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Title: Cataclysm Class Changes
Post by: Nonentity on April 07, 2010, 10:26:32 AM
Shaman

Changes:

Changes Update:

Q&A:

Warlock

Changes:

Changes Clarification:

Priest

Changes and clarifications:

Warrior

Changes:

Changes Q&A:

Death Knight

Changes and clarification:

Death Knight Rune Changes:

Rogue

Changes:


Title: Re: Cataclysm Class Changes
Post by: Hutch on April 07, 2010, 10:42:00 AM
We're making changes to which classes and specs are able to dispel magic, diseases, curses, and poison, largely for PvP purposes.

Maybe this will be the Blizzard policy henceforth: "We're changing a class because of PvP, and need to explain it to the players? Retconning the lore is so old-school. Let's just come right out and say it. What are they going to do, quit?"


Title: Re: Cataclysm Class Changes
Post by: Nonentity on April 07, 2010, 10:57:13 AM
Hunter

Changes:

Druid

Changes:

Mage

Changes:

Changes clarification:

Paladin

Changes:


Title: Re: Cataclysm Class Changes
Post by: Ingmar on April 07, 2010, 11:00:41 AM
I generally like what they're doing here.

A couple things I didn't see that I wish I had:

- Lava burst available before level 75 (should just give it to them when they get their fire totem or shortly thereafter, so they learn how to play elemental properly)
- They should be letting us drop magma at range, not searing (or in addition to searing, whichever)


Title: Re: Cataclysm Class Changes
Post by: Nonentity on April 07, 2010, 11:01:27 AM
Well, I'm willing to bet that they're just not going to worry about dropping Magma at range, and leaving the magma/fire nova combo to Enhancement shaman, while trying to push Elemental into Earthquake.


Title: Re: Cataclysm Class Changes
Post by: Ingmar on April 07, 2010, 11:05:09 AM
Maybe I misread the earthquake thing, I wasn't taking away that it was an entirely new spell since it wasn't listed in the 'new spells' section, but that would make sense.


Title: Re: Cataclysm Class Changes
Post by: Lakov_Sanite on April 07, 2010, 11:15:54 AM
Earthquake will be a talented elemental spell it says. So new but not one of the 81/83/85 spells.

And please can we stop saying shit about how the lore is being ruined?  Every time someone mentions lore in relation to class mechanics it makes me want to drive nails into my forehead.


Title: Re: Cataclysm Class Changes
Post by: Ingmar on April 07, 2010, 11:18:56 AM
It says talent rather than spell so I initially read it as it was just something that was going to affect the AE we already had, but I think you're right. Finally. Maybe it will have a knockdown effect too.  :awesome_for_real:


Title: Re: Cataclysm Class Changes
Post by: Fordel on April 07, 2010, 11:22:24 AM
Glyph of Death and Decay 2.0?  :ye_gods:


Title: Re: Cataclysm Class Changes
Post by: Malakili on April 07, 2010, 11:29:47 AM
Looks decent.  I especially like the chance to give the shaman some viable melee early on.   Damn it all, all this Cataclysm talk is going to make me resub to WoW, I know it.


Title: Re: Cataclysm Class Changes
Post by: caladein on April 07, 2010, 12:06:02 PM
I definitely hope that adding Primal Strike helps out early-Enhancement as I've always stalled leveling one and I think I'd quite like the class later on.

Is it gonna be "Victory Rush at level six"-type awesome?  (Which at least for me made leveling a Warrior go from :uhrr: to :drill:.)  Probably not, but I doubt it'll hurt.


Title: Re: Cataclysm Class Changes
Post by: Nonentity on April 07, 2010, 12:31:16 PM
They pushed out the Warlock changes early to the Spanish forums. Here are the badly translated spanish notes, I'll update the post with the actual english notes once they arrive.


EDIT: The badly translated notes are pretty hilarious in their own right.

"The Hellfire will no longer cause damage to the witch."


Title: Re: Cataclysm Class Changes
Post by: Nonentity on April 07, 2010, 12:40:00 PM
Added shaman Q&A questions.


Title: Re: Cataclysm Class Changes
Post by: Lakov_Sanite on April 07, 2010, 01:02:13 PM
Sentry totem R.I.P  even in wotlk you provided entertainment, like when we had a 5% wipe on sindragosa becuase our shaman kept dying thinking his computer was messed up.  Of course, he didn't realize he was clicking sentry totem and how no idea what it did "Omg my video is messed up, I can't move again!"  this happened 3 times.


Title: Re: Cataclysm Class Changes
Post by: Nonentity on April 07, 2010, 01:04:30 PM
Added full English warlock notes.


Title: Re: Cataclysm Class Changes
Post by: Ingmar on April 07, 2010, 01:07:16 PM
I'm going to miss that stupid sentry totem. At least it gets to be reunited with windwall totem.


Title: Re: Cataclysm Class Changes
Post by: Typhon on April 07, 2010, 01:22:36 PM
So warlocks get three turbo buttons to mash during combat (replacing soul shards) via the "Soul Burn" ability. 

I like the change, but they are very vague on the exact mechanism.  For instance, "Warlocks will have 3 Soul Shards that can be used during a fight and will not be able to gain additional shards during combat."

Since you can't gain additional shards during combat... how do you get them?  Timed refresh (would make them somewhat similar to the DK runes, except the timer doesn't count down unless you are out of combat)?  I hope I don't have to sit on my ass, out of combat, waiting for a soul shard to refresh.

They mention soul drain later in the thread so it seems like it isn't going away.  I wonder what drain soul is for now (straight damage)?  Maybe you still need to soul drain, but the souls you drain aren't available until after combat?

Very mysterious!


Title: Re: Cataclysm Class Changes
Post by: Evildrider on April 07, 2010, 01:24:44 PM
I take it to mean that for every combat you enter that you will have the 3 runes to use.  After combat they will refresh and you don't have to worry about the runes out of combat.


Title: Re: Cataclysm Class Changes
Post by: Typhon on April 07, 2010, 01:31:14 PM
Seems counter to the character concept.  With mages being the sprinters and the Warlock being the long distance runners.  This seems to make the Warlock more of a sprinter.  It might make you want to save your soul shards in case there are adds, etc.  I dislike abilities that I have to save because I don't get in the habit of using them at all... and then what is the point?


Title: Re: Cataclysm Class Changes
Post by: Fordel on April 07, 2010, 01:46:38 PM
It's much more in-line with the original warlock shard concept. Blizzard never intended for Warlocks to have more then a handful of shards at any one time.

Then someone figured out "hay, I can just stockpile these" and you know the rest.


Title: Re: Cataclysm Class Changes
Post by: Morfiend on April 07, 2010, 01:50:16 PM
DK Blood tree made into the tanking tree.

Quote
We're doing our Cataclysm preview on the death knight changes later this week, but we knew one change risked overshadowing all the others, so we figured we'd go ahead and drop the proverbial Blood bomb today.

In Cataclysm, death knights will have a dedicated tanking tree, much like the other three tank classes. That tree will be Blood.

We'll go into more detail in the upcoming preview, but we wanted to take the opportunity to explain the reasoning for such a big change.

Why the about face? We actually thought the "tri tank" experiment worked out okay. We suspected there would always be a "best" tanking tree, because that's the way these things shake out, but we hoped it would be close enough that many players could tank with their favorite tree. When we tried out this design for Wrath of the Lich King, we were using it as a test case to see if we wanted to do similar things with the warrior and paladin talent trees.

A lot has happened since that time. We introduced the dual-spec feature, allowing players to have a tanking spec and dps spec that they could switch between. We introduced Dungeon Finder, which makes it easier to find players who want to tank, and even let players level up using a dedicated tank spec. In Cataclysm, we are introducing the concept of passive talent tree bonuses and we think that feature is a lot stronger when the talent tree has a particular focus (such as damage, tanking or healing). For example, it's safer to give more passive damage to a tanking tree than we can a dps tree. Above all, we were just spending a lot of effort trying to balance three trees (though it was really six trees, since each tree was trying to do two things).

It started to feel unfair to the other tank classes that we had to spend so much effort tweaking three types of DK tanks, and it even started to feel unfair to the DK that we couldn't focus their tanking experience. One bit of feedback that really struck home was the DK players who said, essentially, "I look at the Protection tree and I'm jealous of all of the cool tools they have to help their tanking. As a DK, I have to pick and choose tanking talents from within a sea of dps talents." Rather than have a strong focus, the trees felt a little watered down because they were trying to do so much. With Frost as a dual-wield, spell and runic power focused tree, Unholy as a disease and minion focused tree, and Blood as a self-healing, defensive cooldown, tanking tree, we think the focus of each tree is a lot clearer and cooler.

In Cataclysm, Blood will be the death knight version of a Protection tree. It will have passive talent tree bonuses that reflect tanking. It will have tools, such as a Demo Shout equivalent, necessary for tanking. Several of the more fun tanking talents from Frost and Unholy will be moved into Blood. We will be able to revise (or even remove) clunky mechanics like Rune Strike and focus on letting DKs generate threat with their normal Blood tanking rotation.

This is major change, and we understand it will be met with some disappointment from players who really liked the flexibility, those who appreciated the unorthodox talent tree design, or those few of you who really liked Blood dps. Nevertheless, we are convinced that this is the right change for the game.

More exciting death knight news coming up soon in the preview.


Title: Re: Cataclysm Class Changes
Post by: Ironwood on April 07, 2010, 01:55:37 PM
Bloodworth ?


Title: Re: Cataclysm Class Changes
Post by: Lantyssa on April 07, 2010, 03:43:43 PM
If the shards simple appear between combats then Warlock regen techniques are going to be hilarious.  I hope they're accounting for it.

It will also make never-ending streams of adds very frustrating.


Title: Re: Cataclysm Class Changes
Post by: Nevermore on April 07, 2010, 04:24:50 PM
If the shards simple appear between combats then Warlock regen techniques are going to be hilarious.  I hope they're accounting for it.

It will also make never-ending streams of adds very frustrating.

The shards aren't carried in your bag anymore.  There are three that are tracked under your health bar like DK runes.


Title: Re: Cataclysm Class Changes
Post by: Nonentity on April 07, 2010, 04:37:07 PM
Added warlock clarifications.


Title: Re: Cataclysm Class Changes
Post by: Sjofn on April 07, 2010, 05:07:02 PM
Glyph of Death and Decay 2.0?  :ye_gods:

That was a fear/cower/whatever, totally different!


Title: Re: Cataclysm Class Changes
Post by: Lantyssa on April 07, 2010, 08:23:31 PM
The shards aren't carried in your bag anymore.  There are three that are tracked under your health bar like DK runes.
Yes.  That's not what I'm really talking about though.  If just breaking combat and entering again refills your shard count, Warlocks will do whatever they can to refresh them.  "Pardon me guys while I run half-way out of the instance!  Don't die."  Or get caught in situations where they need to, but keep getting aggro, so they cannot refresh them.

Conceptually it's an interesting idea, however "a combat" can last anywhere from one hit to twenty minutes.  It's a terrible metric for determining resource management, especially if it's going to be their special mechanic.


Title: Re: Cataclysm Class Changes
Post by: Sjofn on April 07, 2010, 08:53:11 PM
Meh, I can't rouse a whole lot of pity for that, it's not like other classes don't have reasons for wishing they could drop combat for JUST ONE SECOND ARGH. I also doubt shards will be SO IMPORTANT a warlock will feel it's worth running out of the fucking instance (that's the only way to actually drop combat once it's started without killing whatever got you in combat in the first place).


Title: Re: Cataclysm Class Changes
Post by: Nevermore on April 07, 2010, 09:04:56 PM
The shards aren't carried in your bag anymore.  There are three that are tracked under your health bar like DK runes.
Yes.  That's not what I'm really talking about though.  If just breaking combat and entering again refills your shard count, Warlocks will do whatever they can to refresh them.  "Pardon me guys while I run half-way out of the instance!  Don't die."  Or get caught in situations where they need to, but keep getting aggro, so they cannot refresh them.

Conceptually it's an interesting idea, however "a combat" can last anywhere from one hit to twenty minutes.  It's a terrible metric for determining resource management, especially if it's going to be their special mechanic.

Didn't they way MP5 is going away anyway?  Anyone with mana will have similar issues.


Title: Re: Cataclysm Class Changes
Post by: Shrike on April 07, 2010, 09:09:40 PM
Looks decent.  I especially like the chance to give the shaman some viable melee early on.   Damn it all, all this Cataclysm talk is going to make me resub to WoW, I know it.

Still scares the hell out of me. So now we have a retro SS? I mean, I seem to recall when I was leveling up my draenei shaman that killing stuff--even without SS--wasn't exactly difficult. This is par with giving us new SS icons and calling it an improvement.

I dunno. Expansions should be something new and exciting to look forward to. As a shaman, all I feel is fear and loathing. At least DKs are taking one in the shorts. Oh, and still no answer on dealing with rogues and their never-to-be-sufficiently-damned poisons that I'll no longer be able to dispell. I have heard there are changes to the stun mechanics, so hopefully some relief will be found there. Maybe.


Title: Re: Cataclysm Class Changes
Post by: Lakov_Sanite on April 07, 2010, 09:26:12 PM
Looks decent.  I especially like the chance to give the shaman some viable melee early on.   Damn it all, all this Cataclysm talk is going to make me resub to WoW, I know it.

Still scares the hell out of me. So now we have a retro SS? I mean, I seem to recall when I was leveling up my draenei shaman that killing stuff--even without SS--wasn't exactly difficult. This is par with giving us new SS icons and calling it an improvement.

I dunno. Expansions should be something new and exciting to look forward to. As a shaman, all I feel is fear and loathing. At least DKs are taking one in the shorts. Oh, and still no answer on dealing with rogues and their never-to-be-sufficiently-damned poisons that I'll no longer be able to dispell. I have heard there are changes to the stun mechanics, so hopefully some relief will be found there. Maybe.

It's not really a buff or a nerf. They just want people to get used to the enhancement playstyle prior to getting the talents, which makes a lot of sense considering they want to draw in new players with the whole newbie revamping going on.  Lots of other classes have similar things, like how priests get lesser heal/heal/greater heal.  I'm not sure how intuitive it is but it makes sense to not have enhanvement shamans just casting to kill mobs until 30 or so.


Title: Re: Cataclysm Class Changes
Post by: Ingmar on April 07, 2010, 09:56:00 PM
Looks decent.  I especially like the chance to give the shaman some viable melee early on.   Damn it all, all this Cataclysm talk is going to make me resub to WoW, I know it.

Still scares the hell out of me. So now we have a retro SS? I mean, I seem to recall when I was leveling up my draenei shaman that killing stuff--even without SS--wasn't exactly difficult. This is par with giving us new SS icons and calling it an improvement.

I dunno. Expansions should be something new and exciting to look forward to. As a shaman, all I feel is fear and loathing. At least DKs are taking one in the shorts. Oh, and still no answer on dealing with rogues and their never-to-be-sufficiently-damned poisons that I'll no longer be able to dispell. I have heard there are changes to the stun mechanics, so hopefully some relief will be found there. Maybe.

Go play an orc shaman from 1 to 8. It is pretty excruciating. You get the 2nd rank of LB at level 8 and your next totem at 10 so after that it picks up but 1 to 8 is godawful. At level 6-7 you can empty your entire mana bar into a monster and it loses maybe half its health. The extra strike will be a huge quality of life improvement for shamans.


Title: Re: Cataclysm Class Changes
Post by: Fordel on April 07, 2010, 09:57:36 PM
That isn't really true anymore, they changed the regen rates under level 15. You pretty much can't OOM in the first 10 levels at all.


Title: Re: Cataclysm Class Changes
Post by: SurfD on April 07, 2010, 11:08:03 PM
I recently leveled a Squid-Goat shaman to 30 just because i had the extra boa gear lying around and wanted to gather a few of the alliance side rare cooking recepies.

Low level enhance is pretty terrible.  A typical fight is usually open with lightning bolt, charge up another lightning bolt, then mele and shock till dead.  Repeat for the next 40 levels.  The only real additions to that are occasionally refreshing shields, casting a heal, or re-dropping a totem.   I mean, literally, there is absolutely nothing to differentiate an enhance shaman from an elemental shaman except that you do slightly more mele damage instead of magic damage, untill you get stormstrike and dual wield.  And that is like level 40.


Title: Re: Cataclysm Class Changes
Post by: Wolf on April 07, 2010, 11:08:36 PM
Quote
Haste will no longer act to reduce the DoT's duration, but rather to add additional ticks. When reapplying a DoT, you can no longer "clip" the final tick. Instead, this will just add duration to the spell, similar to how Everlasting Affliction currently works.

Man, I hate this. I'm guessing it's across the board. Bye, bye newfound awesomeness :( And not being able to clip dots takes away a considerable ammount of what's fun about playing a dot class.  :heartbreak:

They better deliver on the utility side of that new nuke for shadowpriests! If it's x cast time, does y dmg I'll be very disappointed :(


Title: Re: Cataclysm Class Changes
Post by: WindupAtheist on April 07, 2010, 11:18:04 PM
Do you still have to carry totems in your inventory? That shit is inexcusable.


Title: Re: Cataclysm Class Changes
Post by: Sheepherder on April 07, 2010, 11:43:23 PM
They fixed that in TBC by making a totem relic count as all four.  AFAIK in Wrath they added a white version you get at level 30 or 40.


Title: Re: Cataclysm Class Changes
Post by: Rasix on April 07, 2010, 11:52:48 PM
Quote
Haste will no longer act to reduce the DoT's duration, but rather to add additional ticks. When reapplying a DoT, you can no longer "clip" the final tick. Instead, this will just add duration to the spell, similar to how Everlasting Affliction currently works.

Man, I hate this. I'm guessing it's across the board. Bye, bye newfound awesomeness :( And not being able to clip dots takes away a considerable ammount of what's fun about playing a dot class.  :heartbreak:

They better deliver on the utility side of that new nuke for shadowpriests! If it's x cast time, does y dmg I'll be very disappointed :(

Well, with the changes to how haste works for DoTs, they really had to make them non-clippable.  Yep, it makes them a bit retard proof, but it saves haste from being less effective at certain levels for certain DoTs.  Someone on EJ just cried as I typed that.  Ohh, the charts they could have made!


Title: Re: Cataclysm Class Changes
Post by: Wolf on April 08, 2010, 12:23:03 AM
Quote
Haste will no longer act to reduce the DoT's duration, but rather to add additional ticks. When reapplying a DoT, you can no longer "clip" the final tick. Instead, this will just add duration to the spell, similar to how Everlasting Affliction currently works.

Man, I hate this. I'm guessing it's across the board. Bye, bye newfound awesomeness :( And not being able to clip dots takes away a considerable ammount of what's fun about playing a dot class.  :heartbreak:

They better deliver on the utility side of that new nuke for shadowpriests! If it's x cast time, does y dmg I'll be very disappointed :(

An hour later:

SHADOWPRIETS THE TRUE DOT CLASS FU LOCKS.

Even the lame new nuke can't ruin my day now :)


Title: Re: Cataclysm Class Changes
Post by: Zetor on April 08, 2010, 12:45:17 AM
Priests get life grip? Srsly?! :why_so_serious:

It's SO not going to make it past beta. Even if they tack restrictions onto it (group/raid only, have to opt-in to be a possible life grip target) it is going to be ridiculous...

edit: although... Recall Friend in COH isn't so bad


Title: Re: Cataclysm Class Changes
Post by: Wolf on April 08, 2010, 12:54:53 AM
Healor spell, don't care. I'll be too busy looking cool with shadow orbs flying around me to save fools.

Nah but seriously, after the initial moment of excitment I think all DoTs work the same across the board. Why they didn't bother to have consistent wording across overlaping mechanics is well... blizzardish. The new nuke is super lame, hope they do cool things with the orbs, they have tons of potential.

Also lost couple of our raid wide buffs, hope they get replaced with something useful.


Title: Re: Cataclysm Class Changes
Post by: K9 on April 08, 2010, 03:32:22 AM
Priests get life grip? Srsly?! :why_so_serious:

It's SO not going to make it past beta. Even if they tack restrictions onto it (group/raid only, have to opt-in to be a possible life grip target) it is going to be ridiculous...

edit: although... Recall Friend in COH isn't so bad

I can't see how it would be useful in it's current form. It seems like an ability where if you need to use it, you probably won't be competent enough to use it. Perhaps in PvP, but even then I see a lot of potential for griefing. People hate loosing control of their character, and this is basically giving people the ability to CC their own side; cue rage.

In PvE I can't see where it's useful other than for saving bads, but really that's not a responsibility I'd like extended. I don't want people thinking they can ignore stuff because a priest will get them out of the fire/void zone/poison puddle/whatever. Also as a healer i generally prefer to be in space and away from people, and I can heal at range, I can't think of a situation where I would actively want someone to be closer to me who is already in range. Not to mention that this would completely screw with melee DPS.

It looks like an ability that will be fun for griefing, but otherwise completely useless for the majority of players.

Inner will and Heal on the other hand are great changes. Inner will in particular is a fascinating buff that has a ton of uses in both PvE and PvP. I'm also really glad they are adding PW:Barrier to the disc arsenal.


Title: Re: Cataclysm Class Changes
Post by: caladein on April 08, 2010, 03:49:34 AM
I think the PvP uses are pretty obvious.

In PvE I can see it useful in the same way that Intervene is (or Nitro Boots).  Also, like Intervene with Warbringer, it should let you get people out of inopportune CCs (like getting feared into fire).  More advanced uses would be letting one of your awesome-o melee DPS stay in for a few extra seconds and then snatching them out of an AOE.  It's not revolutionary, but I think I will find a use for it every few boss fights.

If anything, I'm glad it's not a long-cooldown panic button like Divine Hymn/Hymn of Hope and more a situationally awesome spell like Mass Dispel.


Title: Re: Cataclysm Class Changes
Post by: Sjofn on April 08, 2010, 03:51:51 AM
My only problem with Life Grip is that I want it on my paladin.  :grin:


Title: Re: Cataclysm Class Changes
Post by: Wolf on April 08, 2010, 04:10:31 AM
I actually think I'll be casting it on cooldown. That one rogue will be having troubles beating me at Saurfang :D


Title: Re: Cataclysm Class Changes
Post by: caladein on April 08, 2010, 04:23:33 AM
I think the griefing aspect is being overblown.  Hunters, Rogues, and Paladins can all screw with people's threat for catastrophic effect, but for the most part don't.

Yeah, sometimes the guild idiot decides to Divine Intervention the tank, but then everyone has a good laugh and he gets flogged.


Title: Re: Cataclysm Class Changes
Post by: Mattemeo on April 08, 2010, 04:42:27 AM
'Life Grip', or 'How Cat accidentally clawed his way to the top of the DPS chart in 45 second increments'. You have been warned. :why_so_serious:

Otherwise, a few interesting little ideas.

I definitely like the Shadow Orb mechanic (I'm basically imagining something along the lines of Shaman Orbs, only little Dispersion fluffy discoballs o' doom). Shadow Priests are tough to play up to 40, not just because they lack the necessary oomph that Shadow Form provides, but because they have very little to identify them - much like Enhance vs Elemental Shaman.

No Misery? While it's easy enough to reach the hit-cap through gear, I wonder if stripping all powers along these lines is a good idea. Not everyone hits level cap with maxed out gear - Misery's an undergear buffer.

I require more clarification on Mind Spike. It's charge cast... so we're still left with mobility problems and spamming Devouring Plague on the move. Either way, I shall be very thankful for something to use besides Mind Sear on trash, considering how much of a nerfing that got recently. I'm sure EJ number crunchers will find a means of inserting it into Shadow DPS rotation. Being able to cast it out of school lockout is the biggest bonus, here.

Inner Fire/Inner Will mechanic looks good - chiefly because Inner Fire will no longer have charges (such a retarded idea in the first place). I can't really see the instant spell mana-cost reduction being of much use as a Shadow Priest, but I shall enjoy my +12% runspeed out of combat.

The 'Chakra' system seems like a pretty clever idea, truth told. I still need serious convincing/incentives to actually want to play my priest as either type of healer, but we'll see.


Title: Re: Cataclysm Class Changes
Post by: Sheepherder on April 08, 2010, 04:56:10 AM
The Mind Spike debuff applying to the target rather than the priest makes no fucking sense in the context of what they are trying to do, every time the mob keels over the buff will reset and drop the priest's DPS.  Unless they're going the other way and having Mind Spike hit insanely hard the first cast, and then drop in damage for each subsequent cast on the target.


Title: Re: Cataclysm Class Changes
Post by: Lakov_Sanite on April 08, 2010, 06:33:36 AM
Quote
Leap of Faith (level 85): Pull a party or raid member to your location. Leap of Faith (or "Life Grip") is intended to give priests a tool to help rescue fellow players who have pulled aggro, are being focused on in PvP, or just can't seem to get out of the fire in time. Instant. 30-yard range. 45-second cooldown.


As a priest, I am going to tell you right now I will abuse the holy fuck out of this spell.


Title: Re: Cataclysm Class Changes
Post by: Lantyssa on April 08, 2010, 06:37:43 AM
That isn't really true anymore, they changed the regen rates under level 15. You pretty much can't OOM in the first 10 levels at all.
I was able to empty it just fine on Hrimfaxi in those levels.  Keep in mind she didn't have the advantage of Heirlooms.


Title: Re: Cataclysm Class Changes
Post by: Typhon on April 08, 2010, 06:47:03 AM
If the shards simple appear between combats then Warlock regen techniques are going to be hilarious.  I hope they're accounting for it.

It will also make never-ending streams of adds very frustrating.

These were my concerns as well. 

Do they really want Warlocks running away from combat?  But if the regen out of combat is so slow... didn't they already learn their lesson with "oh shit" abilities that no one actually ever uses?


Title: Re: Cataclysm Class Changes
Post by: AutomaticZen on April 08, 2010, 06:55:41 AM
*shrug*

There was a video out there of five or so Death Knights using Death Grip in tandem to pull a flag runner way back.  Life Grip can probably be used in the reverse.  Sure it's griefable, but I think once people get over the newness of it, you'll be fine.



Title: Re: Cataclysm Class Changes
Post by: K9 on April 08, 2010, 08:27:24 AM
I think the PvP uses are pretty obvious.

In PvE I can see it useful in the same way that Intervene is (or Nitro Boots).  Also, like Intervene with Warbringer, it should let you get people out of inopportune CCs (like getting feared into fire).  More advanced uses would be letting one of your awesome-o melee DPS stay in for a few extra seconds and then snatching them out of an AOE.  It's not revolutionary, but I think I will find a use for it every few boss fights.

If anything, I'm glad it's not a long-cooldown panic button like Divine Hymn/Hymn of Hope and more a situationally awesome spell like Mass Dispel.

PvP I can see a ton of good uses for it. PvE I'm really struggling to see where it would be that make or break. It seems like an ability that could have uses, but most of the time isn't worth the effort. It's not something I'd like to see priests balanced around; inopportune CCs should be healable anyway, and I can only think of four bosses in the game with PBAOE attacks, and even there the benefit is limited.

I guess it's a wait and see thing. Overall I'm happy with the way priests are going, and I don't hate new abilities. I'm just slightly underwhelmed by this one.


Title: Re: Cataclysm Class Changes
Post by: proudft on April 08, 2010, 09:28:52 AM
I eagerly await standing near a tall cliff, casting levitate on myself, jumping off, and life-gripping some hapless party member to their doom. :why_so_serious:
 


Title: Re: Cataclysm Class Changes
Post by: Nonentity on April 08, 2010, 09:41:21 AM
Warrior and Priest changes posted.

I am SUPER impressed with the warrior changes.

Giving us the option to use one-handers again is AWESOME, and giving incentive to use both pummel and sunder (rage and damage) is awesome.

The biggest thing of all, though:

WHIRLWIND NO LONGER HAS A TARGET CAP. Capped at 50% damage, sure, but STILL FUCKING WORTH IT.


Title: Re: Cataclysm Class Changes
Post by: Minvaren on April 08, 2010, 09:55:04 AM
Slightly underwhelmed by the prot warrior changes.  Critical block is a nice sparkly, and no rage for shouts is kinda neat.  But it looks at first glance like they are really focusing on DPS Warriors/OT stuff.


Title: Re: Cataclysm Class Changes
Post by: Typhon on April 08, 2010, 10:11:38 AM
I'm actually delighted that they aren't fucking up prot warriors, I recently dual-spec'd into prot and find it tremendously fun as is.  I'm glad they seem to be taking a "if it aint broke" attitude toward some of the classes.

Having been playing the Fury spec, I'm equally delighted that they seem to be trying to make it more fun as I think it's lacking.


Title: Re: Cataclysm Class Changes
Post by: Ingmar on April 08, 2010, 10:39:40 AM
Warrior changes are kind of boring honestly. And really who gives a shit about fury stuff anyway!   :-P

I do like the shout changes, maybe I'll remember to put them up for stuff other than the first 2 minutes of boss fights now.


Title: Re: Cataclysm Class Changes
Post by: Arinon on April 08, 2010, 10:43:50 AM
They also mentioned all the healing debuffs were going to 20%.  This is good news.

Didn't I read awhile back some blue name talking about not wanting to change (read: buff) warriors at all anymore because despite the buffs to the other tanking classes warriors were still really well represented in the population?  I'd love to get back on my warrior, as I like the rage mechanic, but they've seemed to be second string ever since the first attempt at rage normalization.


Title: Re: Cataclysm Class Changes
Post by: Nonentity on April 08, 2010, 10:44:47 AM
Fury warriors are important! I play one, therefore they are important!

Also, remember that prot warriors get that stacking Vengeance buff now. That is their solution to prot not being able to keep up with other classes, and that is a pretty neat solution.


Title: Re: Cataclysm Class Changes
Post by: Ingmar on April 08, 2010, 10:56:12 AM
Well, we're all getting Vengeance regardless of class. It also doesn't do anything to solve the 'we need 2 tanks for every fight in this raid except this one, have fun doing no damage 2nd tank' issue.

That said I do think it will help a ton, and probably give me a way to shame some of our dpsers.  :awesome_for_real:


Title: Re: Cataclysm Class Changes
Post by: Ironwood on April 08, 2010, 11:23:01 AM
Posted WHERE ?

I'm clearly missing something.


Title: Re: Cataclysm Class Changes
Post by: Shrike on April 08, 2010, 11:23:41 AM
Yeah, there was a lot of excitement in the enhancement community with haste and flame shock's DoT component. Our other guild enh-shaman was going all gah-gah over switching to engineering to exploit this. I restrained my enthusiasm. Too good to last, apparently.

Also, I have two other grandmaster engineers and I"m not going through that crap again. Worst profession to level ever. Well, second worst. Life is too short to even look at enchanting.

Edit: Just saw the vengeance thing. Heh. A trend I've been seeing this last week is tanks dragging pulls/bosses all over instance to "go really fast!" Damned annoying as dps, and especially so as a shaman. Totems, hinthinthit. Yeah, the tank's dps looks awfully good when he's the only one in melee range for 75% of the fight. I've already made it a policy to only autoattack until the crap quits moving. I'll frost shock one mob, which the rest of us fall upon like blood-maddened sharks, but I'm tired of wasting mana and cooldowns on totems we outrun every 10 seconds.


Title: Re: Cataclysm Class Changes
Post by: Ingmar on April 08, 2010, 11:27:06 AM
Posted WHERE ?

I'm clearly missing something.

The Cataclysm forum. Just use http://blue.mmo-champion.com/ to find stuff, it's much easier.


Title: Re: Cataclysm Class Changes
Post by: Ironwood on April 08, 2010, 11:29:08 AM
Cheers.


Title: Re: Cataclysm Class Changes
Post by: Nonentity on April 08, 2010, 11:35:07 AM
Posted the warrior clarifications.


Title: Re: Cataclysm Class Changes
Post by: Nevermore on April 08, 2010, 11:37:03 AM
That Life Grip will be so abused it isn't even funny.  Someone mentioned CoH's Recall Friend.  That power was used to grief so much that the Devs finally put in the option of having a confirmation window come up so players could decline 'friendly' teleports.


Title: Re: Cataclysm Class Changes
Post by: caladein on April 08, 2010, 12:14:08 PM
Couple of notes added to the Priest thread (http://forums.worldofwarcraft.com/thread.html?topicId=24038432151&sid=1&pageNo=57#1131):

Quote
We've seen some confusion about Mind Spike. The intention is that you can’t always get your full DoTs up on a target in time before it’s dead. Shadow priests sometimes aren’t sure what to do on, for example, a fight where a boss suddenly spawns an add that you’re supposed to quickly burn down and then go back to the main boss. Mind Spike is what you do to that add. As a rule of thumb, if it’s going to die in under 15 seconds, then go with Mind Spike. Otherwise get your DoTs up and go into your longer rotation.

The movement speed from Inner Will stacks with the boot speed bonus. It won’t stack with some movement buffs like say Body and Soul.

We know a lot of people are looking for answers about Lightwell. We're reviewing the talent and spell functionality, but do not have any details to share as of yet regarding its future.


Title: Re: Cataclysm Class Changes
Post by: koro on April 08, 2010, 12:38:21 PM
The loss of some Priest utility (Divine Spirit going away, Misery gone, Replenishment being nerfed) really bugs me - especially Divine Spirit in an expansion where Spirit is going to be pretty handy.

And "We want to improve Discipline's single-target healing capacity. One key is to make sure shielding isn't always a more attractive option than healing." reads an awful lot like "We're going to make Power Word: Shield cost a fuckload of mana and still not scale properly."


Title: Re: Cataclysm Class Changes
Post by: K9 on April 08, 2010, 01:41:05 PM
The reasoning behind removing divine spirit is pretty wonky. As a raid-wide buff it's already useless to 3/4 or more of most raids. The argument that it makes it too hard to balance mana regen between solo, group and raid play is retarded, since I don't see how 80 spirit makes or breaks anything. I don't see any changes to Fel Intel either so...

Just some more of GC's half-baked logic I guess.


Title: Re: Cataclysm Class Changes
Post by: Fordel on April 08, 2010, 01:53:51 PM
Prot Warriors don't seem to be getting as much only because the Prot Warrior tree is already the prototype for the new style of Cata talent tree.




Life Grip will be fine for PvE, they'll make it group/raid only and the novelty of screwing with your raidmates will wear off in a week or two.



PvP is where it will live or die.


Title: Re: Cataclysm Class Changes
Post by: Lakov_Sanite on April 08, 2010, 01:58:39 PM
Prot Warriors don't seem to be getting as much only because the Prot Warrior tree is already the prototype for the new style of Cata talent tree.




Life Grip will be fine for PvE, they'll make it group/raid only and the novelty of screwing with your raidmates will wear off in a week or two.



PvP is where it will live or die.

Speaking as a priest....gripping someone to their death will NEVER get old.


Title: Re: Cataclysm Class Changes
Post by: Ingmar on April 08, 2010, 01:59:32 PM
The reasoning behind removing divine spirit is pretty wonky. As a raid-wide buff it's already useless to 3/4 or more of most raids. The argument that it makes it too hard to balance mana regen between solo, group and raid play is retarded, since I don't see how 80 spirit makes or breaks anything. I don't see any changes to Fel Intel either so...

Just some more of GC's half-baked logic I guess.

I think you're crossing up your 'how spirit works now' with 'how spirit will work in the expansion'. It seems likely to me that replenishment and blessing of wisdom will also get nerfed/changed so mana regen is more of a constant based on your gear level.


Title: Re: Cataclysm Class Changes
Post by: caladein on April 08, 2010, 02:02:54 PM
The reasoning behind removing divine spirit is pretty wonky. As a raid-wide buff it's already useless to 3/4 or more of most raids. The argument that it makes it too hard to balance mana regen between solo, group and raid play is retarded, since I don't see how 80 spirit makes or breaks anything. I don't see any changes to Fel Intel either so...

Just some more of GC's half-baked logic I guess.

They're stripping the Spirit out of Blessing of Kings and Mark of the Wild so I would imagine they'll take it out of of Fel Intelligence too.  I can buy their "consistency" argument since they're also knocking down Replenishment and stripping out the raid +Hit buffs in the same vein as the Spirit ones.


Title: Re: Cataclysm Class Changes
Post by: Fordel on April 08, 2010, 02:06:53 PM
I'm really glad for the removal of +hit buffs like misery or imp FF. Hopefully the Draenei racial as well.





Title: Re: Cataclysm Class Changes
Post by: K9 on April 08, 2010, 02:11:03 PM
The reasoning behind removing divine spirit is pretty wonky. As a raid-wide buff it's already useless to 3/4 or more of most raids. The argument that it makes it too hard to balance mana regen between solo, group and raid play is retarded, since I don't see how 80 spirit makes or breaks anything. I don't see any changes to Fel Intel either so...

Just some more of GC's half-baked logic I guess.

I think you're crossing up your 'how spirit works now' with 'how spirit will work in the expansion'. It seems likely to me that replenishment and blessing of wisdom will also get nerfed/changed so mana regen is more of a constant based on your gear level.

I guess I'll wait and see if they axe BoW too. The issue I take is the notion that they can't balance around the presence or absence of a buff. They manage to do it fine at the moment, with the exception of Heroism there's really no must-have buff. I'm just astonished that they think a single buff will make a night-and-day difference.


Title: Re: Cataclysm Class Changes
Post by: Fordel on April 08, 2010, 02:21:04 PM
They don't manage that 'just fine' right now. My mana regen is non-existent without Replenishment currently. With it, I never have to drink, without, it's drink/potion every other pull.




Title: Re: Cataclysm Class Changes
Post by: kildorn on April 08, 2010, 02:24:09 PM
Life Grip and PW:Barrier will likely get axed or heavily changed, again. <3 But my main complaint is that 45s is too long to pull all the people who stand in fires the hell out of them!

Shaman changes seem intensive. I sort of dig the whole primal strike thing, though I'm a little confused why they're getting another good raid heal. Was Chain Heal starting to show weaknesses in the high end, or is it being heavily altered to be situational? I mean, I guess they can go the priest route and have tons of AE heals lying around in a back pocket, it'll make them more fun to heal with.

And yes, Lava Burst should be lower level. 71-75 or so is just lame on a shaman, because it's obvious that you're balanced around a spell you don't have.

edit: Yes, Replenishment is a stupidly overpowered buff right now. And it was only worse when they saw that and then thought it would be good to give it out like candy. The buff was too good, fix mana regen and nerf it, don't just make it so it's an assumed buff ><


Title: Re: Cataclysm Class Changes
Post by: Fordel on April 08, 2010, 02:37:34 PM
Healing Rain fills a nice Niche that Chain Heal doesn't cover. Since it's ground targeted, people could actually move out of the fire and into the rain  :grin:




Title: Re: Cataclysm Class Changes
Post by: Ingmar on April 08, 2010, 02:46:14 PM
The reasoning behind removing divine spirit is pretty wonky. As a raid-wide buff it's already useless to 3/4 or more of most raids. The argument that it makes it too hard to balance mana regen between solo, group and raid play is retarded, since I don't see how 80 spirit makes or breaks anything. I don't see any changes to Fel Intel either so...

Just some more of GC's half-baked logic I guess.

I think you're crossing up your 'how spirit works now' with 'how spirit will work in the expansion'. It seems likely to me that replenishment and blessing of wisdom will also get nerfed/changed so mana regen is more of a constant based on your gear level.

I guess I'll wait and see if they axe BoW too. The issue I take is the notion that they can't balance around the presence or absence of a buff. They manage to do it fine at the moment, with the exception of Heroism there's really no must-have buff. I'm just astonished that they think a single buff will make a night-and-day difference.

Beyond replenishment as Fordel mentions, sunder armor comes to mind (another one they're nerfing for the same reason.)


Title: Re: Cataclysm Class Changes
Post by: K9 on April 08, 2010, 02:53:02 PM
The reasoning behind removing divine spirit is pretty wonky. As a raid-wide buff it's already useless to 3/4 or more of most raids. The argument that it makes it too hard to balance mana regen between solo, group and raid play is retarded, since I don't see how 80 spirit makes or breaks anything. I don't see any changes to Fel Intel either so...

Just some more of GC's half-baked logic I guess.

I think you're crossing up your 'how spirit works now' with 'how spirit will work in the expansion'. It seems likely to me that replenishment and blessing of wisdom will also get nerfed/changed so mana regen is more of a constant based on your gear level.

I guess I'll wait and see if they axe BoW too. The issue I take is the notion that they can't balance around the presence or absence of a buff. They manage to do it fine at the moment, with the exception of Heroism there's really no must-have buff. I'm just astonished that they think a single buff will make a night-and-day difference.

Beyond replenishment as Fordel mentions, sunder armor comes to mind (another one they're nerfing for the same reason.)

Expose armour does the same as sunder I thought?

Replenishment is pretty heartily retarded I'll agree, although it is spread over a bunch of classes unlike heroism, which was my point. It's much easier for your raid to lack heroism than replenishment in my experience.


Title: Re: Cataclysm Class Changes
Post by: Ingmar on April 08, 2010, 02:58:49 PM
Theoretically yes but in practice you'll never see a rogue expose due to how many combo points it eats up. It is free (warrior tank) or nearly free (warrior dps) for a warrior to provide it.


Title: Re: Cataclysm Class Changes
Post by: Merusk on April 08, 2010, 03:07:06 PM
Prot Warriors don't seem to be getting as much only because the Prot Warrior tree is already the prototype for the new style of Cata talent tree.




Life Grip will be fine for PvE, they'll make it group/raid only and the novelty of screwing with your raidmates will wear off in a week or two.



PvP is where it will live or die.

Speaking as a priest....gripping someone to their death will NEVER get old.


It hasn't gotten old on the DK yet.  Giving it to my priest? Hilarious.  I'll be "LG"ing folks who annoy me INTO fires.  Fuck you, gnomes.


Title: Re: Cataclysm Class Changes
Post by: Nevermore on April 08, 2010, 03:47:52 PM
Expecting griefers to stop griefing because they'll get bored doing it is about the worst assumption a developer could make.


Title: Re: Cataclysm Class Changes
Post by: Lakov_Sanite on April 08, 2010, 04:13:21 PM
To be fair, I wouldn't grief in pugs but if I get bored with raids or dumb guild members? It's over the cliff you go.


Title: Re: Cataclysm Class Changes
Post by: K9 on April 08, 2010, 04:25:42 PM
Pull people into Shadow Trap/Rocket Strike  :why_so_serious:


Title: Re: Cataclysm Class Changes
Post by: WindupAtheist on April 08, 2010, 04:30:39 PM
Have it pull players directly onto your own location, so you can't drag them off a cliff without being over it yourself. Don't let it cast on the move, so you can't drag players off a cliff you're currently falling off of.


Title: Re: Cataclysm Class Changes
Post by: Sjofn on April 08, 2010, 06:43:06 PM
I am interested to see how the rune system change works out. Also  :heart: Outbreak  :heart:.


Title: Re: Cataclysm Class Changes
Post by: Arinon on April 08, 2010, 07:09:09 PM
I spend most of my time on my DK PvPing and all three of those new DK skills look amazing.  We play a weardown game now with mixed results.  With burst out and efficiency in we should have quite the potential there.  Spell copy and anti-healing?  Sign me up.


Title: Re: Cataclysm Class Changes
Post by: Sjofn on April 08, 2010, 07:17:52 PM
Yeah, I don't PvP at all on my DK, but the necrotic strike seems like it would be really nice for that.


Title: Re: Cataclysm Class Changes
Post by: ezrast on April 08, 2010, 07:57:51 PM
Shaman changes seem intensive. I sort of dig the whole primal strike thing, though I'm a little confused why they're getting another good raid heal. Was Chain Heal starting to show weaknesses in the high end, or is it being heavily altered to be situational? I mean, I guess they can go the priest route and have tons of AE heals lying around in a back pocket, it'll make them more fun to heal with.
Shamans are mainly raid healers, but our only mechanism for AoE healing is CH spam. The whole "right tool at the right time" thing they're pushing for healing in Cat doesn't really work if you only have one tool.


Title: Re: Cataclysm Class Changes
Post by: Nevermore on April 08, 2010, 08:04:37 PM
I'm pretty ambivalent about the DK changes.  Nothing bad like the tanking tree change but nothing that great, either.  Necrotic Strike and Dark Simulacrum both look to have limited use in PvE.  The former looks like it could be good in PvP depending on cooldown time but the latter I think will be a disappointment to people.  Since it's a strike it won't be that hard to avoid so to be any good it would have to have a very short cooldown and be able to copy things like buffs and heals.  Even then it would be pretty easy to game to make it virtually useless.  With Spell Reflect the caster doesn't really know when the Warrior will be reflecting.  But with DS, the debuff will be right there for the caster to see.  Plus it doesn't prevent any damage like Spell Reflect does.  An entertaining toy of a skill maybe, but hardly something to really look forward to.

Outbreak will be convenient but with that one minute cooldown I don't know if it'll really accomplish what their hoping it'll accomplish.  Same with the change to runes.  Maybe it's my spec or my playstyle, but I'm rarely having to rely just on autoattacking while waiting for runes to refresh so at best the change to runes won't really make any difference.  At worst it'll do the opposite of what they hope.  We'll have to see when playtesting starts.

Oh, they also didn't mention Rune Strike.  I'm assuming it'll pretty much be exactly the same as it is now, only instead of being 'on next' it'll just be an instant attack usable after a dodge/parry using runic power.  I think it would be a mistake to make it cost a variable amount of runic power a la heroic/maul.


Title: Re: Cataclysm Class Changes
Post by: Lantyssa on April 08, 2010, 08:13:06 PM
Outbreak will be convenient but with that one minute cooldown I don't know if it'll really accomplish what their hoping it'll accomplish.  Same with the change to runes.  Maybe it's my spec or my playstyle, but I'm rarely having to rely just on autoattacking while waiting for runes to refresh so at best the change to runes won't really make any difference.  At worst it'll do the opposite of what they hope.  We'll have to see when playtesting starts.
I don't have problems either.  For the brief moment my runes are on cooldown I'm casting Death Coil.  I never feel like I'm wasting my resources.  (Is it because I have the Frost/Unholy to Death flips, extra RP pool and regen?)  So that the opposite happens is my concern.

The disease change I'll likely never use.  I use Pestilence to spread the love and I'm already glphyed to refresh all my diseases with Blood Boil.

Since I'm losing my Blood DPS, there's nothing about these changes which excite me.


Title: Re: Cataclysm Class Changes
Post by: Ingmar on April 08, 2010, 08:27:03 PM
Spell reflect creates a giant shiny shield over my head and puts a buff on me, so any caster that is paying attention is aware of it. The strike thingy should at least be decent for PVE reflecting stuff, there's actually more spots that works for us than you might think.


Title: Re: Cataclysm Class Changes
Post by: Sjofn on April 08, 2010, 08:31:15 PM
If I am trying to front load threat, which I sometimes do believe it or not, I drop D&D and howling blast, but then I cannot plague strike until a rune comes back, which drives me goddamn crazy. Bring on the outbreak, for that reason ALONE I want it (and yes I know I will no longer be using howling blast, but I would still have to drop D&D, IT, PS, pest ... whoops, no runes to do a goddamn thing like blood boil for a bit, to say nothing of the GCDs all that shit eats up).


Title: Re: Cataclysm Class Changes
Post by: Arinon on April 08, 2010, 08:35:56 PM
I don't have problems either.  For the brief moment my runes are on cooldown I'm casting Death Coil.  I never feel like I'm wasting my resources. 

The fact that you rarely have time to do anything but keep runes on cooldown is part of the reason for all the changes.  Some of the various PvE DPS specs have very tight rotations with pretty heavy penalties for mistakes or target switches.  I'm running under the assumption that DKs will have more then a free global or two every 20 seconds.  If that's not the case then I completely agree that a lot of this is a solid 'meh' as far as PvE is concerned.

The spell copy thing isn't so much about what you copy but forcing the caster to react to you instead of you having to react to him.  If you snag a Poly/Fear/Cyclone with it great, but that's gravy.


Title: Re: Cataclysm Class Changes
Post by: Nevermore on April 08, 2010, 08:40:42 PM
If I am trying to front load threat, which I sometimes do believe it or not, I drop D&D and howling blast, but then I cannot plague strike until a rune comes back, which drives me goddamn crazy.

That's literally the only time I'm ever rune starved, if I Howling Blast and D&D right after.  But with Blood the only tanking tree and it not having HB, that won't be a problem anymore anyway.  :oh_i_see:


Title: Re: Cataclysm Class Changes
Post by: Sjofn on April 08, 2010, 08:42:20 PM
I addressed the "as a blood spec" frontload. It's even more GCD and rune intensive, making outbreak even MORE important to me. You're downplaying something that will be very important, and it makes me sad.


Title: Re: Cataclysm Class Changes
Post by: Nevermore on April 08, 2010, 09:09:19 PM
The only comment I made about Outbreak is that I don't think it'll accomplish what they hope with that cooldown.  It's not a skill I hate, just one I'm not hugely excited over.  What I'm talking about with regards to being rune starved (or lack of being rune starved, usually) is the new rune system, which seems to address a problem that doesn't really exist.


Title: Re: Cataclysm Class Changes
Post by: Sjofn on April 08, 2010, 09:19:06 PM
I think you're misunderstanding what they think the problem is, then.

It's not "oh noes, DKs are rune-starved" it's "DKs have a very, very tight rotation they must not deviate from ever EVER, because a rune not on cooldown is a wasted rune, and that's sort of bullshit, especially since it means they have no GCDs to do anything that might actually be interesting, so let's try and fix that."


Title: Re: Cataclysm Class Changes
Post by: Nevermore on April 08, 2010, 09:43:28 PM
That's why I mentioned it might have something to do with my spec.  I don't use a set rotation because I'm always changing things up depending on Rime and Killing Machine procs.  Blood and Unholy specs could very well be different.


Title: Re: Cataclysm Class Changes
Post by: Sjofn on April 08, 2010, 09:56:35 PM
Probably more your playstyle than spec, as I am also frost, if you recall.


Title: Re: Cataclysm Class Changes
Post by: Ingmar on April 08, 2010, 09:57:07 PM
As far as I can tell the basic issue is similar to the warrior heroic strike one - if you're not turning every single white swing you can into a heroic strike (for prot anyway, arms and fury are different in their own ways), you're going to underperform. Same with runes, any rune that lies around for a second or two without being spent immediately is wasted potential, but then you have the added issue of runic power also possibly sitting around being unused so there's just too much pulling at you. You're not rune starved, you're *gcd* starved. Not enough GCDs to push fast enough to spend all the resources you should in order to maximize dps or whatever. The change should alleviate that some so playing the DK optimally isn't a carpal tunnel nightmare (and same for warriors.)

Which I guess is just what Sjofn just said anyway.


Title: Re: Cataclysm Class Changes
Post by: Sjofn on April 08, 2010, 09:59:08 PM
It is, but apparently I am not saying it right, so maybe you said it better!


Title: Re: Cataclysm Class Changes
Post by: Nonentity on April 08, 2010, 10:29:15 PM
Added Death Knight changes and clarification.


Title: Re: Cataclysm Class Changes
Post by: koro on April 09, 2010, 12:29:41 AM
Rogue changes are up. Nothing particularly offensive stands out, and I'm stunned there are no poison revamps as of yet. I just hope that "Assassination will be more about daggers, poisons, and burst damage." doesn't equate to "Burst, then auto-attack until you can burst again."


Title: Re: Cataclysm Class Changes
Post by: Zetor on April 09, 2010, 12:53:23 AM
Smoke bomb sounds pretty  :ye_gods: in pvp if it cuts off enemy heals as well (and very nasty even if it doesn't). It's like a targetable undispellable aoe divine shield / aura mastery combo (for ranged). If it makes enemy targets in it unhealable as well, well, yeah.


Title: Re: Cataclysm Class Changes
Post by: Nevermore on April 09, 2010, 01:31:17 AM
The real question is: will Smoke Bomb work to stop that Priest in your group from Life Gripping you?  :why_so_serious:


Title: Re: Cataclysm Class Changes
Post by: SurfD on April 09, 2010, 03:18:07 AM
The real question is: will Smoke Bomb work to stop that Priest in your group from Life Gripping you?  :why_so_serious:
Life Grip is going to cause SOOO many bitch posts when it goes live.   I can completely see priests Life Gripping Mele Dps off a target just for shits and giggles.  Not to mention, that it is also going to be a "safety blanket for dumbasses" that i guarantee will cause everyone too stupid to move out of fire to immediately attempt to shift blame to the priest for not Lifegripping their dumabsses to safety.


Title: Re: Cataclysm Class Changes
Post by: Merusk on April 09, 2010, 03:37:03 AM
They might rename the presences, my biggest gripe is addressed. 

I realized why I hated it.. I'm that fucking OCD.

My new biggest gripe is nothing addressing the uselessness of Unholy Aura.  Unless they're going to try to address that in the stat revamp and the rune recharge really making that big a difference, I can't see anything outdoing the 15% damage increase.


Title: Re: Cataclysm Class Changes
Post by: Kageh on April 09, 2010, 03:51:02 AM
The biggest thing of all, though:

WHIRLWIND NO LONGER HAS A TARGET CAP. Capped at 50% damage, sure, but STILL FUCKING WORTH IT.

This is a really bad nerf IMO. I really can't think of that many situation requiring you to mass AOE stuff to make up for the loss of damage. And the AOE damage cap of 10 targets still applies, I'd assume?

If they do this, WW is pretty much pushed off the rotation for fury. You're just going to spam BT/Slam and Execute II (formerly known as Heroic Strike).

EDIT: Vengeance sounds like a good idea, but the Charge meets TC is kinda weird. How many more Charge abilities do we need? They should make that a talent for Charge or maybe a Charge replacement past 80.


Title: Re: Cataclysm Class Changes
Post by: Sjofn on April 09, 2010, 04:28:52 AM
They might rename the presences, my biggest gripe is addressed. 

I realized why I hated it.. I'm that fucking OCD.


Don't feel bad, that was my major problem with it too.  :drill:


Title: Re: Cataclysm Class Changes
Post by: Minvaren on April 09, 2010, 05:58:32 AM
EDIT: Vengeance sounds like a good idea, but the Charge meets TC is kinda weird. How many more Charge abilities do we need?
Sup dawg.  We put a Charge in your Charge so you can pull while you pull.   :awesome_for_real:


Title: Re: Cataclysm Class Changes
Post by: Mattemeo on April 09, 2010, 06:10:43 AM
Not to mention, that it is also going to be a "safety blanket for dumbasses" that i guarantee will cause everyone too stupid to move out of fire to immediately attempt to shift blame to the priest for not Lifegripping their dumabsses to safety.

I already have a rule associated with people playing in the fire: You Learn, or You Burn. Life Grip isn't going to change that.


Title: Re: Cataclysm Class Changes
Post by: caladein on April 09, 2010, 06:48:00 AM
The real question is: will Smoke Bomb work to stop that Priest in your group from Life Gripping you?  :why_so_serious:
Life Grip is going to cause SOOO many bitch posts when it goes live.   I can completely see priests Life Gripping Mele Dps off a target just for shits and giggles.  Not to mention, that it is also going to be a "safety blanket for dumbasses" that i guarantee will cause everyone too stupid to move out of fire to immediately attempt to shift blame to the priest for not Lifegripping their dumabsses to safety.

Every idiot already blames the healers for their deaths.  I don't see Leap of Faith making that any more or less valid.


Title: Re: Cataclysm Class Changes
Post by: Typhon on April 09, 2010, 07:03:20 AM
A three man team of a rogue, warlock and shaman sounds pretty fun - lay down smokebomb, healing rain and then have the succubus knock melee out of the smoke.  Sounds like a good way to recover a bit a health.


Title: Re: Cataclysm Class Changes
Post by: Ironwood on April 09, 2010, 08:42:58 AM
EDIT: Vengeance sounds like a good idea, but the Charge meets TC is kinda weird. How many more Charge abilities do we need?
Sup dawg.  We put a Charge in your Charge so you can pull while you pull.   :awesome_for_real:

Lol.


Title: Re: Cataclysm Class Changes
Post by: Nonentity on April 09, 2010, 09:11:00 AM
Posted Death Knight Rune clarifications and Rogue changes.


Title: Re: Cataclysm Class Changes
Post by: Sjofn on April 09, 2010, 09:20:26 AM
EDIT: Vengeance sounds like a good idea, but the Charge meets TC is kinda weird. How many more Charge abilities do we need?

It's for the times when your priest life grips you back away from the boss, according to the ZOMG TEH GRIEFZ people, apparently.


Title: Re: Cataclysm Class Changes
Post by: K9 on April 09, 2010, 09:37:17 AM
Hunters get stealth  :oh_i_see:


Title: Re: Cataclysm Class Changes
Post by: Lakov_Sanite on April 09, 2010, 10:00:28 AM
I doubt they'll be invisible.  It'll be more like what stealth looks like to party members now.


Title: Re: Cataclysm Class Changes
Post by: Hutch on April 09, 2010, 10:02:21 AM
Trap Launcher  :awesome_for_real:
Cobra Shot - an attempt to make BM relevant in raids again?
Camouflage - is this really stealth? They describe it as "an obscured state that prevents him or her from taking ranged damage." If it's stealth then  :awesome_for_real:

Ammo change: finally. I wonder if they'll replace it with a relic-type item, but I'll be satisfied to just get rid of carrying ammo.

More pets! :-)

Mana-to-focus change. No comment. My gut feeling is to call it a nerf but we'll see how it plays out.



Title: Re: Cataclysm Class Changes
Post by: Fordel on April 09, 2010, 10:29:13 AM
I hope Cobra shot actually shoots literal Cobras through the air.


Title: Re: Cataclysm Class Changes
Post by: Ironwood on April 09, 2010, 10:30:58 AM
I always thought Mana for hunters was ultra retarded anyway.  Glad it's changing.


Title: Re: Cataclysm Class Changes
Post by: Lakov_Sanite on April 09, 2010, 10:34:39 AM
I always thought Mana for hunters was ultra retarded anyway.  Glad it's changing.


Title: Re: Cataclysm Class Changes
Post by: Minvaren on April 09, 2010, 10:39:30 AM
Hunters get stealth  :oh_i_see:

My first reaction to this was "Dem Hibbies are back."  :uhrr:


Title: Re: Cataclysm Class Changes
Post by: Ingmar on April 09, 2010, 10:55:26 AM
The biggest thing of all, though:

WHIRLWIND NO LONGER HAS A TARGET CAP. Capped at 50% damage, sure, but STILL FUCKING WORTH IT.

This is a really bad nerf IMO. I really can't think of that many situation requiring you to mass AOE stuff to make up for the loss of damage. And the AOE damage cap of 10 targets still applies, I'd assume?

If they do this, WW is pretty much pushed off the rotation for fury. You're just going to spam BT/Slam and Execute II (formerly known as Heroic Strike)

They said already they think Fury will need another strike (and you also left out that fury will have a talent to add some damage onto sunder armor, so that goes in the rotation at least sometimes too.) I assume that they just don't know what form that extra strike is going to take.

EDIT:

Also if Cobra Shot doesn't use the Thulsa Doom snake arrow thing for its animation, I will be very disappointed.

(http://1.bp.blogspot.com/_rzdB5a4kLAo/ShWHRuyrQjI/AAAAAAAAOqc/7meHOeLKCKA/s400/Archer_ThulsaDoom.jpg)



Title: Re: Cataclysm Class Changes
Post by: Typhon on April 09, 2010, 11:04:34 AM
Hunters get stealth  :oh_i_see:

My first reaction to this was "Dem Hibbies are back."  :uhrr:

From an more recent clarification post - It's not invis, the hunter becomes see-through ("like Predator"), but obvious (as obvious as the big red "Legolegless <Huntards Unit!>" sign floating over their head.  Also, you can target them (and people in the rogue's smoke cloud), but you can't fire on them with single target abilities ("like they were behind a pillar, or had blocked line of site").

So, classes with ranged AoE should have much of an issue hitting them through camo, but warriors will have some trouble closing to range (charge won't work).  Which classes have ranged AoE damage?   Mage, warlock, hunter, druid, shaman (coming soon!)... I guess dk, but the death and decay range isn't very far.  So yeah, seems like this ability is more to boost lead-off damage and to keep warriors and death knights from closing the gap to hunters as quickly.


Title: Re: Cataclysm Class Changes
Post by: Lakov_Sanite on April 09, 2010, 11:08:51 AM
I felt this just belonged here.

(http://i39.tinypic.com/v5k1a8.jpg)


Title: Re: Cataclysm Class Changes
Post by: Typhon on April 09, 2010, 11:25:44 AM
Lol, mages throw fireballs, call down blizzards.  Death Knights are, well, dead and can cause the surface of bodies of water to insta-freeze so they can ride over it... and you are having issues with a hunter being able to camoflage (a word which I seem to be unable to spell) themselves?

Clearly I'm misreading your post, but it is a funny picture.


Title: Re: Cataclysm Class Changes
Post by: Nonentity on April 09, 2010, 01:17:25 PM
Added Hunters to my second post down the page, first one got full.


Title: Re: Cataclysm Class Changes
Post by: Merusk on April 09, 2010, 03:01:20 PM
Damn.. I might have to start playing my hunter again.  I like the changes they're doing here a lot more.   I think you'll find that Mana to Focus (with SS/ CS giving you increased focus generation) will probably give you more resources over time to work with than mana does.  That equates to better DPS. I'm sure someone at EJ is/ has crunched the numbers and will post a treatise on it shortly.

I like the explaination of the DK rune changes.  It was apparent at the beginning it would slow-down DK's ability to pump out damage and slow down the hits they could ot.  I was worried they wouldn't be increasing the damage of the strikes to compensate.


Title: Re: Cataclysm Class Changes
Post by: Hutch on April 09, 2010, 04:35:13 PM
Damn.. I might have to start playing my hunter again.  I like the changes they're doing here a lot more.   I think you'll find that Mana to Focus (with SS/ CS giving you increased focus generation) will probably give you more resources over time to work with than mana does.  That equates to better DPS. I'm sure someone at EJ is/ has crunched the numbers and will post a treatise on it shortly.


There aren't any numbers to crunch yet. All the numbers Blizzard posted are subject to change, and I'm sure they didn't tell us everything yet.

In 10-man boss fights in LK, I sometimes have to dip into Aspect of the Viper for a few seconds. But I can often get through a fight without it. I don't see Focus as more resources. I see it as something I'll be waiting on so I can use my high-damage shots. And since SS/CS will add to focus, it's an incentive to use those shots more of the time, instead of as filler between the higher-damage shots.

I think that ultimately, focus will turn into consistent sustained dps, but shitty burst. We'll have to see how haste affects focus gen.

If all your Hunter does is stand around making DPS, then talking about better/worse DPS might not be pointless. None of this goes live until Cataclysm, at which point Hunter DPS relative to other classes is going to get realigned anyway, since the other classes are undergoing changes as well.

The thing that concerns me is this. I'm used to having things like Tranq Shot, Feign Death, Distracting Shot, and Disengage available to me when they're off cooldown. These are all utilities that I use in LK raids. They're not part of a rotation, they're things that get used as-needed. If I have to keep some Focus in reserve "just in case", then I might as well have a shorter Focus bar. I've never raided as a rogue, so I don't know if this is an issue they face right now or not. I do know that rogues have ways to regain focus, uh, energy, aside from just waiting.


Title: Re: Cataclysm Class Changes
Post by: Ingmar on April 09, 2010, 05:06:09 PM
I assume they'll tweak the numbers such that hunter DPS is relatively the same.


Title: Re: Cataclysm Class Changes
Post by: Gobbeldygook on April 09, 2010, 05:53:33 PM
If I have to keep some Focus in reserve "just in case", then I might as well have a shorter Focus bar. I've never raided as a rogue, so I don't know if this is an issue they face right now or not. I do know that rogues have ways to regain focus, uh, energy, aside from just waiting.
A lot of rogue abilities don't require energy.  It's likely that say, disengage won't require any focus, but tranq shot probably will.  Yes, if a rogues job is to kick a particular spell every time and he will wipe the raid if he ever misses it, it's about a 10% DPS loss IIRC.


Title: Re: Cataclysm Class Changes
Post by: Malakili on April 09, 2010, 06:36:54 PM
Druids get magic mushrooms.  Yay?


Title: Re: Cataclysm Class Changes
Post by: Nevermore on April 09, 2010, 06:38:31 PM
I like the explaination of the DK rune changes.  It was apparent at the beginning it would slow-down DK's ability to pump out damage and slow down the hits they could ot.

This is what I was trying to get at but doing a piss poor job of getting across.  I get that the Devs view an unused rune as potential damage that's 'wasted'.  What I'm not getting across I guess is I like always having a button to push every GCD.  I like the option of having a choice between which button to push depending on circumstance (procs are a good example, but not the only one).  By constraining runes in such a way that they aren't 'wasted' it could mean more standing around autoattacking, which I hate.  Feral Druids have that problem of having to stand around autoattacking while energy builds up.  It's the reason I've been playing my DK so much more than my Druid.  My worry is DKs are pushed to feeling more like a Rogue or Feral Druid when the reason I play one is because it currently doesn't feel like a Rogue or Feral Druid.  I have a Feral Druid and a Rogue already for when I want to play that way.

Now, depending on what they do with runic power to fill in the gaps, as well as the haste mechanism in the Frost tree, this might not be an issue.  Which I tried to allude to in my first post about this.  If it turns out you're still pushing a button every GCD, then I'm fine with that but then why did they make the change to begin with?

Re: Hunters

On the surface Focus looks like a very nice change PvE but a potential nerf in PvP.  Even more than the Rune change, Focus will make a Hunter feel much more like a ranged Rogue with some casty Mage thrown in.  Shots like Tranq Shot, Wyvern Shot and the like will likely cost Focus so Hunters will now have to be aware of their Focus in a way that they didn't have to bother with when they had Mana.  Defensive abilities like Feign Death, Disengage and Deterrence will likely just be on resource free cooldown system, like Rogue defense abilities.  PvP might not suffer as much as it looks like on the surface as long as there are talents like Lock n' Load still in the trees, to make it possible to still have some burst.  I have a feeling Focus will likely still need tweeking well after the release Cataclysm but overall I think it'll be a good change.

Re: Druids

So far Druid and Shaman are my favorite teasers since the two classes are clearly getting buffed while only getting minimal nerfs (though the loss of Cleansing Totem still makes me sad, for PvE reasons).  I'm really liking the Feral stuff (really, it could only be improved from where it's at right now).  The mushroom bomb makes me laugh and laugh though.  Can we have more than one up at once?  Shades of DAoC Animists!  :awesome_for_real:


Title: Re: Cataclysm Class Changes
Post by: Merusk on April 09, 2010, 06:48:52 PM
So.. yet again.. druid buffs.

Fuck me I should just level one and get it over with. They're already at the top in DPS and tanking with minimal gear changes, now healing gets to use offensive abilities without losing healing prowess?  Fuck me.   


Title: Re: Cataclysm Class Changes
Post by: Nonentity on April 09, 2010, 07:21:19 PM
Added druid changes to second post.


Title: Re: Cataclysm Class Changes
Post by: Sjofn on April 09, 2010, 07:21:42 PM
My two druid specs are happy about the incoming changes, although I don't know if people will be able to handle the glory of Jassan's mustache FULL ON when he's healing. Tree form was a safety mechanism in that regard.


Title: Re: Cataclysm Class Changes
Post by: Rasix on April 09, 2010, 07:31:52 PM
I may just have to level my druid now so I can mushroom bomb people. 


Title: Re: Cataclysm Class Changes
Post by: Fordel on April 09, 2010, 07:39:53 PM
Mother fucking Eclipse.  :tantrum:


Title: Re: Cataclysm Class Changes
Post by: Ingmar on April 09, 2010, 08:33:51 PM
Stampeding roar is a little random.


Title: Re: Cataclysm Class Changes
Post by: Fordel on April 09, 2010, 08:35:01 PM
Group sprint, that's situational, but useful.


Title: Re: Cataclysm Class Changes
Post by: Ingmar on April 09, 2010, 08:40:40 PM
It makes me think of Devona spamming "Charge!" in Guild Wars. Although I think they changed that out for a real elite finally.


Title: Re: Cataclysm Class Changes
Post by: Minvaren on April 09, 2010, 09:00:08 PM
So.. yet again.. druid buffs.

Fuck me I should just level one and get it over with. They're already at the top in DPS and tanking with minimal gear changes, now healing gets to use offensive abilities without losing healing prowess?  Fuck me.   

Nerf necros druids.


Title: Re: Cataclysm Class Changes
Post by: Sjofn on April 09, 2010, 10:09:03 PM
Druids are definitely one of those classes that people who don't play them think can do everything awesomely and effortlessly and zomg how can they not be nerfed already.


Title: Re: Cataclysm Class Changes
Post by: Ingmar on April 09, 2010, 10:10:02 PM
now healing gets to use offensive abilities without losing healing prowess?  Fuck me.

You mean just like shamans and priests?


Title: Re: Cataclysm Class Changes
Post by: Sjofn on April 09, 2010, 10:11:09 PM
SHUT UP IT'S DIFFERENT


Title: Re: Cataclysm Class Changes
Post by: Rasix on April 09, 2010, 11:38:00 PM
Tag teaming is lame if you're in the same room.


Title: Re: Cataclysm Class Changes
Post by: Ironwood on April 09, 2010, 11:46:31 PM
Um ?


Title: Re: Cataclysm Class Changes
Post by: Fordel on April 10, 2010, 12:19:36 AM
The sad/funny part is, they actually are conversing through the forums. They do this all the time in IRC or guild chat  :-P


In other news, mages get bloodlust.

Time Warp (level 83): Grants a passive Haste effect much like Bloodlust or Heroism to party or raid members. It also temporarily increases the mage's own movement speed. Time Warp will be exclusive with Bloodlust and Heroism, meaning you can’t benefit from both if you’ve got the Exhaustion debuff, though the movement-speed increase will still work even when under the effects of Exhaustion.

 :oh_i_see:


Title: Re: Cataclysm Class Changes
Post by: Gobbeldygook on April 10, 2010, 12:25:00 AM
Calling it now: Paladins get brez.


Title: Re: Cataclysm Class Changes
Post by: Mattemeo on April 10, 2010, 01:34:04 AM
Quote
Additionally, we would like to update the Tree of Life model so that it feels more exciting when you do decide to go into that form. Our feeling is that druids rarely actually get to show off their armor, so it would be nice to have at least one spec that looked like a night elf or tauren (and soon troll or worgen) for most of the time.

This potential change pleases me to no end. I intend to roll a Worgen Resto Druid come Cataclysm, and my biggest barrier to doing so is worrying about Tree of Life form, which I pretty much hate (although only slightly less than Turkeybear form). Retaining some Worgenyness would definitely help, though we'll simply have to see what the models are like


Title: Re: Cataclysm Class Changes
Post by: Nevermore on April 10, 2010, 01:38:27 AM
The only redeeming factor of the tree is the awesome dance.


Title: Re: Cataclysm Class Changes
Post by: Ingmar on April 10, 2010, 01:45:08 AM
I like the /cry too!


Title: Re: Cataclysm Class Changes
Post by: Lantyssa on April 10, 2010, 10:32:12 AM
This is what I was trying to get at but doing a piss poor job of getting across.  I get that the Devs view an unused rune as potential damage that's 'wasted'.  What I'm not getting across I guess is I like always having a button to push every GCD.  I like the option of having a choice between which button to push depending on circumstance (procs are a good example, but not the only one).  By constraining runes in such a way that they aren't 'wasted' it could mean more standing around autoattacking, which I hate.  Feral Druids have that problem of having to stand around autoattacking while energy builds up.  It's the reason I've been playing my DK so much more than my Druid.  My worry is DKs are pushed to feeling more like a Rogue or Feral Druid when the reason I play one is because it currently doesn't feel like a Rogue or Feral Druid.  I have a Feral Druid and a Rogue already for when I want to play that way.
This is what I was trying to explain in IRC yesterday.  Even though I had Sjofn's rune-starvation problems when I tried Frost, in Blood it seems I have the same feeling as you.  I'm almost always able to hit the button when I want and I like having a bit in reserve to do so.

For our play-styles, this is going to be at best a wash, and potentially a big annoyance.  I'm glad someone gets it though.  I felt outnumbered yesterday. :sad:

Edit: Reading the Mage changes I see:
Quote
The Burnout talent will allow mages to cast spells using health when they run out of mana.
I'm curious where the idea comes from originally.  I coded something very similar as an Avatar level skill, by the same name, on my old MUD.  (It wasn't my idea, I just implemented it.)


Title: Re: Cataclysm Class Changes
Post by: Simond on April 10, 2010, 11:23:02 AM
In other news, mages get bloodlust.

Time Warp (level 83): Grants a passive Haste effect much like Bloodlust or Heroism to party or raid members. It also temporarily increases the mage's own movement speed. Time Warp will be exclusive with Bloodlust and Heroism, meaning you can’t benefit from both if you’ve got the Exhaustion debuff, though the movement-speed increase will still work even when under the effects of Exhaustion.

 :oh_i_see:
It's just a step to the left.


Title: Re: Cataclysm Class Changes
Post by: Lantyssa on April 10, 2010, 11:35:52 AM
jump


Title: Re: Cataclysm Class Changes
Post by: ezrast on April 10, 2010, 01:23:30 PM
Arc mages, resto shams, and resto druids got the shaft on masteries.


Title: Re: Cataclysm Class Changes
Post by: Lakov_Sanite on April 10, 2010, 01:50:34 PM
maybe mages but resto druids are fine. if it aint broke, dont fix it


Title: Re: Cataclysm Class Changes
Post by: SurfD on April 10, 2010, 01:51:02 PM
Arc mages, resto shams, and resto druids got the shaft on masteries.
That depends largely on where the "base level damage" for an arcane mage falls in their "percentage of total mana".  If arc mages are balanced around the assumption that they will always be sitting at 50% mana, and being higher then that is a damage increase, it will probably be a buff (assuming new mana management tools make it easier for them to stay at 75%+ mana).  If they are balanced around the idea that they will always be sitting at 90% mana, then they are getting the shaft.  Only time will tell.


Title: Re: Cataclysm Class Changes
Post by: Sjofn on April 10, 2010, 02:49:58 PM
This is what I was trying to explain in IRC yesterday.  Even though I had Sjofn's rune-starvation problems when I tried Frost, in Blood it seems I have the same feeling as you.  I'm almost always able to hit the button when I want and I like having a bit in reserve to do so.

Man, for the thousandth time, it isn't rune starvation. I am not rune starved. It's global cooldown lock, which is entirely different. Having all the runes and RP in the world doesn't mean anything if I don't have time to use it all up because I don't have the GCDs to spare, and if I start to flub the rotation that spends those resources as efficiently as possible, everything gets shot to hell. That's the problem Blizzard has with the current system and THAT is what they're trying to fix.


Title: Re: Cataclysm Class Changes
Post by: Nonentity on April 10, 2010, 02:50:41 PM
Posted Mage changes.


Title: Re: Cataclysm Class Changes
Post by: K9 on April 10, 2010, 02:54:33 PM
Arc mages, resto shams, and resto druids got the shaft on masteries.

I actually quite like the Resto Shaman mastery. Its more interesting than either the Disc or Holy masteries for priest.


Title: Re: Cataclysm Class Changes
Post by: Sjofn on April 10, 2010, 02:59:17 PM
I kinda like the resto druid one in theory, I would have to see it in practice though.


EDIT: Also the tree is under-loved, it's various emotes are all comedy gold. My only problem with the form is I don't get their magnificent death animation as a druid, I turn back into an elf and die that way. :(

That said, I am not POUTRAGED the form is going away like some druids. They's crazy.


Title: Re: Cataclysm Class Changes
Post by: ezrast on April 10, 2010, 03:00:04 PM
That depends largely on where the "base level damage" for an arcane mage falls in their "percentage of total mana".  If arc mages are balanced around the assumption that they will always be sitting at 50% mana, and being higher then that is a damage increase, it will probably be a buff (assuming new mana management tools make it easier for them to stay at 75%+ mana).  If they are balanced around the idea that they will always be sitting at 90% mana, then they are getting the shaft.  Only time will tell.
Doesn't matter. Every other mastery rewards you for pressing the buttons you would be pressing anyway. Arc is the only dps that gets actively punished for pressing too many buttons. Kind of blows their whole "dps shouldn't have to manage mana" thing out of the water.

The druid one is the worst, though. If someone is near death a HoT is not the solution.
I actually quite like the Resto Shaman mastery. Its more interesting than either the Disc or Holy masteries for priest.
The shaman one strikes me as pretty meh. Every time somebody snipes a heal from you, even if you don't even actually overheal, all those mastery points on your gear are rendered useless.

Although I guess it could be an effort to improve shammy/druid tank healing, since they're a lot more likely to get the bonus consistently that way. Still, as a healer I don't want to feel like I screwed up a fight by keeping everyone's health too high.


Title: Re: Cataclysm Class Changes
Post by: Fordel on April 10, 2010, 03:09:40 PM
The druid one is the worst, though. If someone is near death a HoT is not the solution.


Not in today's environment, but it will be good in Cataclysm's.


Title: Re: Cataclysm Class Changes
Post by: Ingmar on April 10, 2010, 03:16:31 PM
The druid one is the worst, though. If someone is near death a HoT is not the solution.


Not in today's environment, but it will be good in Cataclysm's.

It looks good to me, speaking as a tank, as long as it works on HoTs that were already ticking when the person drops that low. A tank with a full stack of everything going drops to 30%, then they all tick much bigger suddenly, that's useful.


Title: Re: Cataclysm Class Changes
Post by: caladein on April 10, 2010, 03:16:47 PM
That depends largely on where the "base level damage" for an arcane mage falls in their "percentage of total mana".  If arc mages are balanced around the assumption that they will always be sitting at 50% mana, and being higher then that is a damage increase, it will probably be a buff (assuming new mana management tools make it easier for them to stay at 75%+ mana).  If they are balanced around the idea that they will always be sitting at 90% mana, then they are getting the shaft.  Only time will tell.
Doesn't matter. Every other mastery rewards you for pressing the buttons you would be pressing anyway. Arc is the only dps that gets actively punished for pressing too many buttons. Kind of blows their whole "dps shouldn't have to manage mana" thing out of the water.

That's the whole point.  Mana is going to be such a non-issue for Mages that they're removing Conjure Food/Water through 40.  What it will do is make whatever mana "management" that Arcane does something they do proactively to keep their mana high instead of reactively because they're just running a bit low.

Probably the best analogue is to compare Shadowfiend usage between Shadow and Disc/Holy Priests.  As Disc, I have to time my Shadowfiend just right so it gets Bloodlust and I can pop Hymn of Hope and get a decent chunk of mana back.  As Shadow, it's pretty much used on cooldown for extra damage.


Title: Re: Cataclysm Class Changes
Post by: Lakov_Sanite on April 10, 2010, 03:21:53 PM
That's a big assumption. They have said that mana at low levels won't be a problem which translates into gibberish when you're trying to connect that to high level fights.  I'm hesistant to guess so blatantly as you but I'm going to imagine out of combat mana regen is getting a big buff while in combat is going to play a lot tighter.


Title: Re: Cataclysm Class Changes
Post by: K9 on April 10, 2010, 03:22:56 PM
Shamans are already fantastic tank healers; our throughput isn't quite as good as paladins, but it's not far behind. Beacon makes all the difference for paladins. The way I see it this effect helps smooth out spiky damage somewhat, it also adds natural granularity to heals, as they expand to fill needed roles. It offers nice ways to balance throughput and efficiency. Whether it will work in practice remains to be seen though.


Title: Re: Cataclysm Class Changes
Post by: caladein on April 10, 2010, 04:06:46 PM
That's a big assumption. They have said that mana at low levels won't be a problem which translates into gibberish when you're trying to connect that to high level fights.  I'm hesistant to guess so blatantly as you but I'm going to imagine out of combat mana regen is getting a big buff while in combat is going to play a lot tighter.

Oh, I'm sure a) there will be problems, b) there will still be "the best spec(s)" for any pure DPS class, and c) Arcane might not be one of them in part because of its Masteries.  That said, it's an interesting mechanic they're adding and Arcane has always been about interesting mechanics even though the spec alternated between completely overpowered and rubbish because of it.  Honestly, I'd prefer something interesting to a Mastery that just makes the numbers bigger (because as a healer I rarely care where my spec falls on the totem pole these days).

The mana as non-issue in part stems from the Conjuring changes and part from this bit from Ghostcrawler later in the Mage thread (http://forums.worldofwarcraft.com/thread.html?topicId=24262357286&sid=1&pageNo=59#1161):

Quote
The intent behind Mana Adapt (Arcane mastery) is that Arcane currently has a pretty fun mana management game going, at least at relatively high level. We thought it would be fun to extend that concept even further to where Arcane mages that use the mechanics to keep their mana high would do higher dps. I find many of the predictions that Arcane is doomed in PvE based on the very limited information you have at the moment to be quite premature.


Title: Re: Cataclysm Class Changes
Post by: ezrast on April 10, 2010, 05:41:45 PM
I think that punishing the player for using their resources is bad design in general - the balance of arc against other classes/specs isn't something I'm arguing at all.

But of all the dps specs, arc seems like the worst to put this on. In its current incarnation, arc rewards you for voraciously burning through every scrap of mana you can get your hands on. That's why arc is one of the few casters for which mana management is still really important. Mana Adept might be an interesting way to introduce mana management as a concept to some other class, but encouraging mana conservation is completely counter to how arc plays.

Can't comment too much more in that regard because arc is the only spec I've dps'd with much. The first paragraph is the important bit though.


Title: Re: Cataclysm Class Changes
Post by: Ingmar on April 10, 2010, 05:59:04 PM
The only real flaw I see is their passives work at cross purposes right now - haste will make them spend mana faster, but they have an incentive to keep their mana pool higher.


Title: Re: Cataclysm Class Changes
Post by: Arinon on April 10, 2010, 06:54:08 PM
I'm all for punishing DPS for over-extending themselves.  That used to be called threat.

I'd expect a couple of deep arcane talents will give that spec another one or two ways to get fast mana.  They already have gems and evocation no?  It'll just be a different style that involves riding some optimal mana pool percentage instead of just asking them to mash buttons until the blue is all gone.


Title: Re: Cataclysm Class Changes
Post by: Nevermore on April 10, 2010, 08:22:25 PM
Blizzard can call it a bonus to damage with high mana until their blue in the face, but players will always view it as a nerf to damage the lower their mana gets.  Anyone who knows about Blasters from CoH will know how much they hated having scaling damage, even though it was always supposed to be a bonus on top of their normal damage.  I think the mechanic sounds interesting but I think it will end up being unpopular.  On another note, as a Frost Mage I really like the arcane missile proc thing.


Title: Re: Cataclysm Class Changes
Post by: Fordel on April 10, 2010, 10:01:58 PM
Actually no, framing the mechanic does in fact change player reaction.


IE: The Rest System.


The Rest system used to 'penalize' you, only gaining '50%' XP when not rested. Everyone hated it, worst thing ever.

Blizzard just changed the wording and to a 'bonus' when fully rested and voila best mechanic ever.


Title: Re: Cataclysm Class Changes
Post by: Typhon on April 11, 2010, 06:25:26 AM
This system is not satisfying because you get weaker as you go (without finding a way to boost your mana back up).  It's counter to a "satisfying" mechanism where you are doing things to build to a point where the big numbers fly.  The rogue's point system is satisfying for just this reason.

Similarly, the DKs system is satisfying because you are building runepower, so again, your capacity to kick ass is ramping up the more combat you do.

The arcane mage is at his peak sitting on his ass.  STUPID system.  Even if they partition it into thirds (an example), it's slightly less annoying, but it's still not satisfying because the stuff I want to do (cast spells) is going to make me weaker once I let my mana drop below 66%.  Given that they are trying to add systems that are MORE fun then the currect system, this seems like a step back.

The only way I can see this being fun is if certain attacks/actions actually increase your mana pool, and other attacks/actions boost you mana regen (or just straight up mana) - so you are working to get yourself to a point where you have, as an example, 150% of your rest mana capacity and full mana.  Now THAT is exciting.



Title: Re: Cataclysm Class Changes
Post by: ajax34i on April 11, 2010, 07:25:13 AM
Well, the warlock playstyle is about building up and ramping up the damage, and the mage seems to be about one big burst of violence in the beginning, and hopefully the target dies before the mage is spent.  So, maybe they're just trying to promote that further with this mechanic.  Maybe it's their "vision".


Title: Re: Cataclysm Class Changes
Post by: Ingmar on April 11, 2010, 07:11:14 PM
Hidden in a GC post not in one of the big threads: rebirth is going back to a 30 min cooldown.


Title: Re: Cataclysm Class Changes
Post by: Lantyssa on April 11, 2010, 08:33:49 PM
What!?  That's a stupid change if true.


Title: Re: Cataclysm Class Changes
Post by: Ingmar on April 11, 2010, 08:37:34 PM
Sounds like it is deliberate to make druids less Must Have for raids.


Title: Re: Cataclysm Class Changes
Post by: Selby on April 11, 2010, 08:43:36 PM
I don't know... I like having it on 10m cooldown, but having 3 druids in a 10 man raid and people doing stupid shit to get themselves killed sure makes me wish there was a way to punish them harder for it.  Not sure a 30 minute cooldown is the way to accomplish that though.


Title: Re: Cataclysm Class Changes
Post by: Fordel on April 11, 2010, 09:38:33 PM
It only went to 10 minutes because of how they implemented the attempt limits on the heroic mode for raids in ICC.


Title: Re: Cataclysm Class Changes
Post by: Nevermore on April 11, 2010, 11:28:18 PM
Hidden in the answer to a question about Fan of Knives:

Quote
Now, having said all that, we suspect you will AE less often in Cataclysm. You'll CC more and you'll burn targets down one at a time more often. But that just means all classes will do less damge with AEs.

So less AoE, more CC and more single target burning down.


Title: Re: Cataclysm Class Changes
Post by: SurfD on April 11, 2010, 11:47:05 PM
I don't know... I like having it on 10m cooldown, but having 3 druids in a 10 man raid and people doing stupid shit to get themselves killed sure makes me wish there was a way to punish them harder for it.  Not sure a 30 minute cooldown is the way to accomplish that though.
Depends on how things balance out with their new focus on bigger health pools for all + changed healing mechanics.   The 10 minute rebirth was largely in response (at least in my mind) to how freaking easy it was to accidently get instagibbed if someone made one tiny mistake.  The current raid environment where anyone not topped back to full health within 2 or 3 seconds is liable to get roasted makes lower cooldowns on things like Battle rez very handy.

personally, i think having it at 30 (or 20) minutes, with a resto talent to bring it down to 15 (or 10) or something like that would probably be perfect.


Title: Re: Cataclysm Class Changes
Post by: Ingmar on April 12, 2010, 12:29:45 AM
I doubt resto will have a talent to reduce the cooldown, personally. It seems clear that their goal with healers this expansion is to make them a little more even across the board in terms of covering different roles - everyone can tank heal, everyone can raid heal (though the way paladins will do that we don't know yet). If they do that, suddenly things like battle rez become disproportionately important when you're picking which healers to bring on a raid. If they de-emphasize it by re-raising the cooldown to the point where you just won't have it available every fight, that keeps the playing field for healers more level than it would otherwise be.


Title: Re: Cataclysm Class Changes
Post by: Typhon on April 12, 2010, 06:43:01 AM
They aren't making the tough decision - either it's an ability they acknowledge as being something they want player's to have, and they give it to other classes to remove the "special snowflake" appeal of the druid (for what it's worth, my main is a druid), or admit that it's something that makes it too hard to balance the level of difficult of raids and remove or alter it.

Change it to "reincarnate" and have the player spawn as a random tank/healer/dps (similar, but better different than the DKs reanimate ability).  Maybe give the warlock something similar that involves bringing back a ranged dps.  Who uses their ability depends on the nature of the encounter.  Lol, for something I just pulled out of my ass, I like the way that sounds.

Maybe change the druid's to not be random, but have it bring the player back as a healing tree.  Make the ghoul a bit tougher, give it some tanking ability (like, say, an OT).  Now you have the choice of having a tank/ranged dps or healer.  Druid's is still technically the best because the druid could start dpsing (albeit poorly), while the tree shifted to healing.


Title: Re: Cataclysm Class Changes
Post by: Soulflame on April 12, 2010, 08:18:08 AM
Hidden in the answer to a question about Fan of Knives:

Quote
Now, having said all that, we suspect you will AE less often in Cataclysm. You'll CC more and you'll burn targets down one at a time more often. But that just means all classes will do less damge with AEs.

So less AoE, more CC and more single target burning down.

"LF MAGE TO RUN HEROIC, PST"

Because that was so much fun in BC, watching a number of classes sit on the sidelines because they had no reliable CC.


Title: Re: Cataclysm Class Changes
Post by: Shrike on April 12, 2010, 08:28:24 AM
Hidden in the answer to a question about Fan of Knives:

Quote
Now, having said all that, we suspect you will AE less often in Cataclysm. You'll CC more and you'll burn targets down one at a time more often. But that just means all classes will do less damge with AEs.

So less AoE, more CC and more single target burning down.

Whoa, I might be able to use hex now? And get away from that friggin' fire totem/fire nova crap? Count me in.

I still believe they'll screw enhance up seriously (previous experience and all that), but I am pretty tired of the AoE crap. It's so awkward on this subclass that's it not even mildly amusing. Better still, keep trash to a minimum and give us more sub-boss encounters.


Title: Re: Cataclysm Class Changes
Post by: Lantyssa on April 12, 2010, 08:44:50 AM
I'm forgetting that Druids have an out-of-combat rez now, too.  Still, I don't like any design which has any ability with a recharge longer than a few minutes.

If a group is dying enough that they need the shorter cooldown, then take some pity on them and let them have it.  At 30 minutes it becomes a "do I really want to use this?" power which never gets used.


Title: Re: Cataclysm Class Changes
Post by: Rendakor on April 12, 2010, 11:36:00 AM
Lantyssa, the problem was actually the opposite effect. "Fuck, we used Brez on that attempt. Everyone fuck off for 25m until it's back up."


Title: Re: Cataclysm Class Changes
Post by: Sheepherder on April 12, 2010, 12:50:44 PM
Give it to more classes in some form, make it incur a weak resurrection sickness that wears off if you leave combat for 30 seconds, or incur a hour+ long Weakened Soul type effect.


Title: Re: Cataclysm Class Changes
Post by: Rendakor on April 12, 2010, 01:03:14 PM
The problem with giving it a debuff + short CD (+ giving to more classes) is that you would still have battle rezzes going off like crazy, except each person could only get one. It would have to apply a raid-wide debuff or else death in a raid situation would be trivial. People would only get out of fire after they received their one brez.


Title: Re: Cataclysm Class Changes
Post by: Sheepherder on April 12, 2010, 01:06:33 PM
Except that is not the case due to buffs dropping.


Title: Re: Cataclysm Class Changes
Post by: Lantyssa on April 12, 2010, 04:46:02 PM
Lantyssa, the problem was actually the opposite effect. "Fuck, we used Brez on that attempt. Everyone fuck off for 25m until it's back up."
Either way the result hurts enjoyment of the game.  It's not like using it kills a kitten, so I'm not sure what experience it's supposed to improve.


Title: Re: Cataclysm Class Changes
Post by: Merusk on April 12, 2010, 04:47:34 PM
The size of leet raiders' e-peens.


Title: Re: Cataclysm Class Changes
Post by: Ingmar on April 12, 2010, 05:00:52 PM
Lantyssa, the problem was actually the opposite effect. "Fuck, we used Brez on that attempt. Everyone fuck off for 25m until it's back up."
Either way the result hurts enjoyment of the game.  It's not like using it kills a kitten, so I'm not sure what experience it's supposed to improve.

At 30 minute cooldown with the healing/mana changes in Cataclysm it becomes a 'nice to have' feature rather than something you make your raid sit there for a while to wait for it to recharge before you try the fight again. Especially if the limited attempts mechanic is gone.

I mean yeah it will probably hurt *our* raids because we always have druids disproportionately over-represented (and also a tendency to die unnecessarily), but I think from a design standpoint it makes sense to de-emphasize it with the other changes that are coming.


Title: Re: Cataclysm Class Changes
Post by: Sjofn on April 12, 2010, 05:42:10 PM
Hidden in the answer to a question about Fan of Knives:

Quote
Now, having said all that, we suspect you will AE less often in Cataclysm. You'll CC more and you'll burn targets down one at a time more often. But that just means all classes will do less damge with AEs.

So less AoE, more CC and more single target burning down.

"LF MAGE TO RUN HEROIC, PST"

Because that was so much fun in BC, watching a number of classes sit on the sidelines because they had no reliable CC.

Most classes that had to sit in BC because of that now have reliable CC. No one would know this without playing those classes, of course, because no one CC'd in WotLK.


Title: Re: Cataclysm Class Changes
Post by: Merusk on April 12, 2010, 05:53:50 PM
Everyone will still prefer Mage cc for the same reason they did in BC.  Instantly Recastable, totally predictable and always available.


Title: Re: Cataclysm Class Changes
Post by: Selby on April 12, 2010, 05:57:57 PM
About time mages became useful for something again.  I swear I am one of 2 mages in my entire guild and I rarely ever see them anywhere on the raiding scene or PVP scene.


Title: Re: Cataclysm Class Changes
Post by: Ingmar on April 12, 2010, 06:07:46 PM
Everyone will still prefer Mage cc for the same reason they did in BC.  Instantly Recastable, totally predictable and always available.

Assuming they vary enemy types enough this should be OK. Really I think the biggest potential issue is that elementals are likely to be pretty common in Cataclysm content and right now I think only warlocks have a CC spell that deals with them cleanly.

About time mages became useful for something again.  I swear I am one of 2 mages in my entire guild and I rarely ever see them anywhere on the raiding scene or PVP scene.

Mages are really desirable dps from where I'm sitting - easy rotation, high damage, and there are fights in ICC (in all content really) that absolutely demand good ranged dps. I don't see them as unuseful at all.


Title: Re: Cataclysm Class Changes
Post by: Sjofn on April 12, 2010, 06:14:49 PM
Everyone will still prefer Mage cc for the same reason they did in BC.  Instantly Recastable, totally predictable and always available.

"Prefer" is vastly different from "absolutely need."


Title: Re: Cataclysm Class Changes
Post by: Fordel on April 12, 2010, 06:21:31 PM
Until you need to sheep some undead at least.  :why_so_serious:


Title: Re: Cataclysm Class Changes
Post by: Sheepherder on April 12, 2010, 08:19:18 PM
About time mages became useful for something again.  I swear I am one of 2 mages in my entire guild and I rarely ever see them anywhere on the raiding scene or PVP scene.

Mages are possibly the most highly desired DPS class in raids due to high threat control, manageable mana, and ridiculous ability to burn shit down during Heroism/Bloodlust.


Title: Re: Cataclysm Class Changes
Post by: Fordel on April 12, 2010, 09:38:25 PM
Frost Mages are kinda sorta popular for the PeeVeePee as well.  :oh_i_see:


Title: Re: Cataclysm Class Changes
Post by: Selby on April 12, 2010, 09:53:34 PM
Mages are possibly the most highly desired DPS class in raids due to high threat control, manageable mana, and ridiculous ability to burn shit down during Heroism/Bloodlust.
You know, you guys say that but my server has next to none of them on.  Doesn't bother me too much, not as much gear competition.  And my mage can push ridiculous numbers, so I know all about it ;-)  I PVP as frost as well, and that's not too horrible either.

That said, I get into a PUG, a guild raid, etc.  There may be a mage, but most likely there isn't.  If it isn't my mage in a 10-m, there isn't likely to be one.  And our 25-m has me and one other person.  It's all hunters and warlocks for ranged with the occasional boomkin.


Title: Re: Cataclysm Class Changes
Post by: Rendakor on April 12, 2010, 10:08:32 PM
Our server is all Hunters and Mages. Locks are so rare that ToC25 PUGs will take pretty much any 80 lock for CC on Faction Champs; Oomkins have it about as easy for Saurfang in ICC25. It's actually difficult to form VoA10 on my server without doubling up on mages or hunters.


Title: Re: Cataclysm Class Changes
Post by: Mattemeo on April 13, 2010, 03:01:07 AM
Until you need to sheep some undead at least.  :why_so_serious:

It's here I'd like to point out that my Shadow Priest never had cause to use Cage Undead (or whatever the hell it's called) till the guild started pottering about in ICC 10. It was a dead ability till then. I can't say I like the idea that my already nerfed AE attack is going to become even less useful, but at least another of my abilities will get more of an outing perhaps.

Now, if they could turn Mind Vision into some sort of Final Fantasy 'Libra' spell where casting it on a boss alerts you to potential weaknesses/strategy...  :why_so_serious:


Title: Re: Cataclysm Class Changes
Post by: Wolf on April 13, 2010, 06:51:25 AM
There's no spot in ICC where you should be using shackle undead, like ever. Don't let anyone tell you different :)

MIND SEER.

Of if you feel frisky and want to own some unholy DK's ass - tab VT and Mind Sear :)



Title: Re: Cataclysm Class Changes
Post by: Dren on April 13, 2010, 07:27:40 AM
There's no spot in ICC where you should be using shackle undead, like ever. Don't let anyone tell you different :)




Trash leading to princes.  Makes them quick and trivial.  It is the only place we use it.


Title: Re: Cataclysm Class Changes
Post by: Wolf on April 13, 2010, 07:38:10 AM
Focus down lich, aoe the rest. That's how we do it, never had a problem. And our tanks like to do some crazy pulls out of boredom :)


Title: Re: Cataclysm Class Changes
Post by: AutomaticZen on April 13, 2010, 08:15:52 AM
Everyone will still prefer Mage cc for the same reason they did in BC.  Instantly Recastable, totally predictable and always available.

Shaman can Hex now.  So... two classes maybe?

Man, I'm glad.  I remember first running Magisters Terrace.  It took time.  You had to mark, plan, CC, and execute.  Or they monkeystomped you.  Good times.

These days I mark my target, grab the rest and taunt as needed.


Title: Re: Cataclysm Class Changes
Post by: Lantyssa on April 13, 2010, 08:17:22 AM
Focus down lich, aoe the rest. That's how we do it, never had a problem. And our tanks like to do some crazy pulls out of boredom :)
Our tank can't even hold aggro in Violet Hold. :why_so_serious:


Title: Re: Cataclysm Class Changes
Post by: Rendakor on April 13, 2010, 09:27:05 AM
Everyone will still prefer Mage cc for the same reason they did in BC.  Instantly Recastable, totally predictable and always available.

Shaman can Hex now.  So... two classes maybe?

Man, I'm glad.  I remember first running Magisters Terrace.  It took time.  You had to mark, plan, CC, and execute.  Or they monkeystomped you.  Good times.

These days I mark my target, grab the rest and taunt as needed.
They're removing the recast time on Hex? Did I miss that?


Title: Re: Cataclysm Class Changes
Post by: Arinon on April 13, 2010, 09:54:28 AM
It looks like they want to try to make even five man groups have a complete suite of abilities and buffs that they can count on and balance around.  I just hope to hell that means the heroics are heroic ala BC and not the snooze-fest they have been in LK.  I wanna see people sapping, fear chaining, frost nova-ing, mind controlling, trapping, entangling, and all that other stuff that's been dead with this expanion being required.  With the level cap only going up by five I see no reason to spend time balancing any new dungeons for sub-85 activity.


Title: Re: Cataclysm Class Changes
Post by: caladein on April 13, 2010, 10:08:09 AM
Heroics in BC where hideous for many reasons, first of which was the trash being significantly harder than the bosses.

That said, it seems really silly to have this great system that throws together a tank, a healer, and three damage dealers and then make it obsolete because of very-specific CC needs.


Title: Re: Cataclysm Class Changes
Post by: ezrast on April 13, 2010, 10:39:08 AM
Trash is harder than bosses in current dungeons, although I can't remember if that was the case before the rain of purples.


Title: Re: Cataclysm Class Changes
Post by: K9 on April 13, 2010, 10:56:11 AM
There are some bosses more perilous than their trash, but generally wiping on trash is not something unique to TBC. Of the four hardest heroics only two really had trash harder than the bosses (Shadow Labs and Shattered Halls). Heroic Magister's Terrace and Arcatraz had the most challenging boss fights of any heroic in the game (appropriate for their level). They also had very hard trash, but they were a complete package. In the case of Arcatraz, a lot of the trash wasn't in big packs, and CC wouldn't make or break your ability to get through the instance.


Title: Re: Cataclysm Class Changes
Post by: Zetor on April 13, 2010, 12:02:13 PM
While we're reminiscing about BC heroics, I have to add an obligatory fuck-you to all boglord type mobs that 1-shot undergeared tanks like nothing (steamvault, double giant pull in underbog) and the first boss of heroic crypts which was a middle finger to healers with no instacast heals.

(otoh, h-kael was easy as heck to heal as a resto shaman.. keep in mind this was before riptide)


Title: Re: Cataclysm Class Changes
Post by: Soulflame on April 13, 2010, 04:40:33 PM
Just to underscore a point:  The guild I was in during BC would not do over half of the BC heroics.  This is not a good model for Blizzard to try to return to.

Also, expecting random lfg to survive more demanding heroics is unreasonable.  The only reason the dungeon finder works now is because almost anything can saunter through heroics, and even that is partly due to overgearing.  Wrath heroics were not significantly easy on release, although they were easier than most BC heroics for sure.

I expect that if Blizzard does create content that requires significant teamwork, CC, and skill, that they'll nerf the absolute bejesus out of it in short order.


Title: Re: Cataclysm Class Changes
Post by: Lakov_Sanite on April 13, 2010, 05:19:37 PM
Bullshit.  People go where the purples are, the new icc 5mans are proof that people will do harder dungeons if the reward is in place.


Title: Re: Cataclysm Class Changes
Post by: Merusk on April 13, 2010, 06:05:33 PM
Until they have what they want, then they won't run them again.  So be early and one of the first or have a lot of friends who are willing to do shit they don't want to do.

Like it happened in BC. 


Title: Re: Cataclysm Class Changes
Post by: Malakili on April 13, 2010, 06:11:43 PM
Bullshit.  People go where the purples are, the new icc 5mans are proof that people will do harder dungeons if the reward is in place.

The new ICC 5mans are cake compared to the BC heroics.  Pull it all together and AoE it down.  There were some heroics in BC that were absolutely not worth doing when you were at the "appropriate" gear level for them because they were nowhere near worth their reward.  Shattered Halls comes to mind, Arcatraz and oh god the horrible memories of Shadow Labs.   Sure, months later when you out geared the places (and they were nerfed) they were a breeze, and then people would run them for badges, but people generally struggled through them a single time for attunements and then ignored them.


Title: Re: Cataclysm Class Changes
Post by: caladein on April 13, 2010, 06:13:38 PM
People avoided the bulk of the BC heroics because the drops, reputation rewards, and badges were all rubbish for the effort involved.  Instead, they just farmed Karazahn every week until they had no need for T6-level gear.

Now, no one does Naxxramas except for the Raid Weekly and they just run Random Heroics instead.


Title: Re: Cataclysm Class Changes
Post by: Lakov_Sanite on April 13, 2010, 06:46:58 PM
People avoided the bulk of the BC heroics because the drops, reputation rewards, and badges were all rubbish for the effort involved.  Instead, they just farmed Karazahn every week until they had no need for T6-level gear.

Now, no one does Naxxramas except for the Raid Weekly and they just run Random Heroics instead.


This.

If the rewards were worth it, people wouldn't have minded the difficulty.


Title: Re: Cataclysm Class Changes
Post by: Shrike on April 13, 2010, 08:59:06 PM
People avoided the bulk of the BC heroics because the drops, reputation rewards, and badges were all rubbish for the effort involved.  Instead, they just farmed Karazahn every week until they had no need for T6-level gear.

Now, no one does Naxxramas except for the Raid Weekly and they just run Random Heroics instead.

+1

Also, if they'd even deign to take you. Ask any dps warrior or enhancement shaman about that. No desire to see that crap again.


Title: Re: Cataclysm Class Changes
Post by: Wolf on April 13, 2010, 10:57:25 PM
It looks like they want to try to make even five man groups have a complete suite of abilities and buffs that they can count on and balance around.  I just hope to hell that means the heroics are heroic ala BC and not the snooze-fest they have been in LK.  I wanna see people sapping, fear chaining, frost nova-ing, mind controlling, trapping, entangling, and all that other stuff that's been dead with this expanion being required.  With the level cap only going up by five I see no reason to spend time balancing any new dungeons for sub-85 activity.

I skipped TBC, so not entirely sure how hard the dungeons were. But I don't mind, as long as they don't make me go back over and over again. Than again, they've said they're not happy with how badge gear worked out and will be looking at different systems for cata


Title: Re: Cataclysm Class Changes
Post by: Sjofn on April 14, 2010, 01:12:02 AM
While we're reminiscing about BC heroics, I have to add an obligatory fuck-you to all boglord type mobs that 1-shot undergeared tanks like nothing (steamvault, double giant pull in underbog) and the first boss of heroic crypts which was a middle finger to healers with no instacast heals.

I never, ever, ever finished Crypts on heroic. I was a paladin healer at the time, and I could not say FUCK YOU to that instance loud enough. On the other hand, I actually really enjoyed healing Kael'thas in MrT on my paladin. It was challenging but weirdly fun. The other paladin healer in the guild (she stuck with it while I rejected the fuck out of it in WotLK) hated him like crazy though.


Title: Re: Cataclysm Class Changes
Post by: El Gallo on April 14, 2010, 05:15:30 AM
Waiting for fury warriors to get a mez like rets did!


Title: Re: Cataclysm Class Changes
Post by: AutomaticZen on April 14, 2010, 08:21:20 AM
If the rewards were worth it, people wouldn't have minded the difficulty.
Indeed.  And Magister's Terrace was awesome.

Marking, Crowd Control, and Line of Sight.  These are lost arts currently.  I wish for them back.  I want the DPS to actually have to pay some attention.


Title: Re: Cataclysm Class Changes
Post by: Shrike on April 14, 2010, 08:39:51 AM
Can't pay attention when you never see the inside of the place.

Hell, I never saw MT until I was 80. You couldn't buy a group with Thai gold back in TBC as enhance. More to the point, I don't trust Blizzard enough not to fuck up shaman--enhance in particular--again to the point no one will have you in groups. We're already there--again--in heroic raid raid content. The CC travesty in TBC was simply another illustration of this.

So, no, I don't have fluffy warm memories of MT runs or the epic level of CC skill displayed by mages or whothehellever in TBC heroics, since I saw a grand total of two in two years.


Title: Re: Cataclysm Class Changes
Post by: Soulflame on April 14, 2010, 09:48:58 AM
Auchindoun heroics were hateful.  All of them.
Labs had horrific trash, including those goddamn healer gibbing stealthers, and bosses that had harder mechanics than most of Wrath's raid bosses.

Crypts had trash that would MC your tank.  Plus, IIRC, the bridge of DOOM.

The other one had hateful trash as well.

I never completed Shattered Halls.  Neither the heroic or non-heroic version.  No one would run it.

Furnace had healer gibbing stealthers, and tank gibbing mobs that damn near required a warlock.

Ramparts had a few annoying pulls, but wasn't horrific.

None of the Zangarmarsh heroics were as bad as Auchindoun, but they each had hateful things.

Vaults had way too much trash.  Plus bog lords.

Pens had way too much trash.  Plus the jump of "let's save time!"  Except you always had that one guy that couldn't make that jump.

The other one had lots of bog lords.  Plus mushroom boss.

CoT heroics were absolutely asinine.
Durnholde had that ridiculous trash gauntlet that Thrall would run through as fast as possible.

BM had the same mechanic as VH, except harder.

Crystal spaceship heroics
Mechanar was more difficult than any Wrath heroic, but since it was one of the easiest BC heroics, everyone ran it.  Even so, it had tank gibbing robots, grenade throwing trash, mechanics on all bosses that rivaled most Wrath raid bosses.  First boss had the +/- charges.  Second boss was FIRE BITCH, where you'd have elementals that pulsed an AE, plus left a trail of fire, not to mention any non-tank getting caught in the blast of the boss would probably die.  Then there was the gauntlet of DOOM, followed by a boss that would summon adds and mind control.

I don't recall completing Arcatraz, because no one would run it.

I think we ran Botanica a couple times, but only because we had to for something or another.  Otherwise we completely avoided it.

I saw a lot of Magister's, but hated healing it because, you know, holy paladin.  KT in particular was awesome, I generally could not keep the entire group alive.

So yeah.  If Blizzard goes back to the awesome of BC heroics, I won't bother.  I hated them, because they were overly difficult.  Having said that, it should be hilarious reading complaints about trying to run a heroic where you must focus fire one particular mob, or the tank gets MCed, which automatically results in a wipe.  Keep in mind, that's a TRASH PACK mechanic.  The bosses were WORSE.


Title: Re: Cataclysm Class Changes
Post by: Rasix on April 14, 2010, 10:08:10 AM
If Blizzard goes back to the awesome of BC heroics, I won't bother.  

This.

And honestly, if they go back to loot distribution pre ICC5, I'm not going to last long either.  I don't want to wait until the last round of heroics to finally get some fucking weapon upgrades.  I don't care about the purple rain, I just don't want to get stuck carrying around a lolsteel weapon for months.  

Of course, I can say these things because I'm in a WoW lull at the moment (not even going to bother logging in for the holiday achievement).  Once I'm in full pre-post xpac froth, who knows what bullshit I'll put up with.


Title: Re: Cataclysm Class Changes
Post by: AutomaticZen on April 14, 2010, 10:16:39 AM
Can't pay attention when you never see the inside of the place.

Hell, I never saw MT until I was 80. You couldn't buy a group with Thai gold back in TBC as enhance. More to the point, I don't trust Blizzard enough not to fuck up shaman--enhance in particular--again to the point no one will have you in groups. We're already there--again--in heroic raid raid content. The CC travesty in TBC was simply another illustration of this.

So, no, I don't have fluffy warm memories of MT runs or the epic level of CC skill displayed by mages or whothehellever in TBC heroics, since I saw a grand total of two in two years.

As someone who's first main was an Enhance Shaman, that pretty much just a problem with enhance shaman.  Short of making a heroic a god faceroll, it'll always be a problem until they fix the class.

I'm just tired of an entire expansion of heroics wherein you just faceroll AOE the entire thing.  You literally don't have to do anything.  Pick a direction, grab the mobs, Aoe them all down, and once you're down to one or two mobs, move forward some more and grab some more mobs.  For the whole thing.  The only standouts of any sort of difficulty were Trial in the beginning, and Halls of Reflection.  Who cares about sheeping, stunning, or any other utility abilities these days?


Title: Re: Cataclysm Class Changes
Post by: Nonentity on April 14, 2010, 10:24:18 AM
Updated second post with paladin changes.


Title: Re: Cataclysm Class Changes
Post by: koro on April 14, 2010, 10:34:29 AM
Whenever I shackle the Hunter mobs in heroic HoR on my Priest, I invariably get tells asking me what the fuck that was I just did because they've never seen it done before.

Also invariably, the tank tells me to stop doing it because he has to - oh no - run out of his little corner to get the last mob that I prevented from stunning me for an age.


Title: Re: Cataclysm Class Changes
Post by: Soulflame on April 14, 2010, 10:38:56 AM
I don't even know what to say to the paladin changes, other than "Not interested.  Back to the drawing board with you!"


Title: Re: Cataclysm Class Changes
Post by: Arinon on April 14, 2010, 10:40:07 AM
I'm hitting a WoW lull myself now and the main reason is that once you've run into current 10 and 25 man content there is nothing fun or worth doing in a 5 man.  I'd like to see heroic 5 mans on the same tier as the entry level 10 mans the way ICC10 Hardmode is to ICC25 now.  More demanding for each person but way less logistics involved getting something together.  They should have the normal version of the 5 mans occupying the same role that current heroics do rather then something you run once while leveling to get a couple of blue quest rewards.

In other news the Pally update has this in it which came as a surprise to me:
Quote
Having said that, Retribution does pretty well in Battlegrounds, and Battlegrounds will be a much bigger focus in Cataclysm since they can provide the best PvP rewards.
AV your way to top tier PvP weapons?


Title: Re: Cataclysm Class Changes
Post by: Soulflame on April 14, 2010, 10:42:55 AM
I'd like to be able to upgrade my libram once or twice an expansion.  As it is, the odds are that the libram I have right now will still be BiS, particularly if mana is as much a concern as Blizzard is hoping to make it.


Title: Re: Cataclysm Class Changes
Post by: Sjofn on April 14, 2010, 11:21:25 AM
I laughed at the veiled "STOP FACE ROLLING" comments on making the ret and prot rotations harder. Excuse me, I meant more interesting.

I don't ... hate what they are tinkering with on holy paladins. I'd really have to see it all in action. I find the "healing stream paladin" heal the most wtf thing on the list though.


Title: Re: Cataclysm Class Changes
Post by: Rendakor on April 14, 2010, 11:48:51 AM
Well, Paladins are now off the short list of classes that didn't have some form of pet.


Title: Re: Cataclysm Class Changes
Post by: Sjofn on April 14, 2010, 11:52:36 AM
I saw a lot of Magister's, but hated healing it because, you know, holy paladin.  KT in particular was awesome, I generally could not keep the entire group alive.

See, I had the opposite feeling towards Magister's. I don't know why, but for some reason the "hahahaha, keep moving, bitch!" mechanic in that instance ALONE (and none of the others) did not bother me as a holy paladin. As long as the other people in my group weren't complete idiots (and I was very picky about who I would MrT with), I could keep everyone alive fine, and I enjoyed the balance of movement versus healing challenge. And if I WAS doing it with idiots, well, I'd let the idiots die and not feel even remotely bad about it.

I'm a bad person. :(


Title: Re: Cataclysm Class Changes
Post by: Soulflame on April 14, 2010, 12:04:03 PM
Healing MrT was challenging, which made it more interesting than just about anything else I had access to (aside from ZA.)

Still.  Keeping people alive on KT was very demanding.  I could do it, but if someone screwed up, there was a fair chance I could not save them, and keep everyone else alive as well.  I hate letting people die.


Title: Re: Cataclysm Class Changes
Post by: Sjofn on April 14, 2010, 12:07:44 PM
See, I'm the opposite. I am totally happy to let people die!  :why_so_serious:


EDIT: Even better, I'll let them die and if they give me lip for it, even though they died because they're too stupid to avoid the GIANT ORBZ OF DOOM, I'll TELL them I let them die because they're morons.

Again: I'm a bad person. :(


Title: Re: Cataclysm Class Changes
Post by: Rasix on April 14, 2010, 12:11:30 PM
I make it my duty to make fun of people that die to the GIANT LASER or SLOWING MOVING BALL OF INSTANT DEATH.

Peek through the cracks in your bloated UI and try to see what's actually happening. Geez.


Title: Re: Cataclysm Class Changes
Post by: Fordel on April 14, 2010, 02:20:51 PM
Probably the strangest part about Kael in MrT, is past a certain point, my Balance Druid could solo it.


If we got to floaty orb phase without any phoenix, then everyone else could do whatever they wanted, I got this nonsense.


Title: Re: Cataclysm Class Changes
Post by: Rasix on April 14, 2010, 02:23:29 PM
Probably the strangest part about Kael in MrT, is past a certain point, my Balance Druid could solo it.

Yah, I did that once or twice.  When I could actually get a heroic group as a boomkin.  I lot of priests I knew ended up doing this as well.


Title: Re: Cataclysm Class Changes
Post by: kildorn on April 14, 2010, 02:33:55 PM
I look at the paladin changes and think "so they're giving paladins a gimmicky group heal, nerfing Bacon, and deciding what paladins really needed was a BIGGER single target heal"

Also, lawl at the rotation commentary hidden in there. Yeah, you pretty much just press whatever button is lit up once your rotation is going.


Title: Re: Cataclysm Class Changes
Post by: Ingmar on April 14, 2010, 02:42:57 PM
The 3rd heal thing was inevitable, since shamans and priests now have 3 heals too (and druids already did, essentially). It seems likely that the flash/heal/big heal balance will be roughly the same for all 3 classes.

The I-radiate-wild-growth-from-myself thing will work or not work entirely based on how much it heals for and how far away from the paladin it will still work. I'm predicting it will end up being a pretty long range once it gets hammered on in beta for a while.


Title: Re: Cataclysm Class Changes
Post by: Fabricated on April 14, 2010, 02:43:24 PM
I look at the paladin changes and think "so they're giving paladins a gimmicky group heal, nerfing Bacon, and deciding what paladins really needed was a BIGGER single target heal"

Also, lawl at the rotation commentary hidden in there. Yeah, you pretty much just press whatever button is lit up once your rotation is going.
Eh, the only group heal that isn't gimmicky is Prayer of Healing. It's at least vaguely interesting.


Title: Re: Cataclysm Class Changes
Post by: kildorn on April 14, 2010, 02:51:03 PM
I look at the paladin changes and think "so they're giving paladins a gimmicky group heal, nerfing Bacon, and deciding what paladins really needed was a BIGGER single target heal"

Also, lawl at the rotation commentary hidden in there. Yeah, you pretty much just press whatever button is lit up once your rotation is going.
Eh, the only group heal that isn't gimmicky is Prayer of Healing. It's at least vaguely interesting.

Prayer, Circle of Healing, Divine Hymn (unless a cooldown is gimmicky)

Really, the only thinks I consider to be gimmicky AE heals are things like healing stream (nice in some situations, but not a full heal), that silly splash healing from Paladins, and Holy Nova.

You know, things Not Actually Used To Heal Raids Normally, because their requirements for use are more complicated than "point heal, click"

I mean honestly, what's so wrong with giving Holy Paladins a deep ranged AE smartheal.


Title: Re: Cataclysm Class Changes
Post by: Sjofn on April 14, 2010, 02:56:51 PM
Weird gimmicky heals are the real Paladin Class Feature though.

I totally healed heroic Forge of Souls on my paladin today, I haven't healed anything on her in a billion years. I kept making discoveries throughout the instance. "Oh right, FoL leaves a HoT behind on my sacred shield person for some reason now." "Ha ha, I just crit for a zillion in my shit gear." "Man this is boring."


Title: Re: Cataclysm Class Changes
Post by: Ingmar on April 14, 2010, 02:57:40 PM
I look at the paladin changes and think "so they're giving paladins a gimmicky group heal, nerfing Bacon, and deciding what paladins really needed was a BIGGER single target heal"

Also, lawl at the rotation commentary hidden in there. Yeah, you pretty much just press whatever button is lit up once your rotation is going.
Eh, the only group heal that isn't gimmicky is Prayer of Healing. It's at least vaguely interesting.

Prayer, Circle of Healing, Divine Hymn (unless a cooldown is gimmicky)

Really, the only thinks I consider to be gimmicky AE heals are things like healing stream (nice in some situations, but not a full heal), that silly splash healing from Paladins, and Holy Nova.

You know, things Not Actually Used To Heal Raids Normally, because their requirements for use are more complicated than "point heal, click"

I mean honestly, what's so wrong with giving Holy Paladins a deep ranged AE smartheal.

That's their RR5 RA.


Title: Re: Cataclysm Class Changes
Post by: proudft on April 14, 2010, 03:01:28 PM
EDIT: Even better, I'll let them die and if they give me lip for it, even though they died because they're too stupid to avoid the GIANT ORBZ OF DOOM, I'll TELL them I let them die because they're morons.

I had a H-FoS the other day where some hunter stood in the purple circle on the Devourer and dropped dead after about 10 seconds.  When he complained, the healer (I think it was a shaman) just said, "I can't heal stupidity."    :heart:


Title: Re: Cataclysm Class Changes
Post by: Sjofn on April 14, 2010, 03:09:06 PM
Ahahaha, that's awesome.  :heart:


EDIT: I should clarify I only tell stupid people they're being stupid if they're in my guild and I am friends with them and I know they can handle it. I'm actually way too nice in my PUGs. :(


Title: Re: Cataclysm Class Changes
Post by: kildorn on April 14, 2010, 03:10:59 PM
EDIT: Even better, I'll let them die and if they give me lip for it, even though they died because they're too stupid to avoid the GIANT ORBZ OF DOOM, I'll TELL them I let them die because they're morons.

I had a H-FoS the other day where some hunter stood in the purple circle on the Devourer and dropped dead after about 10 seconds.  When he complained, the healer (I think it was a shaman) just said, "I can't heal stupidity."    :heart:


I had a healer do that this week. Stood in purple chain healing himself. I did 50%-0% healing my own damned self during his "not beating on the tank" phases.


Title: Re: Cataclysm Class Changes
Post by: Nevermore on April 14, 2010, 04:06:54 PM
Well, Paladins are now off the short list of classes that didn't have some form of pet.

The way their describing it is it's not really like a pet.  Sounds more like the brewmaidens you get from the tankard trinkets.


Title: Re: Cataclysm Class Changes
Post by: Selby on April 14, 2010, 04:36:25 PM
When he complained, the healer (I think it was a shaman) just said, "I can't heal stupidity."
I did this a while ago.  A DPS stood in the purple stuff and died, I gave them the "stand in purple, you die and it's not my problem" line when they complained about my lack of healing them.


Title: Re: Cataclysm Class Changes
Post by: Nonentity on April 14, 2010, 04:47:40 PM
My tolerance level has dropped through the floor on bad PUGs. I have no qualms telling them to their face they are a bad player, complete with linking various recount stats and explaining to them exactly why they are bad. I do this until the timer is up and I can vote to kick them.

I had a level 80 hunter that was doing 600ish dps. 600. He used steady shot seven times in the first three bosses in Nexus, and 75% of his damage was autoshot. I voted to kick him, because he kept meandering into packs and pulling aggro. After wiping us, his druid buddy who was in the same guild defended him by saying I was bad for not picking up the extra packs he pulled, when I was already neck deep tanking the next pack down the road.

I explained to them that I expect people to be able to faceroll their way to a certain level of damage, even if they are bad. I can tolerate when I see people are bad, but they're actually trying. If it is clear they just have absolutely no idea what they are doing, and aren't even trying, that just pisses me off.

His defense was "have you never leveled an alt before?", to which I explained my hunter knew how to feign death if they ran into something stupid by around level 30, and my hunter did around 1200 dps at level 70-71 in blues and greens. It's not like the hunter rotation is hard - throw up serpent sting and steady shot forever. Since the druid wouldn't vote to kick his own friend, I just left the group so they could wait for another tank.

For all the causes in the world to champion, this is a terrible one, but I just get so goddamn mired in the incompetence of others sometimes that it drives me crazy.


Title: Re: Cataclysm Class Changes
Post by: Minvaren on April 14, 2010, 05:12:49 PM
Probably the strangest part about Kael in MrT, is past a certain point, my Balance Druid could solo it.

Yah, I did that once or twice.  When I could actually get a heroic group as a boomkin.  I lot of priests I knew ended up doing this as well.

Somewhat in reverse, my warrior can solo the instance, Kael excluded.  No takers so far on an achieve run, though I've only asked around twice so far.


Title: Re: Cataclysm Class Changes
Post by: Merusk on April 14, 2010, 06:10:32 PM
I've been soloing Kael on my DK for the mount.  So just a bunch of blood elf disguises. /sadf.


Title: Re: Cataclysm Class Changes
Post by: Shrike on April 14, 2010, 08:59:05 PM
I've been soloing Kael on my DK for the mount.  So just a bunch of blood elf disguises. /sadf.

And there's the cherry on the cake of irony. I never saw the inside of the place as enhance in TBC (and I REALLY could have used those axes, but nooooooooooo...had to PvP for the S2 ones, but that's a whole new bitchfest). However, as an 80 shaman, I can rock the joint. No chicken yet, either, but...welll...ironic.


Title: Re: Cataclysm Class Changes
Post by: Sjofn on April 15, 2010, 01:35:27 AM
We took our enhance shaman to MrT, and he's terrible!  :why_so_serious:


Title: Re: Cataclysm Class Changes
Post by: Ironwood on April 15, 2010, 01:55:00 AM
Did you pity the fool ?

 :awesome_for_real:


Title: Re: Cataclysm Class Changes
Post by: koro on April 15, 2010, 08:46:03 AM
Quote from: Ghostcrawler
And I'm not entirely sure how you're using "niches" but I am talking about wanting Prot paladins to use slightly different rotations against single targets than against groups. The addition of Crusader Strike (and maybe Holy Shock?) alone start to provide that.

Maybe the addition of Crusader Strike and Holy Shock into Prot's single-target rotation will help out that single-target threat gen you guys were going on about?


Title: Re: Cataclysm Class Changes
Post by: Sheepherder on April 15, 2010, 09:26:36 AM
Neither will hit hard enough.  One scales off of spell power, one scales off of weapon damage.


Title: Re: Cataclysm Class Changes
Post by: Ingmar on April 15, 2010, 10:59:03 AM
Neither will hit hard enough.  One scales off of spell power, one scales off of weapon damage.

Prot paladins abilities scale just fine with spell damage currently thanks to Touched By The Light (http://www.wowhead.com/spell=53592), but remember they're reworking the whole tree, so we can't make any assumptions at all about how hard either will hit for protection paladins. Chances are good they will have talents affecting those new baseline abilities in some way.


Title: Re: Cataclysm Class Changes
Post by: Sheepherder on April 15, 2010, 01:30:22 PM
The current baseline abilities scale off of AP and Spellpower.  Holy Shock is currently SP only.

If Crusader Strike remains weapon damage it will be a balancing nightmare if they simply toss some "CS does x% more" talents into the tree, because the range of speeds for 1h weapons is commonly from 1.6 to 2.6.  Tanks with tank weapons will be gimp, while tanks with rogue weapons will be ridiculous.  This is why I like the Bloodthirst / Hammer of the Righteous approaches to calculating damage.

Of course, all of this is theoretical, but I would expect them to announce any massive changes to calculating instant attacks with the stat overhaul stuff.


Title: Re: Cataclysm Class Changes
Post by: Ingmar on April 15, 2010, 01:37:42 PM
We don't know what speed tank weapons will be in the expansion, but it is in fact pretty likely that they will be slow. Heroic strike changing means that warriors will have no reason to favor fast weapons anymore, which finishes putting the nail in that the recent devastate changes started. Crusader strike if it stays based on weapon damage also means that paladins will have reason to favor slow weapons. When there are no classes around that would favor fast tanking weapons, the reason for them to make fast tanking weapons would seem to go away.

It is also possible that there just won't *be* tanking weapons and we'll use dps weapons to tank like DKs do.


Title: Re: Cataclysm Class Changes
Post by: Ragnoros on April 15, 2010, 03:08:10 PM
The current baseline abilities scale off of AP and Spellpower.  Holy Shock is currently SP only.

If Crusader Strike remains weapon damage it will be a balancing nightmare if they simply toss some "CS does x% more" talents into the tree, because the range of speeds for 1h weapons is commonly from 1.6 to 2.6.  Tanks with tank weapons will be gimp, while tanks with rogue weapons will be ridiculous.  This is why I like the Bloodthirst / Hammer of the Righteous approaches to calculating damage.

Of course, all of this is theoretical, but I would expect them to announce any massive changes to calculating instant attacks with the stat overhaul stuff.

Didn't they normalize all the weapon speeds on special attack calculations like an expansion ago?


Title: Re: Cataclysm Class Changes
Post by: Ingmar on April 15, 2010, 03:11:47 PM
The current baseline abilities scale off of AP and Spellpower.  Holy Shock is currently SP only.

If Crusader Strike remains weapon damage it will be a balancing nightmare if they simply toss some "CS does x% more" talents into the tree, because the range of speeds for 1h weapons is commonly from 1.6 to 2.6.  Tanks with tank weapons will be gimp, while tanks with rogue weapons will be ridiculous.  This is why I like the Bloodthirst / Hammer of the Righteous approaches to calculating damage.

Of course, all of this is theoretical, but I would expect them to announce any massive changes to calculating instant attacks with the stat overhaul stuff.

Didn't they normalize all the weapon speeds on special attack calculations like an expansion ago?


They normalized the AP contribution part of those calculations but not the part that is dependent on base weapon damage. You're right though, the speed isn't as big of a factor as it once was.


Title: Re: Cataclysm Class Changes
Post by: March on April 15, 2010, 03:57:59 PM
Quote
Vashj'ir is a level 78-82 zone in World of Warcraft: Cataclysm where players will be called to explore the depths of the Great Sea

Wheee... underwater zone.  Ugh, how I hate the underwater "experience"... still scarred from TOA.


Title: Re: Cataclysm Class Changes
Post by: Ingmar on April 15, 2010, 04:09:23 PM
The word at Blizzcon was that it won't be TOA-style, as you'll be able to 'walk' on the bottom and swimming movement will be more akin to how flight is done in the game (including mounts, which I think will be provided.)


Title: Re: Cataclysm Class Changes
Post by: Mattemeo on April 15, 2010, 04:10:51 PM
Quote
Vashj'ir is a level 78-82 zone in World of Warcraft: Cataclysm where players will be called to explore the depths of the Great Sea

Wheee... underwater zone.  Ugh, how I hate the underwater "experience"... still scarred from TOA.

I loved the underwater zones in ToA. Far, far from the worst thing that expansion did to the game. On the other hand, it was a bolted on mechanic - whereas underwater exploration/combat etc has been in WoW from the get-go, so I'm not expecting many problems.


Title: Re: Cataclysm Class Changes
Post by: Paelos on April 15, 2010, 04:24:13 PM
The word at Blizzcon was that it won't be TOA-style, as you'll be able to 'walk' on the bottom and swimming movement will be more akin to how flight is done in the game (including mounts, which I think will be provided.)

Still not cool. No Z axis fights. NONE! Why would I want that in raiding? It never works out well when positioning is already a giant problem with 75% of the playerbase.

You know they'll try to pull that Malygos bullshit again. Designers never mentally let go how much the players really really really hated that shit even though Blizzard thought it was fantastic design.


Title: Re: Cataclysm Class Changes
Post by: March on April 15, 2010, 04:32:34 PM
The word at Blizzcon was that it won't be TOA-style, as you'll be able to 'walk' on the bottom and swimming movement will be more akin to how flight is done in the game (including mounts, which I think will be provided.)

Still not cool. No Z axis fights. NONE! Why would I want that in raiding? It never works out well when positioning is already a giant problem with 75% of the playerbase.

You know they'll try to pull that Malygos bullshit again. Designers never mentally let go how much the players really really really hated that shit even though Blizzard thought it was fantastic design.

I agree with Paelos... but if there is no Z axis and the zone is just a "flight" to the bottom then dismount, then fine.  Otherwise, Occulus... now bigger!

edit: move pesky L


Title: Re: Cataclysm Class Changes
Post by: Ingmar on April 15, 2010, 04:51:36 PM
Again, they seemed to me to be taking particular pains to indicate that things were not going to be bad in that way.


Title: Re: Cataclysm Class Changes
Post by: Paelos on April 15, 2010, 05:20:50 PM
Again, they seemed to me to be taking particular pains to indicate that things were not going to be bad in that way.

Sorry, but when they set things underwater I'm going to assume they will try to make us swim. They may not, but it doesn't sit well with me.

BTW, if you're going to do water, I want boats. I want more boat to boat combat. I want personal pvp boats with pirate hats and parrots.


Title: Re: Cataclysm Class Changes
Post by: Merusk on April 15, 2010, 05:24:39 PM
It won't be Malygos.. it'll be Kedge Keep!   :why_so_serious:


Title: Re: Cataclysm Class Changes
Post by: Lakov_Sanite on April 15, 2010, 07:46:38 PM
It won't be Malygos.. it'll be Kedge Keep!   :why_so_serious:

You shut your whore mouth.


Title: Re: Cataclysm Class Changes
Post by: Sheepherder on April 15, 2010, 08:23:54 PM
Didn't they normalize all the weapon speeds on special attack calculations like an expansion ago?

AP is normalized for weapon speed, weapon DPS isn't, so slower weapons are still a DPS improvement due to the nature of instant attacks.  I've been drinking a little, and haven't looked it up since when I was trying to get H-Mr T runs, but the formula for the damage a give attack will do is:

[Weapon Damage] + [Attack Power / 14] * [Weapon Normalization Factor or Speed]

Where the weapon normalization factor is dependent upon the type and is used in place of speed for instant attacks, because people getting instagibbed by warriors wielding Arcanite Reapers pissed off almost the entire population of players.  Two-handers are 3.3, one-handers are 2.3, and daggers suck.  If you dig way back into 2005 official forum posts you will find a lot of melee DPS quoting the arbitrary 14 AP = 1 DPS rule, which is bullshit, they're retards.

Oh, and Slam and other weird edge cases might still be un-normalized, it was during TBC and thus hit like a motherfucking truck with a bed full of lesser trucks, made out of lead.


Title: Re: Cataclysm Class Changes
Post by: El Gallo on April 16, 2010, 06:24:52 AM
Any movement, especially in combat, that requires looking up is going to suck.  The whole game is designed around looking down at your character from an over-the-shoulder view.  That, imo, is what took Malygos and Occulus from "oh look, another shitty vehicle fight" to "fuck no, I am never going back to that place again ever."


Title: Re: Cataclysm Class Changes
Post by: Paelos on April 16, 2010, 06:48:31 AM
Any movement, especially in combat, that requires looking up is going to suck.  The whole game is designed around looking down at your character from an over-the-shoulder view.  That, imo, is what took Malygos and Occulus from "oh look, another shitty vehicle fight" to "fuck no, I am never going back to that place again ever."

From the raid leader perspective, I already have to shame people for not getting to a certain spot on the floor with the rest of the group. God help us if they have to group up on a certain point in invisible space.


Title: Re: Cataclysm Class Changes
Post by: Typhon on April 16, 2010, 06:58:10 AM
[...]

BTW, if you're going to do water, I want boats. I want more boat to boat combat. I want personal pvp boats with pirate hats and parrots.

Fucking A, yes I want this.  Unfortunately with the "you can fly anywhere" it probably makes it a little more difficult to code encounters that encourage you to get on the boat WITHOUT doing a "cold weather flying"-type cock block.

I think the way to do it is to add anti-aircraft to the game as a precursor to true aerial combat.

... Sorry, got distracted.  I also want pvp boats, pirates hats and parrots.  Badly.

Edit: quoting is hard!


Title: Re: Cataclysm Class Changes
Post by: Merusk on April 16, 2010, 07:36:06 AM
It won't be Malygos.. it'll be Kedge Keep!   :why_so_serious:

You shut your whore mouth.

I have seen the future.. and it's bleak.

Fuck, you can already aggro shit through the walls/ floors/ ceiling if you 'oopsie' an AOE.. I fully expect the same in an 'underwater' zone.


Title: Re: Cataclysm Class Changes
Post by: Minvaren on April 16, 2010, 10:19:48 AM
It won't be Malygos.. it'll be Kedge Keep!   :why_so_serious:

You shut your whore mouth.

I have seen the future.. and it's bleak.

Fuck, you can already aggro shit through the walls/ floors/ ceiling if you 'oopsie' an AOE.. I fully expect the same in an 'underwater' zone.

On the plus side, we'll be getting a lot more use out of the "/train" emote.


Title: Re: Cataclysm Class Changes
Post by: Ingmar on April 16, 2010, 11:06:09 AM
WITHOUT doing a "cold weather flying"-type cock block.

They're doing that, you won't fly til level 85.


Title: Re: Cataclysm Class Changes
Post by: Typhon on April 16, 2010, 12:15:45 PM
Oh for the love of GOD, fucking hated the cold weather flying crap.  HATE!


Title: Re: Cataclysm Class Changes
Post by: Ingmar on April 16, 2010, 12:23:54 PM
Quote
There are a lot of concerns here (some colored in past experiences elsewhere) that are coloring a few perceptions of what we intend to do with the underwater experience.

Underwater travel and combat mechanics” do NOT mean any of the following:

• Running out of breath and drowning.
• Moving very slowly.
• Getting disoriented in a 3D space.
• Having a naga hit you with a Frostbolt and having no idea where it is.

You will not be entering this area unprepared nor do we intend to make the experience tedious, confusing, disorienting, or frustrating. We want to give you a true under sea adventure. You may end up dying though due to playing tourist in the beautiful new environs though, but don't blame us for that!

Posted today.


Title: Re: Cataclysm Class Changes
Post by: Lakov_Sanite on April 16, 2010, 01:50:01 PM
I am hesitant about that.  Clearly they are going to do 'something' the question is...can blizzard do underwater right?


Title: Re: Cataclysm Class Changes
Post by: Malakili on April 16, 2010, 01:54:32 PM
Quote
There are a lot of concerns here (some colored in past experiences elsewhere) that are coloring a few perceptions of what we intend to do with the underwater experience.

Underwater travel and combat mechanics” do NOT mean any of the following:

• Running out of breath and drowning.
• Moving very slowly.
• Getting disoriented in a 3D space.
• Having a naga hit you with a Frostbolt and having no idea where it is.

You will not be entering this area unprepared nor do we intend to make the experience tedious, confusing, disorienting, or frustrating. We want to give you a true under sea adventure. You may end up dying though due to playing tourist in the beautiful new environs though, but don't blame us for that!

Posted today.

Oi.  Blizzard has a better chance of doing this well than anyone I guess, but underwater levels are generally terrible.   I mean, Cryptic addressed all the same things they mentioned there with Lemuria and the zone was still terrible.  Regardless of some of the bugs, zones that do this sort of thing rely too much on gimmicks in my opinion, and to my mind there is nothing worse than a game that works perfectly fine and then has a level or 2 with just some new exciting mechanics that just don't go well with the rest.  Its just too gimmicky in my opinion, and they saw what happened with vehicles.  


Title: Re: Cataclysm Class Changes
Post by: Lakov_Sanite on April 16, 2010, 01:57:51 PM
I think vehicles suffered from over implementation. They went a little crazy at first having everything be a vehicle but I actually thought flame leviathan was a fun fight.  In small doses and without a Z axis vehicles are just dandy.


Title: Re: Cataclysm Class Changes
Post by: March on April 16, 2010, 02:03:31 PM
I'm not especially worried now... as everyone (including Bliz) notes, it is the z axis that fucks it up.

As far as I can tell, this is just a way for them to give the artists something fun to do... basically instead of hellfire red we'll get vashj'ir aqua blue.

...and a new mount that goes down instead of up.


Title: Re: Cataclysm Class Changes
Post by: Ingmar on April 16, 2010, 02:18:41 PM
This discussion has gotten that Donovan "Atlantis" song stuck in my head.


Title: Re: Cataclysm Class Changes
Post by: K9 on April 16, 2010, 03:44:36 PM
I think vehicles suffered from over implementation. They went a little crazy at first having everything be a vehicle but I actually thought flame leviathan was a fun fight.  In small doses and without a Z axis vehicles are just dandy.

nod


Title: Re: Cataclysm Class Changes
Post by: Sjofn on April 16, 2010, 05:25:14 PM
Oh for the love of GOD, fucking hated the cold weather flying crap.  HATE!

Preach it!


Title: Re: Cataclysm Class Changes
Post by: Lakov_Sanite on April 16, 2010, 05:49:23 PM
Quote
Q: Do you intend to have all 280% flying mounts scale to 310% when a 310% mount is earned, or will only purchased mounts do so?
A: Our current plan, is that in Cataclysm, you can learn a new rank of flying that lets all flying mounts move at 310% (even current 280% mounts). That will probably be as fast as mounts will ever get. We don’t like it that when you get a 310% mount that you stop using your old ones.


Quote
Q: If 310% speed is becoming trainable, does that mean we'll be able to fly in Azeroth from the get-go?
A: We have considered the concept of “Old Weather Flying.” Just kidding. More than likely, you’ll just be able to fly from the beginning.


Title: Re: Cataclysm Class Changes
Post by: Ingmar on April 16, 2010, 05:50:18 PM
Hm they changed their plan since the last time they answered that question.


Title: Re: Cataclysm Class Changes
Post by: Rendakor on April 16, 2010, 05:51:10 PM
Yea I hated that shit too. It's even worse because you know they'll put some stupid BoA thing in so you can fly at 80 after your first 85.  :mob:

Fakeedit: Wow, thank fucking god.


Title: Re: Cataclysm Class Changes
Post by: Typhon on April 17, 2010, 06:11:54 AM
Double joy here - no CWF and trainable 310%

 :drill:


Title: Re: Cataclysm Class Changes
Post by: kildorn on April 17, 2010, 06:24:00 AM
Unfortunately due to the really hot ground, you will need warm weather walking, and there will be a lot of AA turrets deployed in zones lower than 85.


Title: Re: Cataclysm Class Changes
Post by: Lakov_Sanite on April 17, 2010, 10:42:23 AM
Unfortunately due to the really hot ground, you will need warm weather walking, and there will be a lot of AA turrets deployed in zones lower than 85.

Honestly? I don't mind the idea of AA turrets at all, especially if they make avoiding them somehow strategic.


Title: Re: Cataclysm Class Changes
Post by: Minvaren on April 17, 2010, 01:17:17 PM
Unfortunately due to the really hot ground, you will need warm weather walking, and there will be a lot of AA turrets deployed in zones lower than 85.

Honestly? I don't mind the idea of AA turrets at all, especially if they make avoiding them somehow strategic.

Grinding for the Nether Ray mount was enough AA for me for at least an expansion or two.


Title: Re: Cataclysm Class Changes
Post by: Ashamanchill on April 20, 2010, 05:41:33 AM
I thought I'd post a slightly surreal update about how weirdly relevant WoW is, at least among military personnel anyways.

So for those that don't know, I'm currently fighting crime and cruising for chicks out in the desert in Afghanistan right now. Anyway, my troop had been outside the wire for basically the past 3 and a half months I've been here, only coming in a couple of times. My patrol mate tank's gunner heard from his little brother while we were out that Blizz released a bunch of new info on the expansion and shit, and that was basically all the Warcraft addicts in my troop talked about when we stopped. Drove everyone else nuts lol.

Well, last saturday (or sunday, the days get kinda wonky here), well rolled back in and the first thing all the boys do when we get off the vehicles is head straight for the comm hut. We were all sitting as a group, covered in dust and grease and fifth and shit, looking at the changes , with guys screaming shit about how their class was nerfed, or how great their new moves were going to be, or taunting our one druid healer cause of them taking tree lol.

It was a weird scene. Cheers!

P.S. 4 down, 4 to go! Booya!!