pvp trinket) can pretty much destroy a warlock, and there is nothing they can do about it.

Warlocks are much much less powerful in PvP than they used to be, they are nowhere near as hard to kill as you make out. And at max level they have gone from being probably the best dueling class to being one of the worst.


Title: Re: WotLK spoilerfication
Post by: AcidCat on July 22, 2008, 07:20:03 AM
The new Shaman and Druid talents look awesome. It's going to be tough to decide what spec is most fun. The new Paladin talents, while an improvement, really do nothing to motivate me to continue the struggle with my level 66.


Title: Re: WotLK spoilerfication
Post by: K9 on July 22, 2008, 08:30:05 AM
Warlocks are much much less powerful in PvP than they used to be, they are nowhere near as hard to kill as you make out. And at max level they have gone from being probably the best dueling class to being one of the worst.

They're not as bad as they used to be, but they still outscale Mages, SPriests, Ele Shamen and Boomkins. They're only really weak against melee, but most melee are enjoying a cloth curbstomping spree at the moment so it's not really. In duels, any healer who beats an equally geared lock is doing impressively.


Title: Re: WotLK spoilerfication
Post by: kaid on July 22, 2008, 12:45:18 PM
One issue that I am sure that will be addressed that is allowing for some crazy DK aoeing is that their Death and Decay spell appears to be doing two hits of damage per tick doubling how much damage it is doing. Combine this with some of the blood talents that proc when you kill a mob and it makes for some pretty silly aoe grinding power.


Title: Re: WotLK spoilerfication
Post by: Rasix on July 22, 2008, 12:52:36 PM
The new Shaman and Druid talents look awesome. It's going to be tough to decide what spec is most fun. The new Paladin talents, while an improvement, really do nothing to motivate me to continue the struggle with my level 66.

Yah, I have no idea what I'm going to be leveling at the start of the expansion.  Either go with my boomkin (goddamn they added some nice stuff) or swtich my shaman over to enhance and have some fun (currently resto).


Title: Re: WotLK spoilerfication
Post by: K9 on July 22, 2008, 02:05:41 PM
I'd probably go with the boomkin until people have figured out the changes to totems, since they seem to be intent on completely mixing up what buffs you get from them.

Also, it seems like haste gear will be de-riguer come the expansion, everything from level 68 Northrend quest greens up seems to offer options for stacking quite considerable amounts of haste, and almost every class is getting some form of haste-increasing talent, if not several.

Also:

Quote
We’re pleased to announce a convenient upgrade to the way that mounts and vanity pets are handled in Wrath of the Lich King.

Players will be able to “learn” a mount or non-combat pet much like learning a spell, recipe, or new ability, and these creatures will then show up on a new Pet tab within the Character Info section of the interface. Players will be able to access and preview their learned mounts and vanity pets through this tab.

Once learned, the pet icon or mount icon will no longer appear in bag spaces or bank spaces. This inventory space will be made available once again for other adventuring needs. Pets can still be set to hotkeys by dragging them to the hotkey bar, much like any other spell or ability.

It's lots of litte touches like this that I think are a large part of Blizzards success.


Title: Re: WotLK spoilerfication
Post by: Merusk on July 22, 2008, 02:07:05 PM
Woo hoo! I just got 20 free bank spaces!

 This also makes whipping-out your vanity pet on a raid a lot easier on your inventory.  Yay.


Title: Re: WotLK spoilerfication
Post by: K9 on July 22, 2008, 02:10:05 PM
I'm just hoping they'll do it for tabards too. I already have around 10 of those, and I'm on the cusp of getting two or three more.


Title: Re: WotLK spoilerfication
Post by: Merusk on July 22, 2008, 02:52:52 PM
Tabards aren't as bad, since most of them you can find on vendors regardless of the year.  But yeah, I've got the same problem with my Scarlet Monestary. , Argent dawn, and rank tabards.

Hey, anyone in beta want to offer that up as a suggestion to Blizz?


Title: Re: WotLK spoilerfication
Post by: Fabricated on July 22, 2008, 06:15:16 PM
I'd probably go with the boomkin until people have figured out the changes to totems, since they seem to be intent on completely mixing up what buffs you get from them.

Also, it seems like haste gear will be de-riguer come the expansion, everything from level 68 Northrend quest greens up seems to offer options for stacking quite considerable amounts of haste, and almost every class is getting some form of haste-increasing talent, if not several.
Haste and Armor Penetration seem to be an attempt to avoid keeping itemization from being insanely boring. Without those two all melee gear for warriors may as well be tons of strength, stamina, and either crit or hit with no variation.

I'd like to see spell penetration be changed in a way that it provides something like a % damage increase based on how much (i.e. 10 rating is 1% damage increase. This is just a rough example). As it is I see nearly no use for it, even in PVP.


Title: Re: WotLK spoilerfication
Post by: Register on July 22, 2008, 06:50:37 PM
Warlocks are much much less powerful in PvP than they used to be, they are nowhere near as hard to kill as you make out. And at max level they have gone from being probably the best dueling class to being one of the worst.

They're not as bad as they used to be, but they still outscale Mages, SPriests, Ele Shamen and Boomkins. They're only really weak against melee, but most melee are enjoying a cloth curbstomping spree at the moment so it's not really. In duels, any healer who beats an equally geared lock is doing impressively.

I don't find it easy to deal with resto druids on my lock - they can outheal my dots easily, and mana drain is slowly channeled, reduced by resilience and useless vs bear/cat forms.

With affliction I am using up all my mana plus my pets with dark pact to fight a resto druid. I can imagine that without dark pact I will be running into serious mana problems with the insane mana efficiency of druid lifeblooms. A smart druid will constantly exploit their superior mobility to escape and heal up when I get them low on hp with a fear/dot combo - in a battle of attrition I am not quite sure the lock will have the advantage.



Title: Re: WotLK spoilerfication
Post by: SurfD on July 22, 2008, 06:56:10 PM
DKs enter outlands with gear much better than most classes. It's too early to judge.

Looking at how they're going at 70 will be a better guide.

I expect there will be a lot of changes still, the Frost tree is very meh at the moment now that runes cannot be changed.
Here is a video clip a guildie made of a DK in action in Alpha, including an exploit he discovered that allowed you to punch out NINE DIGIT damage numbers due to some bizzare quirks with the diseases you generate / spread.

http://files.filefront.com/dk+exploit+hqwmv/;11134403;/fileinfo.html

Edit: cause i somehow managed to post that without actually linking anything the first time


Title: Re: WotLK spoilerfication
Post by: Koyasha on July 22, 2008, 07:01:59 PM
It's lots of litte touches like this that I think are a large part of Blizzards success.
That's convenient, at least they do get around to this stuff eventually but it's astonishing to me how long they take to bother with it.  Blizzard constantly befuddles me as to how they improve some things tremendously and make them very convenient, while other things I'm left scratching my head in confusion as to why the hell they're so ass-backwards (see: Chat channels, LFG system.)  Basic EQ chat channels were better than the WoW ones ever have been, allowing real channel security (they save themselves so you don't lose control of them as soon as you log out) and so on.


Title: Re: WotLK spoilerfication
Post by: slog on July 23, 2008, 05:49:54 AM
I'm guessing (hoping) that it's the two-person engineering mount, but judging from the fact that there's an alliance version as well it's probably BG- or quest-related.

I think it's related to the destructible PVP zone. I seem to recall reading about the two person vehicles in one of the previews for that zone, but I can't remember where.

Do people think blizz will be able to design this correctly?  I have my doubts, espcially when you look at their only other complex instance, Alterac Valley.  AV has become little more than an honor farm where both sides AVOID PvP in a race to complete PvE objectives.



Title: Re: WotLK spoilerfication
Post by: Lakov_Sanite on July 23, 2008, 07:04:10 AM
I'm guessing (hoping) that it's the two-person engineering mount, but judging from the fact that there's an alliance version as well it's probably BG- or quest-related.

I think it's related to the destructible PVP zone. I seem to recall reading about the two person vehicles in one of the previews for that zone, but I can't remember where.

Do people think blizz will be able to design this correctly?  I have my doubts, espcially when you look at their only other complex instance, Alterac Valley.  AV has become little more than an honor farm where both sides AVOID PvP in a race to complete PvE objectives.



I think people forget how old AV is in comparison, they created it over two years ago now. True it doesn't inspire confidence but afaik npc's aren't going to play any sort of combative role in wintergrasp


Title: Re: WotLK spoilerfication
Post by: Merusk on July 23, 2008, 08:18:38 AM
AV is also a bad example because of all the fucking changes that have been made to it over the years.  It was intended to be an open zone like this new one, but they dropped it in an instance to provide some PvP content and fairness on the wildly population-imbalanced servers. 

Originally there WAS a lot of PvP in the zone, when games could last 12-24 hours.  You'd see wolf riders and towers go back and forth, and the giant tree or icelord.  It was a fun time. However, games lasted 12-24 fucking hours!  So they started peeling back stuff bit by bit... until you have the PvE zerg race we now see.

Equally stupid that it also gives so much honor for the amount of time a game takes, which is WHY people avoid PvP.  Slowing down to pvp means less honor/ hour. The reinforcements still don't fix this because of the "Kill the General" win mechanic. Remove those and you'd see some real pvp In AV.

The new PvP zone is supposed to be much more like oldschool AV..with multiple areas to win/ lose and quests that pop up as each one is won or lost that give honor (like the hala & BG daily).   I think there's a good chance of it working out fairly well, so long as that fucking "kill the general and ignore everything else" mechanic is gone.



Title: Re: WotLK spoilerfication
Post by: Koyasha on July 23, 2008, 08:22:49 AM
Yep, killing the general is what makes AV a race in its current implementation.  Remove that and people would be forced to kill each other, or burn towers for the win.  That and a few adjustments to how honor is distributed at the end depending on what towers are still standing and who owns what graveyards and mines, and AV would be almost as good as it was in its first incarnation.  Almost.  Without that mechanic in the new PvP zone, I'm more confident that there'll be actual combat there.


Title: Re: WotLK spoilerfication
Post by: lamaros on July 23, 2008, 08:23:13 AM
Hey, at least AV is better than Halaa.


Title: Re: WotLK spoilerfication
Post by: slog on July 23, 2008, 08:35:24 AM
Incoming sir bruce

AV is also a bad example because of all the fucking changes that have been made to it over the years.  It was intended to be an open zone like this new one, but they dropped it in an instance to provide some PvP content and fairness on the wildly population-imbalanced servers. 

So they couldn't get it right over how many years?  I think that makes it a GOOD example, not a bad one.

Quote
Originally there WAS a lot of PvP in the zone, when games could last 12-24 hours.  You'd see wolf riders and towers go back and forth, and the giant tree or icelord.  It was a fun time. However, games lasted 12-24 fucking hours!  So they started peeling back stuff bit by bit... until you have the PvE zerg race we now see.

Equally stupid that it also gives so much honor for the amount of time a game takes, which is WHY people avoid PvP.  Slowing down to pvp means less honor/ hour. The reinforcements still don't fix this because of the "Kill the General" win mechanic. Remove those and you'd see some real pvp In AV.

So you agreeing with my assessment of that blizz doesn't know what they are doing when it comes to designing AV?

Quote
The new PvP zone is supposed to be much more like oldschool AV..with multiple areas to win/ lose and quests that pop up as each one is won or lost that give honor (like the hala & BG daily).   I think there's a good chance of it working out fairly well, so long as that fucking "kill the general and ignore everything else" mechanic is gone.


So blizz is taking a similiar approach with the new zone as they did with AV, but this time it's going to work?  Instead of "kill the general and ignore everything else" it's going to be "destroy the buildings and ignore everything else"


Title: Re: WotLK spoilerfication
Post by: slog on July 23, 2008, 08:37:50 AM
Yep, killing the general is what makes AV a race in its current implementation.  Remove that and people would be forced to kill each other, or burn towers for the win.  That and a few adjustments to how honor is distributed at the end depending on what towers are still standing and who owns what graveyards and mines, and AV would be almost as good as it was in its first incarnation.  Almost.  Without that mechanic in the new PvP zone, I'm more confident that there'll be actual combat there.

As I said above, replace the PvE objective of "Kill the General" with "Kill the buildings with Siege weapons."


Title: Re: WotLK spoilerfication
Post by: Fordel on July 23, 2008, 10:56:55 AM
It's a bad example because they were trying to turn a Open PVP zone into a quick BG experience. It would be like saying Basket Ball sucks because I keep trying to play it in a Hockey arena.


Now a Good example would be all the various 'world' PvP objectives. Those are awesome.   :awesome_for_real:


Title: Re: WotLK spoilerfication
Post by: cevik on July 23, 2008, 11:16:12 AM
Well, one thing Blizzard seems to have done a lot of recently is look at what they (and other people) have done in various mmogs and gone on to fix a lot of the issues and spit out new and often better revisions.  Most other mmog companies sink into a fit of emo and write poetry on their myspace about how if all the newbs would just understand The Vision (TM) they would be able to play the game so much better.

No telling if they will be able to maintain that trend on this one or not, but it seems worth giving them a chance to see if they can pull it off.


Title: Re: WotLK spoilerfication
Post by: kaid on July 23, 2008, 01:26:57 PM
Old AV was fun but there was so much crap going on in it that it would take forever. Basically the alliance would win when the horde went to bed if anybody won at all. God I remember fighting for 2 or 3 hours just trying to take snowfall. That GY is damn near impossible to cap if its fully defended.


In a persistant zone such as lake wintergrasp that kind of game play could work fine because you would want the attack and defense to take a long time. In a battle ground though that game play did not work as well because people being people they will go to where the best rewards are and you get jack for honor in a BG that lasts 24 hours and so horde would not queue for it. This made the fun 5 or so hour alliance queue times we all knew and loved.


Title: Re: WotLK spoilerfication
Post by: slog on July 23, 2008, 02:20:10 PM
Old AV was fun but there was so much crap going on in it that it would take forever. Basically the alliance would win when the horde went to bed if anybody won at all. God I remember fighting for 2 or 3 hours just trying to take snowfall. That GY is damn near impossible to cap if its fully defended.


In a persistant zone such as lake wintergrasp that kind of game play could work fine because you would want the attack and defense to take a long time. In a battle ground though that game play did not work as well because people being people they will go to where the best rewards are and you get jack for honor in a BG that lasts 24 hours and so horde would not queue for it. This made the fun 5 or so hour alliance queue times we all knew and loved.

It seems like everyone is talking about the AV problems and missing the point of why I brought it up:  IF they can't get AV right in FOUR YEARS, then they probably can't code sieges correctly.


Title: Re: WotLK spoilerfication
Post by: K9 on July 23, 2008, 02:59:12 PM
The two changes that need to happen with BGs imo:

1) One or Two more maps per gametype (CTF, Control Point, Assault). Either make them selected at random (like Arenas) or make the map vary every two level tiers or something. The BGs are as imaginative as having to run deadmines, uldaman, scarlet cathedral and Underbog for all your PvE instance needs, at every level.
2) Give us large-scale deathmatch, that's PuGable for honour (No arenas don't count).


Title: Re: WotLK spoilerfication
Post by: lamaros on July 23, 2008, 03:34:40 PM
It's a bad example because they were trying to turn a Open PVP zone into a quick BG experience. It would be like saying Basket Ball sucks because I keep trying to play it in a Hockey arena.


Now a Good example would be all the various 'world' PvP objectives. Those are awesome.   :awesome_for_real:

To be fair there can be some fun at the Terrokkar towers sometimes.


Title: Re: WotLK spoilerfication
Post by: Fordel on July 23, 2008, 03:36:57 PM
Yea, every six hours or so.  :uhrr:


Title: Re: WotLK spoilerfication
Post by: Merusk on July 23, 2008, 04:08:14 PM
It seems like everyone is talking about the AV problems and missing the point of why I brought it up:  IF they can't get AV right in FOUR YEARS, then they probably can't code sieges correctly.

They can't get AV right because they won't completely trash the zone and start over.  The lone PvE  At this point they're nearly there, but much like the old LFG stones, this is probably some higher-ups baby.


Title: Re: WotLK spoilerfication
Post by: lamaros on July 23, 2008, 05:58:24 PM
the old LFG stones

It still boggles my mind that someone could have ever been paid to design those stones. Probably the best example of "game devs are fucking stupid" ever.


Title: Re: WotLK spoilerfication
Post by: Fordel on July 23, 2008, 06:33:01 PM
More like someone who was the one paying the bills.


Title: Re: WotLK spoilerfication
Post by: cevik on July 23, 2008, 07:08:57 PM
It seems like everyone is talking about the AV problems and missing the point of why I brought it up:  IF they can't get AV right in FOUR YEARS, then they probably can't code sieges correctly.

And it seems like you're missing my point, which is Blizzard has a knack for seemingly not being able to fix stuff for FOUR YEARS and then suddenly pulling something out of their ass that makes you say "ohh, shit they got it.. they actually got it".

And for proof I present you with:

the old LFG stones

It still boggles my mind that someone could have ever been paid to design those stones. Probably the best example of "game devs are fucking stupid" ever.


Title: Re: WotLK spoilerfication
Post by: Koyasha on July 23, 2008, 07:55:43 PM
Yea, every six hours or so.  :uhrr:
This is one of the good things.  Compare the towers to Halaa, where you can never actually WIN because as soon as it flips, the enemy can start working on taking it.  Therefore 'victory' is dependent on which side has people that continue to fight the longest.  In Terrokar, on the other hand, you fight until one side wins, and that's it...victory is achieved.  It's not dependent on who's sticking around the longest.

A shorter amount of time would be useful, though.  Terrokar makes it hard for that because essentially, after you win you've got to go do PvE in Auchindoun to get your 'real' reward.  If instead the reward was distributed to every PvP flagged person in the Bone Wastes, the turnaround time could be cut down to 1-2 hours.


Title: Re: WotLK spoilerfication
Post by: Ironwood on July 24, 2008, 03:43:31 AM
I like what they've done with Pets.

If only they'd change the way stabling works.

And if only they'd tell me what's exotic.


Title: Re: WotLK spoilerfication
Post by: slog on July 24, 2008, 04:45:09 AM
It seems like everyone is talking about the AV problems and missing the point of why I brought it up:  IF they can't get AV right in FOUR YEARS, then they probably can't code sieges correctly.

And it seems like you're missing my point, which is Blizzard has a knack for seemingly not being able to fix stuff for FOUR YEARS and then suddenly pulling something out of their ass that makes you say "ohh, shit they got it.. they actually got it".

And for proof I present you with:

the old LFG stones

It still boggles my mind that someone could have ever been paid to design those stones. Probably the best example of "game devs are fucking stupid" ever.

Are you seriously saying the LFG stones are on the same difficulty level as a PvP game?  I know you were a fellow Shadowbane player, so you know the difficulty of designing good PvP. You can't fool me!


Title: Re: WotLK spoilerfication
Post by: cevik on July 24, 2008, 06:58:00 AM
Are you seriously saying the LFG stones are on the same difficulty level as a PvP game?  I know you were a fellow Shadowbane player, so you know the difficulty of designing good PvP. You can't fool me!

No, I'm saying Blizzard leaves things broken in such a way that makes you think they have no clue for years, and then magically pulls a fix out of their ass that's actually acceptable and even sometimes could be considered "good".  I don't think they can do it with PvP, but I'm willing to at least try out the new stuff and see if they pulled it off.  They've surprised me before.

To be honest, out of all the stuff in the xpac that I've read about, the new siege warfare stuff is on the bottom of my anticipation list.  Mostly because I've hated AV so much in the past, it's been on the worst PvP experiences I've ever played.  But in the previous xpac I thought the rep grind stuff sounded horrible, mostly because all the rep grinds in the game previous to the xpac were terrible, but the TBC rep stuff turned out to be pretty good.  So like I said, they've managed to have a history of taking things that I thought were pretty terrible and turning them into things that worked, maybe there is a glimmer of hope they can do it again.


Title: Re: WotLK spoilerfication
Post by: Fordel on July 24, 2008, 08:44:50 AM
This is one of the good things.  Compare the towers to Halaa, where you can never actually WIN because as soon as it flips, the enemy can start working on taking it.  Therefore 'victory' is dependent on which side has people that continue to fight the longest.  In Terrokar, on the other hand, you fight until one side wins, and that's it...victory is achieved.  It's not dependent on who's sticking around the longest.


'Victory' is in fact, a bad thing for world PvP objectives. As soon as one side losses, they go away till tomorrow. Now you can no longer PvP. If an enemy force is still moralized enough for a immediate counter attack, they should be able to.



Title: Re: WotLK spoilerfication
Post by: Musashi on July 24, 2008, 08:51:17 AM
It seems like everyone is talking about the AV problems and missing the point of why I brought it up:  IF they can't get AV right in FOUR YEARS, then they probably can't code sieges correctly.

They can't get AV right because they won't completely trash the zone and start over.  The lone PvE  At this point they're nearly there, but much like the old LFG stones, this is probably some higher-ups baby.

I think the best thing they could do for AV is increase the honor/hr for the other BG's to be even remotely comparable.  That way I'm able to grind grind grind in whichever one I want.  Being forced into AV for indeterminable hours in order to get pvp gear still boggles my mind.  I just can't figure out why they allow it to continue.


Title: Re: WotLK spoilerfication
Post by: Fordel on July 24, 2008, 08:59:40 AM
They "have to" make the PvP grind unbearable and stupid to assuage the PvE only folks. All that shit about welfare epics and crap.  :awesome_for_real:


Title: Re: WotLK spoilerfication
Post by: cevik on July 24, 2008, 09:14:13 AM
They "have to" make the PvP grind unbearable and stupid to assuage the PvE only folks. All that shit about welfare epics and crap.  :awesome_for_real:

Yeah, but until TBC it used to be "They 'have to' make getting epics require raiding every night in a 40 man raid for at least 5 hours per night to assuage the Hardcore Raider folks.  All that shit about welfare epics and crap.  :awesome_for_real:"

Again, while I don't think they'll be able to pull it off, they have done some rather surprising and against "conventional wisdom" things in the past.


Title: Re: WotLK spoilerfication
Post by: kaid on July 24, 2008, 10:16:27 AM
Old AV was fun but there was so much crap going on in it that it would take forever. Basically the alliance would win when the horde went to bed if anybody won at all. God I remember fighting for 2 or 3 hours just trying to take snowfall. That GY is damn near impossible to cap if its fully defended.


In a persistant zone such as lake wintergrasp that kind of game play could work fine because you would want the attack and defense to take a long time. In a battle ground though that game play did not work as well because people being people they will go to where the best rewards are and you get jack for honor in a BG that lasts 24 hours and so horde would not queue for it. This made the fun 5 or so hour alliance queue times we all knew and loved.

It seems like everyone is talking about the AV problems and missing the point of why I brought it up:  IF they can't get AV right in FOUR YEARS, then they probably can't code sieges correctly.


Actually the problem with AV is the orginal game play was made more for a persistent zone and was stuck in a BG. Due to how rewards work in BG and how the queuing system work its what caused the root of the problem. Simply sticking the old av with a few tweaks in a persistant environment with some half decent rewards for doing it would have been great.

Pretty much what I see when they talk about lake wintergrasp is basically AV as they always wanted it to be but originally did not have the experience to make it work.


Title: Re: WotLK spoilerfication
Post by: kaid on July 24, 2008, 10:23:16 AM
Oh I forgot to talk about halaa. The PVP on the attack for halaa is very fun I enjoyed the heck out of it for the few weeks of TBC. The problem with halaa is a couple things. First its in a level 65 zone with level 65 rewards for fighting there and yet as anybody with a brain could predict level 70s soon would be the only people fighting there. So the level 65's get sick of being ganked so they won't fight there and the level 70s other than to gank folks have no real business or reward for fighting there. The daily now does help but thats a bit on the too little too late side.

The other problem with halaa is probably the biggest. There is no reason to defend halaa there is nothing in the town worth holding for more than a couple minutes to do turn ins or to buy an item from the vendors. Combined with the fact that while attacking halaa is a hoot but defending it is a pain most people I know just say let the horde take halaa so we can take it back they don't even try to defend it because its more fun to let the horde have it and take it back.



Title: Re: WotLK spoilerfication
Post by: Simond on July 24, 2008, 10:54:31 AM
Actually the problem with AV is the orginal game play was made more for a persistent zone and was stuck in a BG. Due to how rewards work in BG and how the queuing system work its what caused the root of the problem. Simply sticking the old av with a few tweaks in a persistant environment with some half decent rewards for doing it would have been great.
If by 'great' you mean 'the dominant side on the server controls it 24/7', of course. It was instanced for a reason.


Title: Re: WotLK spoilerfication
Post by: Koyasha on July 24, 2008, 02:06:43 PM
'Victory' is in fact, a bad thing for world PvP objectives. As soon as one side losses, they go away till tomorrow. Now you can no longer PvP. If an enemy force is still moralized enough for a immediate counter attack, they should be able to.
Winning and losing define fights and make them significant to players.  I don't remember the time I fought a while, killed some people, got killed a few times, then had to leave.  I remember the time I defeated the enemy, crushing them and achieving my objective even if I died a lot more while doing it.  You can no longer PvP is a little excessive a declaration, depending on how long victory counts for.  Furthermore, if there are enough different objectives with different victory timers, you'll almost always be able to find an objective to fight over.  If a battle consists of numerous interconnected objectives, each of which has a victory condition and timer, I can achieve victory, contribute to the battle, then leave if I have to without feeling like I'm abandoning my post.  If, on the other hand, the place I captured comes under attack time and again as long as the enemy chooses to do so, then for me to leave is to abandon my post.

The other problem with halaa is probably the biggest. There is no reason to defend halaa there is nothing in the town worth holding for more than a couple minutes to do turn ins or to buy an item from the vendors. Combined with the fact that while attacking halaa is a hoot but defending it is a pain most people I know just say let the horde take halaa so we can take it back they don't even try to defend it because its more fun to let the horde have it and take it back.
This is the problem with almost any PvP objective, defending is less interesting and typically not rewarding.  At least in a battleground, defending has merit as helping victory be achieved, but in a place like Halaa where there is no victory condition, fighting in defense achieves jack and shit.  If defending a location gave a reward - say, sign up for defense when enemies activate the 'attack window' for a location, then if you still hold the location at the end of the attack window, you get rewarded, being on defense wouldn't be such a problem.  Like you mention - I attack Halaa, but I will typically not defend it because it's too annoying to do so and because there's no victory condition for defense, it's just a matter of staying until we're overwhelmed or the enemy gives up.

If by 'great' you mean 'the dominant side on the server controls it 24/7', of course. It was instanced for a reason.
There are other solutions for that.  Taking AV as an example, it originally had an ample number of NPC's.  If NPC's and players both counted for a certain number of 'unit points', and any time a player enters the zone an equivalent number of unit points worth of NPC's either despawns from their side, or spawns on the enemy side (or a combination of the two) the two sides would remain balanced in terms of unit points.  Yes, determining how many unit points a PC is worth would take a lot of testing, determining how to control the NPC deployments and so on would take a lot of work and all, but it would be possible to have a somewhat balanced mechanism for 'evening out' the battle by using NPC's.


Title: Re: WotLK spoilerfication
Post by: Fabricated on July 24, 2008, 04:35:23 PM
Man, you guys talk a lot about PvP in a game that seems to have been primarily built around PvE.


Title: Re: WotLK spoilerfication
Post by: Fordel on July 24, 2008, 04:51:59 PM
Winning and losing define fights and make them significant to players.  I don't remember the time I fought a while, killed some people, got killed a few times, then had to leave.  I remember the time I defeated the enemy, crushing them and achieving my objective even if I died a lot more while doing it.  You can no longer PvP is a little excessive a declaration, depending on how long victory counts for.  Furthermore, if there are enough different objectives with different victory timers, you'll almost always be able to find an objective to fight over.  If a battle consists of numerous interconnected objectives, each of which has a victory condition and timer, I can achieve victory, contribute to the battle, then leave if I have to without feeling like I'm abandoning my post.  If, on the other hand, the place I captured comes under attack time and again as long as the enemy chooses to do so, then for me to leave is to abandon my post.


Highlighting is mine. You say that like it's a bad thing. That's the entire point of 'world' PvP. Shit will happen even if you aren't there. The entire point is to create a illusion of permanency and persistence. Without actually creating actual permanency.

The 'Victory Count' instills actual permanency, which means the losers can't umm, un-lose. Which means there isn't any reason for them to fight anymore, which means they go home and craft potions or something. Any time you have a timer long enough to let the winners feel free to leave and not worry, you have a a timer long enough to make the losers feel like not coming back at all.


If there is an objective so desirable that both sides will fight over it relentlessly, how is this bad? Finite resolutions are for the BGs. Taking Halaa is Victory, Holding Halaa is also Victory. Having Halaa locked out artificially for X hours means the fun is over and we might as well just turn it into a instance BG with a lock out timer.




As to Halaa itself, it's major issue is reward (virtually none) and defending is boring. The most effective defense is to camp the launch points for the bombers and gank people as they land. Not exactly compelling gameplay. It's actually rather enjoyable once you reach the stage where the fighting stalls onto the bridge-push, but then falls apart again once you reach the actual Halaa flag and end up GY/Corpse camped.

A simple way to make defending more interesting would be to add player controlled AA guns  :grin: . Or hand out special Halaa only rocket launchers to shoot at the bombers. Something active for the defenders to do. If the action fizzles out, give the defenders Halaa only hearthstones that last X hours or until Halaa is captured. They'll act like defense pagers on top of the obvious function. Alerting potential defenders when the attack starts up again.

Cleaning up the GY's for both sides would help, one thing constantly holding WoW's pvp back is how people respawn. You either have to run 10 miles from the GY, or spawn right back on top of the people who just killed you.

The other thing would be for Blizz to actually design buildings and terrain FOR PvP. To date, there hasn't been a building designed with people fighting in/around it in mind.



Fab- It's mostly wishful thinking and nostalgia for DaoC on my part. I have big hopes for WoTLK's supposed World PvP zone, unsubstantiated hopes based off no actual evidence, but hope none the less.


Title: Re: WotLK spoilerfication
Post by: Register on July 24, 2008, 05:00:01 PM
Man, you guys talk a lot about PvP in a game that seems to have been primarily built around PvE.

I think that Blizzard did spend a significant amount of time and resources on balancing class abilities and equipment for PVP.

It might be far from perfect, it might not be enough for several classes, but it's enough to get by till something much better comes along, if it comes along.


Title: Re: WotLK spoilerfication
Post by: sinij on July 24, 2008, 05:05:40 PM
Man, you guys talk a lot about PvP in a game that seems to have been primarily built around PvE.

Funny that you mention this. I read numbers suggesting that WoW players a) Solo grind b) Do Battlegrounds c) 10 man & heroic d) arena e) 25 man raid... in that order. So if anything WoW is about solo grinding reputation with a bit of PvP thrown in.


Title: Re: WotLK spoilerfication
Post by: lamaros on July 24, 2008, 05:24:38 PM
As to Halaa itself, it's major issue is reward (virtually none) and defending is boring. The most effective defense is to camp the launch points for the bombers and gank people as they land. Not exactly compelling gameplay. It's actually rather enjoyable once you reach the stage where the fighting stalls onto the bridge-push, but then falls apart again once you reach the actual Halaa flag and end up GY/Corpse camped.

A simple way to make defending more interesting would be to add player controlled AA guns  :grin: . Or hand out special Halaa only rocket launchers to shoot at the bombers. Something active for the defenders to do. If the action fizzles out, give the defenders Halaa only hearthstones that last X hours or until Halaa is captured. They'll act like defense pagers on top of the obvious function. Alerting potential defenders when the attack starts up again.

For world PvP the balance is really tricky, because servers dont have balanced populations. So they need a few things:

1: A reason for people to do the actions, besides fun.
2: For them to be fun anyway, so people enjoy doing them.
3: For both sides to be able to win, despite differences in numbers/skill/whatever.
4: For differences in numbers to be allowable (otherwise the more popular side is forced to have people locked out).
5: For people to get rewarded fairly for their time (no point just rewarding people just for the 'win' if you could play for 2 hours and not see a win in that time)

Because WoW is a equipment based game and a level based game these things are made even harder.

AV has problems with 4 and 5, to a lesser (but more contentious) degree with 3, and as a result problems with 2. A lot of these issues I think stem from #5, which comes from the original design of the place.

Halaa has problems with #2 and 1. Defending is just not fun, and there is basicly no reason to defend. Moreover for largest group of players in the playerbase (level 70s) there is no reward for attacking either.

What Halaa does right, however, is that it is easier to attack then defend (though 'winning' still has issues with 3, because player numbers will determine the flag cap).

Anyway, I'm optimistic that Wrath will have better world PvP. They just need to put it at the level cap, make both defending and attacking fun, make defending and attacking both rewarding, make defending ultimatily futile, make the side swapover generally take only 1-2 hours, and make it so number difference between alliance and horde have no significant impact. There is not reason these things cannot be achieved.


Title: Re: WotLK spoilerfication
Post by: Koyasha on July 24, 2008, 06:23:49 PM
Highlighting is mine. You say that like it's a bad thing. That's the entire point of 'world' PvP. Shit will happen even if you aren't there. The entire point is to create a illusion of permanency and persistence. Without actually creating actual permanency.

The 'Victory Count' instills actual permanency, which means the losers can't umm, un-lose. Which means there isn't any reason for them to fight anymore, which means they go home and craft potions or something. Any time you have a timer long enough to let the winners feel free to leave and not worry, you have a a timer long enough to make the losers feel like not coming back at all.

If there is an objective so desirable that both sides will fight over it relentlessly, how is this bad? Finite resolutions are for the BGs. Taking Halaa is Victory, Holding Halaa is also Victory. Having Halaa locked out artificially for X hours means the fun is over and we might as well just turn it into a instance BG with a lock out timer.
Halaa is a bad example for this because it has only one objective.  On the other hand, it could be a decent example.  Let's say Halaa was 10 times larger than it is, an entire zone, each building being an entire mini-base with a purpose and adds bonuses to other connected mini-bases, and each of the wyvern launching locations is a full mini-keep that you have to take in order to begin assaulting the main bases.  Finally, there's no central 'capture the entire zone at once' location.  Now, each capture location can have an 'attack window' triggered by the enemy at the time of their choosing, which gives them a set amount of time to capture that location.  If they fail, that location is locked out for a specific amount of time.  If they want to keep fighting, they can just pick a different location that's not on lockout and attack there.  As long as there are enough capture locations in the zone so that it is practically impossible for all of them to be on lockout at once, the attackers can keep attacking as long as they want to, while giving a real illusion of permanency to the defenders.

Beyond that it gives other advantages, such as breaking the battle up into small bite-size chunks for people to participate in and get rewarded.  At the end of each attack window, the winning side can be issued an appropriate reward.  The lockout need not even be a complete lockout.  If instead of simply making the location un-capturable, the location becomes defended by a battalion of elite NPC's that could theoretically be defeated, but it would be very very difficult to do so, it works just as well or better.

I agree that the key is to give an illusion of permanency, but as far as I'm concerned, the current system for Halaa or the Hellfire towers doesn't do that, while the Terrokar towers goes too far the other way.  A zone where there's a dozen different capture locations on their own individual attack windows, with say a 1 to 2 hour 'secured' time after the attack window closes, would work quite well.  I'm hoping that Lake Wintergrasp has something somewhat like this.

A simple way to make defending more interesting would be to add player controlled AA guns  :grin: . Or hand out special Halaa only rocket launchers to shoot at the bombers. Something active for the defenders to do. If the action fizzles out, give the defenders Halaa only hearthstones that last X hours or until Halaa is captured. They'll act like defense pagers on top of the obvious function. Alerting potential defenders when the attack starts up again.
Now this is a brilliant idea that would improve almost ANY kind of world pvp, although I would make them permament rather than temporary, simply have them activate only at the appropriate times.
make defending ultimatily futile,
:uhrr:  That part makes no sense to me.  Winning and losing should be based on who actually does better, not pre-rigged so that one side always loses.


Title: Re: WotLK spoilerfication
Post by: lamaros on July 24, 2008, 08:44:34 PM
:uhrr:  That part makes no sense to me.  Winning and losing should be based on who actually does better, not pre-rigged so that one side always loses.

You need to think it through.

(Thinking time).

Of course one side must always lose, otherwise it's possible that one side would, for example, always hold Halaa. Yeah, a PvP aspect of the game that one side never gets to experience, ever, because they have a lower population. Because of the imbalances in server popularions (and skill), and because of the fact that people want to be equally rewarded even if they're on the smaller/worse skilled side, there are certain things that a MMO like WoW has to accept.

The mechanic ensuring that holding the place infinitly is impossible can be done a few different ways, but it must be done.

Read up a bit about Wintergrasp:

Quote
#  According to a fixed, rolling schedule, one faction will defend the keep/mine, and the other faction will assault it. Both sides will fight over towers and siege workshops scattered around the zone.
# If the attacking force succeeds in capturing the keep/mine, that faction will defend it during the next rotation. If that attacking force fails to capture the final objective before the next rotation, that faction will be given more resources (unknown to what those might be for now)" to balance out the fight, and give every faction a chance to hold Lake Wintergrasp.

Why is the second mechanic in place? To make it so everyone gets to win at some point.

Wintergrasp looks to have a very good grasp on the PvP problems in WoW, hence my optimism.


Title: Re: WotLK spoilerfication
Post by: Koyasha on July 24, 2008, 11:12:39 PM
Hmm.  To a degree that makes sense.  However I'm not sure it's really that necessary, since over time, different groups of people on each side will be the ones participating, thus over time the victories should wind up spread out among both sides.

It does kind of serve the purpose of a 'streakbreaker', though.  In the sense that even if, over a hundred thousand assaults and defenses, the success ratio of each side is roughly even, without such a mechanism there'd be a lot of streaks where one side is winning for a considerable period of time.  I think it just sits poorly with me to know that anything is pre-rigged, or that losing is rewarded (by having more resources next time).


Title: Re: WotLK spoilerfication
Post by: Ironwood on July 25, 2008, 12:15:24 AM
Less wanking, more spoilage.  Kthx.


Title: Re: WotLK spoilerfication
Post by: lamaros on July 25, 2008, 12:19:04 AM
mmochampion has most of the general stuff.
ej class threads have most of the detailed class stuff.


Title: Re: WotLK spoilerfication
Post by: slog on July 25, 2008, 04:56:47 AM
Quote

Read up a bit about Wintergrasp:

Quote
#  According to a fixed, rolling schedule, one faction will defend the keep/mine, and the other faction will assault it. Both sides will fight over towers and siege workshops scattered around the zone.
# If the attacking force succeeds in capturing the keep/mine, that faction will defend it during the next rotation. If that attacking force fails to capture the final objective before the next rotation, that faction will be given more resources (unknown to what those might be for now)" to balance out the fight, and give every faction a chance to hold Lake Wintergrasp.

Why is the second mechanic in place? To make it so everyone gets to win at some point.

Wintergrasp looks to have a very good grasp on the PvP problems in WoW, hence my optimism.

/bg Guys we are losing, we need to rally
/bg Noob, we just wait to get more NPCs for next round.

or

/bg Guys, We won the last 2 rounds, and now all these NPCs are just destroying us.
/bg Noob, that's so the sucky alliance can win.  DANCE PARTY TIME!!


Title: Re: WotLK spoilerfication
Post by: Merusk on July 25, 2008, 05:07:04 AM
/bg Guys, We won the last 2 rounds, and now all these NPCs are just destroying us.
/bg Noob, that's so the sucky alliance can win.  DANCE PARTY TIME!!

On Alleria it would be the opposite.  Not because the Horde sucks, but because they've been outnumbered about 3:1 forever.  Alliance! Zerg, ho!


Title: Re: WotLK spoilerfication
Post by: K9 on July 25, 2008, 05:09:56 AM
Having a whole zone dedicated to "world pvp" seems like a smart move. One of the biggest problems with EPL, Silithus, HFP, Achunidoun and Halaa PvP is that it all seems so pointless. Harvesting dust and waiting to be ganked isn't pvp. Capturing some arbitrary town or arbitrary towers while all around you people carry on happily picking flowers and killing elephants seems utterly futile and pointless (added to the fact that there's no bonus to actually holding these objectives). I've never even tried taking spirit towers because I am honestly lost as to why I'd want to. I've done a bit of PvP around HFP, but 99% of the time it's just some 70(s) waiting to 1-shot level 58 and 59s who are doing the quest for daily cash and xp.

Having the whole zone set aside means that they can mess around with destructible objectives and other environmental aspects of PvP that will hopefully make it more appealing.

Finally the fundamental issue with PvP zones is that they need a reason to be populated other than PvP. If wintergrasp is the only (decent) source of top-tier herbs and ore for example, then people will go there. Just creating a zone and saying "hey, look... PVP!" doesn't do much, because no-one wants to be the bored sap who's sitting there for 5 hours on a saturday evening waiting for other poor saps to come have a look. PvP zones need to be populated by default, such that there's a critical mass to get the PvP going. Unfortunately I think that in a faction based game, balanced open/world/ffa pvp is impossible.


Title: Re: WotLK spoilerfication
Post by: kaid on July 25, 2008, 05:59:15 AM
If they can make the vehicles fun that should be a big draw. One of the worst parts about pvp is if you are a bit to low level or just don't have the gear you are worse than useless you are an active hinderance to your team. If they do vehicles right if you are undergeared or a bit low level hop in a vehicle and act as a gunner or a driver. Your gear wont' matter then and you will be just as useful as anybody else doing that job.

I think the more resources thing is not so much NPC as it is more vehicle resources so you can have more and better toys.


Title: Re: WotLK spoilerfication
Post by: Fabricated on July 26, 2008, 09:18:27 AM
Less wanking, more spoilage.  Kthx.
I imagine we'll get to that when the PVP stuff is put into the beta, but if you wanna see the new stuff:

http://wotlk.wowhead.com/  For items, quests, talent calculators.
http://www.worldofraids.com/   For everything else, like up to the minute patch notes and impressions. There's a lot of cool lore and questline stuff outlined here, as well as previews of the barber shop and so on.


Title: Re: WotLK spoilerfication
Post by: Fordel on July 29, 2008, 11:05:28 AM
They have added AP scaling to a few more Paladins spells, notably Consecration and Holy Frisbee. As things stand, this firmly puts Prot Paladins into the standard physical tanking gear with warriors and DKs. Even the weapon, though Prot Paladins will want the slower 1h's due to the 51 pointer not being normalized yet. Subject to change of course.


Title: Re: WotLK spoilerfication
Post by: Merusk on July 29, 2008, 02:23:06 PM
Potion Sickness? (http://www.worldofraids.com/gallery/showimage.php?i=2097&c=15)  Wtf?  So you can only use one potion, ever, in a prolonged combat now?  Sucks to be a mana user.

Event Calendar (http://www.worldofraids.com/gallery/browseimages.php?do=searchresults&searchid=64294)  Looks like they're finally implementing stuff other sites have offered as 3rd parties or interface mods once more.  This will be a lot easier than goading guildmates into visiting a website or downloading a mod on a regular basis, I hope.

Also..'Locks will now be rogue fodder as Paranoia is gone.  You have to have your VW out and channeling its mend to get any stealth detection.

Quote
Warlock pet changes (src)

    * Felhunter: Paranoia and Tainted Blood have been replaced with Fel Intelligence and Shadow Bite.
    * Shadow Bite (Felhunter): Deals Shadow damage plus additional 5% Shadow damage for each damage over time effect on the target. 6 sec cooldown.
    * Fel Intelligence (Felhunter): Increases total Intellect and Spirit of party and raid members by 3%. Lasts until cancelled.
    * New Talent: Improved Felhunter (Affliction) - Your Felhunter gains mana equal to 50/100% of the damage done by it's Shadow Bite ability, and increases the effect of your Felhunter's Fel Intelligence by 1/2%.
    * Felguard: Health increased by 10%.
    * Succubus: Health increased by 20%, armor increased 22%.
    * Imp: Health increased 20%, Armor increased 16%, mana regeneration increased 200%.
    * Voidwalker: Health increased by 20%, Damage increased by 16%. The amount of attack power the Voidwalker gains from it's master's spell damage has been increased by 45%.
    * Consume Shadows (Voidwalker): Duration reduced to 6 seconds, and effect increased 66%. Now also greatly increases all nearby allies stealth detection while channeled.
    * Summon Dreadsteed/Felsteed: Mana cost removed, global cooldown removed.
    * Bane now also reduces the cast time of your Haunt spell.
    * Infernal: Cooldown reduced to 15 minutes, down from 1 hour. Duration reduced to 1 minute, down from 5 minutes+. Health increased by 30%, damage increased by 60%, and armor increased 30%.
    * Doomguard: Health increased 20%, mana increased 24%.
    * Avoidance (Felguard) - Now reduces damage taken from area of effect attacks by an additional 80%.
    * Avoidance: Now automatically learned for the Succubus, Imp, Voidwalker and Felhunter at level 10.



Title: Re: WotLK spoilerfication
Post by: Ingmar on July 29, 2008, 02:26:53 PM
Potion Sickness? (http://www.worldofraids.com/gallery/showimage.php?i=2097&c=15)  Wtf?  So you can only use one potion, ever, in a prolonged combat now?  Sucks to be a mana user.

They seem to be more mana management type abilities into the game (example: that new pally evocate). Also, if I was a betting man, I'd say that this change heralds a good sized increase in the relative amount that a single potion will restore at 80. I'd happily trade away getting to use more than one potion in a fight for a potion that heals enough so I can actually see my health bar move. When you're hitting 20k fully buffed, a 1500-2500 super healing potion is ... insufficient.


Title: Re: WotLK spoilerfication
Post by: Fordel on July 29, 2008, 02:32:33 PM
Paranoia did jack shit 98% of the time anyways.


Title: Re: WotLK spoilerfication
Post by: SurfD on July 29, 2008, 06:31:01 PM
Paranoia did jack shit 98% of the time anyways.
Thats because smart rogues do it from behind.

Paranoia suffers from the problem that it is still tied to the stealth detection mechanic, which works as a FRONTAL viewing cone.  A level 10 rogue should, if the data the people had on the Elitist Jerks druid site is true, be completely undetectable if they approach a level 70 character from behind, because you can ONLY detect stealthed units if they are in that cone infront of you.

Paranoia, or any other ability that allows stealth detection basicly just allows you to spot a rogue (or cat druid) coming from farther away if you happen to be facing in their general direction.


Title: Re: WotLK spoilerfication
Post by: Fordel on July 29, 2008, 10:25:31 PM
Yeaup, so you end up trying to do that retarded spinny jump dance to avoid the rogue and try to see him before the opener.

It almost never works.  :heartbreak:


Title: Re: WotLK spoilerfication
Post by: Chimpy on July 30, 2008, 05:33:35 AM
Potion Sickness? (http://www.worldofraids.com/gallery/showimage.php?i=2097&c=15)  Wtf?  So you can only use one potion, ever, in a prolonged combat now?  Sucks to be a mana user.

They seem to be more mana management type abilities into the game (example: that new pally evocate). Also, if I was a betting man, I'd say that this change heralds a good sized increase in the relative amount that a single potion will restore at 80. I'd happily trade away getting to use more than one potion in a fight for a potion that heals enough so I can actually see my health bar move. When you're hitting 20k fully buffed, a 1500-2500 super healing potion is ... insufficient.

The 2 minute cooldown on potions was more than enough of a penalty to those who either require mana for DPS or for healing. Welcome to the World of Meleecraft in PvE as well as PvP again. It is possible that this, like tinitus (the anti-drum stacking debuff which has a 2min CD) was intended as a nerf to Haste potions (or destro pots, tho most casters get more bang for their buck from chugging Mana Pots).


Title: Re: WotLK spoilerfication
Post by: Paelos on July 30, 2008, 07:13:39 AM
I just want them to make the bosses in each dungeon not require 6 different group setups for 6 bosses. That shit is annoying as hell. Oh, this boss requires 3 tanks, oh this needs 2, oh this needs 1, this needs 8 healers, this needs 6, etc.


Title: Re: WotLK spoilerfication
Post by: Merusk on July 30, 2008, 08:41:55 AM
I just had a thought.. this also seems aimed at trying to keep a lid on Herb prices since inscriptions and potions use them.  If we continued with the same chug-a-potion gameplay the prices for high-end Glyphs, scrolls and potions would be ridiculous.
Paranoia did jack shit 98% of the time anyways.

Works fine for what I use it for.. guarding shit in AV.  Can't approach my back if you have to come through an entrance.  If I'm in another BG, I just face the opposite direction of my pet, and it's on aggro... but who plays anything BUT AV these days anyway?  :oh_i_see:


Title: Re: WotLK spoilerfication
Post by: Ingmar on July 30, 2008, 09:53:31 AM
Potion Sickness? (http://www.worldofraids.com/gallery/showimage.php?i=2097&c=15)  Wtf?  So you can only use one potion, ever, in a prolonged combat now?  Sucks to be a mana user.

They seem to be more mana management type abilities into the game (example: that new pally evocate). Also, if I was a betting man, I'd say that this change heralds a good sized increase in the relative amount that a single potion will restore at 80. I'd happily trade away getting to use more than one potion in a fight for a potion that heals enough so I can actually see my health bar move. When you're hitting 20k fully buffed, a 1500-2500 super healing potion is ... insufficient.

The 2 minute cooldown on potions was more than enough of a penalty to those who either require mana for DPS or for healing. Welcome to the World of Meleecraft in PvE as well as PvP again. It is possible that this, like tinitus (the anti-drum stacking debuff which has a 2min CD) was intended as a nerf to Haste potions (or destro pots, tho most casters get more bang for their buck from chugging Mana Pots).

Again, I don't think we should jump to conclusions until we see what other mana efficiency changes are coming, and especially when we see what happens with everyone using spirit gear at 80. My resto druid already goes through entire kara runs without even drinking, let alone taking a potion, and it is nearly the same with my elemental shaman. Were they to bring the other classes up to that level of mana efficiency, the potion change wouldn't hurt in the slightest.


Title: Re: WotLK spoilerfication
Post by: Lakov_Sanite on July 30, 2008, 10:42:41 AM
Potion Sickness? (http://www.worldofraids.com/gallery/showimage.php?i=2097&c=15)  Wtf?  So you can only use one potion, ever, in a prolonged combat now?  Sucks to be a mana user.

They seem to be more mana management type abilities into the game (example: that new pally evocate). Also, if I was a betting man, I'd say that this change heralds a good sized increase in the relative amount that a single potion will restore at 80. I'd happily trade away getting to use more than one potion in a fight for a potion that heals enough so I can actually see my health bar move. When you're hitting 20k fully buffed, a 1500-2500 super healing potion is ... insufficient.

The 2 minute cooldown on potions was more than enough of a penalty to those who either require mana for DPS or for healing. Welcome to the World of Meleecraft in PvE as well as PvP again. It is possible that this, like tinitus (the anti-drum stacking debuff which has a 2min CD) was intended as a nerf to Haste potions (or destro pots, tho most casters get more bang for their buck from chugging Mana Pots).

Again, I don't think we should jump to conclusions until we see what other mana efficiency changes are coming, and especially when we see what happens with everyone using spirit gear at 80. My resto druid already goes through entire kara runs without even drinking, let alone taking a potion, and it is nearly the same with my elemental shaman. Were they to bring the other classes up to that level of mana efficiency, the potion change wouldn't hurt in the slightest.

Indeed, not only are shadow priests getting a huge spirit bump with new and improved talents but the last one will give 36% mana/health on a 3 minute timer which is an extra pot or two in itself.


Title: Re: WotLK spoilerfication
Post by: Ingmar on July 30, 2008, 10:45:21 AM
I should say, 'wouldn't hurt in the slightest unless you're an alchemist.'   :grin:


Title: Re: WotLK spoilerfication
Post by: Fordel on July 30, 2008, 01:13:28 PM
My Empire!  :ye_gods:


Title: Re: WotLK spoilerfication
Post by: Merusk on July 30, 2008, 01:25:41 PM
I'm currently dumping all the mana pots I can before the bottom drops out of the market. "What, 30g for a stack of 5? SUUUUURE, I know it's a hell of a deal! Here you go!"    :grin:


Title: Re: WotLK spoilerfication
Post by: lamaros on July 30, 2008, 03:35:27 PM
Meh, inflation with WotLK will likely mean prices still go up overall.


Title: Re: WotLK spoilerfication
Post by: Register on July 30, 2008, 04:22:14 PM
I just had a thought.. this also seems aimed at trying to keep a lid on Herb prices since inscriptions and potions use them.  If we continued with the same chug-a-potion gameplay the prices for high-end Glyphs, scrolls and potions would be ridiculous.

Works fine for what I use it for.. guarding shit in AV.  Can't approach my back if you have to come through an entrance.  If I'm in another BG, I just face the opposite direction of my pet, and it's on aggro... but who plays anything BUT AV these days anyway?  :oh_i_see:

Don't know about your server, but on Dreadmaul herb and potion prices have been plunging because supply exceeds demand. Felweed prices just dropped to 4g a stack, super healing to 7-8g and super mana at 9-10. My herb/alchem don't even bother with AH any more - if I needed money I just go to the isle of the ATM.. erm Quel Danas ahem.

Horde dominate AV on my server, and the honor is better... but then you get stuck with excess AV marks that you can't clear with "for great honor" because you don't have enough of other marks. For me I just queue a random other BG or two with AV, hop in and if there's a decent chance of winning I skip AV totally. Other wise its a hop to AV when its up - seems vaguely unethical to jump ship, but it helped preserve my sanity through weeks of BGing...


Title: Re: WotLK spoilerfication
Post by: lamaros on July 30, 2008, 04:37:36 PM
Don't know about your server, but on Dreadmaul herb and potion prices have been plunging because supply exceeds demand.

What, you're on my server?


Title: Re: WotLK spoilerfication
Post by: Register on July 30, 2008, 04:46:40 PM
Don't know about your server, but on Dreadmaul herb and potion prices have been plunging because supply exceeds demand.

What, you're on my server?

Hrm... my current char is Iselen, what's your char's name? The BG gearing is almost done, missing the wand which I can complete by this weekend, and for trinket I am not quite sold on 30k honor for the battlemaster trinket. I could either rep up and get the sorcerer's alchemist or just get the zangamarsh pvp trinket.

Alternatively, I might be jumping on to my pally though to see if I can catch the next wave of overpowered FOTM.


Title: Re: WotLK spoilerfication
Post by: lamaros on July 30, 2008, 04:49:20 PM
I have a pally called Compoundname, though I don't play him much. Just infrequently collecting stuff for my DK.

I'm going to assume your character is Alliance, seeing how the name is not familiar. However maybe my memory just isn't as excellent as I think it is.


Title: Re: WotLK spoilerfication
Post by: Merusk on July 30, 2008, 04:57:33 PM
Don't know about your server, but on Dreadmaul herb and potion prices have been plunging because supply exceeds demand. Felweed prices just dropped to 4g a stack, super healing to 7-8g and super mana at 9-10. My herb/alchem don't even bother with AH any more - if I needed money I just go to the isle of the ATM.. erm Quel Danas ahem.

My Horde server (Zul'jin) is averaging about 20g for a stack of super mana pots right now.  My Alliance server (Alleria) is higher than that (but I'm not sure how much as I'm on the Horde toon atm) because of the extremely high number of Raid guilds based there.


Title: Re: WotLK spoilerfication
Post by: lamaros on July 30, 2008, 05:03:55 PM
Don't know about your server, but on Dreadmaul herb and potion prices have been plunging because supply exceeds demand. Felweed prices just dropped to 4g a stack, super healing to 7-8g and super mana at 9-10. My herb/alchem don't even bother with AH any more - if I needed money I just go to the isle of the ATM.. erm Quel Danas ahem.

My Horde server (Zul'jin) is averaging about 20g for a stack of super mana pots right now.  My Alliance server (Alleria) is higher than that (but I'm not sure how much as I'm on the Horde toon atm) because of the extremely high number of Raid guilds based there.

Dreadmaul is pretty dead insofar as raiding goes (Only one guild in Sunwell, and wiping on K every week. Everyone decent has stopped raiding for now or transfered to bigger guilds on other servers), it's much cheaper than many other places.


Title: Re: WotLK spoilerfication
Post by: Register on July 30, 2008, 05:06:29 PM
I have a pally called Compoundname, though I don't play him much. Just infrequently collecting stuff for my DK.

I'm going to assume your character is Alliance, seeing how the name is not familiar. However maybe my memory just isn't as excellent as I think it is.

Nope - undead lock. My alliance lock was a gnome on Blackrock which I leveled to 60 during the period of WoW's launch - it was a lesson I learned in a painful manner, I swore then that if I leveled a second lock it would be undead.

Will be surprised if you noticed me as I am very low-key in game. The char is not on any cutting edge guild, and I don't chatter much on general or trade either. I do try to speak out in BGs, which is what I did mostly in this server - if the bg chat is completely silent its usually a very bad sign to me, chances are we will lose on that bg.


Title: Re: WotLK spoilerfication
Post by: lamaros on July 30, 2008, 05:08:25 PM
Ah, BGing is one thing I have not done (apart from one single AV to get the Spear while leveling). so maybe my memory is not entirely useless.


Title: Re: WotLK spoilerfication
Post by: K9 on August 05, 2008, 05:11:15 PM
Quote
Tranq Shot will soon be able to dispel enrage mechanics (i.e. Warrior Enrage, Rogue's Hunger For Blood, etc.). It should also be able to dispel Druids' "Owlkin Frenzy" effect. Also going to lower the cooldown.

In addition, Tranq Shot will also be able to dispel magic effects, and we're removing that from Arcane Shot.

Quote
We regret creating a dispel mechanic that also did damage, so we're re-designing that mechanic. It didn't fix any of Hunter's issues, anyways, and made them better against classes they were already good against (casters).

 :awesome_for_real:


Title: Re: WotLK spoilerfication
Post by: Merusk on August 05, 2008, 05:15:19 PM
:awesome_for_real:  :uhrr:  :oh_i_see:


Title: Re: WotLK spoilerfication
Post by: Hawkbit on August 05, 2008, 05:18:52 PM
I've played a Hunter main since Nov 04 and even *I* knew adding dispel to Arcane Shot was entirely too OP.


Title: Re: WotLK spoilerfication
Post by: Merusk on August 05, 2008, 05:21:40 PM
Yeah, that's kind of my problem with it.  It just underscores the whole "We don't know what the fuck we're doing with hunters." vibe I've always gotten.  It's like they throw things out there and then see what happens.


Title: Re: WotLK spoilerfication
Post by: K9 on August 05, 2008, 05:24:32 PM
Does anyone know what to do with hunters?

You guys yo-yo from roflstomping over pretty much everything in BGs to geting curbstomped in arenas. I really don't know why hunters struggle so much in Arenas.


Title: Re: WotLK spoilerfication
Post by: Merusk on August 05, 2008, 05:31:01 PM
Hunter DPS is based on lots of small shots in a quick amount of time.  That requires the exact opposite of what contributes to arena survivability: Mobility.

   To DPS as a hunter you stand in one spot, because only the worthless stings and arcane shot are instants.  If you're good you can get a multi-shot off on-the run, but that's it.  Steady and Autoshot, which are the bulk of our DPS, require us to stand still.  Aimed Shot is our hardest-hitting single shot and if you can crit 3k on a clothie these days, you're fucking uber.


Title: Re: WotLK spoilerfication
Post by: Fordel on August 05, 2008, 09:33:27 PM
I've been saying that since forever!


Why does no one listen   :cry2:


Title: Re: WotLK spoilerfication
Post by: Merusk on August 22, 2008, 10:02:20 AM
So.. I spent a little bit of yesterday reading the beta hunter forums.  It's actually going about how I expected.

Blizzard: We realize hunter mobility is an issue in PVP.
Hunters: Yay!
Blizzard: Here's Master's Call as a base ability (strips movement debuffs. I think it's on a 2 min cd.)
Hunters: Well, the CD sucks but still, not bad you look like you're getting it.
Blizzard: Oh, we also noticed nobody uses disengage.  So we're changing that to a reverse-charge.  It'll throw you back like the Ogre NPCs do, on a CD yet to be determined.
Hunters: Wow, that might be pretty fucking cool.
Blizzard: Here's Kill Shot. A 20% Range execute!
Hunters: Woah! Fuck that's awesome. We get a really cool burst damage ability.. but ... Wait.  Wtf.  It knocks you down for 2sec when you use it?!
Blizzard: Yeah.  Oh by the way, Kill Command is overpowered right now, so we're changing it to a 15 second buff every 2 mins that makes your pets next 3 abilites crit.
Hunters: Wha?
Blizzard: Also, we've shown internally that this is a 140DPS upgrade.. but we won't tell you how we reached that conclusion.
Hunters: Fuck. Uh.. what?

Still gonna stick with Lock/ Pally I think.


Title: Re: WotLK spoilerfication
Post by: K9 on August 22, 2008, 11:32:04 AM
The justification behind Kill Command being changed was that it wasn't being used as intended, as a reactive ability. Rather it was just something you spammed by default as part of a rotation. I'm not sure what the outcome will be though, with the changes to the pet talent trees this could be a good change.

I am envious though, priests are getting no attention at the moment in beta :(


Title: Re: WotLK spoilerfication
Post by: Paelos on August 22, 2008, 01:14:59 PM
I haven't seen much on warriors either. I know they are trying to fix the problems with overgearing content by generating rage on dodges and parries, but I'm not sure what they intend to do with them as tanks overall.


Title: Re: WotLK spoilerfication
Post by: Ingmar on August 22, 2008, 01:31:05 PM
I haven't seen much on warriors either. I know they are trying to fix the problems with overgearing content by generating rage on dodges and parries, but I'm not sure what they intend to do with them as tanks overall.

Arms/fury got a pass, protection may be in the next build but it is not for sure, according to GC.


Title: Re: WotLK spoilerfication
Post by: K9 on August 22, 2008, 02:25:44 PM
I haven't seen much on warriors either. I know they are trying to fix the problems with overgearing content by generating rage on dodges and parries, but I'm not sure what they intend to do with them as tanks overall.

Given that they're also trying to push priests into single target healing with shields, I'm half-anticipating a major overhaul of how bears and warrs generate rage. This affects tankadins too, since they need to take damage to regenerate mana.


Title: Re: WotLK spoilerfication
Post by: Fordel on August 22, 2008, 03:28:43 PM
Expect Paladins to be virtually redone in their entirety before Beta's end... again.


Title: Re: WotLK spoilerfication
Post by: Nonentity on August 22, 2008, 03:57:51 PM
Having had 3 level cap warriors, let me briefly explain the PVP changes for warriors in build 8820:

 :heart: :heart: :heart: :heart: :heart: :heart: :heart:


Title: Re: WotLK spoilerfication
Post by: Ingmar on August 22, 2008, 04:13:09 PM
Having had 3 level cap warriors, let me briefly explain the PVP changes for warriors in build 8820:

 :heart: :heart: :heart: :heart: :heart: :heart: :heart:

Fury looks fantastic for PVP right now. I don't know that the auto-attack MS debuff 100% proc rate thing has much of a chance of going live as is, though.


Title: Re: WotLK spoilerfication
Post by: Merusk on August 22, 2008, 04:33:19 PM
Expect Paladins to be virtually redone in their entirety before Beta's end... again.

You saying this because of the completely broken judgements, the mana issues with prot pallies or something else?


Title: Re: WotLK spoilerfication
Post by: K9 on August 22, 2008, 05:51:19 PM
Quote
New Talent - Furious Attacks (Tier 8 ) - Your normal melee attacks have a 50/100% chance to reduce all healing done to the target by 25% for 8 sec. This can stack up to 2 times.

.....


Title: Re: WotLK spoilerfication
Post by: Fordel on August 22, 2008, 06:53:28 PM
Expect Paladins to be virtually redone in their entirety before Beta's end... again.

You saying this because of the completely broken judgements, the mana issues with prot pallies or something else?


All of the above and then some. The Dual scaling of paladin attacks with both SP and AP is going to be a constant headache and trying to make abilities 'expensive' relative to use for Holy Paladins that are shared with Prot Paladins seems like a lesson in futility.

Also the few blue posts actually on or about Paladins, are summed up by "This is a rough draft, expect more major changes".


Then there is the ever present issues of Holy still being shit to actually play, Prot still trivializing anything with more then 3 mobs and Ret still not bringing enough to a raid while its damage being wildly inconsistent (if not flat out broken one way or the other).


They ain't close to done with Paladins yet, no.



My personal suspicion, which I have no evidence or facts to back up, are they intend to see what works from the Melee/Heal hybrids in WAR, and 'Blizzardfy' them for Paladins.  :oh_i_see:


Title: Re: WotLK spoilerfication
Post by: Ironwood on August 23, 2008, 12:22:53 AM
Stupid question, probably, but is there any place I can get a handy breakdown of what's going on in the beta, such as patch notes and whatnot ?



Title: Re: WotLK spoilerfication
Post by: Nonentity on August 23, 2008, 02:09:42 AM
Stupid question, probably, but is there any place I can get a handy breakdown of what's going on in the beta, such as patch notes and whatnot ?



http://www.mmo-champion.com/


Title: Re: WotLK spoilerfication
Post by: Simond on August 23, 2008, 02:56:57 AM
http://www.wotlkwiki.info/index.php/Main_Page


Title: Re: WotLK spoilerfication
Post by: Ironwood on August 23, 2008, 03:27:19 AM
Thanks Gentlemen.


Title: Re: WotLK spoilerfication
Post by: Merusk on August 23, 2008, 05:08:32 AM
Expect Paladins to be virtually redone in their entirety before Beta's end... again.

You saying this because of the completely broken judgements, the mana issues with prot pallies or something else?


All of the above and then some. The Dual scaling of paladin attacks with both SP and AP is going to be a constant headache and trying to make abilities 'expensive' relative to use for Holy Paladins that are shared with Prot Paladins seems like a lesson in futility.

Also the few blue posts actually on or about Paladins, are summed up by "This is a rough draft, expect more major changes".


Then there is the ever present issues of Holy still being shit to actually play, Prot still trivializing anything with more then 3 mobs and Ret still not bringing enough to a raid while its damage being wildly inconsistent (if not flat out broken one way or the other).


They ain't close to done with Paladins yet, no.



My personal suspicion, which I have no evidence or facts to back up, are they intend to see what works from the Melee/Heal hybrids in WAR, and 'Blizzardfy' them for Paladins.  :oh_i_see:

I don't know about the melee-hybrids thing from WAR.  Those classes are so different from current pally mechanics, and I can't imagine they didn't get someone into the beta before this.  The DoK and WP in WAR  work similar to warriors in WoW.  The difference being they have 2 pools to pull from. You beat on things, draining your Action Points to fill your energy bar.  You then use your energy bar to cast your important heals and bigger damaging abilities.

The problem they're running into with Pallies is they're trying to avoid implementing 5 different sets of plate armor.  Dps, Healing, Tanking, Pally DPS, Pally Tanking.  I just don't see it working out because Warrior and Pally ability pool mechanics are so very different.  Pallies NEED int, Warriors simply don't need Int, ever.

 Then the need to have pallies to Damage to tank really fucks things up.  They're removing/ reducing the usefulness of "Threat" so.. they either have Prot Pallies doing nutty damage for a class that can heal themselves and bubble or they throw pally tanking under a bus again.

Whoo what a mess.


Title: Re: WotLK spoilerfication
Post by: K9 on August 23, 2008, 07:44:29 AM
The best solution to this is obviously to let priests wear plate armour, and then itemise everything with spirit  :awesome_for_real:


Title: Re: WotLK spoilerfication
Post by: lamaros on August 23, 2008, 11:15:13 AM
I think the new trailer is pretty nifty. Much better than the TBC one was.


Title: Re: WotLK spoilerfication
Post by: pxib on August 23, 2008, 02:51:08 PM
I think the new trailer is pretty nifty. Much better than the TBC one was.
Yes it are cinematic, writing, lore, and graphics.

It doesn't get me excited about the expansion at all, however, because it only refers to a character I (never went on a single raid) will never see who, at best, will be killed two or three times a day for his leet lewtz. Epic filmmaking, same dumb game.


Title: Re: WotLK spoilerfication
Post by: Fordel on August 23, 2008, 03:59:49 PM
Prot Paladins don't need Int, they need regen (and I don't mean mp5). A Prot Paladin can not regen mana in a no damage/heal scenario. Even the most over geared warrior can smack something to build up rage. Once the Prot Pallies base pool is gone in the same situation, it is gone. The crux is it must be deep enough in Prot, or unique enough to tanking/off tanking that a Holy Paladin can't take advantage of it. Otherwise a Prot paladin can full well use pure 'warrior' tank gear with the current changes of WoTLK in place. (We almost already do in TBC)

Ret Paladins mostly need consistency and to be brought up to the same DPS level's that other classes specced for pure DPS can achieve. The consistency is going to be a huge headache, since Ret still revolves around PROCRITORAMA mechanics. The Judgement of the Wise mechanic in Ret as things stand, currently remove any mana issues Ret may have (too well currently, but Beta Bugged etc.)


Neither Ret nor Prot is healing in any relevant way, especially in their spec specific gear. The idea that they'll do OMG DPS then start throwing down the heals, is as flawed as it is old and outdated.


The odd Man out, is essentially Holy. Holy is what requires the special gear, and the special mechanic scaling. Both Prot and Ret could go 100% over to AP scaling (same way a DK's spells use AP) and live happily ever after. Instead we still have to prance around Holy and it's needs. With the Dual scaling, Blizz will either work under the assumption that Prot/Ret will be double dipping buff wise and baseline them around that, which will cause them to under preform when that isn't possible. Or they will baseline them around a single stat, which will cause them to over preform when they can double up.

All because we 'need'  to keep Holy as some shitty half-priest spam spec, that no one actually likes outside of the people that will do anything to ensure they have a raid slot (which right now in TBC, they don't actually have... unless you count standing outside the instance to rebuff people  :oh_i_see:)


Which is why, in Blind Hope, referred to Blizz maybe copying WAR's melee hybrids. At first glance, the WP and DoK do NOT seem to revolve around reacting to every situation with the same spam heals day in and out. They look like what I hoped Holy would turn out in the first place, the 'I smack you to heal my friends, I smack you in a different way to buff them'  :grin:

There is just no where to take FoLight spam game play wise. It's silly and frustrating and cocks everything else up in the class with it's requirements.


PS. Holy STILL doesn't have a proper fucking HoT/Shield spell.  :angryfist:


Title: Re: WotLK spoilerfication
Post by: K9 on August 23, 2008, 05:32:53 PM
You can have an off-healer hybrid healing system, just look at shadowpriests. VE is never going to replace true heals, but it's nice for smoothing over bumps in a number of encounters. The likelihood of Paladins getting something remotely similiar (or wanting something like this) is wholly up in the air.

PS. Holy STILL doesn't have a proper fucking HoT/Shield spell.  :angryfist:


Sure you do, it's just in tier4 of Ret


Title: Re: WotLK spoilerfication
Post by: Fordel on August 23, 2008, 06:58:21 PM
Even in jest, it still sucks. The HoT just uses the last Crit as the base, overwriting superior crit HoTs. So you could Crit with a huge Holy Light, then immediately over write it with your own Flash of Light crit. It's also only based off the amount actually healed. The fact so many Holy Paladins try to make 4X/2X split regardless should tell Blizzard SOMETHING.


Ret Paladins will be the rough equivalent to Shadow priests. Divine Storm has a group heal component and Judge of the Wise (when it finally works properly) will be a group mana return. Of course Beta, Numbers, Tweaked etc...


I don't want Holy to be a off-heal Melee'er. I want them to be a Main-Heal Melee'er. Instead of attack bonuses being DPS adds, they would be healing/shielding to the 'marked' player and the group. Take a Blood DK, and instead of all the healing being self only, make it for your friendly target (just add some specific healing prayer buff for the single target stuff) and probably tone down the actual DPS significantly (or don't  :grin:). Keep a few 'normal' healing abilities for the odd times you can't melee/heal. Add in a talent that converts STR into INT or whatever and scale everything off of AP.

Removed the special plate for Holy, Made Holy not suck to play and lets you give all Paladins a reasonable combat stat/mechanic conversion.


I'm well into Fantasy Vision land now though   :|



Un-Related Post: http://blue.mmo-champion.com/1/9023610738-raid-stacking-in-wrath-of-the-lich-king.html About Class roles in Raids, relevant to anyone who intends to do something bigger then a 5 man.


Title: Re: WotLK spoilerfication
Post by: Merusk on September 11, 2008, 06:59:42 PM
A slew of opt-in beta invites just went out as the wife and I both got them.  They invited so many that I can't even login to the account management page.  Check your e-mail.


Title: Re: WotLK spoilerfication
Post by: Fordel on September 11, 2008, 08:04:15 PM
None for me  :cry2:


Prot Had its tree condensed a whole crap load.

Ret is pretty cool now, has this instant heal proc for Flash of Light when they get a critical hit. Sheathe has been moved in really deep, to prevent Holy Paladins from going 40/25 Holy/Ret or whatever it was. Instead they are going 35/35 Holy/Ret for the new Judgment of the Wise.

Holy itself is still the same old poop. 70 talents to improve those 2.5 heal spells.  :awesome_for_real:


Title: Re: WotLK spoilerfication
Post by: K9 on September 12, 2008, 02:41:31 AM
It could be worse, you could be a priest who haven't so much been hit with the nerf bat but run over multiple times with the nerf tank.


Title: Re: WotLK spoilerfication
Post by: Fordel on September 12, 2008, 03:49:01 PM
Even a nerfed priest is still leaps and bounds superior to a Holy paladin. They still get a freaking HoT!


Title: Re: WotLK spoilerfication
Post by: Ingmar on September 12, 2008, 03:52:59 PM
There's a bunch of priest love on the way supposedly, too. A lot of this talent nerfing business, especially for shadow priests, is happening because they're unfucking the base abilities.


Title: Re: WotLK spoilerfication
Post by: Fabricated on September 13, 2008, 04:20:47 PM
Woo, I'm in the beta now along with half the northern hemisphere since the latest wave of invites.

I've only really played my prot warrior so far, and not even to 71 yet. I've ran Utgarde Keep once.

Notes so far:

-Goddamn it if Cobalt nodes aren't very common at all right now. I ran all over the Howling Fjords and into like 2 other zones and only found like 2 stacks worth of ore in an hour. Got to see lot of cool stuff and fill my map out though.

-The zones are -huge-. The map makes Northrend look smaller than Outlands but don't let that fool you. I'd say if I'm judging scale right Northrend is probably...1.5 times or so bigger overall. It's also more populated and filled with less dead space than Outlands.

-Lot of the new interface stuff is pretty nice. The Calander is going to be the best thing ever if it can be synced with other guilds.

On Prot Warriors:

-The Damage, so beautiful, should've sent a poet. Devastating for ~400+ (little fuzzy on this, can't recall it may be more), shield slams that crit for 2.8-3k, concussion blow doing 2.2k on crits, 450ish damage thunderclaps, 700-800 from shockwave. YOU CAN ACTUALLY SOLO in defensive stance while wearing tank gear and not spend 2 hours killing shit!

-Tanking may now actually be fun when pugging, and gloriously fun with people you know. I went into Utgarde Keep with a pretty overpowered level 74 ret pally, a holy pally, and 2 other DPS who couldn't focus fire on anything even with marks and I barely ever lost aggro. Even then it was only momentary.

Pulls are like this: Charge->Thunderclap->Back up->Shockwave->Pull completely controlled.

Thunderclap/shockwave seems to be able to handle anything if your group isn't retarded, and I was actually contributing to DPS.

-Vigilance is nice but we're gonna need mods and macros to make sure we keep it up and notice when it's gone. It's a good way to neutralize "THAT GUY" in pugs, or well, "THAT GUY" in raids who has no idea what this "threat" thing is.

-Holy shit you get a lot of block now. In my reitemized avoidance gear (mix of T4, T6-level badge gear, SSC/ZA loot) I had over 600-something block.


Title: Re: WotLK spoilerfication
Post by: Phunked on September 13, 2008, 07:14:10 PM
It's the str-block conversion that you're seeing.

I tank in dps gear at 80 and the difference is that str is now the best threat stat (after being the worst at 70).

They increased it from 20 str to 1 bv to something like 2str->1bv.

Yeah.


Title: Re: WotLK spoilerfication
Post by: Merusk on September 13, 2008, 08:20:31 PM
Prot pallys doing damage feels weird, too.   I still have a shitty 41.2dps spelldam weapon and I'm hitting for 300-400 with my hammer spell.  Yarr!


Title: Re: WotLK spoilerfication
Post by: Fabricated on September 13, 2008, 10:19:13 PM
It's the str-block conversion that you're seeing.

I tank in dps gear at 80 and the difference is that str is now the best threat stat (after being the worst at 70).

They increased it from 20 str to 1 bv to something like 2str->1bv.

Yeah.
I crafted the whole level 70 green tank set you can make with Blacksmithing, including the shield and tanked Utgarte Keep in it. Worked perfectly. Wasn't OP, wasn't gimpy.


Title: Re: WotLK spoilerfication
Post by: Fordel on September 13, 2008, 11:03:27 PM
Prot pallys doing damage feels weird, too.   I still have a shitty 41.2dps spelldam weapon and I'm hitting for 300-400 with my hammer spell.  Yarr!


Do you have Holy Shield slam yet? Everything I've read points to that being  :drill:


Title: Re: WotLK spoilerfication
Post by: Ingmar on September 14, 2008, 12:19:17 AM
Your devastate damage sounds high to me, unless you're remembering crits. Even with the 80% change I'm not in the 400s with it at 76 I don't think.

Hm, maybe now I need to log in and check.  :uhrr:


Title: Re: WotLK spoilerfication
Post by: Ironwood on September 14, 2008, 12:43:08 AM
I;m doing around 376 with my devastates.

I'm not even in the Beta.  I'm 70.



Title: Re: WotLK spoilerfication
Post by: Merusk on September 14, 2008, 05:22:30 AM
Prot pallys doing damage feels weird, too.   I still have a shitty 41.2dps spelldam weapon and I'm hitting for 300-400 with my hammer spell.  Yarr!


Do you have Holy Shield slam yet? Everything I've read points to that being  :drill:

Nope, only just to play for the first time Friday night and yesterday morning. (With no sub. even, har!) They let so many folks in that the server's been very very laggy/ crashy for the last several days so I quit after an hour or two. I've gotten a DK through the starter area, but haven't been able to do anything in Northrend at all.


Title: Re: WotLK spoilerfication
Post by: Fordel on September 14, 2008, 03:48:06 PM
Whose knob do I have to polish to get into a fucking Beta.  :heartbreak:


Title: Re: WotLK spoilerfication
Post by: K9 on September 14, 2008, 05:27:58 PM
srsly


Title: Re: WotLK spoilerfication
Post by: Ingmar on September 14, 2008, 05:51:58 PM
I;m doing around 376 with my devastates.

I'm not even in the Beta.  I'm 70.



Wow, that's *way* more than mine do on live in tank gear. I can push it to around that or a little higher with full dps gear, battle shout up, and a 5 stack of sunders with a S2 axe - 1820 AP or so. Maybe the difference is just what type of gear I was assuming was being used. I can't get into Northrend to test there, world server has been down all day.

EDIT: This just in, I need to lay off the damn crack pipe. My full stack devastates are going for over 600 in the beta with AP gear stacked and everything procced.  :uhrr:


Title: Re: WotLK spoilerfication
Post by: DraconianOne on September 16, 2008, 03:54:16 AM
Quick Q that has no doubt been answered elsewhere but I couldn't see it in 10 secs of searching:

Does the Death Knight take up one of the 10 character slots on a server?


Title: Re: WotLK spoilerfication
Post by: Merusk on September 16, 2008, 04:46:18 AM
Quick Q that has no doubt been answered elsewhere but I couldn't see it in 10 secs of searching:

Does the Death Knight take up one of the 10 character slots on a server?

Yes. And you can only have one per server on live (right now it's "make all you want")

They start with 7 16 slot bags and a full flight map, though.  So that's not shabby.  You wind up with a full set of blues after finishing the zone, too.


Title: Re: WotLK spoilerfication
Post by: DraconianOne on September 16, 2008, 04:49:58 AM
The one per server isn't a problem. It's the "Oh Noes! Which character do I get rid of?" that's going to be a problem. Still, I've got 2 months to work it all out. 3 by the time I actually decide to create one.





Probably ditch the Shaman because I hate his guts.


Title: Re: WotLK spoilerfication
Post by: Xanthippe on September 16, 2008, 10:33:30 AM
You can always transfer someone to another server, thus freeing up a slot.


Title: Re: WotLK spoilerfication
Post by: Ingmar on September 16, 2008, 11:50:08 AM
The one per server isn't a problem. It's the "Oh Noes! Which character do I get rid of?" that's going to be a problem. Still, I've got 2 months to work it all out. 3 by the time I actually decide to create one.





Probably ditch the Shaman because I hate his guts.

My 2nd paladin is getting the boot personally.


Title: Re: WotLK spoilerfication
Post by: Xanthippe on September 16, 2008, 01:08:50 PM
Why do you have two paladins?


Title: Re: WotLK spoilerfication
Post by: cevik on September 16, 2008, 01:21:14 PM
Why do you have two paladins?

Masochism?



Title: Re: WotLK spoilerfication
Post by: Ingmar on September 16, 2008, 01:23:55 PM
Why do you have two paladins?

Racial indecisiveness.


Title: Re: WotLK spoilerfication
Post by: Fordel on September 16, 2008, 04:32:14 PM
I used to have 3...  :awesome_for_real:




Title: Re: WotLK spoilerfication
Post by: Jayce on September 16, 2008, 08:40:50 PM
They start with 7 16 slot bags and a full flight map, though.

This is going to make them the best bank/AH mules EVAR.


Title: Re: WotLK spoilerfication
Post by: Ironwood on September 17, 2008, 02:02:21 AM
I hadn't even thought about that.

Good Idea.


Title: Re: WotLK spoilerfication
Post by: lamaros on September 17, 2008, 02:08:07 AM
Seeing how easy it is to get a character to a main town and mail bags to them I don't think it's that great to use a DK, because a DK is locked to one a server. So you'd have to organise moving all the shit to another character if you ever had the desire to play the DK.


Title: Re: WotLK spoilerfication
Post by: Fordel on September 17, 2008, 02:12:23 AM
Besides, we all know the best bank alts are gnomes in Tuxedos and a Monocle.


Title: Re: WotLK spoilerfication
Post by: lamaros on September 17, 2008, 02:29:33 AM
Besides, we all know the best bank alts are gnomes in Tuxedos and a Monocle.

Damn, now I have to reroll.


Title: Re: WotLK spoilerfication
Post by: Fordel on September 17, 2008, 02:47:55 AM
What, did you have an Elf in a Lovely Black Dress instead?


Title: Re: WotLK spoilerfication
Post by: lamaros on September 17, 2008, 02:58:21 AM
I have a Skeleton with a priestly aura and a disposition to soapbox oration.


Title: Re: WotLK spoilerfication
Post by: Simond on September 17, 2008, 12:57:18 PM
Besides, we all know the best bank alts are gnomes in Tuxedos and a Monocle.
Mariachi gear > Tux


Title: Re: WotLK spoilerfication
Post by: Xanthippe on September 18, 2008, 08:37:05 AM
They start with 7 16 slot bags and a full flight map, though.

This is going to make them the best bank/AH mules EVAR.

But you can only make one, right?

Surely people already have their bank alts outfitted and slots bought?


Title: Re: WotLK spoilerfication
Post by: Simond on September 24, 2008, 02:29:55 PM
Big, BIG spoilers in this cinematic/machinima: http://files.filefront.com/WOW+Wrathgate+1024avi/;11881764;/fileinfo.html
(Which then leads on to a pair of pretty  :awesome_for_real: parallel questlines for Horde & Alliance).


Title: Re: WotLK spoilerfication
Post by: Phred on September 24, 2008, 03:39:31 PM
They start with 7 16 slot bags and a full flight map, though.

This is going to make them the best bank/AH mules EVAR.

But you can only make one, right?

Surely people already have their bank alts outfitted and slots bought?

Currently there are 10 slots per server for characters which leaves you space for 1 of each class and a random extra for a bank alt. My understanding is that they aren't increasing the number of server character slots so to run a dk means either deleting your bank alt or one of the other 9 slots. As most of my other characters on my home server are of significant
level already I've been gearing up to delete my bank alt. Already passed his guild leadership to one of my other chars so all I will lose is the single bank slots he bought and a a few bop items he's got from holiday crap.



Title: Re: WotLK spoilerfication
Post by: Ragnoros on September 24, 2008, 07:14:39 PM
Big, BIG spoilers in this cinematic/machinima: http://files.filefront.com/WOW+Wrathgate+1024avi/;11881764;/fileinfo.html
(Which then leads on to a pair of pretty  :awesome_for_real: parallel questlines for Horde & Alliance).

Damn that was cool! Official?



Title: Re: WotLK spoilerfication
Post by: Fordel on September 24, 2008, 07:45:17 PM
It's supposed to happen as you complete the quests. So I assume so.


Title: Re: WotLK spoilerfication
Post by: Simond on September 25, 2008, 12:41:42 AM
Follow-up questline spoilers:
Edit: vvSmartarse.  :-P


Title: Re: WotLK spoilerfication
Post by: Ratman_tf on September 25, 2008, 01:50:10 AM
and was trying to summon someone back into Norrath.

That would be an interesting trick.


Title: Re: WotLK spoilerfication
Post by: DraconianOne on September 25, 2008, 01:58:47 AM
I wasn't going to click the spoilers link but I'm sort of glad I did. But I don't understand the implications - what does that mean for players who, for example, don't get the expansion or are too low level?



Title: Re: WotLK spoilerfication
Post by: K9 on September 25, 2008, 02:39:51 AM
Follow-up questline spoilers:

That sounds very cool indeed.

Also,there's new models for Sylvanas and the King of SW. The sylvanas model is spot-on imho.

New Sylvanas!
(http://static.mmo-champion.com/mmoc/images/news/2008/september/8982sylvanas_1.jpg)

New King of Stormwind
(http://static.mmo-champion.com/mmoc/images/news/2008/september/8982kingwrynn_2.jpg)


Title: Re: WotLK spoilerfication
Post by: Ratman_tf on September 25, 2008, 03:03:01 AM
That's a better pic of Sylvanas. The one pic I've seen of her so far was small and with the lack of detail she looked like a Blood Elf.


Title: Re: WotLK spoilerfication
Post by: Merusk on September 25, 2008, 04:17:57 AM
I wasn't going to click the spoilers link but I'm sort of glad I did. But I don't understand the implications - what does that mean for players who, for example, don't get the expansion or are too low level?

+

I think they're doing it with the new "zone phasing" they're introducing with LK.  The best example of this you see is the Death Knight area, where you see or don't see things as you ocmplete the zone.  At one point the entire newbie area is KoS to you and filled with scarlet crusaders.  As you advance that changes and npcs show up/ disappear to advance the story line.

It's pretty damn cool, but does lead to some problems.  For example, with the new motorcycle mount, you can have 2 people ride around on it. This creates problems in some of  the upper level zones if one person has done quests that have made mobs disappear, while the other one hasn't.  There was a post about a dad who drove his son's character (who was in the sidecar) into the middle of a bunch of aggro mobs because dad didn't see them.   :drill:


Title: Re: WotLK spoilerfication
Post by: Ironwood on September 25, 2008, 05:12:54 AM
 :ye_gods:

 :oh_i_see:

 :awesome_for_real:


Title: Re: WotLK spoilerfication
Post by: DraconianOne on September 25, 2008, 05:23:49 AM
Motorcycle mount?

MOTORCYCLE MOUNT!

MOTORFUCKINGCYCLE MOUNT?!

(http://farm4.static.flickr.com/3178/2886721939_53ffff2923_o.jpg)


Please dear god tell me that there's a version without a sidecar because I will have to have this mount at any fucking cost.


Title: Re: WotLK spoilerfication
Post by: Drubear on September 25, 2008, 06:00:08 AM

I think they're doing it with the new "zone phasing" they're introducing with LK. 

Not so sure it's all that new, there are at least a couple of BC dailies that do that - via quest items tho: the head item for the Nagrand readings and the "phase bauble" for the Bashir's "Opening the portal."


Title: Re: WotLK spoilerfication
Post by: Merusk on September 25, 2008, 06:52:56 AM
Good point.  I'd forgotten those.. it's really just a new take on the invisibility mechanics.

Motorcycle mount?

Please dear god tell me that there's a version without a sidecar because I will have to have this mount at any fucking cost.

Nope, there's a Horde and Alliance version, but both have the sidecar.  Engineers make them, but ANYONE can use them.  It's meant to give engineers a useful item to sell. (for once.)


Title: Re: WotLK spoilerfication
Post by: DraconianOne on September 25, 2008, 07:59:39 AM
Obviously sidecar was added since this video (http://www.youtube.com/watch?v=Hy_uMqJukAs).



Never mind - I don't care. It's still fucking awesome.


Title: Re: WotLK spoilerfication
Post by: Fordel on September 25, 2008, 02:13:03 PM
Both new Sylvanas and Varian bother me for the exact same reason. They're 13 year old boy fantasies. Down right cliche!


Title: Re: WotLK spoilerfication
Post by: Ingmar on September 25, 2008, 02:49:16 PM
Yeah, not pleased. I mean, its better than having her not even be the right kind of elf, but come on. Shouldn't the banshee queen... look like a banshee? At least a little?


Title: Re: WotLK spoilerfication
Post by: K9 on September 25, 2008, 03:06:51 PM
I think she looks pretty damn close to how she looked in WCIII.

e.g.

(http://images3.wikia.nocookie.net/wowwiki/images/9/9d/Sylvanas-WC3.jpg)

(http://wowd.org/images/heroes/SylvanasWindrunner2.gif)

Varian looks a bit meh I'll agree; I think the Highlord Bolvar model was more appropriate.


Title: Re: WotLK spoilerfication
Post by: Merusk on September 25, 2008, 03:19:05 PM
Yeah, not pleased. I mean, its better than having her not even be the right kind of elf, but come on. Shouldn't the banshee queen... look like a banshee? At least a little?

She didn't in WC3, which is what they're basing her off of.  She looked like one of the Elf Archer units, but grey/green.. like she does now.

Ed: Damn you K9 for finding the pic I couldn't while composing the post.

I agree on the King, though.  Too young, to "angry" too fucking Saiyn


Title: Re: WotLK spoilerfication
Post by: Ingmar on September 25, 2008, 03:25:52 PM
I'll assume this is in Frozen Throne which I admit I never got that far in. In Warcraft 3 itself, she looks like a banshee.


Title: Re: WotLK spoilerfication
Post by: K9 on September 25, 2008, 03:26:41 PM
too fucking Saiyn

Bingo


Title: Re: WotLK spoilerfication
Post by: Sjofn on September 25, 2008, 04:52:48 PM
While they're making new models they should try a) making a teenager model and b) giving the poor prince his own damn model.

Also, perhaps they could introduce Sylvannas to some shirt technology.


Title: Re: WotLK spoilerfication
Post by: Fordel on September 25, 2008, 07:13:18 PM
Also, perhaps they could introduce Sylvannas to some shirt technology.


Sexy, Sexy Danger!  :awesome_for_real:


Title: Re: WotLK spoilerfication
Post by: Ironwood on September 26, 2008, 12:56:26 AM
Yeah, not pleased. I mean, its better than having her not even be the right kind of elf, but come on. Shouldn't the banshee queen... look like a banshee? At least a little?

The thing about the banshees in WC3 is they, you know, took over the host body.

So they look exactly like what they take over.  A Night Elf.

The 'current' Sylvanas has always bothered me.  It's WRONG.  The new one is full of Correctly Goodness.


Title: Re: WotLK spoilerfication
Post by: Lantyssa on September 26, 2008, 09:06:15 AM
Both new Sylvanas and Varian bother me for the exact same reason. They're 13 year old boy fantasies. Down right cliche!
Sylvanas isn't just for 13 year old boy fantasies. :drillf:


Title: Re: WotLK spoilerfication
Post by: Ironwood on September 27, 2008, 01:23:20 AM
You just can't help yourself, can you, you ungodly wretch ?

Can't we Pray the Gay Away ?

 :grin:


Title: Re: WotLK spoilerfication
Post by: Chimpy on September 27, 2008, 11:20:38 AM
Buddy of mine found a great thing about the sidecar in a WSG a week or so ago on the Beta.

Riding in the sidecar does not drop the flag!.

He had a screenshot of them riding off the roof to the flag room.


Title: Re: WotLK spoilerfication
Post by: Merusk on September 27, 2008, 01:04:41 PM
Oooh that'll get fixed right quick, I guarantee.


Title: Re: WotLK spoilerfication
Post by: K9 on September 27, 2008, 03:01:19 PM
The motorbike mount and vehicles in general need a lot of balance work.


Title: Re: WotLK spoilerfication
Post by: Fabricated on September 28, 2008, 10:23:40 AM
Buddy of mine found a great thing about the sidecar in a WSG a week or so ago on the Beta.

Riding in the sidecar does not drop the flag!.

He had a screenshot of them riding off the roof to the flag room.
How fucking awesome is the image of a motorcycle flying off the top of the base with someone in the sidecar holding the flag?


Title: Re: WotLK spoilerfication
Post by: Lantyssa on September 28, 2008, 04:03:27 PM
How fucking awesome is the image of a motorcycle flying off the top of the base with someone in the sidecar holding the flag?
In a fantasy game?  About the silliest thing I can think of.  The only way to make it work is to have a leather wearing dwarf named The Fonz doing it.


Title: Re: WotLK spoilerfication
Post by: Ratman_tf on September 28, 2008, 04:47:57 PM
How fucking awesome is the image of a motorcycle flying off the top of the base with someone in the sidecar holding the flag?
In a fantasy game?  About the silliest thing I can think of. 

Hoh Hoh Hoh.

http://en.wikipedia.org/wiki/Giant_space_hamster


Title: Re: WotLK spoilerfication
Post by: Ingmar on September 29, 2008, 02:08:43 AM
How fucking awesome is the image of a motorcycle flying off the top of the base with someone in the sidecar holding the flag?
In a fantasy game?  About the silliest thing I can think of.  The only way to make it work is to have a leather wearing dwarf named The Fonz doing it.

But it has to be jumping over a shark.


Title: Re: WotLK spoilerfication
Post by: Lantyssa on September 29, 2008, 08:47:18 AM
The shark was a given. ;D


Title: Re: WotLK spoilerfication
Post by: DraconianOne on September 29, 2008, 10:48:18 AM
In a fantasy game?  About the silliest thing I can think of.  The only way to make it work is to have a leather wearing dwarf named The Fonz doing it.

You're right of course. Soon they'll have biplanes, mechanical mounts and an entire race who crashlanded in a spaceship and use holograms to communicate with each other.


Title: Re: WotLK spoilerfication
Post by: Ingmar on September 29, 2008, 11:30:17 AM
In a fantasy game?  About the silliest thing I can think of.  The only way to make it work is to have a leather wearing dwarf named The Fonz doing it.

You're right of course. Soon they'll have biplanes, mechanical mounts and an entire race who crashlanded in a spaceship and use holograms to communicate with each other.

Have you seen the way the motorcycle actually *looks*? All that stuff still fits into the look and feel of WoW. The motorcycle with its current art really doesn't, to me. I'm not bothered by the general idea of the motorcycle, but I am bothered by the current implementation. If it had like big goblin rockets sticking off of it and crap, it would bother me a lot less.


Title: Re: WotLK spoilerfication
Post by: Oban on September 29, 2008, 12:32:28 PM
I want pistols for my rogue.


Title: Re: WotLK spoilerfication
Post by: El Gallo on September 29, 2008, 02:18:53 PM
Some steamtech crap and some pop culture jokes fit within the theme of WoW.  However, too much of that stuff destroys the theme.  A motorcycle with a "PWN" licenseplate that is useable by anybody and looks like that is too much imo.

I mostly agree with Moorgard.  I'd rather play in the world as portrayed in the cinematics (with some jokes and anachronisms as spice) rather than play in an aesthetically incoherent world that's all spice and little theme.    http://www.mobhunter.com/?p=308


Title: Re: WotLK spoilerfication
Post by: Fabricated on September 29, 2008, 06:17:19 PM
Some steamtech crap and some pop culture jokes fit within the theme of WoW.  However, too much of that stuff destroys the theme.  A motorcycle with a "PWN" licenseplate that is useable by anybody and looks like that is too much imo.

I mostly agree with Moorgard.  I'd rather play in the world as portrayed in the cinematics (with some jokes and anachronisms as spice) rather than play in an aesthetically incoherent world that's all spice and little theme.    http://www.mobhunter.com/?p=308
Redeemed demons crashing into the planet with gigantic chiming beings of light in a space ship, fantastic and dangerous steampunk gnomish/goblin inventions, zepplins, magical floating cities, and living stones I can deal with, but a motorcycle?

FUCK THAT, IMMERSION RUINED, CANCELING ACCOUNT


Title: Re: WotLK spoilerfication
Post by: Ingmar on September 29, 2008, 06:45:19 PM
You're putting words in his mouth there, if you want to reply to the guy who said he accepts all that stuff but hates the motorcycle, it is me.  :-P


Title: Re: WotLK spoilerfication
Post by: Fordel on September 29, 2008, 08:43:21 PM
Yes, but you're silly and weird about random things for no good reason.

I Submit: "I hate daily quests, but I'll farm Primal's to sell on the AH instead"

 :oh_i_see:


Title: Re: WotLK spoilerfication
Post by: Sjofn on September 29, 2008, 08:55:46 PM
At least there isn't any Norse housing with corn and pumpkins.  :oh_i_see:


Title: Re: WotLK spoilerfication
Post by: Fordel on September 29, 2008, 10:25:50 PM
Oh how the corn burned him so  :heart:


Title: Re: WotLK spoilerfication
Post by: Lantyssa on September 29, 2008, 11:36:29 PM
Redeemed demons crashing into the planet with gigantic chiming beings of light in a space ship, fantastic and dangerous steampunk gnomish/goblin inventions, zepplins, magical floating cities, and living stones I can deal with, but a motorcycle?

FUCK THAT, IMMERSION RUINED, CANCELING ACCOUNT
While I only commented on the motorcycles, I'll stand by Ingmar's take.

I've grudgingly accepted the pistols and steampunk of the world.  It was generally portrayed as being shoddy, dangerous, and not nearly as effective as magic.  Mostly it added flavor, but was largely in the background, too.  At least when I played.  The Draenei were a mixed bag.  I hated the space ship, beings of light angle.  I loved (really, really loved) the gypsy-gargoyle look.  There was a lot which was hard to ignore, but I did my best.

The motorcycle is something going to be seen everywhere though.  It's not going to be a funny or dangerous item, it'll be safe, ubiquitous, and it's look makes me think the artists didn't even try.  It's only one thing of many that would annoy me were I playing.  Why they decided to take the worst combination of fantasy and pop-culture I don't know, however it does keep me from returning.

So yeah, my immersion was ruined by them continually pushing the silly.  It made it hard to take any of the decent plot-lines seriously.


Title: Re: WotLK spoilerfication
Post by: Phred on September 30, 2008, 07:24:18 AM

I've grudgingly accepted the pistols and steampunk of the world.  It was generally portrayed as being shoddy, dangerous, and not nearly as effective as magic.  Mostly it added flavor, but was largely in the background, too.  At least when I played.  The Draenei were a mixed bag.  I hated the space ship, beings of light angle.  I loved (really, really loved) the gypsy-gargoyle look.  There was a lot which was hard to ignore, but I did my best.

The motorcycle is something going to be seen everywhere though.  It's not going to be a funny or dangerous item, it'll be safe, ubiquitous, and it's look makes me think the artists didn't even try.  It's only one thing of many that would annoy me were I playing.  Why they decided to take the worst combination of fantasy and pop-culture I don't know, however it does keep me from returning.

I guess you've been gone too long to have noticed the helicopters then. The player made/rode ones, not the ones that popped up occasionally in quests.





Title: Re: WotLK spoilerfication
Post by: Valmorian on September 30, 2008, 07:56:52 AM
Quote
I guess you've been gone too long to have noticed the helicopters then. The player made/rode ones, not the ones that popped up occasionally in quests.

The player helicopters can only be made and used by engineers.  These motorcycles, as I understand it, can be used by anybody.


Title: Re: WotLK spoilerfication
Post by: Lantyssa on September 30, 2008, 08:31:07 AM
I guess you've been gone too long to have noticed the helicopters then. The player made/rode ones, not the ones that popped up occasionally in quests.
That would be correct.  I didn't see a whole lot of any flying mounts though (assuming it's one), as I didn't play in Outland much, and haven't been back since.  The Zhevra mount was the first serious consideration I gave it.


Title: Re: WotLK spoilerfication
Post by: Nonentity on September 30, 2008, 08:38:32 AM
Guys, the motorcycles will just be for fluff. The sidecar pops out of the hog when someone else hops on.

Also - you can't auto dismount off of a hog by hitting an ability, you have to click the 'dismount' button and wait for the animation of your character jumping off, which means it's not a 'fast response' mount (read: normal mounts). All of the multi-passenger mounts work the same way.

You won't see people using it in WSG all the time, it will just be for sitting around in Dalaran. You can't use flying mounts in Dalaran.

The areas to queue for battlegrounds and arenas both disallow the use of ground mounts as well, so you don't have to worry about them getting surrounded by motorcycle gangs.

I think too much of a deal is being made out of this, honestly.


Title: Re: WotLK spoilerfication
Post by: cevik on September 30, 2008, 08:56:38 AM
I think too much of a deal is being made out of this, honestly.

It's a defense mechanism, as people realize that WAR isn't the holy grail they are grasping for a reason to hate WoW to keep themselves from going back.  It'll give them something to bitch about for about a month until WotLK hits stores and we get the inevitable "I'm weak" threads and everyone is discussing what server they play on.


Title: Re: WotLK spoilerfication
Post by: Paelos on September 30, 2008, 09:03:46 AM
I think too much of a deal is being made out of this, honestly.

It's a defense mechanism, as people realize that WAR isn't the holy grail they are grasping for a reason to hate WoW to keep themselves from going back.  It'll give them something to bitch about for about a month until WotLK hits stores and we get the inevitable "I'm weak" threads and everyone is discussing what server they play on.

Can you people not play two games at once? Because I don't really find it that complicated at all playing both.


Title: Re: WotLK spoilerfication
Post by: cevik on September 30, 2008, 09:09:21 AM
I assume you're talking to the people who are wailing about the game destroying motorcycles?


Title: Re: WotLK spoilerfication
Post by: Merusk on September 30, 2008, 09:33:36 AM
I'd make that assumption.

Me, I'm still trying to decide if I want to be a revamped prot pally (New Group wahh; we don't have all the reaction abilities of warriors! Waaaah!  :awesome_for_real:) or a Death Knight with all the other noobs.

Decisions, decisions.


Title: Re: WotLK spoilerfication
Post by: Oban on September 30, 2008, 09:34:22 AM

Can you people not play two games at once? Because I don't really find it that complicated at all playing both.

You clearly are not a true believer and shall be burned in effigy on the forums for your heresy against (world of warcraft / warhammer online).

(http://www.clisham.com-a.googlepages.com/crazy_fire_monkey.jpg)


Title: Re: WotLK spoilerfication
Post by: Valmorian on September 30, 2008, 09:36:51 AM
It's a defense mechanism, as people realize that WAR isn't the holy grail they are grasping for a reason to hate WoW to keep themselves from going back.  It'll give them something to bitch about for about a month until WotLK hits stores and we get the inevitable "I'm weak" threads and everyone is discussing what server they play on.

Actually, I've always disliked the pop-culture sillyness of WoW, trying to ignore it as much as I could when playing.  I don't even play WAR so I have no "holy grail" delusions there at all. 


Title: Re: WotLK spoilerfication
Post by: Oban on September 30, 2008, 09:40:55 AM


Actually, I've always disliked the pop-culture sillyness of WoW, trying to ignore it as much as I could when playing.  I don't even play WAR so I have no "holy grail" delusions there at all. 


Why are you surfing the WoW forum, let alone posting here then?


Title: Re: WotLK spoilerfication
Post by: Ironwood on September 30, 2008, 09:56:07 AM
PSYCHE.


Title: Re: WotLK spoilerfication
Post by: Ingmar on September 30, 2008, 11:24:36 AM
it's look makes me think the artists didn't even try. 

That.


Title: Re: WotLK spoilerfication
Post by: Ingmar on September 30, 2008, 11:26:52 AM
I think too much of a deal is being made out of this, honestly.

It's a defense mechanism, as people realize that WAR isn't the holy grail they are grasping for a reason to hate WoW to keep themselves from going back.  It'll give them something to bitch about for about a month until WotLK hits stores and we get the inevitable "I'm weak" threads and everyone is discussing what server they play on.

Fuck you.  :heart:

I'm not canceling WoW for WAR, I will play both. I like WoW, I've got 4 70s and 2 more characters in the 60s. The motorcycle doesn't match the look of the game and is thus stupid. These are not incompatible thoughts.


Title: Re: WotLK spoilerfication
Post by: Nonentity on September 30, 2008, 12:12:35 PM
I have 4 70s as well - can't wait to go back, really.

 :grin:

Though I do like me some WAR. I'll play both.


Title: Re: WotLK spoilerfication
Post by: Koyasha on September 30, 2008, 02:47:47 PM
The helicopters actually look rickety and barely-working, too, though.  I don't have an engineer high enough to have one, but some people have told me that at times, the chopper will stop working, drop a few feet, then kick in again, as though threatening to fall out of the air at any moment.


Title: Re: WotLK spoilerfication
Post by: Ingmar on September 30, 2008, 02:50:27 PM
The helicopters actually look rickety and barely-working, too, though.  I don't have an engineer high enough to have one, but some people have told me that at times, the chopper will stop working, drop a few feet, then kick in again, as though threatening to fall out of the air at any moment.

If they could capture the same kind of look and feel with the motorcycles then my objections would go away.


Title: Re: WotLK spoilerfication
Post by: Paelos on September 30, 2008, 04:52:45 PM
I assume you're talking to the people who are wailing about the game destroying motorcycles?

Well yeah, and the general "YOU MUST DECIDE" raging lunacy that some of the fanbois about either game start spewing. Someone needs to remind those people this isn't a race war.

Also, that picture of the monkey in front of a fire was awesome.


Title: Re: WotLK spoilerfication
Post by: Dren on October 01, 2008, 05:40:45 AM
I choose not to play more than one MMO at a time.  I have no problem with WAR being successful.  Hell, I want to have something to fall back on when I get tired of WoW. 

Nothing out there, up to this point, has come close to being an option for me.  I was really hoping for AoC, but you know...

If the expansion wasn't coming out in November, I'd probably be playing WAR now.


Title: Re: WotLK spoilerfication
Post by: Valmorian on October 01, 2008, 12:45:02 PM
Why are you surfing the WoW forum, let alone posting here then?

Boredom.


Title: Re: WotLK spoilerfication
Post by: cevik on October 01, 2008, 12:55:55 PM
I assume you're talking to the people who are wailing about the game destroying motorcycles?

Well yeah, and the general "YOU MUST DECIDE" raging lunacy that some of the fanbois about either game start spewing. Someone needs to remind those people this isn't a race war.

Also, that picture of the monkey in front of a fire was awesome.

I was saying defensiveness more in a "we don't want to play WoW anymore because we're free and we realize that WoW is not healthy."  Sorta like how a teetotaler hates people who drink, even if they only do it once a year.  There was probably some hope that WAR could feed that inner demon in a more healthy way, now that they realize it's not gonna work, hatred of WoW is a defense mechanism, and probably a smart one! :)

Or I could just be trolling.


Title: Re: WotLK spoilerfication
Post by: Merusk on October 01, 2008, 03:49:41 PM
lPatch probably incoming on the 14th as S3 ends that date. (http://blue.mmo-champion.com/11/10535470483-end-of-arena-season-4-coming-soon.htm)
Quote
We’re currently planning to end the fourth Arena season on October 14, 2008, and as always -- this date could easily change. This Arena Season is only ending in respect to the ladder, meaning we'll be taking a snapshot of the season's ladder and then go through our normal process to determine who is eligible for the end-of-season rewards. This process should take approximately one week. It's very important for players who feel that they may be eligible for the arena-specific title and/or Armored Nether Drake to refrain from transferring their character to another realm between the date outlined above, and when the end-of-season rewards are physically awarded.

Upon the end of this Arena Season, teams and ratings will not be wiped, and will carry forward allowing players to earn points each week and purchase gear until the launch of the expansion (November 13, 2008).

Also, it appears the latest test server/ beta push nerfed TBC hit points by 30% to all mobs in raid instances.  Yes, that includes Bosses.


Title: Re: WotLK spoilerfication
Post by: Chimpy on October 01, 2008, 09:07:58 PM
Also, it appears the latest test server/ beta push nerfed TBC hit points by 30% to all mobs in raid instances.  Yes, that includes Bosses.

Basically makes a lot more sense why you won't be able to get the Champion of the Naaru or Hand of A'dal titles, or bear mounts out of Z'A after the patch now. Add this to the class changes and basically there is no such thing as an endurance/DPS race fight in the BC instances anymore.


Title: Re: WotLK spoilerfication
Post by: WindupAtheist on October 02, 2008, 12:20:10 AM
After the screeching pop culture stupidity of TBC, I don't see much immersion left to ruin. The gnomes doing the Starship Troopers bit at Toshley Station killed it for me.


Title: Re: WotLK spoilerfication
Post by: SurfD on October 02, 2008, 03:07:01 AM
I dont know. the rampant pulp culture stuff has ALWAYS been there.  Shimmering flats and the races, the thousands upon thousands of cleverly named npc's, the stuff is EVERYWHERE and has been since the game origionally launched.

And it has never really bugged me one bit.  I am actually very amused when I run into the goofy dialogues between various NPC's (such as the whole "rocket man" exchange you hear at area 52).

I have often gone to wowhead and looked up alliance npc's just so i can try to figure out what they are saying on my horde characters.


Title: Re: WotLK spoilerfication
Post by: Fordel on October 02, 2008, 03:50:29 AM
I adore Toshley's Station.  :heart:



I'm on fire! Again!


Title: Re: WotLK spoilerfication
Post by: Dren on October 02, 2008, 05:24:05 AM
I'm a fan of the humor and satire in WoW too.  I prefer that to getting all serious about lore like other games.  I really like the fact that they can sit back and laugh at themselves, us and ourselves.

Just as a side note:  I started a new character just last week.  The newb area at IF was busy.  I went to the SW newb area 2 days ago for a separate quest at that chapel.  It was packed!

You might be saying, "Aw, those are just alts."  However, I've been running into people, as I've been leveling up, that are playing for the first time.  Not just once in awhile, but nearly every play session.

Yeah, this WoW thing isn't going away anytime soon.


Title: Re: WotLK spoilerfication
Post by: Merusk on October 02, 2008, 05:30:03 AM
When you said it was crowded, I expected you to bitch about L70s like myself running around doing noob quests to hit exalted and buy mounts/ get titles.   :grin:

I want that fucking Albino Drake, dammit.


Title: Re: WotLK spoilerfication
Post by: K9 on October 02, 2008, 06:35:56 AM
Even taurens can do the Albino Drake comfortably without the hog, now that they cut the requirement down to 50 mounts.


Title: Re: WotLK spoilerfication
Post by: rk47 on October 02, 2008, 06:51:16 AM
I assume you're talking to the people who are wailing about the game destroying motorcycles?

Well yeah, and the general "YOU MUST DECIDE" raging lunacy that some of the fanbois about either game start spewing. Someone needs to remind those people this isn't a race war.

lol you nailed it right there what I can't put into words.


Title: Re: WotLK spoilerfication
Post by: Lantyssa on October 02, 2008, 03:43:36 PM
I dont know. the rampant pulp culture stuff has ALWAYS been there.  Shimmering flats and the races, the thousands upon thousands of cleverly named npc's, the stuff is EVERYWHERE and has been since the game origionally launched.

And it has never really bugged me one bit.  I am actually very amused when I run into the goofy dialogues between various NPC's (such as the whole "rocket man" exchange you hear at area 52).
It's always been there, but it wasn't always so blatent, nor seemed like they were trying so hard to squeeze in a reference every five feet.

It went from being witty to being childishly silly and annoying.


Title: Re: WotLK spoilerfication
Post by: Paelos on October 03, 2008, 10:34:50 AM
I'm not noticing what you people are noticing obviously. I see occasional references, like the Starship Troopers thing, or Haris Pilton and her new line of bags, or stuff like that. Motorcycles only seem silly to me if the Super Devil created them to ride across the Azeroth skies.

(http://a792.ac-images.myspacecdn.com/images01/99/m_24c089449f857a3c061a3c455f724bf7.jpg)


Title: Re: WotLK spoilerfication
Post by: Azazel on October 04, 2008, 07:26:16 AM
It went from being witty to being childishly silly and annoying.

Have you seen The Tauren Cheiftains? I speak of course, of the 5-man horde heavy-metal band, that sometimes play during the Darkmoon Faire and can now be found in BRD on a nightly basis. (or summonable, with the Brewfest Remote.)


Title: Re: WotLK spoilerfication
Post by: Xanthippe on October 04, 2008, 09:26:51 AM
I'm still amused, not annoyed.


Title: Re: WotLK spoilerfication
Post by: Lantyssa on October 04, 2008, 11:58:03 AM
Have you seen The Tauren Cheiftains? I speak of course, of the 5-man horde heavy-metal band, that sometimes play during the Darkmoon Faire and can now be found in BRD on a nightly basis. (or summonable, with the Brewfest Remote.)
No, I haven't, but it illustrates my point perfectly: Kind of cool and neat occasional occurance to being heavily over-used and ever-present.


Title: Re: WotLK spoilerfication
Post by: Koyasha on October 04, 2008, 01:01:40 PM
They play regularly in the World's End Tavern in Shattrath City.  I don't really see how that's anything less than completely appropriate for the game environment, though.

Would help if they had more than the one song, though, although I do like the song.


Title: Re: WotLK spoilerfication
Post by: Fabricated on October 04, 2008, 01:25:42 PM
There's a comedian that does sets in the World's End Tavern as well.


Title: Re: WotLK spoilerfication
Post by: Merusk on October 04, 2008, 03:33:57 PM
There's a comedian that does sets in the World's End Tavern as well.

And he's fucking TERRIBLE.*

My 10 year old tells funnier jokes. No, really.


*That the Horde gets a kickass metal band and the alliance gets a comedian that tells jokes even washed-out Bob Zany wouldn't use just illustrates the Horde Bias of the game devs!


Title: Re: WotLK spoilerfication
Post by: Lakov_Sanite on October 04, 2008, 06:34:16 PM
There's a comedian that does sets in the World's End Tavern as well.

And he's fucking TERRIBLE.*

My 10 year old tells funnier jokes. No, really.


*That the Horde gets a kickass metal band and the alliance gets a comedian that tells jokes even washed-out Bob Zany wouldn't use just illustrates the Horde Bias of the game devs!

he was wonderfully bad i thought, it made me laugh....







also horde rules!


Title: Re: WotLK spoilerfication
Post by: K9 on October 05, 2008, 03:11:26 AM
I have to agree with Lantyssa, the over-use of pop culture references in WoW is terrible. When you find another it's just tiresome now.


Title: Re: WotLK spoilerfication
Post by: Azazel on October 06, 2008, 07:37:28 AM
Have you seen The Tauren Cheiftains? I speak of course, of the 5-man horde heavy-metal band, that sometimes play during the Darkmoon Faire and can now be found in BRD on a nightly basis. (or summonable, with the Brewfest Remote.)
No, I haven't, but it illustrates my point perfectly: Kind of cool and neat occasional occurance to being heavily over-used and ever-present.

Well, not really. You have to be inside the tavern in BRD at 8pm server time to see them play if you don't have the remote which summons them (and if you're level 52ish and doing BRD, you won't have the remote). I didn't even know that they play in the World's End tavern in Shattrath until this thread, so it's hardly in your face. Until the Brewfest annual event which featured them in BRD (not everywhere) I had only seen them once before, at a Darkmoon Faire.



Title: Re: WotLK spoilerfication
Post by: Fabricated on October 06, 2008, 07:39:17 AM
I finally got to run Azjol'Nerub and it has to be the shortest instance they've ever put in the game. Ever.

I walk in blind with 4 random people from my beta guild of 1000+ people and it's over in 20 minutes with no wipes or deaths.


Title: Re: WotLK spoilerfication
Post by: Paelos on October 06, 2008, 08:58:21 AM
I finally got to run Azjol'Nerub and it has to be the shortest instance they've ever put in the game. Ever.

I walk in blind with 4 random people from my beta guild of 1000+ people and it's over in 20 minutes with no wipes or deaths.

Good, no instance should take more than 45 minutes in my book.


Title: Re: WotLK spoilerfication
Post by: Koyasha on October 06, 2008, 10:57:33 AM
Eh, saying that none should be more than short isn't good.  Some people like the longer runs.  I'd like an ample variety - plenty of the short ones for people that don't want to spend a lot of time on them, and some longer ones like Blackrock Depths or some of the other old world -long- instances.  Though if the long ones were set up to be doable in small chunks as well as a single runthrough that'd be ideal.


Title: Re: WotLK spoilerfication
Post by: K9 on October 06, 2008, 11:45:17 AM
The only long instance I ever enjoyed was Strat, but that could well be because Srat is one of the best instances for its level.


Title: Re: WotLK spoilerfication
Post by: Dren on October 06, 2008, 12:18:09 PM
I finally got to run Azjol'Nerub and it has to be the shortest instance they've ever put in the game. Ever.

I walk in blind with 4 random people from my beta guild of 1000+ people and it's over in 20 minutes with no wipes or deaths.

Good, no instance should take more than 45 minutes in my book.

Seconded.


Title: Re: WotLK spoilerfication
Post by: Paelos on October 06, 2008, 01:57:50 PM
Some people like the longer runs. 

Those people are wrong, broken, and have too much free time.

Have one big instance with 5 "wings" if that's what you like, but one long-ass linear place that takes over 2 hours isn't cool. That applies to the large raids too. Black Temple was especially stupid in this regard. Nine bosses? Really? Most of them had shitty loot nobody gave a damn about, save 1-2 items that of course never drop, and the real kick in the teeth was that you couldn't skip them. There's a big ass closed door in the way that wouldn't open until they were all dead. Hey! That's a cool idea, let's force people to grind out every goddamn boss in the place, over and over, even if they are DEing items off the first 5 for the last 3 months.

Long instaces force you to play "beat the clock" so you're not wasting time on stuff you've done before and have enough time to learn the fights you want. They also waste monumental amounts of time because nobody gives a shit about the stuff that drops off the first few bosses. It's always the last guy that has the goods. T5 raids were actually ok in this regard once they finally opened the doors to Kael and Vashj. There should never be gates on final bosses. You should be able to get to them and win if you can.


Title: Re: WotLK spoilerfication
Post by: Fabricated on October 06, 2008, 02:39:33 PM
I finally got to run Azjol'Nerub and it has to be the shortest instance they've ever put in the game. Ever.

I walk in blind with 4 random people from my beta guild of 1000+ people and it's over in 20 minutes with no wipes or deaths.

Good, no instance should take more than 45 minutes in my book.
It's incredibly short.

1. Walk in the door, 2 pulls of 3 mobs.
2. There's the boss! He has 3 groups fanned out in front of him, pull any of the groups. When the last mob of each group is dead, another group comes, then the boss comes after they're all gone.
3. Walk down a ramp around a corner, 3 pulls you need to do quickly because the boss is rampaging up the tunnel towards you the instant you get on the ramp. The boss comes to you.
4. Drop down a very deep hole, walk down a ramp, one pull, then the last boss.
5. Done!


Title: Re: WotLK spoilerfication
Post by: Paelos on October 06, 2008, 03:00:56 PM
I would think on regular that might be a good place to farm for gear, which is nice. On heroic, I imagine it would be a little more difficult, but still a good place to get marks in a daily scenario.

Overall, I think that sounds about right for a five man instance. It's a little short, but not far from what I would consider the ideal balance. In my world, it would be 10-15 trash mobs between each boss, set in groups no bigger than 4. I would also prefer harder trash mobs with higher health and more abilities than large amounts of standard trash done over and over in a room (aka the horrible repetition in MrT caster groups).


Title: Re: WotLK spoilerfication
Post by: K9 on October 06, 2008, 03:09:36 PM
Short = Win for heroics. The absolute best badge farming instance is heroic BM, the only thing that puts people off is it's slightly higher difficulty level relative to Slave Pens (actually a crap badge farm imho), Underbog (2nd best badge farm) or Mech (*yawn*). I've done heroic BM in 22 mins with my priest, a prot warr and three enhancement shamen. Was a very fun run.


Title: Re: WotLK spoilerfication
Post by: AngryGumball on October 06, 2008, 03:47:12 PM

Good, no instance should take more than 45 minutes in my book.

Disagree



Title: Re: WotLK spoilerfication
Post by: Fabricated on October 06, 2008, 03:50:50 PM
If you don't dick around a lot UK and the Nexus are roughly 50ish minutes long give or take despite having way more trash compared to Azjol'Nreub. I'd say there's 8-10ish pulls between every boss in UK, about that much between all but the last boss of the Nexus (which is in the center of the zone and can be instantly accessed and started after you kill the first 3 bosses). The trash dies a lot faster than the shit in say MgT however even for non-epic'd groups so the number of pulls may not be accurate to describe the speed. 3-4 elite mobs per pull, tops.


Title: Re: WotLK spoilerfication
Post by: Paelos on October 06, 2008, 09:54:24 PM

Seek help.


Title: Re: WotLK spoilerfication
Post by: apocrypha on October 07, 2008, 12:00:52 AM
20-30 minute instances would be awesome for me at the moment. Still can't play for more than about 40-60 minutes twice a day (gamers/photographers curse - bad back) and all I'm doing now is a quest or two on my RAF duo.

I need to get into a guild or summat, the 20-30 mins of putting a PUG together kinda rules me out of any group content :/


Title: Re: WotLK spoilerfication
Post by: AngryGumball on October 07, 2008, 12:07:33 AM

sure console kiddie.


Title: Re: WotLK spoilerfication
Post by: Rasix on October 07, 2008, 12:08:22 AM
I think you misfired there.


Title: Re: WotLK spoilerfication
Post by: Fordel on October 07, 2008, 02:50:15 AM
His argument certainly swayed my position.  :awesome_for_real:


Sorta, but not really related beta thread: http://forums.worldofwarcraft.com/thread.html?topicId=10873899411&sid=2003

That must suck. So damn much. So very very much!  :why_so_serious:


Title: Re: WotLK spoilerfication
Post by: Merusk on October 07, 2008, 04:09:15 AM
I think you misfired there.


Nah, clearly those who don't want to spend 3-4 hours in a blue-item instance are all kids who should be on ADD medication and not adults with other shit to do besides spend an entire evening glued to the computer.


Title: Re: WotLK spoilerfication
Post by: DraconianOne on October 07, 2008, 05:25:56 AM
adults with other shit to do besides spend an entire evening glued to the computer.

You mean there's other shit I could be doing? This sounds like an interesting and unique concept. Please elaborate.


Title: Re: WotLK spoilerfication
Post by: Dren on October 07, 2008, 05:37:03 AM
adults with other shit to do besides spend an entire evening glued to the computer.

You mean there's other shit I could be doing? This sounds like an interesting and unique concept. Please elaborate.

Apparently, playing a console.


Title: Re: WotLK spoilerfication
Post by: Merusk on October 07, 2008, 08:25:11 AM
adults with other shit to do besides spend an entire evening glued to the computer.

You mean there's other shit I could be doing? This sounds like an interesting and unique concept. Please elaborate.

Sure, here's things my evenings are usually occupied with:

Making dinner
Help the Daughter with her homework (in a year it will be both kids)
Talk to the wife when she calls on her meal break.
Spend some time playing with the kids.  On console, with toys, whatever.
Read the boards & news for a bit.
Clean-up & dishes after dinner.
Day to day household maintenance.  Things like Laundry, vacuuming, sorting/ shredding mail, pet care and tidying up the house.
Overseeing the kids getting ready for bed

After that I get to play my MMOs or other games.  If I'm speedy that evening I'll be done by 8pm.  It's only that early because I work 15 mins from my house and get off at 4:30.  A 2-3 hour instance, IF I get started right at 8pm takes me right up to bedtime.  Yeah, stellar.  I can see where other adults are more frustrated that shit takes forever to do. Particularly if you're responsible and go to bed before midnight since you're up at 5 or 6am the next day. 


Title: Re: WotLK spoilerfication
Post by: Dren on October 07, 2008, 09:16:34 AM
...da truthz...

Yep, all that except 4 kids with sports and cub scouts thrown in.  A few nights I get to log in at 8:30 p.m. and stay on until 10:30 p.m.  If I feel like dragging ass the next day at work, I'll go later.  I normally don't want to feel like that.

So, 2 hour window for EVERYTHING and then I'm off.  2 hour instances or more do not fit into that equation.


Title: Re: WotLK spoilerfication
Post by: murdoc on October 07, 2008, 09:39:29 AM
adults with other shit to do besides spend an entire evening glued to the computer.

You mean there's other shit I could be doing? This sounds like an interesting and unique concept. Please elaborate.

Apparently, playing a console.

 :rimshot:


Title: Re: WotLK spoilerfication
Post by: Paelos on October 07, 2008, 11:05:23 AM

No problem, catass.


Title: Re: WotLK spoilerfication
Post by: Merusk on October 07, 2008, 06:58:38 PM
Anywhoooo, drama whores..

New tracking stat: "Deaths by Hogger."

http://www.mmo-champion.com/index.php?tab=2&page=777   :drill:


Title: Re: WotLK spoilerfication
Post by: DraconianOne on October 08, 2008, 12:22:57 AM
Responsible stuff that needs to be done

No, no, no - you're doing it all wrong. What you want to do is what I've done: find a job that's a long way from home and leave all the responsible parent and household stuff for the wife to do while you go to work then come back to a nice empty apartment and play MMOs all night. I mean, yeah, sure - occassionally you've got to eat and go to the boys room and stuff but that's what take-outs and buckets are for.  Who cares if you don't get to see your baby daughter grow up and start crawling and stuff as long as you get to go raiding every night.


Title: Re: WotLK spoilerfication
Post by: Fordel on October 09, 2008, 10:52:42 PM
Personal gripe: Where the fuck is my 11 point Protection (Paladin) talent?

I can't remember a talent tree ever NOT having a single 11 point talent. Many trees have absolutely shitty 11 point talents, but they EXIST!


Tick Tock etc  :uhrr:


Title: Re: WotLK spoilerfication
Post by: Paelos on October 09, 2008, 11:05:46 PM
Personal gripe: Where the fuck is my 11 point Protection (Paladin) talent?

I can't remember a talent tree ever NOT having a single 11 point talent. Many trees have absolutely shitty 11 point talents, but they EXIST!


Tick Tock etc  :uhrr:

Can I just say fuck pallies? Heal or GTFO.

This is nothing against you personally, but I've heard nothing but bitching from them in my alliance. Frankly, I'm wondering if they are the ONLY unsatisfied group in the totality of the new changes. If that's the case, I hope they all quit, on both sides. I hate them all in PvP anyway. We don't need more tanks. We have lots. Let it go.

This from your friendly neighborhood warrior who's glad they can finally AE things instead of hearing about how pallies do it. We need healers now.

EDIT: Oh and one more thing, everyone will get Kings now in the new patch. Check and mate.


Title: Re: WotLK spoilerfication
Post by: Fordel on October 09, 2008, 11:45:13 PM
Holy is still complete shit, for the same reasons it was back at the original release. The only reason anyone plays that spec is either because it 'guarantees' a raid slot, or because they are sucking it up and playing the healbitch for their friends. Like, 5 people on the planet actually find Holy Paladins actually fun to play on the play style alone. It's also the "It doesn't matter if your other specs suck, stfu and heal!" spec, as illustrated  :oh_i_see:


Protection is leaps and bounds better then it was and should preform just fine in WoTLK. Most of Protections bitching is residual "Oh, so warriors really WERE the favored tank, and Prot Paladins WERE total shit, on purpose, for years, to ensure warriors were the only real tanks?  :awesome_for_real:". So a lot of tinfoil hats weren't so tinfoily after all.  So now *every* single possible inequality is now under the microscope, since Blizz declared this a four tank expansion. (The fact Prot Paladins could even reach uncrushability in TBC was a side effect of them handing out too much avoidance gear, it's also why they didn't actually make proper gear for paladin tanks till the end of the cycle, since they would be "too good"  :oh_i_see:) The other, other source of bitching would be from most of the changes being "About fucking time" kind of changes, instead of 'oh this is new!' changes, but that is debatable either way.


I don't see Ret's complaining other then about the giant nerf they'll get before launch. There so damn silly in PvP currently everyone knows they are getting smacked by the bat real soon. The only other bitching I see is more residual 'our DPS was purposefully gimped because we were a utility spec?', similar in IDEA to how a Shadow Priests damage was capped, just minus the actual shadow priest utility. lolret etc. The spec is really fun to play right now, even putting the insane burst aside. If it remains competitive DPS wise, you'll have 1 ret paladin in every large raid, maybe two. It's just so getting a giant nerf, the dev's have said so a few times in recent posts, but no word on what specifically is going to be nerfed as of yet, so its like... PANIC  :ye_gods:



I QQ about a 11 point talent specifically, because those are usually new abilities in of themselves. I'm being cheated out of a new toy dammit!

I also bitch about having two talented blessings in the same tree, both 'required' for tanking... it's really annoying. The tree itself is "Half-Done". You know how the Warrior Prot tree got all the fat cut out of it, then they added in some new toys like Warbringer and Imp Spell Reflect? The Paladin tree got it's fat taken out as well, but they never got around to adding in those new toys for us.

The other, other, OTHER bitch, would be a Prot Paladin currently buffs the other tanks as well has it buffs itself, so some folks have a fear of being used to buff the REAL tank then put on the bench etc.



Of course a lot of those things are really reserved for the top end folks, or for theorycraft. In the end, there are only so many tanks to go around for the other 95% of us playing, so it'll probably be moot. Doesn't stop the nerd rage though!




-edit- : Most Holy Paladins probably won't have Kings, unless they are the only paladin around for a guild. They'll end up like http://wotlk.wowhead.com/?talent=sxAzg0zhVuGxRtZVf0x0h to get all the extra spell crit, to fuel their shitty, shitty play style.

You're 50/50 on Prot Paladins taking it, since Sanctuaries mana return is so vital for Prot.

Ret will probably have it 99% of the time, since PvE Ret is stupidly easy to spec for, plenty of spare points.


Title: Re: WotLK spoilerfication
Post by: Merusk on October 10, 2008, 07:42:46 AM
I'm like >.< this close to ditching the pally and picking up a DK at launch.  They're so fucking fun to play, and yes, warriors are still better tanks than pallies in the endgame.  Add-in the multitude of tools that DKs get AND the damage they can dish out even as "Tank spec" (note; all trees can tank with a few talents switches) it's almost a no-brainer for who you'd want as an offtank.

EDIT: Oh and one more thing, everyone will get Kings now in the new patch. Check and mate.

Really? Fucking hilarious and about time.  It was stupid to ever have it as a spec blessing after they wanted to make all trees viable.


Can I just say fuck pallies? Heal or GTFO.

Hope you plan on saying that to priests and druids, too.  Healing is still the same boring 'watch the bars' game it was 4 years ago, with the added stress in current encounters of having to know when to move and where to go.  DPsing is much easier and less stress overall.. AND gets more accolades, nifty abilities and toys.  Yeah, expect a BIG shortage of healers in WOTLK. It's a fucking thankless job and even the folks I know who have healed for the last 4 years are giving it up enmasse. 


Title: Re: WotLK spoilerfication
Post by: Fabricated on October 10, 2008, 08:48:44 AM
You don't even really need to be specced for healing or tanking to heal or tank the leveling instances in WoTLK from what I've done so far in the beta. The difficulty level when you have a non-tank specced tank in a smattering of tank gear and a ret pally/feral druid/shadow priest healing in their Spell Power set is about right; DPS can't just do whatever the fuck they want without pulling aggro, and have to pay attention to boss gimmicks to avoid big spike damage since the non-specced healer doesn't have 20 ways to save their ass.

With a tank-spec and a healer-spec (or alternatively someone with a hybrid-spec and a great healing set) instances are a snooze fest.

I tanked an instance last night with a fury warrior, arms warrior, and a hunter rocking -full- Sunwell gear and the Legendary Bow and I never lost aggro. Not once. And I'm in mostly WotLK blues right now.


Title: Re: WotLK spoilerfication
Post by: K9 on October 10, 2008, 09:18:58 AM
Hope you plan on saying that to priests and druids, too.  Healing is still the same boring 'watch the bars' game it was 4 years ago, with the added stress in current encounters of having to know when to move and where to go.  DPsing is much easier and less stress overall.. AND gets more accolades, nifty abilities and toys.  Yeah, expect a BIG shortage of healers in WOTLK. It's a fucking thankless job and even the folks I know who have healed for the last 4 years are giving it up enmasse. 

Healing is not all bad, although I finally got my shaman into the 60s and I'm having a blast pew-pewing as elemental.


Title: Re: WotLK spoilerfication
Post by: Paelos on October 10, 2008, 09:44:30 AM
Hope you plan on saying that to priests and druids, too.  Healing is still the same boring 'watch the bars' game it was 4 years ago, with the added stress in current encounters of having to know when to move and where to go.  DPsing is much easier and less stress overall.. AND gets more accolades, nifty abilities and toys.  Yeah, expect a BIG shortage of healers in WOTLK. It's a fucking thankless job and even the folks I know who have healed for the last 4 years are giving it up enmasse. 

Most healers I've talked to say the "added stress of moving" was the only saving grace that kept the game from being completely boring. Without that, I'd agree that it's incredibly monotonous. Also, "Thankless jobs" are ALL the jobs in raiding, not just healing. Nobody pats you on the shoulder when you do well. They bitch when things get fucked up. Ooooooh, you're #1 DPS! It probably means you were pulling aggro off of me a ton. DPS is the same rolling your face across the keyboard scenario that it was 4 years ago. Tanking is the same 4 key job it was 4 years ago. If people are lauding DPS, I'm not seeing it, except amongst themselves. I'm also not seeing a lack of awesome healing items, while the DPS have to scratch each other's eyes out to get anything.

Frankly I love the healers. I try my best to make sure as a raid leader that they are getting the support they need, and that they never get shat on by the DPS. What I don't like is 5 feral druids and 3 prot pallies signing up for runs when I'm short one healer. I blame Blizzard for making it boring, but I also blame people for signing up for things thinking they can just spec however they want and are entitled to a raid slot. The encounters don't work that way because Blizzard's a bunch of raid composition dicks.


Title: Re: WotLK spoilerfication
Post by: Fordel on October 10, 2008, 02:15:02 PM
Yea, all the entitled raid spots are for warriors  :oh_i_see: