Title: Cataclysm Stat Changes Post by: Rendakor on March 01, 2010, 12:05:08 PM The stat changes for Cataclysm are up on mmo-champion; doesn't seem to dumb down gear too much. AP, ArP, Spell Power, MP5, Defense and Block Value all going away, Spirit is healers only now, etc.
Title: Re: Cataclysm Stat Changes Post by: kildorn on March 01, 2010, 01:35:40 PM The talk about healing/mana changes and healing design change (less spam, more thinking about when to heal) worries me, as does the amount of change with mana regen.
I appreciate that fights will no longer be a DPS vs HPS comparison, but still, I don't want to be back to healing on fumes for half a fight. Title: Re: Cataclysm Stat Changes Post by: Lakov_Sanite on March 01, 2010, 02:01:06 PM Healing in the end game as it is now is very boring and very frustrating. It's essentially if you miss a heal or cooldown, its a wipe.
Title: Re: Cataclysm Stat Changes Post by: Ingmar on March 01, 2010, 02:13:24 PM Spirit->Hit for moonkin and elemental is a dumb dumb dumb way to handle it. The end result is that those two specs are just going to be insanely overcapped on hit all the time, because the rings/amulets/cloaks/etc that are itemized for dps casters are going to have plenty of hit for the classes that need it.
Title: Re: Cataclysm Stat Changes Post by: Evildrider on March 01, 2010, 02:18:41 PM Spirit->Hit for moonkin and elemental is a dumb dumb dumb way to handle it. The end result is that those two specs are just going to be insanely overcapped on hit all the time, because the rings/amulets/cloaks/etc that are itemized for dps casters are going to have plenty of hit for the classes that need it. Well remember they said that it was going to be harder to hit caps even with endgame gear. Title: Re: Cataclysm Stat Changes Post by: Ingmar on March 01, 2010, 02:30:31 PM I am pretty sure they're talking about stuff like the crit cap and the various soft/hard haste caps that some classes have, rather than the hit cap, but we'll see.
Title: Re: Cataclysm Stat Changes Post by: ezrast on March 01, 2010, 02:39:18 PM Spirit->Hit for moonkin and elemental is a dumb dumb dumb way to handle it. The end result is that those two specs are just going to be insanely overcapped on hit all the time, because the rings/amulets/cloaks/etc that are itemized for dps casters are going to have plenty of hit for the classes that need it. Not every piece of dps gear is going to have hit on it though, or if it does then moonkin/ele are going to be in the same boat as the rest of the casters. They're just replacing one stat in the mail/leather itemization with another stat that does the same thing.Title: Re: Cataclysm Stat Changes Post by: Rendakor on March 01, 2010, 02:42:17 PM Interesting to see that they're changing moonkin and ele shaman but not holy paladins; I thought they had mentioned some change in the works for them, so that we don't have gear dropping for only one spec of one class.
Title: Re: Cataclysm Stat Changes Post by: kildorn on March 01, 2010, 02:43:11 PM Healing in the end game as it is now is very boring and very frustrating. It's essentially if you miss a heal or cooldown, its a wipe. Yes, but what I'm worried about is the vast difference between early game and endgame healing. Take a low geared healer out for a spin, and it's constantly struggling to find the mana to heal. Take an endgame disc priest or paladin and forget you have a mana bar. Title: Re: Cataclysm Stat Changes Post by: Rendakor on March 01, 2010, 02:44:29 PM I am pretty sure they're talking about stuff like the crit cap and the various soft/hard haste caps that some classes have, rather than the hit cap, but we'll see. I'm pretty sure they mean both:Quote Ratings will be steeper in Cataclysm, and creatures in later tiers of content will be harder to hit or crit, similar to how level-83 mobs are harder to hit or crit than level-80 mobs. Looks like the hit cap will increase as you increase in tiers of content, which to me makes more sense than just needing an arbitrary amount of hit for all content. Edit: kildorn, I think Blizzard has been pretty clear that they want the gear gap to be smaller, so there shouldn't be a great disparity in healer mana. Title: Re: Cataclysm Stat Changes Post by: Merusk on March 01, 2010, 04:27:10 PM Interesting to see that they're changing moonkin and ele shaman but not holy paladins; I thought they had mentioned some change in the works for them, so that we don't have gear dropping for only one spec of one class. They mention this later in the thread. They couldn't come up with any idea that they liked better than just making holy paladins "special snowflakes" in regards to gear. Title: Re: Cataclysm Stat Changes Post by: Simond on March 01, 2010, 04:33:10 PM * Deep Holy talent that increases AC of armour worn (so, for example, mail armour would end up with roughly the same AC as plate of an identical ilvl)
~Or~ * Deep Holy talent that subs STR for INT in the spellpower calc. and AGI for SPI in the regen one. Hire me, Blizzard. :grin: Title: Re: Cataclysm Stat Changes Post by: Merusk on March 01, 2010, 04:44:43 PM They mentioned the 2nd one as being a discarded idea. Probably screws up when they model it out for attractive stats for dps vs where they want holy pallies to fall in to line.
The first I can see being discarded because now pallies and shaman look alike. With their stance on the appearance tab this makes sense. Title: Re: Cataclysm Stat Changes Post by: WindupAtheist on March 01, 2010, 04:48:24 PM Time to translate.
Quote from: Blizzard Equip the latest Tier or Season set designed for your class/spec and the six or seven buttons you push will make bigger numbers. I mean let's be serious, optimizing a Diablo 2 character required a lot more thought. We don't even let you guys allocate stat points when you level. Title: Re: Cataclysm Stat Changes Post by: Merusk on March 01, 2010, 04:56:59 PM Expect to see the same in D3.
:grin: Title: Re: Cataclysm Stat Changes Post by: caladein on March 01, 2010, 05:41:18 PM Time to translate. Quote from: Blizzard Equip the latest Tier or Season set designed for your class/spec and the six or seven buttons you push will make bigger numbers. I mean let's be serious, optimizing a Diablo 2 character required a lot more thought. We don't even let you guys allocate stat points when you level. Removing Armor Penetration from gear does add thought to gear decisions because it scales non-linearly. Without reworking Armor proper, Armor Penetration will always be the God stat for physical DPS in the second half of an expansion. The Haste changes go directly to making it do equivalent things for both melee and casters. Getting rid of regen stats for casters is similarly good news as I don't think they've ever gotten that right. Both things are talked about a lot better here (http://www.stratfu.com/blog/kyth/2009/08/resource-systems). It is strange to see that they are collapsing Attack/Spell Power into Strength/Agility/Intellect and collapsing MP5 into Spirit while at the same time expanding Defense into three of its component parts and presumably removing "Chance to be Missed" in the process. That said, having half of your tank classes waste at least some part of the "The Tanking Stat" was going to need to go at some point. Overall, I was pretty pleased by these changes when they were announced at BlizzCon and I still am. Title: Re: Cataclysm Stat Changes Post by: Sheepherder on March 02, 2010, 01:42:27 AM The Haste changes go directly to making it do equivalent things for both melee and casters. Except for warriors, for whom I'm expecting haste to still be an ass stat because Blizzard seems to think that the extra rage generation is comparable to faster energy regeneration or rune cooldown. But hey, it's not like I didn't see that one coming. Also:
1. Bear parry and block, make it happen. Same for DK. 2. This is just the general scheme, exceptions should apply. 3. More Armored to the Teeth / Bladed Armor. Make them inherent rather than talented. 4. ++ = Lots I do believe that's the mother of all BBCode tables. Thank fucking god for OpenOffice and Notepad++. EDIT: And fuck "But every class needs to be a special snowflake" in the ass. The gear diversity and drop rates do not exist for that kind of play for starters. Second, but more importantly: you knowing that Strength is good for you is not you being "good" at warrior, it means you're not a fucking retard. Title: Re: Cataclysm Stat Changes Post by: Fordel on March 02, 2010, 03:35:25 AM Spirit->Hit for moonkin and elemental is a dumb dumb dumb way to handle it. The end result is that those two specs are just going to be insanely overcapped on hit all the time, because the rings/amulets/cloaks/etc that are itemized for dps casters are going to have plenty of hit for the classes that need it. This will not be an issue. What will be an issue, is how they intend to go about mana regen for Moonkins and Elemental shamans. Will it be spirit based, non-spirit based? Will we be able to 'double dip' regen? Will we be required to? Title: Re: Cataclysm Stat Changes Post by: Merusk on March 02, 2010, 03:45:47 AM The Haste changes go directly to making it do equivalent things for both melee and casters. Except for warriors, for whom I'm expecting haste to still be an ass stat because Blizzard seems to think that the extra rage generation is comparable to faster energy regeneration or rune cooldown. But hey, it's not like I didn't see that one coming. It's not exactly stellar for DKs, either. I don't run in to the "Whoops, out of runes" problem often at all, more often its "well GCD is done, time to hit the next button." It'll be big for rogues and hunters, though, since their DPS is limited only by energy consumption. I run into the "out of energy" problem on my rogue all the time. Title: Re: Cataclysm Stat Changes Post by: Fordel on March 02, 2010, 04:59:45 AM I run out of runes all the time on my DK, as in, if I had them up more I could easily do more DPS.
Title: Re: Cataclysm Stat Changes Post by: Zetor on March 02, 2010, 05:40:04 AM I think this streamlining is (mostly) a good thing.
Re haste: I only have 'nothing to do' on my DK after doing the IT+PS+pestilence+dnd aoe combo, or about ~4-5 seconds after using army of the dead; the rest of the time I can deathcoil, use horn of winter or bloodtap/boneshield. Being able to scourge strike a few more times instead would definitely help my DPS, but I'd probably still be pushing the same number of buttons overall... Title: Re: Cataclysm Stat Changes Post by: Rendakor on March 02, 2010, 05:49:51 AM Sheepherder, your table is a suggestion right? Not an interpretation of actual changes? (If that is something official, sauce?)
Also, bears have block already: http://www.wowwiki.com/Savage_Defense Title: Re: Cataclysm Stat Changes Post by: bhodi on March 02, 2010, 06:06:54 AM Quote from: Van Ishikawa posted: A spirit to hit conversion for the cloth casters would basically mean all caster cloth would be the same and the distinction between the two would be lost. Cloth wearers in cataclysm will have about the same gear options as Shaman and Druids will. Instead of our gear being split between Caster/Physical, we'll see DPS/Healing. This is my issue, exactly.The downside of this is that in the case of druids and shaman, the caster specs are 2/6 of specs available. With 4 cloth classes, we'll be 2/12 specs available. It's not as bad as Holy Paladin, though they have absolutely no competition other than other Holy pallys for their gear. Unless the healer gear looks really unappetizing for the dps classes, healing priests will have difficulties with gear competition. Title: Re: Cataclysm Stat Changes Post by: Rendakor on March 02, 2010, 08:08:15 AM Have they said anywhere that they're doing a Spirit > Hit conversion for clothies? All I've seen is that it's for Oomkins and Ele Shaman.
Title: Re: Cataclysm Stat Changes Post by: Lakov_Sanite on March 02, 2010, 08:21:57 AM Spirit is supposed to be for healer only in the expac. They've said all dps casters will have their own ways to regen mana, so except things like dispersion and shadowfiends in other classes.
Title: Re: Cataclysm Stat Changes Post by: ezrast on March 02, 2010, 09:38:42 AM The paragraphs bhodi quoted are incomprehensible, but yeah. Healing priests will have no competition for spirit gear, unless it's from druids and shamans (and holy pallies, I guess). Heck, spirit plate will probably be the only gear with less competition than spirit cloth.
Title: Re: Cataclysm Stat Changes Post by: Ingmar on March 02, 2010, 11:37:32 AM Spirit->Hit for moonkin and elemental is a dumb dumb dumb way to handle it. The end result is that those two specs are just going to be insanely overcapped on hit all the time, because the rings/amulets/cloaks/etc that are itemized for dps casters are going to have plenty of hit for the classes that need it. This will not be an issue. What will be an issue, is how they intend to go about mana regen for Moonkins and Elemental shamans. Will it be spirit based, non-spirit based? Will we be able to 'double dip' regen? Will we be required to? Regen is currently not even a tiny issue for elemental, I would assume that is going to be the model for everyone else. Title: Re: Cataclysm Stat Changes Post by: K9 on March 02, 2010, 01:45:21 PM Even in T8 level gear I think it was actually impossible for me to make myself go OOM as elemental. It's not the most interesting model as you might as well eliminate mana in most senses at that point. Having some active regen abilities and having to manage them is better imo.
Title: Re: Cataclysm Stat Changes Post by: El Gallo on March 02, 2010, 02:20:14 PM All my beautiful fury warrior leather :cry:
Title: Re: Cataclysm Stat Changes Post by: Sjofn on March 02, 2010, 05:40:03 PM I run out of runes all the time on my DK, as in, if I had them up more I could easily do more DPS. Same here. Title: Re: Cataclysm Stat Changes Post by: Sheepherder on March 03, 2010, 02:21:32 AM Sheepherder, your table is a suggestion right? Not an interpretation of actual changes? (If that is something official, sauce?) Also, bears have block already: http://www.wowwiki.com/Savage_Defense Yes, I'm just neckbearding, ignore me. The i5 in the mail rotted my brain. Title: Re: Cataclysm Stat Changes Post by: Ingmar on March 09, 2010, 01:54:18 PM I'll put this here, the mastery preview is up now too - a little less detailed than I was hoping:
http://forums.worldofwarcraft.com/thread.html?topicId=23710210871&sid=1 Title: Re: Cataclysm Stat Changes Post by: kildorn on March 09, 2010, 02:14:38 PM I'm eying the whole "hey, maybe we just ditch the 5 second rule" thing carefully. While it's the only real way to balance out healer mana regen and make it less of a metagame, it also makes me really wary of wave style encounters and such.
Title: Re: Cataclysm Stat Changes Post by: Sjofn on March 09, 2010, 03:37:58 PM I like waves!
Title: Re: Cataclysm Stat Changes Post by: Lantyssa on March 09, 2010, 04:34:36 PM <waves to Sjofn>
Title: Re: Cataclysm Stat Changes Post by: Merusk on March 09, 2010, 04:45:11 PM The biggest drawback I see to the mastery system is those "Increases x by y for every point" bits. Without some kind of diminishing returns I think you're going to wind up with a lot of single-tree specs and that kills a lot of the flavor of the talent system. Sure, there's "mandatory" specs for raiding but you can still fuck around and do things differently if all you're worried about are leveling and heroics.
Title: Re: Cataclysm Stat Changes Post by: Fordel on March 09, 2010, 04:50:17 PM They'll just cap it at like 50 points max, then you can put your other 20-30 points wherever you want.
Title: Re: Cataclysm Stat Changes Post by: caladein on March 09, 2010, 04:56:01 PM I think the Diminishing Returns can just be running out of talents you want in the tree. As a Disc Priest, I could put all my points into Discipline, but it's not like the third Holy Mastery bonus is useless.
Bigger absorbs are better than a HoT for me, but probably not enough to warrant giving up genuinely good talents in Holy (like Inspiration or Spell Warding) for whatever pure-Arena-talent-I'd-never-use in Discipline. Title: Re: Cataclysm Stat Changes Post by: Ingmar on March 09, 2010, 04:57:37 PM I think they said that mastery benefits stop improving at 55 points in a tree already, and that you can't get the 3rd bonus from more than one tree. So, your secondary points in Holy would give you the first 2 passives but not the third.
Title: Re: Cataclysm Stat Changes Post by: caladein on March 09, 2010, 05:29:19 PM I think they said that mastery benefits stop improving at 55 points in a tree already, and that you can't get the 3rd bonus from more than one tree. So, your secondary points in Holy would give you the first 2 passives but not the third. Yeah, just looked through the linked thread (http://forums.worldofwarcraft.com/thread.html?topicId=23710210871&sid=1&pageNo=1#8): Quote from: Eyonix 1) Mastery on gear gives you one bonus. That bonus is the third passive (the unique one) in the tree in which you’ve spent the most points. In the examples we gave, those are Absorption, Radiance and Runic Power generation. ... 3) Assume you only get the passive bonuses for the tree in which you’ve spent the most points, and there is a ceiling per tree (which could be something like 51-55 talent points). If you spend more points than that in a tree you still get the benefits of the talent. If you spend points in another tree, you are benefiting from those talents instead. Unless you try to make say a 40 / 36 / 0 build, you shouldn’t be losing passive bonuses. If you turn level 10 and spend 1 point in Discipline, you are now a Disc priest. You receive the Disc talent tree passive bonuses and mastery rating on gear benefits your Disc passive bonus (Absorption). If you reach level 85 and have 70 points in Disc and 6 in Holy, you are still a Disc priest and the same rules apply. If you change your build to 51 Disc / 20 Holy / 5 Shadow, you are still a Disc priest. Problem solved. Title: Re: Cataclysm Stat Changes Post by: Fordel on March 09, 2010, 05:44:50 PM I was off by 5! :oh_i_see:
Title: Re: Cataclysm Stat Changes Post by: Ingmar on March 09, 2010, 06:25:27 PM Ah I thought you would get the regular passives but not the mastery passives from a second tree, I guess not handing those out is a good way to make sure people aren't discouraged from going *past* the mastery cap in a tree.
Title: Re: Cataclysm Stat Changes Post by: Lakov_Sanite on March 09, 2010, 07:40:15 PM Specifically from a shadow priest perspective, this is kind of dumb.
if the trees are holy: healing regen hots disc: healing regen shields then no matter what the shadow tree is it will never make sense to put a single point in holy or disc as you'll be foregoing a point of something to gain healing Title: Re: Cataclysm Stat Changes Post by: caladein on March 09, 2010, 07:55:44 PM Right now Shadow Priests go into Disc for Damage (Twin Discs), Spell Power (Imp IF), Regen (Med), and probably for a bit of Stam (Imp PW:F).
I'm sure there will be appropriately useful talents in either tree that won't be required. Spell Warding comes to mind as a damn nice talent to grab if the early Disc tree didn't have raw +Damage-type things in it. Title: Re: Cataclysm Stat Changes Post by: Sheepherder on March 09, 2010, 08:26:33 PM You mean I have to spend 51 points anywhere I like in my main tree to get the full mastery effect, choosing from varied talents which are always designed to be interesting? CUSTOMIZATION IS DOOOOMMMMEEEEEDDDDDDDD.
Title: Re: Cataclysm Stat Changes Post by: Lantyssa on March 09, 2010, 08:46:19 PM It would be nice if splitting talent trees didn't end up gimping you even more than it currently does...
Title: Re: Cataclysm Stat Changes Post by: Fordel on March 09, 2010, 08:55:43 PM You'll have to be a unique snowflake some other way Lanty!
Title: Re: Cataclysm Stat Changes Post by: Sheepherder on March 09, 2010, 09:04:13 PM You'll have to be a unique snowflake some other way Lanty! How about this? (http://www.wowhead.com/?talent#0ZEGGsfrdfeo0000zfeIz) :awesome_for_real: Title: Re: Cataclysm Stat Changes Post by: Lantyssa on March 09, 2010, 09:15:28 PM ... I'm not that unique.
Getting less so all the time. I already dumped Blood-Caked Blade and Necrosis to get Will of the Necropolis and Blood Gorged. I'm almost a proper Blood spec for both tanking and dps. My Druid has been a 'proper' Moonkin for months now. I feel so dirty. :cry2: Title: Re: Cataclysm Stat Changes Post by: Selby on March 09, 2010, 09:19:04 PM I'm almost a proper Blood spec for both tanking and dps. Don't do Unholy or Frost tanking, that's a sign of "special" that you really don't want to be. I ran with an Unholy tank and it was... very interesting. I tanked frost for a few weeks before deciding I *really* didn't like it.Title: Re: Cataclysm Stat Changes Post by: Merusk on March 09, 2010, 09:37:52 PM I've been blood tanking for months.. but lately I've gotten tells from healers saying "wtf, u know ur blood spec not frost, rite?"
:awesome_for_real: Title: Re: Cataclysm Stat Changes Post by: Evildrider on March 09, 2010, 09:57:55 PM I tank in blood, I just don't like frost... and unholy.. well it sucks. lol
Title: Re: Cataclysm Stat Changes Post by: Rendakor on March 09, 2010, 10:02:55 PM Specifically from a shadow priest perspective, this is kind of dumb. Did you miss the part where it said the bonuses are capped out at 51-55 points? Or where you only get bonuses from the tree with the most points in it?if the trees are holy: healing regen hots disc: healing regen shields then no matter what the shadow tree is it will never make sense to put a single point in holy or disc as you'll be foregoing a point of something to gain healing Title: Re: Cataclysm Stat Changes Post by: Selby on March 09, 2010, 10:21:22 PM I tank in blood, I just don't like frost... and unholy.. well it sucks. lol Exactly. I tanked in Frost and while I did all right, I needed things like D&D and Howling Blast ALOT more than they were ever up. In blood I've got a 15-s D&D and heart strike\runestrike to maintain aggro much better than I ever did in Frost. Unholy is just... blah for tanking.Title: Re: Cataclysm Stat Changes Post by: Sjofn on March 09, 2010, 10:26:36 PM I'm almost a proper Blood spec for both tanking and dps. Don't do Unholy or Frost tanking, that's a sign of "special" that you really don't want to be. I ran with an Unholy tank and it was... very interesting. I tanked frost for a few weeks before deciding I *really* didn't like it.Frost tanking is fine, don't be silly. EDIT: Basically, it's fine if you don't like the style, but a frost tank isn't weird or special. And it definitely isn't special with scarequotes. Title: Re: Cataclysm Stat Changes Post by: Rendakor on March 09, 2010, 10:32:19 PM I tank in blood, I just don't like frost... and unholy.. well it sucks. lol Exactly. I tanked in Frost and while I did all right, I needed things like D&D and Howling Blast ALOT more than they were ever up. In blood I've got a 15-s D&D and heart strike\runestrike to maintain aggro much better than I ever did in Frost. Unholy is just... blah for tanking.Title: Re: Cataclysm Stat Changes Post by: Zetor on March 09, 2010, 10:40:01 PM My DK (http://www.wowarmory.com/character-sheet.xml?r=Crushridge&n=zaphiir)'s tank spec is unholy. I always knew I was special! :awesome_for_real: (yeah it's pretty terrible, one day I'll spec frost... didn't find blood that inspiring for tanking heroics)
Title: Re: Cataclysm Stat Changes Post by: Merusk on March 10, 2010, 03:47:07 AM Yeah, I wasn't knocking frost, just pointing out that blood's been not just viable but a good tanking spec for a long while now and there's STILL folks that go "wait, you're not frost spec... why are you tanking?" (Hell the T9 bonuses benefit Blood a lot more than frost)
Unholy USED to be ok.. then the nerfs kept coming and now it's worthless. Title: Re: Cataclysm Stat Changes Post by: Lakov_Sanite on March 10, 2010, 08:03:48 AM I'm so glad they are removing all those confusing and invisible stats in this newest expansion, aren't you? :oh_i_see:
Title: Re: Cataclysm Stat Changes Post by: Lantyssa on March 10, 2010, 10:57:32 AM Frost tanking is fine, don't be silly. Yeah, we know good Frost tanks and I've run into some in my randoms.I don't like how Frost plays though, and I much prefer the self-healing of Blood from the improved presence and other abilities. It's not as good for area aggro, but it does well enough. Rune Tap's 22% health every 30 seconds is pretty nice, too. It's already save me once when our healer got eaten and I had to take over tanking after ours died. Title: Re: Cataclysm Stat Changes Post by: Typhon on March 10, 2010, 12:28:38 PM It would be nice if splitting talent trees didn't end up gimping you even more than it currently does... Latest forum thread on this topic (http://forums.worldofwarcraft.com/thread.html?topicId=23614404862&sid=1) had a blizz post that said, "we aren't really interested in supporting that, and it's not very popular... so there! (http://forums.worldofwarcraft.com/thread.html?topicId=23614404862&sid=1&pageNo=9#176)". Almost like they were talking directly to you. Why did you make them hate you? Ok! ok! So the actual quote is - "It does discourage some kind of true hybrid build where you go partway down multiple trees, but we aren't really trying to support those, and they aren't very popular today. ", I still they are out to get you! Title: Re: Cataclysm Stat Changes Post by: Lantyssa on March 10, 2010, 01:14:24 PM I know. Ingmar was giving me grief about it yesterday before I even knew what he was referring too... :awesome_for_real:
Title: Re: Cataclysm Stat Changes Post by: Lakov_Sanite on March 10, 2010, 01:35:19 PM what i still dont get is how this doesnt gimp me as shadow.
Ok yes the bonuses will cap out at a certain amount of talent points so lets say I want to put my extra points in either holy or disc. I will be getting passive bonuses to healing and regen if i do that. Neither really help me in dps where as a rogue doing the same, capping out assasination and then investing in combat will get passive dps upgrades by doing so. Hello even non pure dps classes like warriors could go fury/arms for more dps because we can assume their first two passives will be dmg based but beyond the talents themselves in disc/holy(which have never appealed to shadow beyond some mana regen) there's no reason no to just fill out the whole shadow tree if you can. Title: Re: Cataclysm Stat Changes Post by: Ingmar on March 10, 2010, 01:47:12 PM I will be getting passive bonuses to healing and regen if i do that. They haven't given a clear answer but one of the things they said they're considering is that you will ONLY get passives from your main tree. Nothing from secondary trees. Title: Re: Cataclysm Stat Changes Post by: Fordel on March 10, 2010, 01:53:49 PM They'll just limit it to one tree.
Title: Re: Cataclysm Stat Changes Post by: Lantyssa on March 10, 2010, 02:46:53 PM What they could do is have +healing translate to +dps while in Shadow. Of course that requires them to decide to let points outside your main tree matter. Their little quote there makes me think they want to actively discourage going outside a single tree.
Title: Re: Cataclysm Stat Changes Post by: ezrast on March 10, 2010, 03:37:15 PM They spelled it out pretty clearly in the post Caledain quoted way up there.
Quote from: Eyonix 3) Assume you only get the passive bonuses for the tree in which you’ve spent the most points, and there is a ceiling per tree (which could be something like 51-55 talent points). If you spend more points than that in a tree you still get the benefits of the talent. If you spend points in another tree, you are benefiting from those talents instead. Unless you try to make say a 40 / 36 / 0 build, you shouldn’t be losing passive bonuses. Once your (approximately) 55 points are in Shadow, you can throw the rest wherever and it won't affect your mastery (edit: more to the point, rogues/mages/etc won't be able to double-dip any more than spriests/enh shammies/etc). They're referring to all three types of passive bonuses here, not just the one spiffy/unique one.Title: Re: Cataclysm Stat Changes Post by: kaid on March 11, 2010, 08:49:51 AM ... I'm not that unique. Getting less so all the time. I already dumped Blood-Caked Blade and Necrosis to get Will of the Necropolis and Blood Gorged. I'm almost a proper Blood spec for both tanking and dps. My Druid has been a 'proper' Moonkin for months now. I feel so dirty. :cry2: The problem with moonkin is there is very very very little room for deviation while still being effective. Our talent tree is so bloated there is just not much wiggle room in what you can put points into without gimping yourself. DK have a bit more leeway on what they can throw points into but boomkin are pretty much do it this way or suck for how their talents play out. Title: Re: Cataclysm Stat Changes Post by: kaid on March 11, 2010, 08:52:34 AM I've been blood tanking for months.. but lately I've gotten tells from healers saying "wtf, u know ur blood spec not frost, rite?" :awesome_for_real: Blood DK are fine tanks my friend swaps from frost to blood for his tanking spec from time to time and built well there is nothing wrong with blood DK. Now unholy is a different beast. You can tank in unholy but its a pain in the ass threat seems to be a huge issue for them once they get rolling its okay but they seem to have a hard time locking threat down early on which can cause some really nasty problems. Title: Re: Cataclysm Stat Changes Post by: Tarami on March 11, 2010, 10:18:28 AM I just picked WoW back up and I'm not getting the point of this system, what am I missing?
- It'll be based on the total number of points in your primary tree, so it doesn't seem to be ungimping anything; a gimped spec will remained gimped in relation to a better spec. - Trees give passive bonuses that are relevant to that tree, so there'll be an additional advantage to speccing deeper into a single tree. This appears to remove customization and deincentivize off-specs, neither of which I can embrace as progress. - Items will have a stat (+Mastery) that will be very attractive to all classes, which seems crappy because it can and probably will create competition for loot across specs and armour classes (think Clothadins in ye olde days.) If on generic slots, like rings, the problem will be exaggerated. This issue can rather easily be dodged, though, even if that makes it a bit pointless (quest rewards only, enchants, gems and other generally accessible means.) Seriously, help me here, what is Mastery supposed to be fixing/improving? Title: Re: Cataclysm Stat Changes Post by: kildorn on March 11, 2010, 10:20:14 AM I just picked WoW back up and I'm not getting the point of this system, what am I missing? - It'll be based on the total number of points in your primary tree, so it doesn't seem to be ungimping anything; a gimped spec will remained gimped in relation to a better spec. - Trees give passive bonuses that are relevant to that tree, so there'll be an additional advantage to speccing deeper into a single tree. This appears to remove customization and deincentivize off-specs, neither of which I can embrace as progress. - Items will have a stat (+Mastery) that will be very attractive to all classes, which seems crappy because it can and probably will create competition for loot across specs and armour classes (think Clothadins in ye olde days.) If on generic slots, like rings, the problem will be exaggerated. This issue can rather easily be dodged, though, even if that makes it a bit pointless (quest rewards only, enchants, gems and other generally accessible means.) Seriously, help me here, what is Mastery supposed to be fixing/improving? It's designed in theory to make talents more "woo, that's neat" and less "5% crit" passives. We need the new talent trees to know if they succeeded, but one of the examples was more things like Body & Soul that alter a skill to do something neat/situational, and less of the required 5 points in this or that passive stat boost. edit: fixed that horrible quote job. Wow. Title: Re: Cataclysm Stat Changes Post by: Tarami on March 11, 2010, 10:29:38 AM I see, thanks. I don't know if I can bear 50 active talents though, I have enough bars as it is.
It's funny though, as also a LotRO-player, to see WoW and LotRO shamelessly ripping eachother's ideas. This, for example, will make WoW's talent trees very similar to LotRO's traits. Title: Re: Cataclysm Stat Changes Post by: Rasix on March 11, 2010, 10:49:34 AM I see, thanks. I don't know if I can bear 50 active talents though, I have enough bars as it is. Uhh, that wouldn't happen. I imagine most would still be triggered effects/procs or effectiveness increases to abilities. Title: Re: Cataclysm Stat Changes Post by: bhodi on March 11, 2010, 11:10:54 AM Seriously, help me here, what is Mastery supposed to be fixing/improving? One thing you may not know is that they are making non-class armor types extremely unattractive. They have not stated how they are doing this, whether it will be a large penalty or just flat out unequippable, but they suggest you won't have to worry about plate stealing cloth/leather.Basically, it's consolidating stats on gear so that it is attractive to a broader range of specs with the armor type, so that nothing goes to waste because 'oh ew it has X and not Y'. We'll see if that theory is actually borne out as more details emerge. Title: Re: Cataclysm Stat Changes Post by: Ingmar on March 11, 2010, 11:11:46 AM - It'll be based on the total number of points in your primary tree, so it doesn't seem to be ungimping anything; a gimped spec will remained gimped in relation to a better spec. They're changing the trees extensively as well so there's no way to know what the relative power of anything will be from just looking at this change. Quote - Trees give passive bonuses that are relevant to that tree, so there'll be an additional advantage to speccing deeper into a single tree. This appears to remove customization and deincentivize off-specs, neither of which I can embrace as progress. You'll still probably end up with 20ish points in a secondary tree just like now, based on what they've said so far, since you're capped at a certain amount of benefit from the main tree. Nothing has really been de-incentivized that doesn't already suck. Quote - Items will have a stat (+Mastery) that will be very attractive to all classes, which seems crappy because it can and probably will create competition for loot across specs and armour classes (think Clothadins in ye olde days.) If on generic slots, like rings, the problem will be exaggerated. This issue can rather easily be dodged, though, even if that makes it a bit pointless (quest rewards only, enchants, gems and other generally accessible means.) Mastery should be no more/less attractive than other stats that everyone wants like crit and haste. They've already said that you won't get as much of a benefit for mastery if you wear the 'wrong' gear (druids in cloth or whatever) and it should be fairly evident which items go to what spec based on the other changes they're making - stuff with spirit will obviously be for healers, stuff with hit for casters, stuff with defensive stats for tanks, etc. EDIT: Oh hey I missed an entire page. Title: Re: Cataclysm Stat Changes Post by: Fordel on March 11, 2010, 11:43:38 AM Things like say Starlight Wrath (reduces the cast time of wrath and starfire by .5 seconds) would stay. Even though it's really just a DPS increase, it does change the way you use those spells.
Things like Moonfury or Wrath of Cenarius (increases the damage of wrath and starfire by X%) would be rolled into the mastery system, so I could spent those points on something like Owlkin Frenzy instead while still keeping the raw damage potential. The tree's won't be so drastically changed really is my guess, though some specs will require more overhaul then others obviously. I'm fairly confident that most trees will look a lot like the Protection Warrior tree, with talents that add little quirks to baseline abilities, reduce cool-downs and grant proc bonuses. Title: Re: Cataclysm Stat Changes Post by: Ratman_tf on April 02, 2010, 04:54:24 AM Talent fiddling is fucking retarted. They should just let us choose one of our three trees, that's that, and get it over with.
Title: Re: Cataclysm Stat Changes Post by: Typhon on April 02, 2010, 07:32:39 AM I like the direction that they are going with the trees, the number of talents makes you that sub-spec, and the nature of the talents give you flavor. If the concept to allow for a larger number of viable builds within a sub-spec and they manage to meet that goal, I'll be happy. I'd really like it if there weren't one or two builds per tree that you "had" to take.
I'd always rather take the "move fast" talents than the "survivability" talents, but often you have little choice but to take the dps talents (unless you are rolling a tank) or you can't hold your own with a team. Title: Re: Cataclysm Stat Changes Post by: Sheepherder on April 02, 2010, 06:23:21 PM The move fast talents usually theorycraft as higher DPS than most of the filler DPS talents.
Title: Re: Cataclysm Stat Changes Post by: kildorn on April 03, 2010, 06:29:53 AM The move fast talents usually theorycraft as higher DPS than most of the filler DPS talents. This. +movement speed is a major raid damage boost in most instances, because there's always a "run around" phase, and the faster you're back on the target the more overall damage you'll do. Mostly an issue for melee dps, a lot of casters can bypass is by cheesing blink or lolportal. Title: Re: Cataclysm Stat Changes Post by: Shrike on April 03, 2010, 08:56:34 AM Of course, if they made raid encounters with less moving around, this sort of thing wouldn't be an issue. Also, I wouldn't have to run third party addons like Shock and Awe just to have a clue how to deal with my own attack cycle.
I have high hopes for Cataclysm and the changes. Some stuff does need to be fundamentally revamped. Playing as an enhancement shaman right now is a ticket to a front row seat of how not to itemize equipment and how not to build talent trees. I still enjoy the class, but, goddam, there's so much just fundamentally broken about it. Title: Re: Cataclysm Stat Changes Post by: Soulflame on April 03, 2010, 10:37:46 AM Healing in the end game as it is now is very boring and very frustrating. It's essentially if you miss a heal or cooldown, its a wipe. Healing in the end game as it will be in the future is very boring and very frustrating. It's essentially if you overheal or miss a cooldown, it's a wipe.That does sound ever so much better. :oh_i_see: Title: Re: Cataclysm Stat Changes Post by: bhodi on April 04, 2010, 12:38:33 PM There was a blue post a while back saying that some of the QA people watched a video of an old raid, I think something in TBC, and were astounded at how everyone in the raid was less than full life a majority of the time. They mentioned they would like to shift back to that, a bit.
It was a different environment, more focused on shifting a finite healing capacity to people in the raid that need it, balancing your mana pool and healing while trying to get the most out of the 5 second rule, playing triage while knowing you can't heal everyone but that, done right, everyone will live through it. Contrast that to today, where everyone sits at 100% life and the healer has between 2 and 3 seconds to heal them to full after they take a hit or they die. For the tank, it's more like under a second. Blink, look away, get distracted, and it's over. You've got enough mana to use every GCD during a battle, so you're always performing at 100%. Title: Re: Cataclysm Stat Changes Post by: Paelos on April 04, 2010, 01:04:25 PM The current tanking/healing situation is unacceptable for anything fun in terms of the mechanics. The tanks can no longer really manage their health through strategy and cooldowns other than a series of "oh shit" buttons that they use at percentages. Essentially, raid boss tanking has become about gear and luck with the skill of the actual tank making very little meaningful difference. In the old raids, having a tank that understood healing, timing, cooldowns, and consumables could buy you extra time on the boss, and that was a valuable thing. Now, I don't think it's really much effort beyond run in there, button mash your threat, and pray. Enrage timers on everything have made this even less important.
For healers, it's even worse. It's a spamfest of everything you can possibly do, with some assignments, and pray for no bad chains. Title: Re: Cataclysm Stat Changes Post by: kaid on April 05, 2010, 07:45:10 AM I would agree on the healing front. Its pretty much all out spray hots fest for druids there is very little in the way of picking what is optimal its throw the fucking sink at the tank and hope they don't go splat on some fights.
Title: Re: Cataclysm Stat Changes Post by: Dren on April 05, 2010, 08:13:31 AM I'm typically one of the go-to guys for healing in our guild since I have 3 different characters that can do it even at ICC levels. However, I've really become burnt out on raid/tank healing and have stepped back from it. I tend to prefer the reactive healing I get in heroics and certain PvP-like encounters in raids. I certainly like PvP healing and have been hitting that sector of the game much more recently too.
I agree with some here. Once they went from raid wide moderate damage over time to spike damage on tanks, the healing jobs have become pretty boring and all about gear rather than player skill. Yes, raid healing is still important and some fights require good reactive healing, but 80% of the job is to overheal the tank/s to counteract the massive nominal damage and spike damages these bosses do now. However they design the new content, I'd much rather have combat that requires me to play smart rather than with over-the-top power. Or at least, allow smart play to have an impact on the results such as a quicker take-down or, at the very least, achievements. You know, after thinking through the fights I like to heal the most, Marrowgar comes to mind. If the tanks hop back and forth right, the damage on them is minimal, you have to react quick to those that are spiked, and the chaos during bonestorms is where the random quick response healing and proper positioning is needed the most. Fights like that keep healing interesting/fun. Title: Re: Cataclysm Stat Changes Post by: K9 on April 05, 2010, 09:01:05 AM One way that might improve things would be to make raid encounters larger. As it stands most fights are in fairly small rooms where everyone is always in range of every healer. Forcing raids to be split in some way makes healing more challenging without making it more unforgiving. Fights like Heigan and Thaddius come to mind.
Also, this issue is far more pronounced in 25-man raids than 10-man raids I feel. Title: Re: Cataclysm Stat Changes Post by: Soulflame on April 05, 2010, 09:27:54 AM I certainly agree Wrath healing is shit. I've pretty much stopped playing WoW because I completely burned out on healing, and have no desire to go back to it at the moment.
Having said that, I don't believe Blizzard can fix it. The problem is twofold. 1. TBC healing wasn't the way they described. It was very much gear dependent, and you sprayed your best heal for the cost, and prayed no one died because you couldn't use your expensive heal very often. Prince springs immediately to mind, healing that fight was a constant spray of healing, with heartfelt prayers that enough of your DPS wouldn't stand in infernals so you could burn him down before the soft enrage. 2. Gear scaling will result in the same problem in Cataclysm as happened in TBC and Wrath. Mana pools, mana regen, spellpower will eventually rise to the point where Blizzard is forced to go back to raidwide damage and insane spikes on the tank to keep the healers "challenged". I'd also toss in some resentment on my part. I really do not like being told that mana management will be "fun" for healers, but not required for anyone else. Healing is a suckass job most of the time, and making it worse in Cataclysm isn't going to improve the number of healers available. Title: Re: Cataclysm Stat Changes Post by: SurfD on April 05, 2010, 10:32:39 AM I'd also toss in some resentment on my part. I really do not like being told that mana management will be "fun" for healers, but not required for anyone else. Healing is a suckass job most of the time, and making it worse in Cataclysm isn't going to improve the number of healers available. A blue quote posted on MMO champ indicates they are looking at everybodies resource management, with intent to tweak so that Management of said resources will be important again. Quote Classes Resources Resources for all classes are supposed to matter. If they weren't supposed to matter then we could certainly simplify the game by removing them all. For some classes or specs, the actual resource is GCDs not a bar that fills up. Rage, energy, runes and soon focus are essentially infinite. You only risk running out for short periods of time, but they'll be back eventually. For mana-using dps specs, the gameplay is similar but the time slice is broader. A mage isn't going to run out of mana in the first few seconds of a fight. She might run out later, particularly in a longer fight, but she also has ways to get that mana back, and then using those at the right time becomes some of the skill of playing that class. Healers all use mana, and they are supposed to run out of mana if they make bad decisions. That isn't currently happening, but it will in Cataclysm. Healers feel singled-out by that design, but we believe that when healers have infinite mana that we lose controls in designing an encounter. We have to rely on killing characters faster than healers can respond, punishing players dramatically for doing or failing to do some key event in the fight, or relying on dps checks with berserk timers and the like. Healer mana is a tool we had in BC and lost in LK. When the raid takes too much avoidable damage, then the healers eventually gas out (after using their own tools for mana restoration, like Divine Plea and Innervate) and the group then dies. Put another way, the game is just too easy when healers can just rely on their most powerful spell all of the time (many of us also think the healer gameplay is a little boring when you arne't using all your spells). I'm not trying to derail the topic from rage, but I did want to explain why we think it's okay for some characters to have infinite resources and some to risk running out. But the resource itself still needs to matter even if it is effectively infinite. (Source) They have already posted a proposed change to Rage, where they intend to Normalize all Rage generation, so it should be interesting to see what they eventually decide to do with mana for casters. Quote We are going to take the opportunity in Cataclysm to try and fix some of the problems with the Rage mechanic for both warriors and druids. Some of these problems include: * Warriors/druids in the lowest levels of gear can be Rage-starved. * Warriors/druids in the highest levels of gear no longer have to manage their Rage when it becomes infinite. * Warrior/druid tanks lose Rage income as they improve their gear and take less damage. * The gameplay of warrior and druid tanks loses a lot of depth when massive boss hits means never having to manage Rage. * Heroic Strike and Maul are effective, but tedious abilities for using up extra Rage. * In general, warriors and druids don’t have enough control over their Rage. To resolve these issues, Rage will be normalized in Cataclysm. This will make the Rage gained by characters more consistent and avoid drastic differences between low-end and high-end gear. The concept of normalized Rage may leave a negative impression on some veteran players, as we tried it once before in The Burning Crusade and it wasn't successful, resulting in them feeling weakened. However, we think that the concept is still sound -- it was just that the previous implementation didn't balance the values correctly, leading to players being Rage-starved. That is not the goal. As part of the change, we want to give warriors and druids a lot of ways to control their rage, so even in the worst-case scenarios they won’t feel like they lack the resource to do their job. Here are some of the ways the Rage mechanic will change in Cataclysm: 1) Rage is no longer generated based on damage done by auto-attacks. Instead, each auto-attack provides a set amount of Rage, and off-hand weapons will generate 50% of the Rage main hands do. This amount is based on a constant formula which factors in the base swing speed of the weapon. This means the Rage gained should be averaged out between fast and slow weapons. The constant formula also gives us the ability to easily increase the rage gained if it feels too low (or reduce it if is too high). We are also implementing the following mechanics, which will still allow rage to improve to some extent as you improve gear: * If the attack is a critical strike, it will generate 200% Rage. * Haste will accelerate swing times to generate Rage faster. 2) Rage from damage taken will no longer be based on a standard creature of the character’s level, but instead will based on the health of the warrior or druid. Again, there is a constant that is multiplied by the rage generated in order to allow for fine-tuning. This calculation ignores all damage reduction from armor, absorption, avoidance, block, or similar mechanics, so improving your gear will not reduce Rage gained. 3) We will provide warriors and druids with more instant sources of rage. For example, the warrior shouts are changing to work more like the death knight ability Horn of Winter. Instead of Battle Shout consuming Rage, it will generate Rage but have a short cooldown. Both classes will have additional methods to generate Rage in an emergency or bleed off Rage when they have too much. 4) All “on next swing” attacks in Cataclysm are being removed. Heroic Strike and Maul will be instant swings that cost a variable amount of Rage. For example, imagine Heroic Strike costs between 10 and 30 Rage. You must have at least 10 Rage to use the attack, but it will consume all available Rage up to a maximum of 30. Any Rage consumed above the minimum will cause the ability to hit harder, and in some cases much harder. We will tune the ability so that it’s generally not a good idea to hit it when you have low Rage (unless everything else is somehow on cooldown) but becomes a more attractive button the higher your Rage. We understand this change may be scary for many players, but keep in mind that the constants in the formulas for gaining Rage will give us the ability to make quick adjustments if we feel Rage generation is too low. Our goal is for each character's Rage to not be always high or always low, but rather a resource that needs to be managed properly by the player. I can tell you, as a Well Geared boomkin right now, It is practically impossible for me to go oom on single target boss fights. I mean, hell, as long as I dont need to spam AoE for an extended period of time, I usually end a fight with full mana. Title: Re: Cataclysm Stat Changes Post by: Ingmar on April 05, 2010, 11:07:15 AM Having played both, elemental shamans are even more silly mana-wise. Unless you're tossing chain lightning every cooldown you may as well not even have a mana bar.
I expect the warrior forums have exploded with rage normalization rage by now. Man, did they hate it last time. (I never noticed it affecting me, so meh.) Title: Re: Cataclysm Stat Changes Post by: ajax34i on April 05, 2010, 11:09:59 AM Quote Classes Resources Healers all use mana, and they are supposed to run out of mana if they make bad decisions. It also sucks when you can't "make decisions" because the tank can die at any moment if it's not topped to 100% immediately. Title: Re: Cataclysm Stat Changes Post by: Fordel on April 05, 2010, 12:14:50 PM They used my idea! It's Runic power that's generated off auto-attacks instead of Rune abilities.
I'm a genius :awesome_for_real: -edit- Of course, that's also just the "Adrenaline" system from Guildwars. Title: Re: Cataclysm Stat Changes Post by: Ratman_tf on April 05, 2010, 03:49:40 PM Quote Healers all use mana, and they are supposed to run out of mana if they make bad decisions. That isn't currently happening, but it will in Cataclysm. Healers feel singled-out by that design, but we believe that when healers have infinite mana that we lose controls in designing an encounter. We have to rely on killing characters faster than healers can respond, punishing players dramatically for doing or failing to do some key event in the fight, or relying on dps checks with berserk timers and the like. Healer mana is a tool we had in BC and lost in LK. When the raid takes too much avoidable damage, then the healers eventually gas out (after using their own tools for mana restoration, like Divine Plea and Innervate) and the group then dies. Put another way, the game is just too easy when healers can just rely on their most powerful spell all of the time (many of us also think the healer gameplay is a little boring when you arne't using all your spells). I feel better now. I gas out on wipes all the time, and from what everyone has said, (Healers can spam their bestest heal and never run out of mana!) I figured I was "doin it wrong", when I run out of mana in a raid. Title: Re: Cataclysm Stat Changes Post by: K9 on April 05, 2010, 04:34:27 PM They seem to have missed the point that for most of TBC mana was genuinely finite for most healers, and that's why we used downranking and various other tricks. They nerfed that, and now wonder why they have to break content to make it challenging.
Title: Re: Cataclysm Stat Changes Post by: Malakili on April 05, 2010, 04:42:25 PM They seem to have missed the point that for most of TBC mana was genuinely finite for most healers, and that's why we used downranking and various other tricks. They nerfed that, and now wonder why they have to break content to make it challenging. Yeah, taking out downranking was stupid in my opinion, I thought the scaling +spellpower was a good enough fix in vanilla to be honest. Title: Re: Cataclysm Stat Changes Post by: Ingmar on April 05, 2010, 04:50:48 PM Noooo, WoW-style downranking is awful from a design perspective. It creates a barrier to entry into higher level play for new players, because it isn't transparent enough in-game to explain what it does for you, that's why it had to go.
And yes, they have a long way to go in terms of knocking down all those walls but ideally you should never have to rely on outside documentation (forums, EJ, wahtever) to understand the core mechanics of your class. Title: Re: Cataclysm Stat Changes Post by: Fordel on April 05, 2010, 04:58:26 PM I'm looking at you, defense and hit caps.
One of the other problems with TBC healing that down ranking masked, was that max rank heals were just over heal city. They just need to make it so it's a proper choice between Flash Heal and Greater Heal, instead of a choice between Greater Heal rank 4 and Greater Heal rank 8. Title: Re: Cataclysm Stat Changes Post by: Tarami on April 05, 2010, 05:01:25 PM Agreed, ranks are very unintuitive. Ideally it should be rolled into the casting mechanism, so you can cancel a casting heal after a set threshold (say, 1.5 secs for 2.5 sec heals and 0.5 for 1.5 sec heals) and receive a fraction of the healing for a fraction of the cost. That also saves a lot of hotbar space.
Another thing I'd like them see do now that spells will scale is to remove +power and replace it with spell rating, then convert that rating into spell levels. For example, 180 rating at level 80 might mean your heals heal as if you were level 83 (60 rating per level at 80.) Naturally there's a direct correlation to +power, but it's much more intuitive, especially while levelling to know "oh, now I cast spells like I was 42, eventhough I am level 39" than "how much is 12 spell power going to add to my HoT again?" Title: Re: Cataclysm Stat Changes Post by: Malakili on April 05, 2010, 05:06:08 PM Noooo, WoW-style downranking is awful from a design perspective. It creates a barrier to entry into higher level play for new players, because it isn't transparent enough in-game to explain what it does for you, that's why it had to go. And yes, they have a long way to go in terms of knocking down all those walls but ideally you should never have to rely on outside documentation (forums, EJ, wahtever) to understand the core mechanics of your class. Is it really that unintuitive to use a spell that costs less but heals less in order to conserve mana and reduce overheal? Hell I figured out I couldn't spam my max rank heal my very first raid ever. Title: Re: Cataclysm Stat Changes Post by: Fordel on April 05, 2010, 05:10:08 PM It is when the mechanic even allowing those lesser rank heals to compete is a hidden coefficient value that bears no reflection to the heals listed base value.
Title: Re: Cataclysm Stat Changes Post by: Ingmar on April 05, 2010, 05:10:51 PM Noooo, WoW-style downranking is awful from a design perspective. It creates a barrier to entry into higher level play for new players, because it isn't transparent enough in-game to explain what it does for you, that's why it had to go. And yes, they have a long way to go in terms of knocking down all those walls but ideally you should never have to rely on outside documentation (forums, EJ, wahtever) to understand the core mechanics of your class. Is it really that unintuitive to use a spell that costs less but heals less in order to conserve mana and reduce overheal? Hell I figured out I couldn't spam my max rank heal my very first raid ever. Once you factor in all the math and testing that goes into determining which rank is the optimal one to use, factoring in all the hidden stuff like spellpower coefficients, the original downranking penalty, and the fact that the spell tooltips at the time only told you the base value of the heals? Yes, far too fiddly for the average user. EDIT: DAMN YOU FORDEL Title: Re: Cataclysm Stat Changes Post by: Malakili on April 05, 2010, 05:34:37 PM Noooo, WoW-style downranking is awful from a design perspective. It creates a barrier to entry into higher level play for new players, because it isn't transparent enough in-game to explain what it does for you, that's why it had to go. And yes, they have a long way to go in terms of knocking down all those walls but ideally you should never have to rely on outside documentation (forums, EJ, wahtever) to understand the core mechanics of your class. Is it really that unintuitive to use a spell that costs less but heals less in order to conserve mana and reduce overheal? Hell I figured out I couldn't spam my max rank heal my very first raid ever. Once you factor in all the math and testing that goes into determining which rank is the optimal one to use, factoring in all the hidden stuff like spellpower coefficients, the original downranking penalty, and the fact that the spell tooltips at the time only told you the base value of the heals? Yes, far too fiddly for the average user. EDIT: DAMN YOU FORDEL Theres a difference between downranking in general, and doing all the maths to figure out the absolute most efficient rank. You're right that its probably too fiddly, but then, the "average" user probably still complains healing is too hard even in its current state. Title: Re: Cataclysm Stat Changes Post by: Ingmar on April 05, 2010, 05:42:03 PM Well point being, though, if you just picked some random lower rank because the cost looked good in TBC, you were very possibly hurting yourself more than you were helping. There was a certain break point below which the downranking was just flat out terrible to use - you had to pick the lowest optimal rank for it to be a positive. And without all that math and testing, it would be very easy for someone to pick the wrong rank and not realize what they were doing to their overall efficiency.
EDIT: It's much more intuitive, in other words, for a user to compare spells that are obviously different (say flash heal, gheal, and renew) and pick the right tool for the situation, than it is for them to compare multiple ranks of the same heal, that only differ in value and mana cost, and try to guess which one is the 'right' one to use on the fly. Title: Re: Cataclysm Stat Changes Post by: ajax34i on April 05, 2010, 05:43:00 PM I'd rather they give healers spell combos like mages have, so that in order to deliver some huge heal you have to prep it up through a combo, and then make mana dependent on how many ohshit spells the healer uses out-of-rotation.
Of course, in order to do that, they'd have to use a system of buff stacks on the tank, and tanks always run out of buff stack room, so it's probably impossible to implement. Title: Re: Cataclysm Stat Changes Post by: kildorn on April 05, 2010, 06:00:15 PM Giving healers a constant cast rotation would be atrocious. Sure, healing can be either DON'T MISS A CAST or ungodly boring right now, but turning it into a "you fuck up this rotation or stop casting for a second and the group wipes" is a terrible replacement.
edit: not to mention healers have decent combos as is. Holy Priests get to play with Serendipity, Shaman get to play with riptide, disc priests get Borrowed Time. Paladins get lots of stupid things that don't make them holy light bomb less. Title: Re: Cataclysm Stat Changes Post by: Ingmar on April 05, 2010, 06:01:37 PM Plus you can't control when spikes are going to happen, which means you can't control when you have to break rotation to drop an 'oh shit' heal, which means that you're at the mercy of the RNG as far as running out of mana goes it seems to me.
Title: Re: Cataclysm Stat Changes Post by: Morfiend on April 05, 2010, 07:01:26 PM They used my idea! It's Runic power that's generated off auto-attacks instead of Rune abilities. I'm a gamer, and Cataclysm was my idea. Title: Re: Cataclysm Stat Changes Post by: Tarami on April 05, 2010, 07:08:29 PM I'm a gamer, and Cataclysm was my idea. You're a gamer? I've heard they make the best games. You should design an MMO!/crossthreadsnark Title: Re: Cataclysm Stat Changes Post by: Fordel on April 05, 2010, 07:25:28 PM Major Dispell changes: http://forums.worldofwarcraft.com/thread.html?topicId=24038610691&sid=1
Title: Re: Cataclysm Stat Changes Post by: Malakili on April 05, 2010, 07:32:15 PM I've never been a big fan of cleansing in the game to begin with (did anyone actually enjoy Chrommagus?). This seems like they are just going to make it even more annoying. Oh well.
Title: Re: Cataclysm Stat Changes Post by: caladein on April 05, 2010, 07:46:22 PM Great. No one dispelled before and now they're probably going to do it even less.
Title: Re: Cataclysm Stat Changes Post by: SurfD on April 05, 2010, 07:52:29 PM Wow, they are takin the bat to the Non Resto Shaman pretty hardcore. Losing Disease / Poison cleanse in exchange for curse (and Magic if resto?) So pretty much every non resto shaman is now gank bait for DK's and Rogues even MORE severely then they used to be. Course, now warlocks are going to get their shit pushed in by Enhance shaman in simply epic proportion, so maybe i cant complain too bad.
Title: Re: Cataclysm Stat Changes Post by: koro on April 05, 2010, 09:47:35 PM I guess it's safe to assume that for the first three to six months of Cataclysm, raids won't run unless every dispelling base is covered.
The way it's looking, you're probably going to have at least 2 debuff types that you will not be able to dispel in any given 10-man raid, and we're likely going to be seeing more "DISPEL THIS BOSS'S BUFF OR WIPE" stuff as well, which I absolutely detest as a healer. Title: Re: Cataclysm Stat Changes Post by: Rasix on April 05, 2010, 10:55:54 PM So, my shaman has been able to cure diseases and poisons for more than 5 years and now suddenly.. just forgot how? I better get a lore reason and a quest for that.
... Fuckers. Title: Re: Cataclysm Stat Changes Post by: Fordel on April 05, 2010, 10:56:33 PM Conversely, all PvE Debuffs will end up being 'Magic' Debuffs, or at least the ones that are "dispell this or die".
I'm hoping they spread out and reorganize the Player vs Player debuffs. Currently, something like 80% of them are in the 'Magic' debuff class. Title: Re: Cataclysm Stat Changes Post by: caladein on April 05, 2010, 11:10:42 PM Conversely, all PvE Debuffs will end up being 'Magic' Debuffs, or at least the ones that are "dispell this or die". I really doubt that, at least for the raid-wide stuff because Mass Dispel still exists and hits 10 targets per GCD. Edit: I know they said they didn't want them to be "spammed" or "in constant demand" but I find it hard to imagine a balanced .5s cast that can likely dispel your entire melee group compared to single-target instant casts without one or the other being useless at least some of the time. Title: Re: Cataclysm Stat Changes Post by: Fordel on April 05, 2010, 11:18:40 PM Raid-wide stuff is rarely also cleanse or death though.
Title: Re: Cataclysm Stat Changes Post by: Ingmar on April 05, 2010, 11:35:24 PM Their big mistake here from a PVE perspective is giving the same amount of weight to offensive dispels that they do to the defensive dispels. Barring a rare few encounters, you never want your healers having to stop what they're doing and target enemies to cast dispels. I can see why they're doing it from a PVP perspective, but we all know how everyone loves to eat a PVE nerf for PVP reasons.
Title: Re: Cataclysm Stat Changes Post by: Fordel on April 05, 2010, 11:56:45 PM Those healers need to learn to focus target.
Title: Re: Cataclysm Stat Changes Post by: Zetor on April 06, 2010, 12:12:18 AM Not to mention that plenty of DPS classes will have offensive dispels (ele/enhance shaman, spriest, mage spellsteal, affliction felhunter on lol-autocast, hunter tranq shot), so there isn't really a point to having your healers take care of those. Prot warriors get an offensive dispel every 6 seconds too, or are they removing that?
Title: Re: Cataclysm Stat Changes Post by: ezrast on April 06, 2010, 12:14:30 AM If they're putting any effort at all into revamping the dispel paradigm it better include adding a HEY DECURSE NOW indicator into the stock UI.
Also, wouldn't it be near-trivial to make a macro that casts cleanse only if the target is actually debuffed? Effectively negating the Quote making it possible to waste mana by casting a dispel when there is nothing to dispel bit?Title: Re: Cataclysm Stat Changes Post by: Fordel on April 06, 2010, 12:31:05 AM Not if Blizzard breaks that functionality.
Title: Re: Cataclysm Stat Changes Post by: caladein on April 06, 2010, 01:03:26 AM You can't even do that now.
If a macro casts a spell, uses an item, or does anything else on this list (http://www.wowwiki.com/Making_a_macro#Commands_that_accept_options) the only things it can know about its spell's (or item's) target (http://www.wowwiki.com/UnitId) are: if it exists (or not), if it's dead (or not), if it's a unit you can help or harm, or if it's in your party (or raid or neither). Edit: Subject-verb agreement is hard :uhrr:. Title: Re: Cataclysm Stat Changes Post by: WindupAtheist on April 06, 2010, 01:31:41 AM I like how they have to deliberately break macro functionality because otherwise anyone who can read a page worth of possible commands would be playing their deep and complex game with two buttons.
Title: Re: Cataclysm Stat Changes Post by: Sheepherder on April 06, 2010, 03:11:31 AM I was expecting them to go the other way and make dispels more common and easier, but tack on a debuff like the Warcraft III version of purge.
Title: Re: Cataclysm Stat Changes Post by: Merusk on April 06, 2010, 03:50:06 AM Maybe I'm just burnt-out but I haven't liked a single mechanics change I've heard for Cata. They're trying way too hard and, imo, silly shit like this shows why they're the "B" team.
They're homogenizing the game while trying to make it "Hardcore" enough for their raiding base and it seems like its losing a lot of its fun in favor of 'easier' optimizations. Title: Re: Cataclysm Stat Changes Post by: ajax34i on April 06, 2010, 03:51:26 AM Not sure what exactly would make a situation like "you screw <whatever> up and everyone dies" fun. Don't all healers strive for boring so they can relax and enjoy the raid?
Heh, and they assume that the healers will decurse, lol. Don't they already have their hands full? Having to talent into it is a horrible idea. Title: Re: Cataclysm Stat Changes Post by: JWIV on April 06, 2010, 04:09:38 AM Jesus christ. Dispelling is bullshit enough as is without making it more micro intensive.
Title: Re: Cataclysm Stat Changes Post by: caladein on April 06, 2010, 06:04:57 AM Maybe I'm just burnt-out but I haven't liked a single mechanics change I've heard for Cata. They're trying way too hard and, imo, silly shit like this shows why they're the "B" team. They're homogenizing the game while trying to make it "Hardcore" enough for their raiding base and it seems like its losing a lot of its fun in favor of 'easier' optimizations. I don't see how they're trying to hard when this is just an extension of the Fear Ward homogenization and Shamans getting Curse removal put in their Resto tree (http://www.wowhead.com/spell=51886). There's really only two changes that I can see in PvE from this. First, more bosses will have "dispel or die" type stuff as Magic which I'm not really sure about. On one hand, I like dispelling. Managing debuffs is something that a lot of people do poorly and I take some pride in being a good healer, dispeller, and making good use of things like PI and Shackle all at the same time. On the other is the knowledge that so many players can't react to their debuffs without a raid mod screaming at them. So, I guess we'll have more mods screaming at people, wooooooooo. Second, you won't be able to spam your dispel bind waiting for a boss to cast his "dispel now or die" ability (like Iron Council) because if you cast early you'll lose both mana and time and still need to dispel the next GCD. (The Iron Council example isn't great as I frequently had to cast dispel on the back end of a Flash Heal to heal and dispel at the same time, but presumably there will be less fights that are all about "omg spam heals every GCD or you wipe".) All the bullet points at the end were just a long way of describing the new distribution of dispel abilities:
Title: Re: Cataclysm Stat Changes Post by: Zetor on April 06, 2010, 06:07:54 AM I think if you include 'priests in shadowform', you should include 'feral druids in feral form'. I doubt kitties and bears will be shifting out to decurse people. :p
I'm still unconvinced why 'offensive magic' is worth a category on its own. Plenty of DPS classes can do it already... Title: Re: Cataclysm Stat Changes Post by: Malakili on April 06, 2010, 06:54:09 AM First, more bosses will have "dispel or die" type stuff as Magic which I'm not really sure about. Oh I'm sure about it. Who can forget such great fights as Lucifron, Noth (original Naxx), Chromaggus etc. Boy, when I think of the best fights ever, those are really on the list.... Title: Re: Cataclysm Stat Changes Post by: Lakov_Sanite on April 06, 2010, 09:28:35 AM You're confusing the two types of magic dispels. Since every healer now has dispel(enemy) you can expect a lot of bosses to put up self buffs, things like dmg multipliers or high healing renews. Think more along the lines of faction champions, where as a chromaggus fight would be dispel(friendly) which only shamans and priests are getting.
Title: Re: Cataclysm Stat Changes Post by: caladein on April 06, 2010, 09:38:21 AM You're confusing the two types of magic dispels. Since every healer now has dispel(enemy) you can expect a lot of bosses to put up self buffs, things like dmg multipliers or high healing renews. Think more along the lines of faction champions, where as a chromaggus fight would be dispel(friendly) which only shamans and priests are getting. No. Quote An example of defensive magic dispelling would be using a dispel to free a polymorphed ally, while offensive magic dispelling would be utilizing a dispel ability to strip away an enemy’s buff or heal-over-time (HoT) spell. Title: Re: Cataclysm Stat Changes Post by: Lakov_Sanite on April 06, 2010, 10:02:41 AM Ah, yes you're right. In my defense, it would have made a lot more sense the other way around.
Title: Re: Cataclysm Stat Changes Post by: caladein on April 06, 2010, 10:15:36 AM Yeah, I can see what you mean. It does seem like they're adding the ability to remove "Offensive Magic" which implies magic you don't like on friendlies instead of "Magic, Offensively" which is what they mean.
I've always said "offensive dispel" and "defensive dispel" in reference to my own abilities so their wording, while confusing, didn't seem as off. Title: Re: Cataclysm Stat Changes Post by: Fordel on April 06, 2010, 01:07:27 PM Follow up: http://forums.worldofwarcraft.com/thread.html?topicId=24038610691&sid=1&pageNo=33#653
Quote * We want to stress yet again that one of our goals behind these changes was to help us design 5-player dungeons and 10-player raids. Currently having the ability to remove, say, a poison or disease can make an encounter go from challenging to easy, yet not every group has those abilities. With this new matrix, the encounter designers can make anything that must be dispelled a magical effect, while curses, poisons or diseases would be in the category of helping you win, but not an instant wipe if you lose. In 25-player raids, we have more flexibility to ask you to dispel more types of effects. Title: Re: Cataclysm Stat Changes Post by: AutomaticZen on April 06, 2010, 01:13:49 PM Class change previews a'comin. (http://forums.worldofwarcraft.com/thread.html?topicId=24038460683&sid=1)
As a person with a Pally main, I'm frightened that the Paladin preview is so far after the others. Sounds like another teardown and build up. Title: Re: Cataclysm Stat Changes Post by: Fordel on April 06, 2010, 01:19:24 PM Paladins are getting another redesign, yes.
It's like the seventh redesign over the course of WoW history or so. Maybe Holy will get some fucking depth or variety. They seem to have finally figured out that healing niches are just as stupid as tanking niches were. Really, Paladins have been a colossal fuckup the entire expansion cycle this go around. Started off as super gib Ret, then it turned into unlimited mana ret-healer, then invincible holy-healer, then invincible-unlimtedmana-prothealer, all the while with Holy being the only tank healer in any 'serious' raid content and all of that content balanced on the assumption of Holy bomb healing and now currently we have the Protection-DPS pvp build... :why_so_serious: Title: Re: Cataclysm Stat Changes Post by: SurfD on April 06, 2010, 02:28:33 PM Raid-wide stuff is rarely also cleanse or death though. I dont know. Nearly every clensable raid wide debuff that i can remember usually needed to be cleaned off damn near immediately or you were almost always going to wipe:Molten core had its plethora of curses and magic debuffs that would wreck people if not cleaned off speedily. BWL had Chromaggus, and AQ had the Slime boss. Naxx 40 man had Noth, where 1 missed dispell usually killed the whole raid, and Heigan, where failing to cleanse diseased people speedily usually resulted in them dying. Burning Crusade generaly avoided that mechanic, as most debuffs were not dispell based, but rather required a reaction mechanic to remove (Switching phazes on the Water boss in SSC before stacks got too high, moving in a certain way when you got linked on Mother Sharaz in BT, clicking on the spiked person on Najentus, etc). Wrath has also largely avoided it as well. Very few "raid wide" (or even "hits lots of people") dispellable debuffs going out. Only fight where dispelling someone really matters that I can recall is Iron Council, but that is single target only. Everything else is, once again, either an in fight mechanic to deal with debuff (LOS the boss to drop stacks, etc) or just "heal that person harder" kind of thing, like with penetrating cold on Anub in ToC. Title: Re: Cataclysm Stat Changes Post by: kildorn on April 06, 2010, 02:34:00 PM They currently and never have had any idea what to do with paladins. Every attempt to make them different either makes them a PITA to play or a requirement to raid. Seriously, just rip out divine shield and LoH, and start balancing from there. At this point the paladins would freaking thank you for it.
On the topic of debuffs: Why the debuff/cleanse mechanic currently and will always suck: Because it requires you to have read up on all encounters beforehand. Yes, most of us do it. No, it shouldn't be mandatory to play the game. My problem is that I don't have time to read what the fuck a debuff DOES by finding it and mousing over the tiny fucking icon during the middle of a fight to see if it's a CLEANSE ME NOW JESUS CHRIST (Iron Council), or a OH GOD DO NOT CLEANSE THIS (Naxx poison dude.. grobb?) That's why it's a terrible system. Same reason having random buffs on the boss with specific required reactions is annoying and now has calls usually. Because I don't want DPS stopping every time the boss does something so the entire group/raid can read the fucking tooltip to see if it says "boss gains 1000 armor" or "boss will instantly kill anyone who attacks him for 15 seconds" The game moves too quickly to read tooltips in real time. And I don't want to force everyone to go read tankspot for 5 man non heroics. edit: MC era debuffs were stupid. "you have 6 seconds to cleanse EVERY MEMBER OF A 40 MAN RAID", who decided that was a fun mechanic, anyways. Title: Re: Cataclysm Stat Changes Post by: Nevermore on April 06, 2010, 02:37:21 PM * Shaman will get Cleanse Spirit as a base spell that removes curses. Restoration will have a talent to add magic dispelling (on friends or enemies) to Cleanse Spirit. Awesome, so baseline Purge is going away too? The Shaman preview tomorrow better have some amazing new stuff in it because Elemental Shaman are really taking it up the ass, losing Poison, Disease *and* Magic dispelling. Title: Re: Cataclysm Stat Changes Post by: Fordel on April 06, 2010, 02:38:51 PM They could go a long way and just standardize condition states like Guildwars. We really don't need 14 variations of the 'snare' state.
Title: Re: Cataclysm Stat Changes Post by: kildorn on April 06, 2010, 02:46:15 PM They could go a long way and just standardize condition states like Guildwars. We really don't need 14 variations of the 'snare' state. I would love something like that. It annoys me to no end when they reuse an icon for something it shouldn't be used for (magic looking debuff icons used for other shit, whatnot) I'd really like just a few basic states. Or all raid level debuffs being DISPEL ME, and no more of this "haha read the fine print mid fight, dipshit!" bullshit. Title: Re: Cataclysm Stat Changes Post by: Ingmar on April 06, 2010, 03:09:40 PM * Shaman will get Cleanse Spirit as a base spell that removes curses. Restoration will have a talent to add magic dispelling (on friends or enemies) to Cleanse Spirit. Awesome, so baseline Purge is going away too? The Shaman preview tomorrow better have some amazing new stuff in it because Elemental Shaman are really taking it up the ass, losing Poison, Disease *and* Magic dispelling. No, shamans are keeping purge. Restos will just be able to take it off their bar (maybe). Quote This is something we’re still working on. We will still have abilities that remove 2 effects. One design is that all shaman have Cleanse Spirit (curse) and Purge (magic on enemies), and then Restoration can talent to allow Cleanse Spirit to also remove magic. Another is that shaman have one button that does all the dispelling to free up key-binds. The point we were trying to clarify above is that the ability to remove curses is a base shaman ability. Title: Re: Cataclysm Stat Changes Post by: Nevermore on April 06, 2010, 03:20:40 PM That's... odd.
In other news, R.I.P. Frost tanking. Which has been, you know, by far my favorite kind of tanking. Title: Re: Cataclysm Stat Changes Post by: Ironwood on April 06, 2010, 03:22:09 PM Why ?
Title: Re: Cataclysm Stat Changes Post by: Nevermore on April 06, 2010, 03:26:28 PM Because I really enjoy the way Howling Blast grabs and holds aggro on groups.
Title: Re: Cataclysm Stat Changes Post by: Gobbeldygook on April 06, 2010, 03:31:48 PM Why ? Blood will be the only tanking tree in Cataclysm. (http://blue.mmo-champion.com/26/24038461060-death-knights-will-tank-as-blood-in-cataclysm.html) Quote Because it requires you to have read up on all encounters beforehand. Yes, most of us do it. No, it shouldn't be mandatory to play the game. My problem is that I don't have time to read what the fuck a debuff DOES by finding it and mousing over the tiny fucking icon during the middle of a fight to see if it's a CLEANSE ME NOW JESUS CHRIST (Iron Council), or a OH GOD DO NOT CLEANSE THIS (Naxx poison dude.. grobb?) I have never had a problem reading tooltips. I make it a point to read every single tooltip for every debuff or buff I see. The game does not move so quickly that you can't take a few seconds to mouse over a debuff and see what it does, especially in 5 man content. Worst case scenario, you wipe, you explain what the debuff does, and then you kill him. Also, there's nothing wrong with a boss that requires you wipe once to understand it or have something explained. One shotting everything is not a right granted for fifteen bucks.That's why it's a terrible system. Same reason having random buffs on the boss with specific required reactions is annoying and now has calls usually. Because I don't want DPS stopping every time the boss does something so the entire group/raid can read the fucking tooltip to see if it says "boss gains 1000 armor" or "boss will instantly kill anyone who attacks him for 15 seconds" The game moves too quickly to read tooltips in real time. And I don't want to force everyone to go read tankspot for 5 man non heroics. Title: Re: Cataclysm Stat Changes Post by: Fordel on April 06, 2010, 03:57:33 PM A lot of people suspected that DK's would end up with 1 tank tree once the mastery system was revealed, but I have to admit I am surprised Blood was chosen, though it does make sense the way they explained it.
Title: Re: Cataclysm Stat Changes Post by: Ingmar on April 06, 2010, 03:58:57 PM I expected it to be Frost and coupled with killing DWing yeah.
Title: Re: Cataclysm Stat Changes Post by: Nevermore on April 06, 2010, 04:01:11 PM I expected Frost to be tanking and Unholy to get the DW talents, to match the fucking presences. This just pisses me off.
Title: Re: Cataclysm Stat Changes Post by: Evildrider on April 06, 2010, 04:01:34 PM I already Blood Tank so I'm ahead of the curve! :drill:
Title: Re: Cataclysm Stat Changes Post by: Fordel on April 06, 2010, 04:02:00 PM I expected Frost to be tanking and Unholy to get the DW talents, to match the fucking presences. This just pisses me off. Everything pisses you off though, so :why_so_serious: Title: Re: Cataclysm Stat Changes Post by: Evildrider on April 06, 2010, 04:08:35 PM I expected Frost to be tanking and Unholy to get the DW talents, to match the fucking presences. This just pisses me off. Well I'm assuming the presences are going to Change. The current frost will most likely become the new blood presence. Title: Re: Cataclysm Stat Changes Post by: Merusk on April 06, 2010, 04:24:56 PM I expected Frost to be tanking and Unholy to get the DW talents, to match the fucking presences. This just pisses me off. Ditto. Anyone want to join me on the "fuck is Ghostcrawler goddamn stupid" train yet? Maybe I'm just burnt-out but I haven't liked a single mechanics change I've heard for Cata. They're trying way too hard and, imo, silly shit like this shows why they're the "B" team. They're homogenizing the game while trying to make it "Hardcore" enough for their raiding base and it seems like its losing a lot of its fun in favor of 'easier' optimizations. I don't see how they're trying to hard when this is just an extension of the Fear Ward homogenization and Shamans getting Curse removal put in their Resto tree (http://www.wowhead.com/spell=51886). I wasn't clear. They're trying too hard to maintain their top position and keep everyone as engaged as possible. Yes, it's homogenization ,as I also said. Homogenization is a bad thing in a game, but a great thing if you're trying to just pump out expansions and churn money. It means you have less things to train your designers on and less things to keep track of for mechanics. Title: Re: Cataclysm Stat Changes Post by: Merusk on April 06, 2010, 04:28:47 PM Thinking more about it, this is just laziness. They wanted to keep Dual Wielding in the game for DKs, and the talents are all in frost. "Oh well, looks like Frost is Dual Wield tree now. We can't just go moving those talents about willy-nilly, wholesale elminating or renaming them. These are DKs, not Paladins. We'll just make Blood the tank tree since that's what "everyone"* is using to tank right now anyway."
* Everyone being only endgame tanks in uber raid guilds who have downed Arthas on Heroic and are bored & waiting for new content. You know.. the guys who matter. Title: Re: Cataclysm Stat Changes Post by: Lakov_Sanite on April 06, 2010, 05:01:16 PM Who the fuck cares? I mean hoenstly is it some lore issue that frost needs to be the tanking spec? How is switching presences any different than if they switched talents? Hell even the shamans whining about the loss of a couple totems are more justified if only for seniority sake.
Death knights having three tanking specs was a dumb idea from the get-go, DK's have probably been the most broken class since they were introduced(yes even more than pallies) Title: Re: Cataclysm Stat Changes Post by: Mattemeo on April 06, 2010, 05:58:30 PM I expected Frost to be tanking and Unholy to get the DW talents, to match the fucking presences. This just pisses me off. Ditto. Anyone want to join me on the "fuck is Ghostcrawler goddamn stupid" train yet? Been on it a while, I'm a Shadow Priest player. But yeah, now I'm completely bloody confused - my DK is about to have a fucking identity crisis. Admittedly both my Blood and Frost specs were DPS oriented, but I relished the simplicity of the Blood tree for DPS, and its place as a high-defense offensive hybrid. Why would anyone want it to become Prot 2.0? Prot Warriors are already fun... but it's an entirely different play style to Blood. Title: Re: Cataclysm Stat Changes Post by: Ingmar on April 06, 2010, 06:04:19 PM I would be surprised if the playstyle is going to change dramatically from how blood tanks now - lots of self heals, etc. They'll just have a full suite of tanking tools which until now DKs have lacked.
Title: Re: Cataclysm Stat Changes Post by: Mattemeo on April 06, 2010, 06:08:00 PM I would be surprised if the playstyle is going to change dramatically from how blood tanks now - lots of self heals, etc. They'll just have a full suite of tanking tools which until now DKs have lacked. But how lacking are they really? Frost tanks are pretty bloody successful as-is, from my experience. I know Nevermore enjoys Frost tanking. In fact, our guild has a few happy Frost tanks, so far as I know. This change is totally left-field. Title: Re: Cataclysm Stat Changes Post by: Malakili on April 06, 2010, 06:13:22 PM . This change is totally left-field. I almost get the feeling they are just shaking up everything for the hell of it. It is a Cataclysm after all. :awesome_for_real: Title: Re: Cataclysm Stat Changes Post by: Nevermore on April 06, 2010, 06:20:13 PM I would be surprised if the playstyle is going to change dramatically from how blood tanks now - lots of self heals, etc. They'll just have a full suite of tanking tools which until now DKs have lacked. Which is exactly the problem I have with it. I *hated* blood tanking when I tried it. It's completely different from frost tanking. Title: Re: Cataclysm Stat Changes Post by: Ingmar on April 06, 2010, 06:23:03 PM When I say full suite of tanking tools I mean things they lack that all the other tanks have access to:
- multi target taunt (granted paladins' version is weak currently too) - AP reduction debuff - block or block-equivalent mitigation Personally my feeling is they never should have tried 3 tank trees to begin with, that is Personally, if I may neckbeard for a bit, I would probably have killed the DW thing entirely and left DKs as 2h users across the board, there's already too much DW in this game and it makes itemization easier since DKs don't want the same stat balance that other DW dps do. Frost tanks, unholy and blood keep their relative strengths as both are currently pretty useful raid dps choices. Probably with some mechanical change to make at least unholy DKs want to use unholy presence ever, since there's no reason to right now. I wonder if they're going to switch around the effects of blood and frost presence in some way to make the stance choice a little more aesthetically tied to what the different specs will do now? Title: Re: Cataclysm Stat Changes Post by: Mattemeo on April 06, 2010, 06:30:43 PM Which is exactly the problem I have with it. I *hated* blood tanking when I tried it. It's completely different from frost tanking. I wouldn't have even considered Blood a viable tanking spec until equiped with bleeding edge gear anyhow - what makes Blood a simple joy in DPS seems like a bottleneck in tanking - considerable lack of multi-target taunting/damage, especially. Thrusting 'tanking' upon Blood is a complete volte-face, they're even talking about taking the things that make tanking viable from Frost (and to a lesser extent, Unholy) and grafting it onto Blood. Seriously... wat? Title: Re: Cataclysm Stat Changes Post by: Sjofn on April 06, 2010, 06:35:53 PM Maybe Holy will get some fucking depth or variety. lol EDIT: I guess I'll chime in on the DK tank thing. I enjoy frost tanking, but I also liked blood tanking fine when I tried it (I'm not sure what there is to hate about it, howling blast is pure love but it is not so Pure and Wonderful to completely outshine the blood tank toys). My only "wtf" about it is that frost is the tank presence, it makes sense to BE the tank presence, so why the fuck suddenly go with blood as the tank spec? DW talents could've moved to blood pretty easily, given Thassarian, when I fought with him, had IMPROVED BLOOD PRESENCE up and he's a lolDW death knight. :oh_i_see: It doesn't fill me with rage or anything, it's just annoying and sloppy from a thematic standpoint. Title: Re: Cataclysm Stat Changes Post by: kildorn on April 06, 2010, 06:38:34 PM Why ? Blood will be the only tanking tree in Cataclysm. (http://blue.mmo-champion.com/26/24038461060-death-knights-will-tank-as-blood-in-cataclysm.html) Quote Because it requires you to have read up on all encounters beforehand. Yes, most of us do it. No, it shouldn't be mandatory to play the game. My problem is that I don't have time to read what the fuck a debuff DOES by finding it and mousing over the tiny fucking icon during the middle of a fight to see if it's a CLEANSE ME NOW JESUS CHRIST (Iron Council), or a OH GOD DO NOT CLEANSE THIS (Naxx poison dude.. grobb?) I have never had a problem reading tooltips. I make it a point to read every single tooltip for every debuff or buff I see. The game does not move so quickly that you can't take a few seconds to mouse over a debuff and see what it does, especially in 5 man content. Worst case scenario, you wipe, you explain what the debuff does, and then you kill him. Also, there's nothing wrong with a boss that requires you wipe once to understand it or have something explained. One shotting everything is not a right granted for fifteen bucks.That's why it's a terrible system. Same reason having random buffs on the boss with specific required reactions is annoying and now has calls usually. Because I don't want DPS stopping every time the boss does something so the entire group/raid can read the fucking tooltip to see if it says "boss gains 1000 armor" or "boss will instantly kill anyone who attacks him for 15 seconds" The game moves too quickly to read tooltips in real time. And I don't want to force everyone to go read tankspot for 5 man non heroics. If you read and correctly responded to Fusion Punch within 2 seconds, good for you! You officially speedread. Because the ability does 20,000 damage per SECOND, in a relatively high damage fight to begin with. The fact of the matter is reading tooltips with DISPEL OR WIPE style debuffs is a stupid idea, Especially since blizzard won't display them cleanly in raid frames (in the case of not-on-the-tank debuffs) I absolutely object to the current system of read-the-game-files, upload ability data, and assume someone in every group keeps up with the latest boss fights. Am I saying everything should be oneshot? No. But I am saying that a fight should not be 100% determined by how quickly you read a fucking tooltip. Title: Re: Cataclysm Stat Changes Post by: proudft on April 06, 2010, 06:40:48 PM I would be surprised if the playstyle is going to change dramatically from how blood tanks now - lots of self heals, etc. They'll just have a full suite of tanking tools which until now DKs have lacked. Which is exactly the problem I have with it. I *hated* blood tanking when I tried it. It's completely different from frost tanking. Yeah I wasn't fond of it either. I liked Unholy and the lazy-ez-disease mode. Hey I lost aggro on something? Never fear, next disease tick it'll come galumphing back! Plus the purple umbrella of antimagic, I like that thing. That might meander over to blood, though, I guess. Title: Re: Cataclysm Stat Changes Post by: Lantyssa on April 06, 2010, 06:48:53 PM Which is exactly the problem I have with it. I *hated* blood tanking when I tried it. It's completely different from frost tanking. They are very different. I'm sorry they're taking it from you since you'd make the better tank any day. :sad:I do like my Blood tank (and my Blood dps), but that's because I'm odd. Title: Re: Cataclysm Stat Changes Post by: Evildrider on April 06, 2010, 06:51:41 PM Which is exactly the problem I have with it. I *hated* blood tanking when I tried it. It's completely different from frost tanking. They are very different. I'm sorry they're taking it from you since you'd make the better tank any day. :sad:I do like my Blood tank (and my Blood dps), but that's because I'm odd. Then I'm odd too.. I like blood tank/blood dps. After all is said and done though, all 3 tanking specs are lacking compared to the other tank classes. I hope this change fixes that. Title: Re: Cataclysm Stat Changes Post by: Rendakor on April 06, 2010, 07:32:15 PM Wrath has also largely avoided it as well. Very few "raid wide" (or even "hits lots of people") dispellable debuffs going out. Only fight where dispelling someone really matters that I can recall is Iron Council, but that is single target only. Everything else is, once again, either an in fight mechanic to deal with debuff (LOS the boss to drop stacks, etc) or just "heal that person harder" kind of thing, like with penetrating cold on Anub in ToC. Lady Deathwhisper has a pretty annoying Curse that needs to be dispelled quickly, or it will fuck up someone's day; since this is cast by the adds, in 25m it hits 3-4 people at a time. Naxx25 had a few of these as well (Noth, Heigan, Sapphiron). However, none of those are "dispel or wipe", which I think is Fordel's point.Regarding the DK Tank change, I don't really see the hate for Blood tanking. D&D generates AOE threat on par with Howling Blast, as long as you open with it and you don't have some silly frontloaded AOE DPSer (POM Flamestrike I'm looking at you :oh_i_see:). I fully expect them to change the presences around a bit though, so that the presence thematically matches the spec. Honestly, Blood was the only viable choice for tanking given the current setup; making all DK tanks DW would've been awful, and they seem intent on keeping Frost the DW tree. My biggest hope for the DK change is that they remove the mandatory 5/5/5 talent points for tanking and consolidate them into one tree, so we can go as deep into a second as every other class. As a pretty geared out raider, my spec (56/5/10) is a mess because they have low-tier talents that are mandatory for tanking scattered throughout all three trees. Title: Re: Cataclysm Stat Changes Post by: Sjofn on April 06, 2010, 07:37:01 PM Yeah, I dunno what there is to hate about blood tanking. It is a different feel from frost, but different doesn't mean hateful. :P
Title: Re: Cataclysm Stat Changes Post by: Gobbeldygook on April 06, 2010, 07:54:45 PM My biggest hope for the DK change is that they remove the mandatory 5/5/5 talent points for tanking and consolidate them into one tree, so we can go as deep into a second as every other class. As a pretty geared out raider, my spec (56/5/10) is a mess because they have low-tier talents that are mandatory for tanking scattered throughout all three trees. Congratulations, you can already go as deep as every other tank!Warriors: Every tank must go 5 into arms for parry. 15/3/51+2 is the standard spec, although 5/15/51 is accepted depending on your raid comp. Druids: Feral druids always go 11 into resto for omen of clarity, so the standard is 60/11. Prot paladins: Must go 5 into ret for Parry and realistically quite a bit farther for other tank toys in the ret tree. I wouldn't be caught dead on any protadin without 15 in ret. Title: Re: Cataclysm Stat Changes Post by: caladein on April 06, 2010, 08:00:08 PM Yes, but the whole idea of Mastery is get rid of some boring +x% something talents so a tank can go into Ret for Vindication and Pursuit of Justice, not Deflection.
That said, a lot of talents these days are already +x% something AND cool thing so they'll presumably just need to strip the boring bits out that were added in because no one was taking the cool thing talents unless they had to. Title: Re: Cataclysm Stat Changes Post by: Selby on April 06, 2010, 08:05:30 PM Personally I love blood tanking considerably more than frost tanking. But that's just me.
Title: Re: Cataclysm Stat Changes Post by: Zetor on April 06, 2010, 09:32:43 PM I don't really mind blood being the tank tree. I'll lose my unique snowflake unholy tank-ness, but that's ok. :awesome_for_real:
Curious though, if they made this move due to the mastery system ("we can't have a tree add mastery bonuses for a tank spec + damage spec at the same time omg"), what is going to happen to the feral tree? Title: Re: Cataclysm Stat Changes Post by: Ingmar on April 06, 2010, 09:42:34 PM I don't really mind blood being the tank tree. I'll lose my unique snowflake unholy tank-ness, but that's ok. :awesome_for_real: Curious though, if they made this move due to the mastery system ("we can't have a tree add mastery bonuses for a tank spec + damage spec at the same time omg"), what is going to happen to the feral tree? With feral you can tie the bonuses to form while remaining sure you won't create any broken interactions. You can have a mastery bonus that looks like "in Bear form 20% more hp, in cat form 20% more damage" and have it just work. That would be significantly more of a mess with DKs, since they not only have 3 presences instead of 2 forms, they also can use all their abilities in every stance so you run the risk of creating unintended consequences with that sort of thing. Its just much cleaner the way bear/cat differences work. Title: Re: Cataclysm Stat Changes Post by: Wolf on April 06, 2010, 11:09:02 PM well shadowpriests are in the same boat. With two healing trees, what would a dps want to do with a +healing bonus. I guess one could be mana regen. Yay.
Title: Re: Cataclysm Stat Changes Post by: Ragnoros on April 06, 2010, 11:26:09 PM well shadowpriests are in the same boat. With two healing trees, what would a dps want to do with a +healing bonus. I guess one could be mana regen. Yay. IIRC You will only receive the passive talent tree bonuses from the tree you are most heavily invested in. e.g. Shadow priests only receive the damage bonuses from the shadow tree, none of the healing ones from disc/holy. However IIRC again, only the first 51 points (or whatever the new number to get to the end of the tree) will give the passive bonuses. That way classes with more than one DPS tree will actually be able to spec points outside of their chosen main tree without losing possible passive bonuses. In short any given class will be "forced" to spec 51 points into their main tree, but will be free to stick the rest wherever they like. Title: Re: Cataclysm Stat Changes Post by: caladein on April 06, 2010, 11:29:03 PM However IIRC again, only the first 51 points (or whatever the new number to get to the end of the tree) will give the passive bonuses. That way classes with more than one DPS tree will actually be able to spec points outside of their chosen main tree without losing possible passive bonuses. In short any given class will be "forced" to spec 51 points into their main tree, but will be free to stick the rest wherever they like. Yes. From a few pages back: Yeah, just looked through the linked thread (http://forums.worldofwarcraft.com/thread.html?topicId=23710210871&sid=1&pageNo=1#8): Quote from: Eyonix 1) Mastery on gear gives you one bonus. That bonus is the third passive (the unique one) in the tree in which you’ve spent the most points. In the examples we gave, those are Absorption, Radiance and Runic Power generation. ... 3) Assume you only get the passive bonuses for the tree in which you’ve spent the most points, and there is a ceiling per tree (which could be something like 51-55 talent points). If you spend more points than that in a tree you still get the benefits of the talent. If you spend points in another tree, you are benefiting from those talents instead. Unless you try to make say a 40 / 36 / 0 build, you shouldn’t be losing passive bonuses. If you turn level 10 and spend 1 point in Discipline, you are now a Disc priest. You receive the Disc talent tree passive bonuses and mastery rating on gear benefits your Disc passive bonus (Absorption). If you reach level 85 and have 70 points in Disc and 6 in Holy, you are still a Disc priest and the same rules apply. If you change your build to 51 Disc / 20 Holy / 5 Shadow, you are still a Disc priest. Problem solved. Title: Re: Cataclysm Stat Changes Post by: Wolf on April 06, 2010, 11:38:02 PM Ah cool. I even read that but forgot it :)
Title: Re: Cataclysm Stat Changes Post by: Sheepherder on April 06, 2010, 11:53:03 PM Personally, if I may neckbeard for a bit, I would probably have killed the DW thing entirely and left DKs as 2h users across the board, there's already too much DW in this game and it makes itemization easier since DKs don't want the same stat balance that other DW dps do. Or, they could fix the root problem and revise the basic weapon damage based instant attack formula to be speed and weapon / wield type agnostic for purposes of the total damage done per ability usage. You know, basic systems shit now five years overdue that only got a kludgy patch with weapon speed normalization. Title: Re: Cataclysm Stat Changes Post by: caladein on April 07, 2010, 09:15:20 AM Shaman Preview's up at: http://forums.worldofwarcraft.com/thread.html?topicId=24038611737&sid=1 (http://forums.worldofwarcraft.com/thread.html?topicId=24038611737&sid=1)
Title: Re: Cataclysm Stat Changes Post by: Shrike on April 07, 2010, 10:20:31 AM Ahh, god, they're going to seriously fuck up enhancement--again.
Two things spring out. 1) My hotkeys are crammed to the gills as it is. I'm literally running out of keyboard keys. Now I"ve got three melee attacks and five (5!) heals? I barely have room for the two and three. Not counting the lightning bolts, all of which need instant response to fire off with how MW works. Maybe MW is going away. One good answer is just shitcan the friggin' totems already. Interesting idea, but it doesn't work for shit and it's been an albatross around our necks for 4 years now. 2) No more poison cleansing. So. Rogues are losing poisons in PvP then. Right? Otherwise, how is this melee subclass going to function against them? It's bad with auto-cleansing totems as it is. We'd best get some serious anti-CC abilities in recompense for this. I mean serious shit that actually works. Not more crap crammed onto SR. Perma wolves? Geezus. Title: Re: Cataclysm Stat Changes Post by: Rendakor on April 07, 2010, 10:23:16 AM I wish they'd just change Maelstrom Weapon to auto-fire a lightning bolt like the DK's Sudden Doom now does. Although that might be kind of a PVP nerf, as you can currently use MW for heals too.
Title: Re: Cataclysm Stat Changes Post by: K9 on April 07, 2010, 03:52:49 PM I wish they'd just change Maelstrom Weapon to auto-fire a lightning bolt like the DK's Sudden Doom now does. Although that might be kind of a PVP nerf, as you can currently use MW for heals too. I'd prefer to keep the mechanic as-is, having the choice of what spell to use is pretty valuable to me. Title: Re: Cataclysm Stat Changes Post by: Ingmar on April 07, 2010, 03:57:30 PM I wish they'd just change Maelstrom Weapon to auto-fire a lightning bolt like the DK's Sudden Doom now does. Although that might be kind of a PVP nerf, as you can currently use MW for heals too. I'd prefer to keep the mechanic as-is, having the choice of what spell to use is pretty valuable to me. Yeah that heal can be really nice at times, even in PVE, since you can use it to fire off a chain heal or whatever. Title: Re: Cataclysm Stat Changes Post by: Lantyssa on April 07, 2010, 08:15:03 PM Sudden Doom is nice in that it's a free attack, however DKs still have Death Coil they can cast on their own. And the damage talents and glypns affect both of them.
Title: Re: Cataclysm Stat Changes Post by: Sheepherder on April 07, 2010, 08:52:48 PM Neckbearding:
Or make the (unique) autoattack / cast non-interaction that hunters have universal for all spell casts, so warriors and shamans aren't penalized in auto-attack damage for initiating a casted ability. Would give fury a cool rage dump (Slam) to replace Heroic Strike, buff Arms single target damage, and make Maelstrom into a mobility talent. Title: Re: Cataclysm Stat Changes Post by: Gobbeldygook on April 08, 2010, 12:17:12 PM Neckbearding: Slam works completely differently from a normal spell in WOTLK. It doesn't reset your swing timer, it merely delays it until the cast completes. Fury never hard-casts Slam because giving up the white damage and hs or cleave for 1.5 seconds is never worth it. and no, it would not be 'cool', it would suck satan's asshole to have to stand still and hard-cast while in melee range.Or make the (unique) autoattack / cast non-interaction that hunters have universal for all spell casts, so warriors and shamans aren't penalized in auto-attack damage for initiating a casted ability. Would give fury a cool rage dump (Slam) to replace Heroic Strike, buff Arms single target damage, and make Maelstrom into a mobility talent. Title: Re: Cataclysm Stat Changes Post by: Shrike on April 08, 2010, 02:48:09 PM Slam sucks for arms as it is. The only reason--the way I understand it anyway--that you can get away with it is the slow 2h weapons speeds.
I'd prefer an incite/HS rage dump for arms and that does work IF you're really geared up. I've tried it on my ghetto warrior and though it has nasty burst damage, she simply doesn't generate the rage necessary to really keep it going--yet. Title: Re: Cataclysm Stat Changes Post by: Sheepherder on April 12, 2010, 10:38:12 AM Slam works completely differently from a normal spell in WOTLK. It doesn't reset your swing timer, it merely delays it until the cast completes. Fury never hard-casts Slam because giving up the white damage and hs or cleave for 1.5 seconds is never worth it. and no, it would not be 'cool', it would suck satan's asshole to have to stand still and hard-cast while in melee range. Which has nothing to do with my comment, because hunters have it one better and their slam equivalent does not pause their auto-attack swing timer which significantly increases their damage throughput while it's in use without significantly increasing burst - unless the player manages to time their auto and steady shots to hit simultaneously. But hey, one-button or short sequence burst isn't broken in PvP resulting in a constant stream of balance changes, amirite? Or are you just bitching because standing still for half a second to drop a slam is so challenging? Slam sucks for arms as it is. The only reason--the way I understand it anyway--that you can get away with it is the slow 2h weapons speeds. I'd prefer an incite/HS rage dump for arms and that does work IF you're really geared up. I've tried it on my ghetto warrior and though it has nasty burst damage, she simply doesn't generate the rage necessary to really keep it going--yet. You are doing it wrong. You will never have the rage for it. Title: Re: Cataclysm Stat Changes Post by: Ingmar on April 12, 2010, 11:18:12 AM Actually warriors in T10 are using HS/incite quite well, once you get to that level the rage issues really diminish.
Re: slam, the fix is not turning slam into steady shot, the fix is taking off the casting time entirely and just letting it be fury's proc attack (arms won't need it at all with new HS): it's mechanically inconsistent with everything else about the class and awkward to use besides. There's no value in preserving it as a cast ability. Title: Re: Cataclysm Stat Changes Post by: Typhon on April 12, 2010, 11:56:50 AM Completely agree with that. If you miss the <SLAM> pop in the UI because you are looking at cooldowns your action bar, you have to look your buff icons to figure out if it's insta. Would rather that slam worked for fury like overpower does for arms (with a different trigger).
Title: Re: Cataclysm Stat Changes Post by: Sheepherder on April 12, 2010, 01:04:42 PM Re: slam, the fix is not turning slam into steady shot, the fix is taking off the casting time entirely and just letting it be fury's proc attack (arms won't need it at all with new HS): it's mechanically inconsistent with everything else about the class and awkward to use besides. There's no value in preserving it as a cast ability. Because what Blizzard is aiming for is having every melee class be highly mobile instagibbing machines constantly in a GCD locked state. Title: Re: Cataclysm Stat Changes Post by: Ingmar on April 12, 2010, 03:17:42 PM Re: slam, the fix is not turning slam into steady shot, the fix is taking off the casting time entirely and just letting it be fury's proc attack (arms won't need it at all with new HS): it's mechanically inconsistent with everything else about the class and awkward to use besides. There's no value in preserving it as a cast ability. Because what Blizzard is aiming for is having every melee class be highly mobile instagibbing machines constantly in a GCD locked state. Fury isn't anything approaching GCD locked right now, and who plays it in PVP anyway? The core issue is slam is Not Fun. Title: Re: Cataclysm Stat Changes Post by: Sheepherder on April 12, 2010, 04:42:48 PM Heroic Strike changes, look into it. (I know, you did already)
Also, I've heard about the T10 / Incite builds, but I haven't seen anything solid yet that actually confirms they are not terrible. EDIT: Also, timing a Slam to land on a moving player is fun, what's wrong with you? The only way it could be better is if it automatically aquired a new target in melee range if the old one moved out of range / frontal radius. Title: Re: Cataclysm Stat Changes Post by: Ingmar on April 12, 2010, 04:58:09 PM Part of the value of the incite build is actually tied up in the change to make thunderclap function like a ranged attack - because that lowered the hit you need for it considerably and because it gains 15% crit from incite, it actually beats out slam as a button to push if there are even 2 things to hit with it, because having deep wounds tick on the second target means more chances for your tier 10 2 piece to proc. The other factors that push the incite build over the top are heroic strike being 15% more likely to crit than slam with incite, so there's more deep wounds ticks happening and thus more procs, and also the fact that sudden death gets 2 charges means that you're just generally less likely to cast slam anyway because more GCDs are used up by using execute. The last bit is you just won't generate enough rage without the stats and dps on t10-level stuff to make it worthwhile.
You won't be hitting heroic strike every swing with an incite build obviously, but you will probably use it about as much as a normal arms build uses slam, you just have to be careful not to do it at a time when it will stop you from being able to do one of your other abilities, which means you have to be very very good at being aware of exactly how much rage you have and how much you're going to need in your next couple swings. It is one of the harder 'skill' specs in the game, really, and I'm kind of glad my lack of good dps gear and tank main spec save me from having to learn it. (Arms is much more fun than fury even in the regular 54/17/0 spec IMO so I'm happy to stick with that.) Title: Re: Cataclysm Stat Changes Post by: Shrike on April 12, 2010, 09:00:22 PM I actually find the incite build quite intriguing. I hate slam with a passion and getting rid of it would be a Good Thing. Sadly, my warrior isn't geared for it, and I might have to revert to the 54/17 thing. Still, I like the idea of the incite build. Maybe it comes from playing enhance.
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