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f13.net General Forums => World of Warcraft => Topic started by: Merusk on February 07, 2008, 09:09:22 AM



Title: 2.4 changes?
Post by: Merusk on February 07, 2008, 09:09:22 AM
So, anyone care to help a locked-down guy learn about the 2.4 changes.  I just read about faction vendors with pvp armor for gold.  I've also heard that dailies can be done for up to 240 gold. (How? More per day or bigger payouts?)  I need info, please.. preferably of the cut & paste kind rather than the linked.  See the aforementioned "locked-down" bit.


Title: Re: 2.4 changes?
Post by: Chimpy on February 07, 2008, 09:16:55 AM
Quote
Changes confirmed by Tigole in Level
The changes listed below were confirmed by Tigole during an interview with the swedish magazine Level (and from a few blue posts on the german official forums for a few of them, but original posts have been deleted a few days later)

Sunwell Isle

    * Sunwell Isle will be located off the coast, north of Silvermoon, and will be patched in with patch 2.4
    * Sunwell Isle will be a major questing hub with a 5-man Normal and Heroic Instance (Magister's Terrace) and a 25-man raid (Sunwell Plateau). The goal with Sunwell Isle is to close the Burning Crusade storyline before the release of the next expansion.
    * There are still a few scenarios left that could be released to provide the players with more content if WotLK gets delayed for any reason.
    * At the release of the patch, players will access a small expedition camp where they can start questing. However as the questing progresses, players will expand the camp and make it grow to a small town by retaking building to the enemies (running daily quests mostly). You can consider it as a AQ Gates opening event, the more daily quests that gets done, the faster the whole server will progress.
    * The quests will end the Tempest Keep story arc.
    * "The Shattered Sun Offensive" will be the new faction of this quest hub. It also seems that Aldor and Scryers will finally start fighting together against the new threat.
    * Both 5-man and 25-man dungeons will be accessible from the start, but some bosses will have to be unlocked by running the daily quests (server-wide) and/or leveling your reputation. The 5-man instance will most likely requires Honored reputation with The Shattered Sun Offensive, the first three bosses of the 25-man instance will be accessible from the start, while the three last ones will have to be unlocked through questing.


Sunwell Plateau (25 Players)

      The Sunwell Plateau (5-man) will be a multiple-buildings instance powered by captured Naarus. The last room will contain the Sunwell.
    * Kil'jaeden will be the final boss of the 25-man instance. The other bosses include Brutalicus, a giant Pit Lord who has lost his wings, Kalecgos, a blue dragon enslaved by Kil'jaeden, a Fel Dragon, the female Eredar Twins, and a Dark Naaru.
    * The 25-man instance will be slightly harder than Black Temple, and is tuned for Tier 6 geared players.
    * There will not be any "real" Tier 7 set, but some of the drops will be set pieces (not necessarily class specific). The drops quality will be above T6.


Magister's Terrace (5 players)

    * Magister's Terrace shouldn't be harder than Shadow Labyrinth or Shattered Halls.
    * The final boss of the normal mode will drop Karazhan-level epic loots. (Like the first bosses of Karazhan)
    * Bosses in Heroic Mode will drop karazhan-loot as well, and the endboss will have Malchezaar-quality loot. (slightly higher than the other KZ bosses)
    * Kael'thas will be one of the boss of the 5-man dungeon, he's still alive and he's now got a huge green crystal etched to his chest. However players might be able to fight him only when they play the dungeon in heroic mode.
    * The design of Magister's Terrace is based on Silvermoon City, it will also features the observatory the Blood Elves use to watch the Sunwell.


Daily quests

    * Patch 2.4 will raise the cap of Daily quests allowed in a day from 10 to 25.


PvP

    * Balancing actions will be taken in regard to PvP for certain classes.
    * Blizzard have large plans for arena, and they will be aiming to bring it closer to e-sport acceptance (However, it's still very unsure if it will be in the 2.4 Patch or in WotLK).

Is the original list off MMO-Champion from Monday.

On Tuesday:

Quote
Quest Improvements

    * New daily fishing quest
    * Maximum daily quests per day increased to 25
    * New repeatable Battleground quests

Item Improvements

    * New Heroic badge rewards
    * Some PvP rewards now obtainable through PvE content


Caverns of Time

    * New teleportation portal to the Caverns of Time accessible through reputation with Keepers of Time

Also, spell haste will now affect the GCD.


Title: Re: 2.4 changes?
Post by: Nebu on February 07, 2008, 09:18:27 AM
Quote
* Balancing actions will be taken in regard to PvP for certain classes.

Damnit, I hate it when they give me hope!


Title: Re: 2.4 changes?
Post by: Merusk on February 07, 2008, 09:26:56 AM

 :heart:

Thanks man.


Title: Re: 2.4 changes?
Post by: Hutch on February 07, 2008, 09:29:23 AM
From the EJ forums:
Link - 2.4 Details, as they arrive (http://elitistjerks.com/f15/t20813-2_4_details_they_arrive/)

And Quote:
Quote
Announced changes to date:



- General -

* Introduction of Sunwell Plateau (25-man raid instance) and new 5-man dungeon, as well as related faction.

* Loot from the Burning Crusade world bosses (Doom Lord Kazzak and Doomwalker) will now be Bind on Equip.

* 25-man raid bosses will now drop 3 tier armor set tokens per kill.

* Reputation gain rate in Battle for Mount Hyjal increased.

* Gems from Heroic dungeons are no longer Unique-Equipped.

* Spell Haste will reduce the global cool down on spells, down to a minimum of 1 second (doesn't apply to melee and ranged abilities).

* When you loot a Bind on Pickup item that only you can pick up (such as Heroic Badges) you'll no longer see the confirmation dialog. When you loot a Bind on Pickup item the confirmation window is going to list the name of the item in the window.

* Daily quests for Fishing will be added in 2.4.

* Ranks of spells acquired by talents (e.g. Mortal Strike) will not need to be re-trained upon further respecs.

* Items intended for Retribution Paladins have had their stats adjusted.

* The inability to summon in Netherstorm will be removed (/cheer Tigole).

* More Badge of Justice rewards to be added.

* A new portal to access the Caverns of Time will be made available to players via Keepers of Time reputation.



- PvP -

* There will not be diminishing return calculations on honorable kills in 2.4. No honor will be awarded for killing players with Resurrection Sickness, or for killing a player who has died 50+ times in the same Battleground.

* Honor calculations will now happen instantaneously, as opposed to nightly.

* Stealth detection in Arenas will now debuff the player with a 5% increased damage taken effect, as opposed to the previous DoT effect.

* Players will now be able to purchase level 70 Superior quality PvP items from reputation vendors.

* Horde starting tunnel moved further back in Alterac Valley.

* The General and Warmasters in Alterac Valley for each faction will receive a stacking buff from each other that boosts their health and damage.

* Balinda Stonehearth in Alterac Valley will have new abilities. Balinda and General Vanndar Stormpike's additional health will be removed.

* Repeatable Battleground quests to be added.



- Professions -

Enchanting:

* A new recipe, allowing the Enchanter to split 1 Void Crystal into 2 Large Prismatic Shards, will be added.



- Classes -

Druid:

* Lacerate will now scale with Feral Attack Power.

Mage:

* Conjured Manna Biscuit is now Unique (80).
* Spellsteal will no longer overwrite buffs that have a longer duration.

Priest:

* Fear Ward castable in Shadowform.

Shaman:

* Healing Grace will reduce the chance that all of your spells will be dispelled by 10/20/30%.

Warlock:

* The ability to summon players directly into instances with Ritual of Summoning will be re-enabled in 2.4

Warrior:

* Off-Hand weapon critical hits from Whirlwind will trigger Flurry and Rampage.
* Endless Rage to provide significantly more Rage.



- User Interface -

* Interface options changes will allow AddOn authors to interact more readily with the game interface, decreasing the likelihood of integration bugs or AddOn 'taint'.

* The combat log system will receive a dramatic overhaul.

* The Raid UI now can display the range of players relative to you.

That's from the first post in the thread, last edited today (Feb 7).



Title: Re: 2.4 changes?
Post by: Ironwood on February 07, 2008, 09:33:55 AM
Wow.  Some of those are major dreams come true.

The Warlock Summoning changes in particular are kinda awesome if not bullshit.


Title: Re: 2.4 changes?
Post by: Hutch on February 07, 2008, 09:35:42 AM
I'm sure these are subject to change. I don't think they've even hit the PTR yet.


Title: Re: 2.4 changes?
Post by: Merusk on February 07, 2008, 09:38:54 AM
* 25-man raid bosses will now drop 3 tier armor set tokens per kill.

* However, all 3 of the the tokens will continue to be the same one for the same 3 classes every time you kill the mob.  Hey, at least your warriors, rogues, and priests will all have the full line of armor!

Seriously, class-based tokens are stupid unless they're going to implement a check vs the raid so we stop getting dupes every fucking week.

The Netherstorm summoning and portal to KoT are very nice changes.   As is the "no longer have to train talent abilities."   Baby steps  forward, eventually we'll see dual specs, I suspect.

  Honor calcs instantly, also very nice. Aaaand they moved Horde's starting tunnel. Interesting for a map that was so balanced.  :oh_i_see:  Wonder what they're doing to Balinda.


Title: Re: 2.4 changes?
Post by: Righ on February 07, 2008, 09:47:48 AM
The druid lacerate change is a PvE tanking one. Might make it more useful.


Title: Re: 2.4 changes?
Post by: Paelos on February 07, 2008, 09:52:31 AM
3 tokens is anice change, but I'd gladly take just 2 tokens that weren't class locked. Tokens are meant to stop the dupe problem, but they didn't take it far enough. There's no reason to make them class oriented beyond frustrating your player-base and slowing things down, which they love to do for retention. However, 2 any-class tokens still means you are spending over 3-4 months on one boss getting everyone a piece. That's long enough Blizzard. If you can't produce content faster than every 4 months with all the money you have, you suck.

Stop being lazy and let raids decide where they want to put the tokens themselves.


Title: Re: 2.4 changes?
Post by: Dren on February 07, 2008, 10:18:35 AM
I have no problems with what is listed.  I hope they all happen.  Perhaps I'll experience a win in AV after this too (alliance.)

I do have to note one thing though.  Paladins are perfect and working as intended.  Huzzah!


Title: Re: 2.4 changes?
Post by: Simond on February 07, 2008, 10:22:07 AM
And now for some more...speculative patch notes:
Quote
Additional excerpts of 2.4 Patch Notes (not confirmed)

The following info have been posted (from memory, so its not an exact copy/paste of the real thing) by a trusted source on ElitistJerks. (Its from the benefactors board)

Keep in mind, nothing has been confirmed by an official source.

WARLOCK
- Improved Shadow Bolt now only works for the warlock who casted the bolt.
- ISB reduced to 15% at max rank
- Incinerate coeff increased by $
- Demonic Knowledge reduced to 10% from 15%
- Lifetap coeff reduced by $
- Lifetap health cost increase by 10%

MAGE
- Icy Veins and Bloodlust no longer stack
- Icy Veins no longer increase chance to freeze, but provide full pushback immunity for all spells while active.
- Mana cost of Blink and Slow reduced by 40%
- Improved blink changed to increase blink distance by 30%
- Prismatic Cloak buffed to 6% damage redux
- Arcane Fortitude buffed to 100% of intellect as armor
- Ice Floes now provides 30% pushback resist for ice spells
- Improved Fire Ward changed to 50% chance to reflect, and 4% less damage taken while active
- Improved Ice Armory type talent changed to 50% chance to reflect

PRIEST
- Mana burn cast time reduced to 2s base, amount of mana burned reduced 50%.
- Improved Mana burn increases burn amount by 20%. It is unclear whether or not it still provides cast time reduction
- Lightwell charges increased to 15.
- Focused will down to 4%.

ROGUE
- Envenom no longer consumes poison charges

WARRIOR
- Improved hamstring has a 10 second internal cooldown on the proc
- Endless rage fixed

SHAMAN
- 30% dispel resist on that threat redux nature talent
- Earth shield mana cost reduced by 50%
- Tremor totem and poison cleanse totem reduced from 5s pulses to 3s pulses (!!!!)

PALADIN
- Turn Undead works on demons now and will be renamed, so apparently you can fear-lock warlock pets, 10s duration with DR

DRUID
- Cyclone range reduced to 20 yards
- Lifebloom coeff reduced by $
- Treants now have a 15% chance to proc entangling roots
- Natural Perfection was nerfed slightly (don't remember numbers)


Title: Re: 2.4 changes?
Post by: Rasix on February 07, 2008, 10:29:55 AM
I have no problems with what is listed.  I hope they all happen.  Perhaps I'll experience a win in AV after this too (alliance.)

I do have to note one thing though.  Paladins are perfect and working as intended.  Huzzah!

At the risk of turning this into a AV bitchfest, my battle group gets stomped regularly in AV. On AV weekends we never win, on regular days we almost never win.  It's bad enough that I'd rather the PVP daily be an AB win.  Of course, any time we actually play defense, our win percentage rises to around 85-90% with a lot of those getting them to 0 reinforcements.

I like the changes, might help me get my characters into more competitive gear.  As is, most of my stuff is really heavily outdated.   Nothing like trying to kill people with 4-5K+ more HP than you.

The daily change is laughable for me.  I have like 3 I can do on any day, considering it's near impossible to get anyone to do the quests for the rest I need.


Title: Re: 2.4 changes?
Post by: Chimpy on February 07, 2008, 10:46:10 AM
3 tokens is anice change, but I'd gladly take just 2 tokens that weren't class locked. Tokens are meant to stop the dupe problem, but they didn't take it far enough. There's no reason to make them class oriented beyond frustrating your player-base and slowing things down, which they love to do for retention. However, 2 any-class tokens still means you are spending over 3-4 months on one boss getting everyone a piece. That's long enough Blizzard. If you can't produce content faster than every 4 months with all the money you have, you suck.

Stop being lazy and let raids decide where they want to put the tokens themselves.

The problem with the Class based token systems is exacerbated by the classes they decide to put together on each token type. AQ probably had the "best" token system implementation as you were guaranteed 1 of each style of token, and each token covered half of the classes. When they changed it in Naxx to the RNG giving you 0-2 tokens of 3 different types, 1 of which only covered 2 classes they made a big headache for a lot of people.

I do agree that they need to find a way to make it more equitable. Our guild is to the point of shaman getting their 3rd pair of t6 shoulders while our pallies just now started getting t6 (go go DKP systems not being able to take account for locks and priests having t5+ quality gear from crafted items). Sure it's great that all of our warriors have both the tanking and DPS sets of t6, but it would be nice to see people who could use a first set of gear getting it.


Title: Re: 2.4 changes?
Post by: Dren on February 07, 2008, 10:47:14 AM
My guess is that the daily max change has more to do with the fact that they will be adding more of them surrounding the Sunwell than anything else.  

The honor points being instant without diminishing returns thing is huge.  Now I won't be so sensitive to BG's taking forever when one side decides to turtle.  If I'm racking up kills and they go directly to my total, I'll stay in one for 30 minutes if I have to.  Even AV losses will be beareable with that change alone.


Title: Re: 2.4 changes?
Post by: Chenghiz on February 07, 2008, 11:12:18 AM
I looked at the Rogue change, laughed, and then realised it might make Envenom worth using now.


Title: Re: 2.4 changes?
Post by: Valmorian on February 07, 2008, 11:24:54 AM
PALADIN
- Turn Undead works on demons now and will be renamed, so apparently you can fear-lock warlock pets, 10s duration with DR

What?!  Making Turn Undead USEFUL!?  That's crazy talk.


Title: Re: 2.4 changes?
Post by: Dren on February 07, 2008, 11:28:06 AM
I looked at the Rogue change, laughed, and then realised it might make Envenom worth using now.

Actually, that line doesn't make sense to me.  I'm pretty sure they took charges off of poisons a few patches back.  I'm a bit baffled.


Title: Re: 2.4 changes?
Post by: Dren on February 07, 2008, 11:29:56 AM
PALADIN
- Turn Undead works on demons now and will be renamed, so apparently you can fear-lock warlock pets, 10s duration with DR

What?!  Making Turn Undead USEFUL!?  That's crazy talk.


I actually completely forgot I even had that ability.  Seriously.  I don't think I've ever used it once since launch.


Title: Re: 2.4 changes?
Post by: Valmorian on February 07, 2008, 11:33:30 AM
I looked at the Rogue change, laughed, and then realised it might make Envenom worth using now.

Actually, that line doesn't make sense to me.  I'm pretty sure they took charges off of poisons a few patches back.  I'm a bit baffled.

Envenom is a Rogue ability that uses combo points and removes the Deadly Poison DoT effects on the target to do a package of Poison Direct Damage.


Title: Re: 2.4 changes?
Post by: Dren on February 07, 2008, 11:39:18 AM
I looked at the Rogue change, laughed, and then realised it might make Envenom worth using now.

Actually, that line doesn't make sense to me.  I'm pretty sure they took charges off of poisons a few patches back.  I'm a bit baffled.

Envenom is a Rogue ability that uses combo points and removes the Deadly Poison DoT effects on the target to do a package of Poison Direct Damage.


Well, I know that.  So you are saying they are making it so only the combo points are reset upon execution of Envenom.  The number of poison applications to the target isn't reset?  I guess I wouldn't call those "charges."

If that is true, that is a pretty big change.  Envenom packs a whallop and could be used much more often.  That change might make me respec a bit...


Title: Re: 2.4 changes?
Post by: Threash on February 07, 2008, 11:55:58 AM
The blue quality pvp gear on rep vendors is huge.  Right now a fresh 70 has to grind honor for over a month just to be able to start doing arenas with any kind of small chance because stepping into even the 1500 bracket without at least a full set of season 1 + weapons guarantees you 10 losses a week.  If they made it so you can hit 70 and buy yourselfs a half decent starting set so you can spend your honor on the new season 3 honor gear thats really going to encourage more people to play.


Title: Re: 2.4 changes?
Post by: AcidCat on February 07, 2008, 11:57:08 AM
* Players will now be able to purchase level 70 Superior quality PvP items from reputation vendors.



Hmm, what exactly does this mean?


Title: Re: 2.4 changes?
Post by: Threash on February 07, 2008, 12:04:57 PM
It means blue pvp gear is accesible at the quartermasters of each rep im guessing, hopefully at a low enough level like honored so it doesn't require much griding.


Title: Re: 2.4 changes?
Post by: SurfD on February 07, 2008, 12:15:10 PM
The better question is: with season 1 available for PvP honor points, is the new Blue quality Reputation based PvP loot going to be worth getting, or is it going to be more crap like the stuff available at haala, which generally seemed to suck pretty badly.


Title: Re: 2.4 changes?
Post by: AcidCat on February 07, 2008, 12:36:35 PM
Just sold for gold? That is very interesting. I wonder if weapons are included in that.


Title: Re: 2.4 changes?
Post by: Arrrgh on February 07, 2008, 01:56:19 PM
PALADIN
- Turn Undead works on demons now and will be renamed, so apparently you can fear-lock warlock pets, 10s duration with DR

What?!  Making Turn Undead USEFUL!?  That's crazy talk.


I actually completely forgot I even had that ability.  Seriously.  I don't think I've ever used it once since launch.

It was nice for fearing the undead Lts in AV back in the good old days.



Title: Re: 2.4 changes?
Post by: Chimpy on February 07, 2008, 01:57:26 PM
Be reminded to take all those class changes not in my first post (the only ones from the Blizzard post) with a grain of salt.

Blizzard even made a post in that vein yesterday.


Those class change ones have all kinds of typographical and grammatical errors, so most likely it is just another bunch of "hai I wont theese changez so i can pwn noobs betterz" people making shit up.

WTB blizzard fixing feed pet and giving me more stable slots kthx.


Title: Re: 2.4 changes?
Post by: Jayce on February 07, 2008, 01:57:36 PM
The better question is: with season 1 available for PvP honor points, is the new Blue quality Reputation based PvP loot going to be worth getting, or is it going to be more crap like the stuff available at haala, which generally seemed to suck pretty badly.

The Halaa stuff has a level req of 66, which is why it's so crappy.  I think they meant people to fight over Halaa while leveling, which mostly ain't gonna happen.  At that level you're too busy fighting over leveling areas to worry about exposing your noobish self to geared 70s with flyers intentionally.


Title: Re: 2.4 changes?
Post by: Driakos on February 07, 2008, 02:11:41 PM
And now for some more...speculative patch notes:
Quote
Additional excerpts of 2.4 Patch Notes (not confirmed)

Keep in mind, nothing has been confirmed by an official source.

WARLOCK
- Improved Shadow Bolt now only works for the warlock who casted the bolt.
- ISB reduced to 15% at max rank
- Incinerate coeff increased by $
- Demonic Knowledge reduced to 10% from 15%
- Lifetap coeff reduced by $
- Lifetap health cost increase by 10%

Those would be huge Warlock nerfs.  PVP and raiding.  Improved Shadow Bolt would go from one of the better team talents, to.. well, not so good.   Why mess with Lifetap now after all this time?


Title: Re: 2.4 changes?
Post by: Chenghiz on February 07, 2008, 02:43:23 PM
I looked at the Rogue change, laughed, and then realised it might make Envenom worth using now.

Actually, that line doesn't make sense to me.  I'm pretty sure they took charges off of poisons a few patches back.  I'm a bit baffled.

Envenom is a Rogue ability that uses combo points and removes the Deadly Poison DoT effects on the target to do a package of Poison Direct Damage.


Well, I know that.  So you are saying they are making it so only the combo points are reset upon execution of Envenom.  The number of poison applications to the target isn't reset?  I guess I wouldn't call those "charges."

If that is true, that is a pretty big change.  Envenom packs a whallop and could be used much more often.  That change might make me respec a bit...

Yeah, the fact that it removes the poison stacks is the only reason it's not competitive with rupture in terms of sustained DPS.


Title: Re: 2.4 changes?
Post by: MrHat on February 07, 2008, 02:44:56 PM
Those speculative ones were 'what I saw and am reporting from memory'.

As for the envenom, it's broken right now in that if you have 3/5 deadly charges up and 5/5 combo it will use all combo points and do 3/5 damage, and vice versa iirc.


Title: Re: 2.4 changes?
Post by: Montague on February 07, 2008, 03:08:52 PM
And now for some more...speculative patch notes:
Quote
Additional excerpts of 2.4 Patch Notes (not confirmed)

Keep in mind, nothing has been confirmed by an official source.

WARLOCK
- Improved Shadow Bolt now only works for the warlock who casted the bolt.
- ISB reduced to 15% at max rank
- Incinerate coeff increased by $
- Demonic Knowledge reduced to 10% from 15%
- Lifetap coeff reduced by $
- Lifetap health cost increase by 10%

Those would be huge Warlock nerfs.  PVP and raiding.  Improved Shadow Bolt would go from one of the better team talents, to.. well, not so good.   Why mess with Lifetap now after all this time?

Warlock raid DPS has been due for a nerf. Being able to move + DPS at the same time + never running out of mana + synergy with shadow priests means mages and other ranged DPS have been getting pushed out of raids for awhile now.

Lifetap would be an arena fix. Assuming these were accurate, of course. 


Title: Re: 2.4 changes?
Post by: slog on February 07, 2008, 03:19:39 PM
The better question is: with season 1 available for PvP honor points, is the new Blue quality Reputation based PvP loot going to be worth getting, or is it going to be more crap like the stuff available at haala, which generally seemed to suck pretty badly.

Here is an example of what a Priest could get

http://www.wowhead.com/?items=4.1&filter=qu=3;minle=70;minrl=70;cl=5;cr=93;crs=1;crv=0

Hood 19 resil
Leg 23 resil
gloves 14 resil
shoulder 17 resil
robe 15 resil

So it's better than nothing, but not by much



Title: Re: 2.4 changes?
Post by: Righ on February 07, 2008, 04:03:32 PM
Uh, they're planning on charging 57,000 honor and 130 marks for a set? Excitement over, I thought it was gold for resilience, not the same honor you were presumably saving for S1 PvP epics. Pointless.


Title: Re: 2.4 changes?
Post by: Threash on February 07, 2008, 05:12:41 PM
Uh, they're planning on charging 57,000 honor and 130 marks for a set? Excitement over, I thought it was gold for resilience, not the same honor you were presumably saving for S1 PvP epics. Pointless.

Those are the old costs back before they got replaced by honor gear, they are obviously not going to charge exactly the same for season one and the blue gear it replaced.  Its going to cost gold.


Title: Re: 2.4 changes?
Post by: Azaroth on February 07, 2008, 10:12:09 PM
Is there an approximate date?


Title: Re: 2.4 changes?
Post by: Simond on February 08, 2008, 01:52:40 AM
Is there an approximate date?
Haha.

On a slightly more productive note, Patchtimer (http://www.patchtimer.org) says it's been 86 days since 2.3, and the most recent patches appear to be on a ~100-120day cycle, sooo...end of March? Maybe?


Title: Re: 2.4 changes?
Post by: Merusk on February 08, 2008, 04:01:47 AM
That would fit about right.  They said it's the last content patch before WOTLK, which is expected in Q4.  End of March for 2.4, a few weeks of tweaks and then a 150-200 day wait for WOTLK with *maybe* a balance/ bug pass in there.  Yeah, it puts Sunwell only 6 months out from WOTLK, but they only said it would be longer than the Nax -> BC cycle, not how much longer.  :awesome_for_real:



Title: Re: 2.4 changes?
Post by: Simond on February 08, 2008, 06:11:51 AM
Yeah, it was amusing listening to the stuff from Blizzcon about Naxx ("We learnt our lesson! We're going to re-use Naxx because not enough people got to see it before the expansion!" and then announcing 25-man Sunwell in the final TBC content patch. :uhrr:


Title: Re: 2.4 changes?
Post by: Jayce on February 08, 2008, 06:40:45 AM
Well, you know, the Lich King and Naxx are pretty closely linked, lore-wise. I wouldn't be surprised if it was involved somehow.


Title: Re: 2.4 changes?
Post by: Dren on February 08, 2008, 08:35:25 AM
Uh, they're planning on charging 57,000 honor and 130 marks for a set? Excitement over, I thought it was gold for resilience, not the same honor you were presumably saving for S1 PvP epics. Pointless.

Those are the old costs back before they got replaced by honor gear, they are obviously not going to charge exactly the same for season one and the blue gear it replaced.  Its going to cost gold.

Yeah this kind of cascading of seasonal gear makes a lot of sense.  You can't keep pushing bigger and better items into the higher tiers of seasons and now allow the newb to get in at a decent "cost."  If you did, then the gap between have's and have-not's would just get bigger and bigger.


Title: Re: 2.4 changes?
Post by: Merusk on February 08, 2008, 09:19:52 AM
Well, you know, the Lich King and Naxx are pretty closely linked, lore-wise. I wouldn't be surprised if it was involved somehow.

Speaking of Lore and Nax:  I got into Durnhold early the other day and decided to visit Southshore and check out the Ashbringer discussion again while waiting for my group.  I was surprised to see Kel'thuzad walking up the path towards me.   CoT is such a nifty way to introduce lore into the game for the folks who don't know it.  They need to do a lot more with it.


Title: Re: 2.4 changes?
Post by: WindupAtheist on February 08, 2008, 09:51:13 AM
Warlock raid DPS has been due for a nerf.

I don't know about raids, but I level lots with a warlock and just from my layman's perspective they seem horribly overpowered.  The one I roll with does shitloads of damage, has fear and a bunch of other tricks, rarely needs healed, and never runs out of mana.  She literally never eats or drinks, and hands me the mana potions that drop like "Here, I never use these anyway."


Title: Re: 2.4 changes?
Post by: Merusk on February 08, 2008, 09:57:58 AM
They're horribly, grossly, ridiculously overpowered in raids.  Our top 'lock can do 10-12% of the total damage himself on any single fight.

If 17 people are doing damage you should average about 6% per person (if everyone has equal gear/ skill, etc...) The next closest is me or a rogue, depending on the fight, and the highest we get is 6-7% of the total.  Locks are fucking insane.



Title: Re: 2.4 changes?
Post by: Mrbloodworth on February 08, 2008, 09:58:15 AM
Warlock raid DPS has been due for a nerf.

I don't know about raids, but I level lots with a warlock and just from my layman's perspective they seem horribly overpowered.  The one I roll with does shitloads of damage, has fear and a bunch of other tricks, rarely needs healed, and never runs out of mana.  She literally never eats or drinks, and hands me the mana potions that drop like "Here, I never use these anyway."

Warlocks are basically necromancers in every other game. They leach from others, or the pet.

But, talents make a huge difference, ask your friends what they spent talent point in.


Title: Re: 2.4 changes?
Post by: DraconianOne on February 08, 2008, 10:08:42 AM
They're horribly, grossly, ridiculously overpowered in raids.  Our top 'lock can do 10-12% of the total damage himself on any single fight.

If 17 people are doing damage you should average about 6% per person (if everyone has equal gear/ skill, etc...) The next closest is me or a rogue, depending on the fight, and the highest we get is 6-7% of the total.  Locks are fucking insane.



Of course 'locks are fucking insane.  Also, THEY FUCKING RULE!   :rock:

It makes up for years of being last to be picked for the team.  Before TBC I well remember reading in the 'lock forums complaints about the fact that the only reason any raid had a lock in it was to summon people as and when necessary.  Then they were told to stand at the back and not get in the way.


Title: Re: 2.4 changes?
Post by: Teleku on February 08, 2008, 11:21:46 AM
Locks were gimped when the game first came out.  Since then, it has been one long string of buffs after another, and they were WAY overpowered looooong before TBC ever came out.  Years.


Title: Re: 2.4 changes?
Post by: Fraeg on February 08, 2008, 11:35:48 AM
I looked at the Rogue change, laughed, and then realised it might make Envenom worth using now.

at work in "lock down" but off the top of my head that is a decent pve boost.


Title: Re: 2.4 changes?
Post by: SurfD on February 08, 2008, 03:48:13 PM
Locks were gimped when the game first came out.  Since then, it has been one long string of buffs after another, and they were WAY overpowered looooong before TBC ever came out.  Years.
Locks werent gimped, per say, rather, the old school 40 man raid mechanic + the origional limit on how many "effects" a mob could have on it meant that bringing any more then 2 or 3 locks (for the maximum 3 raid beneficial curses) wasnt practical because they would keep bumping everyone elses damage effects off the mob (nothing like losing a huge rolling ignite stack on something because the 3rd wheel extra warlock threw up curse of agony).

Once they drastically increased the total number of effects that you could stick on a mob, that problem went away.

The other thing you have to consider about warlocks is the fucking REDICULOUS synergy they get with shadowpriests, and the way having a few of their abilities mesh and stack nearly exponentially increases their dps.  Where as a fire mage stacking 5 imp scorch isnt doing much for anyone other then the rest of the fire mages (lol, searing totem?)

And yes, locks have obscenely OBSCENELY over powered mana efficiency.  A mage can spam pots + gems and still be out of mana at the end of a fight like nightbane, where as a lock could spend every one of those pot cooldowns on destruction pots or something similar, and still finish the fight with pretty much FULL mana simply because Lifetap + assorted drains + the odd heal + healthstones = unlimited mana for any lock with a decent damage rotation.

And as someone who's main was a mage, dont even get me started on how overpowered seed spam is for aoe fights :/


Title: Re: 2.4 changes?
Post by: Modern Angel on February 08, 2008, 08:05:39 PM
Hahaha... remember when they said that they would put out yearly expansions? Or even further back when they said they would release at least bug fixes monthly? Haha, man that was rich.


Seriously, what the fuck is going on over there? At some point you have to wonder how a company with more money than a Jesus made out of money can do this BADLY at content release.


Title: Re: 2.4 changes?
Post by: Venkman on February 09, 2008, 04:11:19 AM
Why would they limit Manna Biscuits to 80?


Title: Re: 2.4 changes?
Post by: Jayce on February 09, 2008, 04:46:52 AM
Why would they limit Manna Biscuits to 80?

I think it's because people were swiping the entire table's worth of food for themselves.


Title: Re: 2.4 changes?
Post by: Zetor on February 09, 2008, 06:38:24 AM
The better fix would've been to limit everyone except the table's creator to 4 'clicks' per table. That would solve the problem, and yet allow the caster to get as many cookies as they want [for possible redistribution later]. But that might've been hard to implement or something. 

Not that it really matters, even in a full kara run I barely use 3 stacks of biscuits on my restoration shaman as it is. :awesome_for_real:


-- Z.


Title: Re: 2.4 changes?
Post by: WindupAtheist on February 09, 2008, 08:53:59 AM
Seriously, what the fuck is going on over there? At some point you have to wonder how a company with more money than a Jesus made out of money can do this BADLY at content release.

Given the industry standard of spewing out unfinished shit, they can take as long as they like.


Title: Re: 2.4 changes?
Post by: Modern Angel on February 09, 2008, 09:06:07 AM
I contrast with EQ2 which definitely doesn't spew out unfinished shit anymore. That's the gold standard for decent content turnaround.


Title: Re: 2.4 changes?
Post by: Righ on February 09, 2008, 10:02:02 AM
And yet their game still looks like an English rock festival held on a rainy day in a muddy field. Its a grim, depressing place to be, and its filled with odd looking characters who appear to be stoned.


Title: Re: 2.4 changes?
Post by: Jayce on February 09, 2008, 10:50:31 AM
And yet their game still looks like an English rock festival held on a rainy day in a muddy field. Its a grim, depressing place to be, and its filled with odd looking characters who appear to be stoned.

I don't know that the look has anything to do with the content delivery cycle.

That said, I'm with WUA on this one - maybe the EQ2 team has some golden sauce to make them able to spew out perfect content often, but most other MMOGs I know of don't.  WoW is refreshing in that sense, and they buy enough goodwill from me to be tolerant.


Title: Re: 2.4 changes?
Post by: Modern Angel on February 09, 2008, 11:06:22 AM
That wouldn't change the fact that maybe the whole damned system is broken, that even though their content may be GOOD it's still glacially slow.


Title: Re: 2.4 changes?
Post by: Simond on February 09, 2008, 12:25:35 PM
Good, fast, bug-free.

Pick two.


Title: Re: 2.4 changes?
Post by: Threash on February 09, 2008, 01:08:03 PM
They removed the attunement quests to hyjal and black temple, made it so you can fight vashj and kael without clearing the other bosses in those zones and they are adding bt quality loot to the badge vendors.  Wow, they actually do get it.


Title: Re: 2.4 changes?
Post by: Ratman_tf on February 09, 2008, 01:09:39 PM
They removed the attunement quests to hyjal and black temple, made it so you can fight vashj and kael without clearing the other bosses in those zones and they are adding bt quality loot to the badge vendors.  Wow, they actually do get it.

The damage mods for Warsong Gulch are a step in the right direction. I hate flag stalemates.

Personally, I'd like to see a 15-20 minute timer on the damn BG, and ties give one mark each.

I really hate flag stalemates.


Title: Re: 2.4 changes?
Post by: Threash on February 09, 2008, 01:26:57 PM
They removed the attunement quests to hyjal and black temple, made it so you can fight vashj and kael without clearing the other bosses in those zones and they are adding bt quality loot to the badge vendors.  Wow, they actually do get it.

The damage mods for Warsong Gulch are a step in the right direction. I hate flag stalemates.

Personally, I'd like to see a 15-20 minute timer on the damn BG, and ties give one mark each.

I really hate flag stalemates.

All it needs is reinforcements like av.  90 per side, each flag cap takes away 30 each kill takes away 1.


Title: Re: 2.4 changes?
Post by: Ratman_tf on February 09, 2008, 02:49:54 PM
They removed the attunement quests to hyjal and black temple, made it so you can fight vashj and kael without clearing the other bosses in those zones and they are adding bt quality loot to the badge vendors.  Wow, they actually do get it.

The damage mods for Warsong Gulch are a step in the right direction. I hate flag stalemates.

Personally, I'd like to see a 15-20 minute timer on the damn BG, and ties give one mark each.

I really hate flag stalemates.

All it needs is reinforcements like av.  90 per side, each flag cap takes away 30 each kill takes away 1.

That would work. I haven't played much Alterac Valley.  :oh_i_see:


Title: Re: 2.4 changes?
Post by: Righ on February 10, 2008, 02:07:59 AM
Good, fast, bug-free.

Pick two.

Good, fast, bug-free.

Work weekends or we'll hire somebody else.


Title: Re: 2.4 changes?
Post by: Ironwood on February 10, 2008, 02:38:48 AM
Ha!

Said the Addict to the Crack Dealer.

Come On, Righ, you KNOW better.


Title: Re: 2.4 changes?
Post by: Falwell on February 10, 2008, 02:52:29 AM
I also dig what they're doing with the T6 gear for the transition to SW from BT.

Basically they've added in boots, bracers and belt into the T6 set bringing it up to an 8 piece setup. The kicker is, no new set bonuses. Reason?

So you can still get the T6 set bonuses via the new 3 pieces +1 and also get the benefits of the ridiculously nasty T6.5 coming out of SW. I hope this trend continues into WotLK.


Title: Re: 2.4 changes?
Post by: Chimpy on February 10, 2008, 07:00:18 AM
I also dig what they're doing with the T6 gear for the transition to SW from BT.

Basically they've added in boots, bracers and belt into the T6 set bringing it up to an 8 piece setup. The kicker is, no new set bonuses. Reason?

So you can still get the T6 set bonuses via the new 3 pieces +1 and also get the benefits of the ridiculously nasty T6.5 coming out of SW. I hope this trend continues into WotLK.

Well, for some classes, the off-set legs/hat from BT/Hyjal are actually vastly superior to the t6. I am sure as soon as the belt drops, all of our tanks will go with the offset hat/legs and still keep 4pc.

I find the hunter itemization on those very odd. Hunter t6 has almost no hit on it, and the only way hunters can get close to the hit cap while wearing t6 is by wearing items with hit in the non-set slots. They did not put a single ounce of hit on those new t6 pieces.



Title: Re: 2.4 changes?
Post by: Venkman on February 10, 2008, 07:34:26 AM
Most of the stuff I've read coming with WotLK (or heck, even just Sunwell) aren't all that world-turning. So what is really making things take so long?

Could it be business reasons? Seriously, there's business reasons to hold things out, and having missed Holiday 2007 season, they could have just decided to add an entire year. If you look at their history, they're not exactly "launch when it's ready" type folks. They're more like picking-a-great-market-window with a +/- of a few weeks. We often don't know what that market window is, but they need to at least a few months prior. You don't go from GM build to on-shelf overnight.

Could it also be the CGI movie? Seems the wrong reason to hold back an expansion, but given the fairly public perception that the BC movie was not as good as the launch one, they might be unwilling to having a less-than-perfect WotLK one. At this point, anything that puts a kink in the "we're for the gamers first and only" armor is a weakspot for competitors to exploit. And at this point, they can't afford to be glacial and late and not awesome, otherwise it wouldn't have been worth the wait.

Probably just overthinking it again.


Title: Re: 2.4 changes?
Post by: Ironwood on February 10, 2008, 07:44:39 AM
Yeah, you are.


Title: Re: 2.4 changes?
Post by: Righ on February 10, 2008, 08:47:19 AM
Come On, Righ, you KNOW better.

I know that they won't. However, I know that when I was involved in, ah, more serious software, we did. The real vertex missing from the production triangle is COST. When you want something done fast and done well, you pay more, whether that be by employing better staff, employing more of them, working them longer hours for greater compensation, providing them with better resources to do the job quickly and well, or a combination of these and other factors. Its silly to say that something cannot be done well, fast and free of bugs. It can, but it will cost more. Blizzard are saving their money. Unfortunately, its likely to be mostly for paying shareholders of Vivendi or financing their idiotic losses elsewhere rather than the fannish hope that they're plowing it into the next great game. Most modern businesses are shit, and Blizzard is part of a spectacularly shit one.


Title: Re: 2.4 changes?
Post by: Modern Angel on February 10, 2008, 09:28:05 AM
Most of the stuff I've read coming with WotLK (or heck, even just Sunwell) aren't all that world-turning. So what is really making things take so long?

Could it be business reasons? Seriously, there's business reasons to hold things out, and having missed Holiday 2007 season, they could have just decided to add an entire year. If you look at their history, they're not exactly "launch when it's ready" type folks. They're more like picking-a-great-market-window with a +/- of a few weeks. We often don't know what that market window is, but they need to at least a few months prior. You don't go from GM build to on-shelf overnight.

Could it also be the CGI movie? Seems the wrong reason to hold back an expansion, but given the fairly public perception that the BC movie was not as good as the launch one, they might be unwilling to having a less-than-perfect WotLK one. At this point, anything that puts a kink in the "we're for the gamers first and only" armor is a weakspot for competitors to exploit. And at this point, they can't afford to be glacial and late and not awesome, otherwise it wouldn't have been worth the wait.

Probably just overthinking it again.

I think it has everything to do with something in their production pipelines. Something just doesn't click for the amount of money they make. In a vacuum, sure, fast frequent and bug free may be too much to ask. But for their budget? Come on. It's only when taken in light of the amount of money they have that it sometimes gets frustrating.


Title: Re: 2.4 changes?
Post by: Falwell on February 10, 2008, 09:35:36 AM
I also dig what they're doing with the T6 gear for the transition to SW from BT.

Basically they've added in boots, bracers and belt into the T6 set bringing it up to an 8 piece setup. The kicker is, no new set bonuses. Reason?

So you can still get the T6 set bonuses via the new 3 pieces +1 and also get the benefits of the ridiculously nasty T6.5 coming out of SW. I hope this trend continues into WotLK.

Well, for some classes, the off-set legs/hat from BT/Hyjal are actually vastly superior to the t6. I am sure as soon as the belt drops, all of our tanks will go with the offset hat/legs and still keep 4pc.

I find the hunter itemization on those very odd. Hunter t6 has almost no hit on it, and the only way hunters can get close to the hit cap while wearing t6 is by wearing items with hit in the non-set slots. They did not put a single ounce of hit on those new t6 pieces.



It's directly opposite for a holy Paladin. The T6 set bonuses are spectacular, and being able to have those along with the new Sunwell gear is just tasty.


Title: Re: 2.4 changes?
Post by: Ironwood on February 10, 2008, 11:01:03 AM
I know that they won't. However, I know that when I was involved in, ah, more serious software, we did. The real vertex missing from the production triangle is COST. When you want something done fast and done well, you pay more, whether that be by employing better staff, employing more of them, working them longer hours for greater compensation, providing them with better resources to do the job quickly and well, or a combination of these and other factors. Its silly to say that something cannot be done well, fast and free of bugs. It can, but it will cost more. Blizzard are saving their money. Unfortunately, its likely to be mostly for paying shareholders of Vivendi or financing their idiotic losses elsewhere rather than the fannish hope that they're plowing it into the next great game. Most modern businesses are shit, and Blizzard is part of a spectacularly shit one.

Um.


Yes ?


Title: Re: 2.4 changes?
Post by: Chenghiz on February 10, 2008, 11:59:02 AM
Well, you know, the Lich King and Naxx are pretty closely linked, lore-wise. I wouldn't be surprised if it was involved somehow.

Speaking of Lore and Nax:  I got into Durnhold early the other day and decided to visit Southshore and check out the Ashbringer discussion again while waiting for my group.  I was surprised to see Kel'thuzad walking up the path towards me.   CoT is such a nifty way to introduce lore into the game for the folks who don't know it.  They need to do a lot more with it.

Check out Southshore's inn sometime in OHB.


Title: Re: 2.4 changes?
Post by: Hutch on February 11, 2008, 10:27:50 AM
2.4 is on the PTR (http://www.worldofwarcraft.com/patchnotes/test-realm-patchnotes.html)




Title: Re: 2.4 changes?
Post by: Chimpy on February 11, 2008, 10:51:15 AM
2.4 is on the PTR (http://www.worldofwarcraft.com/patchnotes/test-realm-patchnotes.html)




Ya, and thanks to Blizzard STILL refusing to move the PTR onto it's own hardware, the Reckoning battlegroup goes to total shit (last night the servers were up but for an hour everyone got "Error loading character list" messages when logging in) because they apparently are on the same hardware.



Title: Re: 2.4 changes?
Post by: Montague on February 11, 2008, 12:37:37 PM
2.4 is on the PTR (http://www.worldofwarcraft.com/patchnotes/test-realm-patchnotes.html)




According to a post by Neth on the general boards, that's probably just the beginning. There's a whole round of class-balancing crap that may (or may not) go up. This patch may be on the PTR for a while.


Title: Re: 2.4 changes?
Post by: MrHat on February 11, 2008, 12:52:57 PM
Ya, WotLK is basically confirmed for after the summer time (demo @ the blizzard invitational).  2.4 is probably good till like end of march.


Title: Re: 2.4 changes?
Post by: Paelos on February 11, 2008, 08:18:30 PM
Ya, WotLK is basically confirmed for after the summer time (demo @ the blizzard invitational).  2.4 is probably good till like end of march.

I'd guess 2 months, so April.


Title: Re: 2.4 changes?
Post by: Falwell on February 11, 2008, 10:59:49 PM
Ya, WotLK is basically confirmed for after the summer time (demo @ the blizzard invitational).  2.4 is probably good till like end of march.

I'd guess 2 months, so April.

Probably about right. 2.4 in early to mid April. That would put WotLK roughly due in July. That makes it actually hit retail in October. It was 15 months from the announcement of TBC to launch, so basically the same for WotLK.



Title: Re: 2.4 changes?
Post by: Jayce on February 12, 2008, 08:03:56 AM
2.4 is on the PTR (http://www.worldofwarcraft.com/patchnotes/test-realm-patchnotes.html)




Ya, and thanks to Blizzard STILL refusing to move the PTR onto it's own hardware, the Reckoning battlegroup goes to total shit (last night the servers were up but for an hour everyone got "Error loading character list" messages when logging in) because they apparently are on the same hardware.



I was getting that too last night, and I'm not in the Reckoning battlegroup.

Also - for all you people throwing around the triangle thing - Righ is correct:  "good" and "bug free" are part of the same corner of the pyramid.  It goes "fast, good or cheap - pick one".  And it's a continuum - you can have sort of cheap and sort of fast.  Keep in mind that there is a hard limit on fast though.  You can't bring nine women together and have a baby in a month.


Title: Re: 2.4 changes?
Post by: pants on February 12, 2008, 06:00:43 PM
You can't bring nine women together and have a baby in a month.

Thanks Mr. Brooks   :-)


Title: Re: 2.4 changes?
Post by: Paelos on February 14, 2008, 01:10:42 PM
Soooooo, when do we think the badge rewards are going to come out? Because I'd like to know if pounding kara over and over is the right idea instead of goofing around in ZA. I'm sure it will be, but this holding back bullshit is really quite ridiculous.


Title: Re: 2.4 changes?
Post by: Fraeg on February 14, 2008, 02:21:57 PM
Soooooo, when do we think the badge rewards are going to come out? Because I'd like to know if pounding kara over and over is the right idea instead of goofing around in ZA. I'm sure it will be, but this holding back bullshit is really quite ridiculous.

holding back content? or stockpiling tokens instead of upgrading now?



Title: Re: 2.4 changes?
Post by: Chimpy on February 14, 2008, 05:02:10 PM
Soooooo, when do we think the badge rewards are going to come out? Because I'd like to know if pounding kara over and over is the right idea instead of goofing around in ZA. I'm sure it will be, but this holding back bullshit is really quite ridiculous.

There won't be large amounts of badge awards, probably a few odd spell haste pieces or items for classes/specs that were not available in the 2.3 batch. I say this simply because Blizzard said like 3 weeks ago that they "had no plans to add more Badge rewards".



Title: Re: 2.4 changes?
Post by: Paelos on February 14, 2008, 09:59:06 PM
Soooooo, when do we think the badge rewards are going to come out? Because I'd like to know if pounding kara over and over is the right idea instead of goofing around in ZA. I'm sure it will be, but this holding back bullshit is really quite ridiculous.

There won't be large amounts of badge awards, probably a few odd spell haste pieces or items for classes/specs that were not available in the 2.3 batch. I say this simply because Blizzard said like 3 weeks ago that they "had no plans to add more Badge rewards".



Uh, what? You can buy vortexes now for badge rewards. In fact I'm fairly sure they said they WOULD have more rewards. Hell, it's in the first post.


Title: Re: 2.4 changes?
Post by: Fordel on February 15, 2008, 12:05:49 AM
They haven't unlocked enough of the Shattered Sun Offensive for the badge vendors to show up is my understanding. Probably another week or two till we see what they have.






Druids got a big fat nerf on their 4 piece PVP sets. No more Run speed bonus.  :ye_gods:


Title: Re: 2.4 changes?
Post by: Simond on February 15, 2008, 05:43:24 AM
Druids got a big fat nerf on their 4 piece PVP sets. No more Run speed bonus.  :ye_gods:
Don't you mean  :awesome_for_real: ?


Title: Re: 2.4 changes?
Post by: Chimpy on February 15, 2008, 08:34:45 AM


Uh, what? You can buy vortexes now for badge rewards. In fact I'm fairly sure they said they WOULD have more rewards. Hell, it's in the first post.

I was not saying there would be none, but to expect as much stuff added to the badge vendors as was in 2.3 is pretty crazy. And the vortices on the badge vendor may only be for the test server so people can craft vortex stuff to test (if they added patterns that require vortices).


Title: Re: 2.4 changes?
Post by: Fraeg on February 15, 2008, 12:32:27 PM
They haven't unlocked enough of the Shattered Sun Offensive for the badge vendors to show up is my understanding. Probably another week or two till we see what they have.






Druids got a big fat nerf on their 4 piece PVP sets. No more Run speed bonus.  :ye_gods:

fuck me.  we have had that bonus on all the pvp sets in some form or another for what 2 years? and now suddenly it is time to take it away? 

that is one huge nerf


Title: Re: 2.4 changes?
Post by: Valmorian on February 15, 2008, 12:33:36 PM
Don't Druids have a travel form anyway?


Title: Re: 2.4 changes?
Post by: Dren on February 15, 2008, 12:42:49 PM
Don't Druids have a travel form anyway?

Yes, and I believe this stacked onto it.  This is the main reason flag runners are typically druids.

They still will be.  They just won't be as uber.


Title: Re: 2.4 changes?
Post by: Paelos on February 15, 2008, 01:00:24 PM
Don't Druids have a travel form anyway?

Yes, and I believe this stacked onto it.  This is the main reason flag runners are typically druids.

They still will be.  They just won't be as uber.

The rest of the populace who has ever tried to hunt down the shifting druid as it sheds slows like hair thinks this was probably needed. Hell, I'd say they did the wrong thing, letting druids shift out of debuffs was the problem.


Title: Re: 2.4 changes?
Post by: Fordel on February 15, 2008, 01:05:37 PM
That is the primary reason why the bonus was so awesome. Bonus + Travel + BootEnchant worked out to roughly ghetto mount speed. It's night and day in terms of survivability for a druid and that bonus. It 'just' lets you out range casts/charges, lets you just pull ahead of a warrior so it can't chain hamstring etc...


The SpeedBonus + Old Drinking is why druids are so dominant in 2v2 brackets. Unless you were a shadow step rogue, you had little chance of actually catching a druid to kill. Those two changes will bring druids way way down in the 2v2 brackets again, most of the FoTM druid+warrior teams will have issues.



Now while I like the new balance set bonus (Wrath gives a chance to decrease starfires cast time by 1.5), the new resto bonus is a cruel joke. .25 cast off of Healing Touch. HT is 3.5 without talents, 3.0 with talents that pvp druids dont have the points to take. Its just WAY to fucking slow for a pvp heal in almost every situation.


Title: Re: 2.4 changes?
Post by: Chenghiz on February 15, 2008, 04:18:46 PM
Soooooo, when do we think the badge rewards are going to come out? Because I'd like to know if pounding kara over and over is the right idea instead of goofing around in ZA. I'm sure it will be, but this holding back bullshit is really quite ridiculous.

Goof around in ZA, it's a fun instance.


Title: Re: 2.4 changes?
Post by: Paelos on February 15, 2008, 11:34:26 PM
Soooooo, when do we think the badge rewards are going to come out? Because I'd like to know if pounding kara over and over is the right idea instead of goofing around in ZA. I'm sure it will be, but this holding back bullshit is really quite ridiculous.

Goof around in ZA, it's a fun instance.

I have, it's really not.


Title: Re: 2.4 changes?
Post by: Trouble on February 16, 2008, 10:15:23 AM
For the uninform, http://www.mmo-champion.com/ has a list of everything new that's been discovered. The badge loot was datamined yesterday and is on there. It has the ilevel of tier 6 but most of the stuff has an inefficient allocation of stats so it's not as good as BT/Hyjal loot.

Also Sunwell loot is on there, which also includes crafted goodies. It follows the same layout of previous tiers of crafted loot. For armor, chests are BoE patterns that produce BoE items. Gloves are BoP patterns that produce BoE items and require Sunmotes to crafted (Sunmote is the Sunwell version of heart of darkness). For jewelcrafters there's BoE neck patterns that produce BoP necks and BoE rings. A lot of that gear is AMAAZZZINNNG like way better than tier 6 quality. The dps caster tailoring chest is light years beyond anything else.

Also tier 6 has been expanded by 3 pieces. Belts, boots, bracers drop in Sunwell. There's no new set bonuses though, it's just to allow you to upgrade to the many offset pieces in Sunwell which are amazing. It's quite crazy, they've managed to pack a ridiculous amount of loot into 6 bosses. A whole tier's worth basically.


Title: Re: 2.4 changes?
Post by: SurfD on February 16, 2008, 11:17:20 AM
the disgusting part about the new pieces of tier 6 is that if your Tier 5 / season 3 four piece set bonus is hot, you can now swing dual 4 piece set bonuses


Title: Re: 2.4 changes?
Post by: Chenghiz on February 17, 2008, 09:28:59 AM
Soooooo, when do we think the badge rewards are going to come out? Because I'd like to know if pounding kara over and over is the right idea instead of goofing around in ZA. I'm sure it will be, but this holding back bullshit is really quite ridiculous.

Goof around in ZA, it's a fun instance.

I have, it's really not.

Didn't you dislike Karazhan too? What is your definition of fun?


Title: Re: 2.4 changes?
Post by: Paelos on February 17, 2008, 08:52:37 PM
Soooooo, when do we think the badge rewards are going to come out? Because I'd like to know if pounding kara over and over is the right idea instead of goofing around in ZA. I'm sure it will be, but this holding back bullshit is really quite ridiculous.

Goof around in ZA, it's a fun instance.

I have, it's really not.

Didn't you dislike Karazhan too? What is your definition of fun?

Things that don't involve annoying trash followed by bosses that are insanely difficult to kill when you want the loot as an actual upgrade. Oh, and 10 mans shouldn't take days. They should take 4 hours max. Now tell me I need to Learn2Play, and that you smoked ZA in 2 hours with blues.


Title: Re: 2.4 changes?
Post by: Calantus on February 17, 2008, 10:16:17 PM
Kara has been nerfed thoroughly from the days you learnt it Paelos. It's now a piece of piss. Really, there are non-heroic 5mans that I found more challenging as a priest in PVP gear.


Title: Re: 2.4 changes?
Post by: Paelos on February 17, 2008, 10:56:27 PM
Kara has been nerfed thoroughly from the days you learnt it Paelos. It's now a piece of piss. Really, there are non-heroic 5mans that I found more challenging as a priest in PVP gear.

Yeah...

I ran Kara in 4 hours the other day on a full clear. I wasn't saying Kara is hard now. It was hard and horribly annoying when it first came out. Just like ZA is hard and horribly annoying now. Seriousy, TWO gauntlets? Whoever came up with the dragonhawk trash should be kicked in the nuts by every player that's ever wiped because a scout spawned behind them.


Title: Re: 2.4 changes?
Post by: Fabricated on February 17, 2008, 11:47:06 PM
Kara has been nerfed thoroughly from the days you learnt it Paelos. It's now a piece of piss. Really, there are non-heroic 5mans that I found more challenging as a priest in PVP gear.
It's a piece of piss if you're going in with people in scads of new badge gear and crafted/welfare epics. It eats a bag of dicks the instant you ran smack into Aran without the necessary classes or overgeared DPS. Which is weird since Illhoof/Netherspite aren't too bad, and there are some semi-reliable safe spots for Prince.


Title: Re: 2.4 changes?
Post by: Chenghiz on February 18, 2008, 12:36:10 AM
I agree the dragonhawk trash is dumb but by and large it's a fun and cool instance, and I can't even imagine taking 2 days to do through it. To be fair, I did it with a raid leader who knew the stuff already but it wasn't nearly as time consuming as Kara. I'm not mocking your ability as a player, I just wonder at your constant insistence that the raids are shit and not fun, and the fact that you continue to do them.


Title: Re: 2.4 changes?
Post by: Dren on February 18, 2008, 06:20:56 AM
I'm actually glad they are putting new badge items up and let us know about it.  I'm building my stock of badges up again from Kara and holding onto them for now just to see.  Yes, there are plenty of upgrades for me on the vendor now, but I can wait until the patch since I'm fully decked in Kara purples now.

We'll just continue to farm Kara for badges and finishing out everyone's gear to move on to ZA.  I'd guess we'll be running ZA full on once the patch hits with the Sunwell.  We might be at Sunwell when the expansion hits.  We're a casual 10-person or less raid guild, so we're always a patch/expansion behind.

We dabble in some of the 25-man raids, but through alliances with other people from other guilds.  I've done a few Mags and Gruul's.  I've come to decide that unless we do a full raid with just our own guild, I'm not doing that anymore.  I really do despise 25-man runs.  I'll support our guild through them, but I'm not signing up for it otherwise.


Title: Re: 2.4 changes?
Post by: Mazakiel on February 18, 2008, 06:43:10 AM
I love the 10 man instances.  Love love love.  The 25-mans though, just aren't fun at all.  I can't imagine what the 40-mans would have been like, but I've decided I'm rather glad I never did them.  Sadly, the raiding alliance I'm in is phasing out doing the 10 mans to focus on the 25-mans.  Between that and a bunch of other issues, my interest in raiding has plummeted.  I know it'll never happen, but I wish Blizzard would focus more on 10 mans for a lot of stuff as opposed to the way it seems now. 


Title: Re: 2.4 changes?
Post by: Dren on February 18, 2008, 06:52:48 AM
I love the 10 man instances.  Love love love.  The 25-mans though, just aren't fun at all.  I can't imagine what the 40-mans would have been like, but I've decided I'm rather glad I never did them.  Sadly, the raiding alliance I'm in is phasing out doing the 10 mans to focus on the 25-mans.  Between that and a bunch of other issues, my interest in raiding has plummeted.  I know it'll never happen, but I wish Blizzard would focus more on 10 mans for a lot of stuff as opposed to the way it seems now. 

Completely agree.  I did do a 40 - man once back in the day.  Once.

Yeah, it is as bad as you can imagine and more.


Title: Re: 2.4 changes?
Post by: Rasix on February 18, 2008, 06:59:19 AM
Some boss fights I enjoyed in the 40 man, but everything else was hell. 

Looks like my super casual guild is getting bled dry by people leaving to raiding guilds and is planning to dissolve.  I guess there's actually some nice options out there now with guilds that raid, but only do it on a sign up basis and it's not a requirement.   :oh_i_see:


Title: Re: 2.4 changes?
Post by: Selby on February 18, 2008, 08:19:53 AM
40 mans were the devil.  Just getting 40 people together was hate.  Then the whole issue of loot, DKP, tanking, healing, DPS, paying attention during the long boring fight for the one second you needed to do your job right (otherwise the group wiped), etc.  I much prefer the 10-man stuff just because it is easier to get 10 people together who actually give a damn rather than 40.  But then I'd rather just not raid ever again after the fun that was MC, BWL, AQ, etc...


Title: Re: 2.4 changes?
Post by: Fabricated on February 18, 2008, 08:26:00 AM
I love the 10 man instances.  Love love love.  The 25-mans though, just aren't fun at all.  I can't imagine what the 40-mans would have been like, but I've decided I'm rather glad I never did them.  Sadly, the raiding alliance I'm in is phasing out doing the 10 mans to focus on the 25-mans.  Between that and a bunch of other issues, my interest in raiding has plummeted.  I know it'll never happen, but I wish Blizzard would focus more on 10 mans for a lot of stuff as opposed to the way it seems now. 
The entry level raids in the next expansion are all 10-mans I think. 4 of them too.


Title: Re: 2.4 changes?
Post by: Mazakiel on February 18, 2008, 08:29:53 AM
I'd consider that great news, then.  Hopefully that's how it pans out. 


Title: Re: 2.4 changes?
Post by: Merusk on February 18, 2008, 09:14:00 AM
My biggest problem with 10-mans is it fucks certain classes/ specs right in the ass.  Too many classes & specs to limit it down to just 10 people.  Hell, even in 25-mans you often have a hard time justifying certain classes because you NEED x number of tanks/ healers/ ranged or melee dps.

Honestly, the whole 'have to provide a challenge' thing is what causes 99% of the cockblocks in MMO design.  Of course, without those cockblocks the fear is that word of mouth would destroy the game because, "It's too easy."   Fucking elitist gamer doucebags.


Title: Re: 2.4 changes?
Post by: Fabricated on February 18, 2008, 10:07:49 AM
I'd consider that great news, then.  Hopefully that's how it pans out. 
Again, I recall that...they've said quite a few times that Naxx-Redux is the introductory 25-man raid, and that there's going to be 4 new 10-mans out of the box. I'm assuming two 10-mans per "tier" of gear and then Naxx-Redux and whatever the new Gruul/Mag is. At least I hope that's how it works, since having 10-mans follow a 25-man would be kinda fucked up.


Title: Re: 2.4 changes?
Post by: Paelos on February 18, 2008, 10:07:56 AM
I agree the dragonhawk trash is dumb but by and large it's a fun and cool instance, and I can't even imagine taking 2 days to do through it. To be fair, I did it with a raid leader who knew the stuff already but it wasn't nearly as time consuming as Kara. I'm not mocking your ability as a player, I just wonder at your constant insistence that the raids are shit and not fun, and the fact that you continue to do them.

I do them for the same reason everyone does raids. I want to see something new. I have hopes that the next boss fight will be fun and challenging. Some of my favorites so far have been:

The Chess Event, Shade of Aran, Illhoof, Netherspite, Maulgar, Hydross, Lurker, and the Eagle Boss in ZA. All of those were fun, and different, and they had something new that challenged us to play differently than the simple tank and spank fights of the past.

Kara right now has been nerfed back to the stone age. You don't have to be geared at all to start racking up kills in there currently. You'll get many upgrades. ZA at the moment is much faster IF you've got a group that's not really hunting any upgrades from the place until the last bosses. If you don't have that, it's brutal. There's certainly not more trash than Kara, but the trash that is there generally isn't a barrel of monkeys. The trash to the Bear and Eagle boss, I have no problem with those at all. The trash to the Dragonhawk and Lynx, however, just makes me cringe. The scouts don't need to respawn, or at the very least no where near as fast. They are trouble enough just walking around. The lynx doesn't need like 10-15 trash pulls before you get to fight the boss. The Bear has 5. The Eagle has 6 in a gauntlet. Hell, even the dragonhawk only has 4-5 standing groups before you get to the boss, and a bunch of patrolling mobs.

Basically, it always boils down to inconsistent trash mobs for me. I'd like to see some uniformity in the pacing of the instance, not quick stuff followed by horribly long/annoying stuff.


Title: Re: 2.4 changes?
Post by: Ratman_tf on February 18, 2008, 11:04:12 AM
 Fucking elitist gamer doucebags.

I wouldn't mind so much if you could solo-group-raid at equal levels of "reward" (Purpz, pat on the back, shiny badges, whatever-the-fuck)

But then the raider types get their panties in a wad.


Title: Re: 2.4 changes?
Post by: Chenghiz on February 18, 2008, 12:10:05 PM
Basically, it always boils down to inconsistent trash mobs for me. I'd like to see some uniformity in the pacing of the instance, not quick stuff followed by horribly long/annoying stuff.

Ok, that's understandable. There's a way to skip a pretty sizable number of mobs before Lynx by jumping through huts and stuff that you might be able to find if you poke around a bit.

Quote
I love the 10 man instances.  Love love love.  The 25-mans though, just aren't fun at all.  I can't imagine what the 40-mans would have been like, but I've decided I'm rather glad I never did them.  Sadly, the raiding alliance I'm in is phasing out doing the 10 mans to focus on the 25-mans.  Between that and a bunch of other issues, my interest in raiding has plummeted.  I know it'll never happen, but I wish Blizzard would focus more on 10 mans for a lot of stuff as opposed to the way it seems now.
I did a lot of 40-man raiding back in vanilla and it really wore me down. After some Kara I tried SSC and it was just remarkable how much less fun the 25-man setting was compared to 10-man. Apart from the one-shot stuff like Gruul and Mag, I have no desire to do anything bigger than 10-man ever again.


Title: Re: 2.4 changes?
Post by: Calantus on February 18, 2008, 12:23:30 PM
Honestly, the whole 'have to provide a challenge' thing is what causes 99% of the cockblocks in MMO design.  Of course, without those cockblocks the fear is that word of mouth would destroy the game because, "It's too easy."   Fucking elitist gamer doucebags.

For certain types of gamers there's no point playing any game if it's too easy. There's just... no point at all. I can't see how that is elitist.


Title: Re: 2.4 changes?
Post by: Nebu on February 18, 2008, 12:52:23 PM
For certain types of gamers there's no point playing any game if it's too easy. There's just... no point at all. I can't see how that is elitist.

All MMO PvE is easy.  All of it.  It just takes time.  The elitests that claim to be star players are often stars because they're the only ones able to commit the crazy amounts of time necessary to complete an encounter. 


Title: Re: 2.4 changes?
Post by: Dren on February 18, 2008, 01:02:16 PM
My biggest problem with 10-mans is it fucks certain classes/ specs right in the ass.  Too many classes & specs to limit it down to just 10 people. 

I don't know if you are including Karazhan as it is today, but I really don't see much of this.  Yes, you need to have a certain amount of tank/heal/cc, but the formula isn't as hard-set as you imply.  We've been taking a wide range of different alts/classes into Karazhan and being successful.

Of course, some mixes of classes do much better than others, but they are not comletely locked out of there.  I can't speak to ZA as I haven't been yet.

The 25-mans I've been on were completely different.  If you didn't have x healers and y tanks and z CC and blah blah, then you might as well give up.  I thought it was much worse with this respect.

I know Karazhan was much more strict upon release, so maybe this is how ZA is and will tame down later.  That's kind of how Blizzards works things anyway.  That's fine with me.  The badges flow from Karazhan just as well as ZA, actually probably better.


Title: Re: 2.4 changes?
Post by: Jayce on February 18, 2008, 01:13:16 PM
For certain types of gamers there's no point playing any game if it's too easy. There's just... no point at all. I can't see how that is elitist.

All MMO PvE is easy.  All of it.  It just takes time.  The elitests that claim to be star players are often stars because they're the only ones able to commit the crazy amounts of time necessary to complete an encounter. 

I was thinking the same thing.  It's not like they practice tanking, healing etc in their offtime to get better at game time.

More specifically, it's having long periods of time at a stretch which some people count as skill.  One reason I like WoW is that there are certain things I can do but still exit the game at the drop of a hat if my kids wake up or something.  If jobless losers and teenagers have a great advantage in getting gear because they can catass for 10 hours a day, I can't see how that makes the game more elite- it just skews it toward the wrong demographic.

The fact that I can get epix by gathering mats (crafting), 5 man heroics (short stints) and PvP mitigates that in the specific case of WoW, but those are the methods people like to call "welfare".  Whatever - my sub money's as good as theirs  :grin:


Title: Re: 2.4 changes?
Post by: Simond on February 19, 2008, 06:02:14 AM
Third-hand info from Test (pinch of salt, etc):
Quote
Advantage for solo folks, the new dailies have about 4 which give out "shattered sun supplies" or somesuch.  It's a box with a green in it and about 20% of the ones I've gotten have also had a badge of justice.  So you can solo trickle accumulate badges.

 :awesome_for_real:


Title: Re: 2.4 changes?
Post by: Oban on February 19, 2008, 06:40:39 AM
That sounds great and all, but I will wait until Badges of Justice are found in junkboxes that I can pickpocket off of mobs in Netherstorm.


Title: Re: 2.4 changes?
Post by: Xanthippe on February 19, 2008, 12:23:52 PM
Four dailies give out something with a 20% chance of a badge, but to buy crap with badges you need 50 or 100 badges.  So if you do dailies every single day and get one per day, you can get something after 50 days.

Solo trickle is right.



Title: Re: 2.4 changes?
Post by: Phred on February 19, 2008, 01:58:41 PM
Four dailies give out something with a 20% chance of a badge, but to buy crap with badges you need 50 or 100 badges.  So if you do dailies every single day and get one per day, you can get something after 50 days.

Solo trickle is right.



Isn't the solo mantra slower/harder but doable?



Title: Re: 2.4 changes?
Post by: Nebu on February 19, 2008, 02:36:19 PM
Isn't the solo mantra slower/harder but doable?

I think the solo mantra is to either reroll or to /cancel.  The best of the solo game ends when you hit level 70.


Title: Re: 2.4 changes?
Post by: Paelos on February 19, 2008, 03:23:55 PM
Is it just me, or do the Badge Rewards they released scream, "I hope you weren't expecting much!"

I'm very underwhelmed by them compared to the previous badge rewards they released.


Title: Re: 2.4 changes?
Post by: Chimpy on February 19, 2008, 03:35:13 PM
Is it just me, or do the Badge Rewards they released scream, "I hope you weren't expecting much!"

I'm very underwhelmed by them compared to the previous badge rewards they released.

Oh I don't know, gear that is on the level of or better than gear off the non-pinata bosses in BT and hyjal for doing kara and saving badges between now and patch time?


That crossbow is the best ranged weapon for BM hunters/rogues/DPS warriors in the game. The mail legs are basically a slightly different stat allocation/1 less socket version of the best Enhance shaman/hunter legs in the game, the healing mace is on par with Hyjal loot, oh and the melee ring is basically a twin to the Z'A timed event ring which is one of the top 3 rings in the game for hunters and rogues atm.

Not underwhelming at all tbh. I am actually surprised the stuff is so cheap, esp considering how much easier badges will be to get, and with vortices being non-bound and buyable via badges, every ret pally/warrior with a little bit of gold will be running around with a damn annoyin-herald now.

If you play a tanking warrior, sure, the badges are not as stellar an upgrade over the last batch of badge gear, but that gear was better than tier5 for doing kara. And the new stuff is still nice.


Title: Re: 2.4 changes?
Post by: Paelos on February 19, 2008, 08:27:50 PM
Yeah, I'm a tanking warrior. The gear is actually a side-grade.


Title: Re: 2.4 changes?
Post by: Phred on February 19, 2008, 10:23:15 PM
Yeah, I'm a tanking warrior. The gear is actually a side-grade.

I guess everyone get's ignored occasionally then. The last round of badge gear was pretty insipid for hunters.


Title: Re: 2.4 changes?
Post by: Paelos on February 19, 2008, 11:06:31 PM
Yeah, I'm a tanking warrior. The gear is actually a side-grade.

I guess everyone get's ignored occasionally then. The last round of badge gear was pretty insipid for hunters.


Oh I totally agree, but I wonder why the hell you even bother putting the gear in there in the first place? I would have been ragingly pissed off with nothing, but I'm disillusioned with what we got.

It's a side-grade of emotions in a way as well.  :ye_gods:


Title: Re: 2.4 changes?
Post by: Phred on February 20, 2008, 03:37:39 AM
Yeah, I'm a tanking warrior. The gear is actually a side-grade.

Oh I totally agree, but I wonder why the hell you even bother putting the gear in there in the first place? I would have been ragingly pissed off with nothing, but I'm disillusioned with what we got.

It's a side-grade of emotions in a way as well.  :ye_gods:

Why put it in? Because somewhere there's some guy who's gonna loudly post all over the general and warrior forums how superior that gear is to everything else available. Just like the people who insisted AQ40 hunter set gear was an upgrade over t2.



Title: Re: 2.4 changes?
Post by: Slyfeind on February 20, 2008, 04:10:57 AM
Some boss fights I enjoyed in the 40 man, but everything else was hell. 

Strangely, I liked everything about 40-mans, except the fights. There was something strange yet cool about being in a small army, one person only spoke French, while a French-Canadian had to translate for him, three married couples, one couple of which has a daughter who is also in the raid, a couple people who have been playing MMOs together since UO beta...it was like a reality show!

For certain types of gamers there's no point playing any game if it's too easy. There's just... no point at all. I can't see how that is elitist.

Yeah, I'd say players who like to be challenged aren't playing WoW.


Title: Re: 2.4 changes?
Post by: MrHat on February 20, 2008, 04:21:46 AM
Patch notes were updated again.

Nature’s Swiftness and Elemental Mastery now share a 10 second cooldown.  - Shaman pwnd.


Title: Re: 2.4 changes?
Post by: Nebu on February 20, 2008, 11:18:22 AM
Patch notes were updated again.

Nature’s Swiftness and Elemental Mastery now share a 10 second cooldown.  - Shaman pwnd.


Yeah, because shamen are too dominant a pvp force and desperately needed a nerf. 


Title: Re: 2.4 changes?
Post by: MrHat on February 20, 2008, 11:31:05 AM
At least ghost wolf is instant cast w/ talents.  That's a nice change for the leveling shaman.


Title: Re: 2.4 changes?
Post by: Righ on February 20, 2008, 11:33:03 AM
At the upper end, and in a team they are pretty crazy. This is really being done to deal with the well-geared 40/0/21 build in arenas, and its an example of how all the arena balancing has a detrimental effect on 'lesser' geared people in different play.


Title: Re: 2.4 changes?
Post by: Nebu on February 20, 2008, 11:43:17 AM
At the upper end, and in a team they are pretty crazy. This is really being done to deal with the well-geared 40/0/21 build in arenas, and its an example of how all the arena balancing has a detrimental effect on 'lesser' geared people in different play.

I don't buy it.  Compare the number of 2k+ rated shamen to that of rogues, paladins, druids, warriors, warlocks, etc.  5v5 is really about the only place that a shaman is viable in arenas.  I'm going to do my best to prove this wrong, but I'm not optimistic.  Shaman just don't have the types of pvp tools that many other classes do. 

On a side note; I've been more successful lately against warlocks and hunters, but warriors, paladins, and rogues (particularly with good gear) tear me a new one.  Gear > all it seems.  I want a stun damnit!


Title: Re: 2.4 changes?
Post by: Montague on February 20, 2008, 03:52:48 PM
Patch notes were updated again.

Nature’s Swiftness and Elemental Mastery now share a 10 second cooldown.  - Shaman pwnd.


Yeah, because shamen are too dominant a pvp force and desperately needed a nerf. 


Indeed.

By the way, there's a major kerfuffle on the WoW boards. Seems that Kalgan's close friend/life partner Leiah blogged about Ele shammies needing the nerf a couple of weeks ago and posted on the warlock forums about it. Then he got account banned from the forums for a racial slur, and the shamans rose up in dotshock nerd rage. Sure made work go by quicker.


Title: Re: 2.4 changes?
Post by: Righ on February 20, 2008, 04:26:08 PM
I don't buy it.  Compare the number of 2k+ rated shamen to that of rogues, paladins, druids, warriors, warlocks, etc.  5v5 is really about the only place that a shaman is viable in arenas.  I'm going to do my best to prove this wrong, but I'm not optimistic.  Shaman just don't have the types of pvp tools that many other classes do. 

Kalgan said that this is what they were trying to do - balance for arenas by taking away stuff that seems too powerful alongside their intended buffs so that they can add stuff that gives you a fighting chance in 2v2. Its allegedly the nerf half of a rebalance - hopefully you won't have to wait as long as hunters did for the subsequent buff part. Of course, no sooner did he say that than the powers that be removed his post.

By the magic of Intarwebs, somebody's screencap:

http://home.comcast.net/~fxgpic/kalgan.JPG

So obviously its still a matter of debate up there in Blizz land and they don't appreciate Kalgan making buff promises. In other news, they still have no fucking idea what sort of gear a shaman would want:

http://static.mmo-champion.com/mmoc/images/news/2008/february/t6v2_skyshatter.jpg


Title: Re: 2.4 changes?
Post by: Jayce on February 20, 2008, 05:06:07 PM
By the way, there's a major kerfuffle on the WoW boards. Seems that Kalgan's close friend/life partner Leiah blogged about Ele shammies needing the nerf a couple of weeks ago and posted on the warlock forums about it. Then he got account banned from the forums for a racial slur, and the shamans rose up in dotshock nerd rage. Sure made work go by quicker.

That actually explains a confusing part of my day.  I logged on before work and checked my auctions.  There was some idiot in Thunder Bluff (who's now on my ignore list) named "wtfnerfme" who kept saying things about Blizzard and nerfs and Kalgan.  It all makes sense now.

I bet enough nerd sweat has been generated over this to fill one of the great lakes.


Title: Re: 2.4 changes?
Post by: Fordel on February 20, 2008, 11:29:37 PM
Another 50 spell hit on the shaman set?  :awesome_for_real:


That's almost as good as the removal of stamina from the Feral parts.  :oh_i_see:


Title: Re: 2.4 changes?
Post by: Sjofn on February 21, 2008, 01:15:13 AM
The feral gear change is just so awesome. I'm not usually one of those OMG BLIZZ DON'T ANY OF YOU EVEN PLAY people, but dayum.


Title: Re: 2.4 changes?
Post by: Driakos on February 21, 2008, 03:51:38 AM
I don't understand why there isn't any stamina on that gear...

Actually, looking at it again, it's flat out crap.  Why does MP5 or mana reduction matter when you are being demolished?  It can't be complete.  Just prototypes.


Title: Re: 2.4 changes?
Post by: Montague on February 21, 2008, 08:12:42 AM
The Ret paladin gear also doesnt have any stamina on it. Speculation is that Blizz is doing it to make the pieces less attractive for PVP so players don't stack set bonuses for PVP and PVE gear


Title: Re: 2.4 changes?
Post by: Threash on February 21, 2008, 08:44:12 AM
The Ret paladin gear also doesnt have any stamina on it. Speculation is that Blizz is doing it to make the pieces less attractive for PVP so players don't stack set bonuses for PVP and PVE gear

Well yes thats obviously the reason, with the new pieces you could get the four piece gladiator bonus and the uber four piece tier six bonus without missing out on much.  The thing is without stam the feral gear is completely useless because its used for tanking.  They didnt remove the stam from the warrior and paladin tanking sets.


Title: Re: 2.4 changes?
Post by: Dren on February 21, 2008, 08:50:18 AM
Yeah, I was trying to figure out how you PvE tank without additional stam.  That makes no sense at all.


Title: Re: 2.4 changes?
Post by: Dren on February 21, 2008, 08:55:53 AM
Actually, I was also thinking that higher level PvE needs the stamina regardless of class or role.  They have basically required there to be a "gear check" for everyone because most of the uber bosses will just one shot people sporadically.

We just faced this last night with Aran in Karazhan.  We took our "B" team (alts, new players, etc.) through that and had a hell of a time.  It wasn't the knowledge or understanding of what to do.  It was the fact that some people only had 7k hps.  If they are down in hps for any reason and Aran chose to all of sudden pick them for an arcane volley....dead.  That would lead to a wipe (loss of  dps.)  There were similar issues with Curator, although that went better.

Having less Stam might be a solution.  Having no stamina on the items just doesn't make any sense.  Nobody will want it.


Title: Re: 2.4 changes?
Post by: WindupAtheist on February 21, 2008, 09:12:51 AM
So I went to the same place Righ got his shaman gear info to check on pally stuff.

http://static.mmo-champion.com/mmoc/images/news/2008/february/retribseason1.jpg

Uh, there's the much-ballyhooed resilience, but also still stamina.  Wut's going on?  :uhrr:


Title: Re: 2.4 changes?
Post by: Threash on February 21, 2008, 09:31:33 AM
We are talking about tier six pve gear having its stam removed so its not as good in pvp, pvp gear is of course still usable in pvp.


Title: Re: 2.4 changes?
Post by: Fabricated on February 21, 2008, 10:56:34 AM
I think I may actually try a BG or two on 2.4 looking at the easy availability of the new blue-quality 5-piece PVP sets. With a couple other resilience pieces from PvE you could actually enter a BG not sporting S1+ gear and not instantly die!


Title: Re: 2.4 changes?
Post by: Nebu on February 21, 2008, 12:02:26 PM
I think I may actually try a BG or two on 2.4 looking at the easy availability of the new blue-quality 5-piece PVP sets. With a couple other resilience pieces from PvE you could actually enter a BG not sporting S1+ gear and not instantly die!

Won't this cause a riot with the hardcore players?  I mean... if they have to press more than 3 buttons to kill someone there's a problem with the top tier gear.


Title: Re: 2.4 changes?
Post by: Chimpy on February 21, 2008, 12:30:51 PM
I think I may actually try a BG or two on 2.4 looking at the easy availability of the new blue-quality 5-piece PVP sets. With a couple other resilience pieces from PvE you could actually enter a BG not sporting S1+ gear and not instantly die!

Won't this cause a riot with the hardcore players?  I mean... if they have to press more than 3 buttons to kill someone there's a problem with the top tier gear.

Trust me, when you are rolling in s3 gear, anything s1 or below is still a speedbump, just more of the old 1980s style where your car jumps a bit instead of the nice and gradual kind they put in neighborhoods now.


Title: Re: 2.4 changes?
Post by: WindupAtheist on February 21, 2008, 01:22:59 PM
I think I may actually try a BG or two on 2.4 looking at the easy availability of the new blue-quality 5-piece PVP sets. With a couple other resilience pieces from PvE you could actually enter a BG not sporting S1+ gear and not instantly die!

Link?  I'm still having newbtrouble sorting through all this crap.


Title: Re: 2.4 changes?
Post by: Arrrgh on February 21, 2008, 02:44:10 PM
http://www.wowhead.com/?items&filter=qu=3;sl=5:10:1:7:3;cr=82:12;crs=1:1;crv=0:0#0+1


Title: Re: 2.4 changes?
Post by: Nebu on February 21, 2008, 02:52:03 PM
Quote from: WoW Forums
The stats don't show a lack of popularity for shaman, they just show a ridiculous popularity for other classes.

The shaman boards have sure been active since the patch announcement.  If nothing else, it's good humor to distract me at work.


Title: Re: 2.4 changes?
Post by: WindupAtheist on February 21, 2008, 09:28:46 PM
http://www.wowhead.com/?items&filter=qu=3;sl=5:10:1:7:3;cr=82:12;crs=1:1;crv=0:0#0+1

Sexy.  Me wanty.  Then I'll go do PVP for upgrades.


Title: Re: 2.4 changes?
Post by: Simond on February 22, 2008, 07:57:31 AM
The minor "mana from drinking now scales up to max over the first few ticks" nerf is now going to be Arena-only.

Precedent for seperate rulesets for Arena-PvP vs Other-PvP vs PvE!


Title: Re: 2.4 changes?
Post by: Dren on February 22, 2008, 08:26:28 AM
The minor "mana from drinking now scales up to max over the first few ticks" nerf is now going to be Arena-only.

Precedent for seperate rulesets for Arena-PvP vs Other-PvP vs PvE!

I don't understand.  There is no drinking in Arenas.


Title: Re: 2.4 changes?
Post by: Chimpy on February 22, 2008, 08:29:34 AM
The minor "mana from drinking now scales up to max over the first few ticks" nerf is now going to be Arena-only.

Precedent for seperate rulesets for Arena-PvP vs Other-PvP vs PvE!

I don't understand.  There is no drinking in Arenas.

You obviously have not played many long matches in arenas.

The PvP water works in arena, you just have to get far enough away from the fray to go OOC.


Title: Re: 2.4 changes?
Post by: Righ on February 22, 2008, 03:20:55 PM
I don't know if it is intentional or not, but Tauren are now shorter than Night Elves.


Title: Re: 2.4 changes?
Post by: Fordel on February 22, 2008, 10:05:19 PM
There are scaling issues on the PTR atm. If you have Eggbert, bring him out for some comedy.


Title: Re: 2.4 changes?
Post by: Trouble on February 23, 2008, 09:41:22 AM
Water drinking is still horribly broken. Trying to regen mana for boss attempts in Sunwell is an exercise in cock stabbing.


Title: Re: 2.4 changes?
Post by: Merusk on February 23, 2008, 10:20:07 AM
Anyone know why guilds would suddenly be scrambling for Lava Cores?  My GL's gotten tells from all the more-progressed guilds on Alleria, Including Risen, asking for Lava Cores and we can't figure out why.


Title: Re: 2.4 changes?
Post by: Xanthippe on February 23, 2008, 10:24:22 AM
Warlock lifetap change sounds huge, and very bad.  Instead of 1 hit point = 1 mana point, 16% hps = 16% mana.  Very very bad, this change.

I read on the general forum that they are reducing flight path speed by 34%.  I don't know if this is true, but if so, wtf, players are clamoring for Blizzard to put in more time sinks?  Flight path speed is fine as it is - in fact, faster would be better.



Title: Re: 2.4 changes?
Post by: Phred on February 23, 2008, 12:07:40 PM
Warlock lifetap change sounds huge, and very bad.  Instead of 1 hit point = 1 mana point, 16% hps = 16% mana.  Very very bad, this change.

I read on the general forum that they are reducing flight path speed by 34%.  I don't know if this is true, but if so, wtf, players are clamoring for Blizzard to put in more time sinks?  Flight path speed is fine as it is - in fact, faster would be better.



I didnt notice any slowdown in flight speed but I don't have my speedometer addon on much either. However, for the trip to Sunwell, they stole fast travel from LoTR. Now you warp from outside IF to the ghostands in one loading.



Title: Re: 2.4 changes?
Post by: SurfD on February 23, 2008, 01:06:18 PM
Anyone know why guilds would suddenly be scrambling for Lava Cores?  My GL's gotten tells from all the more-progressed guilds on Alleria, Including Risen, asking for Lava Cores and we can't figure out why.
If i had to guess, a lot of people are probably thinking of rolling out that crafted Axe that has a proc that increases magic damage done to target by 5%, which needs lava cores to craft.  Other then that, i havent a clue.  unless some obscure progression quest requires them.


Title: Re: 2.4 changes?
Post by: Chimpy on February 23, 2008, 01:24:48 PM
Anyone know why guilds would suddenly be scrambling for Lava Cores?  My GL's gotten tells from all the more-progressed guilds on Alleria, Including Risen, asking for Lava Cores and we can't figure out why.
If i had to guess, a lot of people are probably thinking of rolling out that crafted Axe that has a proc that increases magic damage done to target by 5%, which needs lava cores to craft.  Other then that, i havent a clue.  unless some obscure progression quest requires them.

Nightfall was changed to have a significantly lower effect for lvl 70 spells than it did at level 60, it was also something that you stuck in the hands of a pally, shaman, or extra protection warrior to just keep the proc up back in the Naxx days.

It really is a barely noticable difference now, and the increase to your raid DPS by just having the same person use a lvl 70 weapon would surpass the increased dmg from Nightfall procs. Especially considering having only 25 slots makes it a lot harder to have anyone superflous in on any fight.


Title: Re: 2.4 changes?
Post by: Calantus on February 24, 2008, 01:58:32 AM
Anyone know why guilds would suddenly be scrambling for Lava Cores?  My GL's gotten tells from all the more-progressed guilds on Alleria, Including Risen, asking for Lava Cores and we can't figure out why.

Is there a fire resist fight? Last I played FR was world drop greens and badge loot, and not everyone would have bought the FR gear and not have enough badges to go out and buy it. If there's not enough greens of fire protection lava cores would be the next best way to get FR if enough guilds had a good supply from pre-TBC I imagine.


Title: Re: 2.4 changes?
Post by: SurfD on February 24, 2008, 03:15:54 AM
Anyone doing level 70 raid content in molten core level fire resist gear deserves a serious smack in the face.  Im pretty sure he also said these were fairly well established / progressed guilds looking for this stuff also.

I mean, pretty much any level 68 to 70 piece of green fire resist gear you got off the ah would be WORLDS above MC crafted FR gear.


Title: Re: 2.4 changes?
Post by: Merusk on February 24, 2008, 06:37:00 AM
Yeah, what SurfD said.  All I could think of was, perhaps, there's something going on with the Thorium Brotherhood in 2.4 but I can't find any info on it.  I know that cores were used a lot more often for +faction with them than they were used for FR gear in the MC/ BWL days.


Title: Re: 2.4 changes?
Post by: Trouble on February 24, 2008, 01:06:30 PM
I usually have my ear close to the high end raid rumor mill and I've heard nothing pertaining to this. I also can't think of any reason why anyone would want that stuff. Blizzard isn't going to go and make an old world rep useful for anything, they've said as much as in the past. The fire resist gear sucks badly and level 65 greens would be better, not to mention the badge FR gear. As stated, Nightfall would be a horrible waste of a raid slot as far as I know.

I'll try and find out if there's anything to it.


Title: Re: 2.4 changes?
Post by: Trouble on February 24, 2008, 02:33:35 PM
From the horses mouth, someone in Premonition on Alleria:

Quote
Nightfall is still great on any fight where OT's will be not required to tank for SOME phases of the fight - yes, there's a public thread and I posted the results. Nowadays with much higher caster dps, the proc is even higher - here's copy paste from guild forums

Quote
Our most recent Gorefiend had 16527 total caster DPS, however, that's adding 300 dps from what I assumed the enh shaman and ret paladin are adding average, this is skewed a bit and probably lower than it actually is, regardless.

The last time I tried to figure it out we had about 9000 caster dps.

So on a gorefiend for us now, Nightfall is like this:

The Spell Vulnerability debuff lasts 5 seconds. 15% of 16500 is 2475 DPS, so it's 2475 more damage each second for 5 seconds, or 12375 damage per proc. At 4.2 procs/minute, that's 51975 damage/minute, or 866 dps.


PS I see the context of the original Nightfall question implied Alleria server, which is funny.. due to myself (and another warrior in the guild now) soloing Garr every week, we've a ton of Lava Cores!


Title: Re: 2.4 changes?
Post by: Merusk on February 24, 2008, 03:18:29 PM
That'd e it then.  Premo and Risen have a kind of Rivalry thing going, and the other guys asking have friends in both.  Heh thanks.


Title: Re: 2.4 changes?
Post by: Chimpy on February 24, 2008, 04:15:19 PM
The problem with that math is still that they nerfed the Nightfall proc down to almost nothing at level 70.

But we run a melee heavy raid because our casters suck so it is a moot point.


Title: Re: 2.4 changes?
Post by: Righ on February 25, 2008, 07:04:55 AM
The 4.2 procs per minute is an observed rate at level 70 recorded by procwatch.

http://elitistjerks.com/582535-post34.html


Title: Re: 2.4 changes?
Post by: Chimpy on February 25, 2008, 09:41:43 AM
The 4.2 procs per minute is an observed rate at level 70 recorded by procwatch.

http://elitistjerks.com/582535-post34.html

I was not speaking about the proc rate, but the effect of the proc a la crusader and lifesteal procs being less powerful.

Regardless, you need a raid stacked very caster heavy for the increase in caster DPS to overcome the DPS from putting another DPS class in that slot who has a pulse.

The numbers shown above for gorefiend are definitely from a caster heavy DPS group. 17k caster DPS on a fight that usually floats between 26 and 28k raid DPS with decent geared people would mean they have almost a 2:1 caster DPS skewing.

But hey, if Nightfall still works for some people that is there perrogative. I know there are shaman who run with 3pc tier2 mixed in with their tier6 because of the haxx 3 pc chain heal bonus on t2.


Title: Re: 2.4 changes?
Post by: Lum on February 25, 2008, 12:21:34 PM
Warlock lifetap change sounds huge, and very bad.  Instead of 1 hit point = 1 mana point, 16% hps = 16% mana.  Very very bad, this change.

So my warlock is still only level 58 or so, but this seems like a good change to me. My warlock has, even at low levels, about 3 1/2 times as much mana as life, so a 1% life -> 1% mana would still be a win over 100 life -> 140 mana or whatever the ratio is now.  Feel free to tell me where I'm wrong!


Title: Re: 2.4 changes?
Post by: Arrrgh on February 25, 2008, 01:12:59 PM
Warlock lifetap change sounds huge, and very bad.  Instead of 1 hit point = 1 mana point, 16% hps = 16% mana.  Very very bad, this change.

So my warlock is still only level 58 or so, but this seems like a good change to me. My warlock has, even at low levels, about 3 1/2 times as much mana as life, so a 1% life -> 1% mana would still be a win over 100 life -> 140 mana or whatever the ratio is now.  Feel free to tell me where I'm wrong!

My 70 PvP lock has around 13k HP and 10k mana.

This might be aimed at raid build dest locks who stack more INT than STA. Doesn't bother me.



Title: Re: 2.4 changes?
Post by: Zetor on February 25, 2008, 01:20:32 PM
The problem is that warlock-oriented gear [as opposed to generic caster gear] has a ton of stamina / spell-damage on it, and comparatively little int (sometimes even no int at all). This isn't a problem before 70 as all caster gear tends to be generic with an even spread (except for the green Netherweave set, which is pretty uber for warlocks), but this changes.

You get 10 hp per stamina point and 15 mp per intellect point... but stamina is only worth 2/3 as many itemization points as int, so warlock caster gear has a lot more stam by default as opposed to mage gear which is more int-heavy. Add Demonic Embrace [+15% stamina talent], Fortitude and Blood Pact, and soon enough the warlock's health pool will outstrip their mana pool.

This change makes it so in fact it's better to NOT have those stamina buffs, and warlocks will just start collecting mage gear with lots of +int [and sometimes +spirit, hah]. It's just a bad change all around, even though the impact on warlock dps won't be that big [around 5%?].


-- Z.
(my warlock: http://www.wowarmory.com/character-sheet.xml?r=Crushridge&n=Zaphir -- in pvp gear sure, but even in pve gear my lock has a lot more hp than mp, and he's a gnome for +10% int, too)


Title: Re: 2.4 changes?
Post by: Jayce on February 25, 2008, 01:29:57 PM
I think the major thing is that there is a perception that this change makes life tap scale inversely with gear.  In other words, the better geared you are, the worse you are at regenning mana.

Since life tap is the only realistic way a warlock regens mana, it makes it a big change.  Mages have their gems and evocation, shamans have their water shields, boomkins have their... well, lol.

They could be gunning to change this assumption that warlocks gear for +stam, but that seems pretty harsh to make the entire warlock contingent regear.  The only way to mitigate it would be to retool a metric shitload of warlock raid high-end gear.


Title: Re: 2.4 changes?
Post by: Chimpy on February 25, 2008, 01:55:13 PM
I think the major thing is that there is a perception that this change makes life tap scale inversely with gear.  In other words, the better geared you are, the worse you are at regenning mana.

Since life tap is the only realistic way a warlock regens mana, it makes it a big change.  Mages have their gems and evocation, shamans have their water shields, boomkins have their... well, lol.

They could be gunning to change this assumption that warlocks gear for +stam, but that seems pretty harsh to make the entire warlock contingent regear.  The only way to mitigate it would be to retool a metric shitload of warlock raid high-end gear.

My guess is that lifetap/mana tap will go back to being closer to what it was before they made spelldmg/healing affect it. Probably not cutting it all the way back, but with current levels of spelldmg/healing that mechanic outstripped the amount of mana regen blizzard was wanting them to have.

But the changes of all sorts of shit are borked right now, we were doing sunwell on the PTR last night and found that the buscuits from mage tables were not working as drink at all, just food, so you had to drink some other kind of water to get mana back. And the 5 secs before regen starts BS is annoying, esp when there are all kinds of random things that seem to make you stand up constantly.


Title: Re: 2.4 changes?
Post by: Fordel on February 25, 2008, 02:07:19 PM
The Lifetap change is a PvP nerf really. Locks are currently way to comfortable blowing their health pools for mana all willy nilly.


Title: Re: 2.4 changes?
Post by: Driakos on February 25, 2008, 02:09:39 PM
Yeah, that's the problem with it.  With how warlocks are geared/itemized, you will end up with more max health, than max mana.  There's no positive to this change.  It's a nerf.  You wont even be able to downrank Lifetap anymore for smaller HP hits.  It's all or nothing now.  One rank.  No way they are re-itemizing warlock gear.  It's just something we'll have to adapt to.  I am deep affliction, so my pet will still pony up mana for me, but I am not really looking forward to this change.

Seems like it was done to shorten the fights in 2v2/3v3 brackets.

On another note, I've no idea why shaman are being hammered, that class needs some PVP love.  The EM/NS change seems vindictive, rather than reasonable.  Either to reduce *burst* builds in arenas, or to force 5v5 elemental shaman to use their abilities when it is perceived best for the group, rather than when perceived best for the shaman? I can't believe that it would be assisted coaching.  Either way, shaman and ret paladins are burst.  Lessening that, without changing them in other areas makes them less appealing to play.  Neither class is survivable (or wily) enough to shine in arenas if stripped of their burst potential.  Both are easily locked out, as most of their abilities are shackled to one school of magic.


Title: Re: 2.4 changes?
Post by: Fordel on February 25, 2008, 02:33:20 PM
There are supposed to be further Shaman changes to offset the recent nerfs. Notably Totem mechanic changes.





Title: Re: 2.4 changes?
Post by: Paelos on February 25, 2008, 02:44:34 PM
There are supposed to be further Shaman changes to offset the recent nerfs. Notably Totem mechanic changes.





How about we start by not limiting them to a group, and instead make them raid wide?


Title: Re: 2.4 changes?
Post by: Chimpy on February 25, 2008, 02:54:40 PM
There are supposed to be further Shaman changes to offset the recent nerfs. Notably Totem mechanic changes.





How about we start by not limiting them to a group, and instead make them raid wide?

NOT

GOING

TO

HAPPEN

EVER


Sorry to be blunt, but I have probably been following what shaman are about longer than you since I raided on Horde back in the Nefarian was the last boss days. Any and all suggestions about changing totems to work on more than the 5 man party will always fall on deaf ears.


Title: Re: 2.4 changes?
Post by: Fabricated on February 26, 2008, 03:18:28 AM
There are supposed to be further Shaman changes to offset the recent nerfs. Notably Totem mechanic changes.

How about we start by not limiting them to a group, and instead make them raid wide?
NOT

GOING

TO

HAPPEN

EVER

Sorry to be blunt, but I have probably been following what shaman are about longer than you since I raided on Horde back in the Nefarian was the last boss days. Any and all suggestions about changing totems to work on more than the 5 man party will always fall on deaf ears.
I don't know, wouldn't making shammy buffs raid-wide sort of limit the amount of shammys people WANT to bring on a raid to 2?


Title: Re: 2.4 changes?
Post by: Merusk on February 26, 2008, 04:06:16 AM
I don't know, wouldn't making shammy buffs raid-wide sort of limit the amount of shammys people WANT to bring on a raid to 2?

This already happens anyway, may as well make them useful to the whole raid, not just half of it.

But then the cries from Pallies about Auras would get some traction.. which would then expand to ALL aura effects. I suspect this is the reason it doesn't happen for totems and continues to 'fall on deaf ears.'   What it really is, is that Blizzard doesn't like to explain their reasoning to the general public.  This can only be a good thing for them, because then it doesn't get thrown into their faces 16 months down the line when things change "But you said you'd NEVER..." and it doesn't get them accused of "visionitis" when all games have it.


Title: Re: 2.4 changes?
Post by: Paelos on February 26, 2008, 08:48:57 AM
I've never had more than 3 shamans in a raid, and that's absolute max. We're also Alliance so pallies are a bit more indoctrinated into our raiding environment. Still, raid wide buffs would cut down on a ton of problems I have with the overall utility of that class. How about mana stream totems to the raid? That would make assigning groups a whole lot less of a pain in the ass.


Title: Re: 2.4 changes?
Post by: Nebu on February 26, 2008, 08:53:42 AM
WoW people have no right to make fun of EvE players about their spreadsheets. 

Reading all this min/max crap really makes me understand how neurotic MMO gamers really are.  These people will grind an encounter for days to see a 0.5% improvement in their gear.  It begs for therapy. 


Title: Re: 2.4 changes?
Post by: Chimpy on February 26, 2008, 09:26:24 AM
Still, raid wide buffs would cut down on a ton of problems I have with the overall utility of that class.

Shaman are the most synergistic class in the entire game at the moment, and since synergy is the name of the game in raid makeup now it seems odd that you have "problems with their utility".

Enhance shaman give a huge boost to rogues and warriors while putting out very good dps themselves, Resto shaman are the best raid healers in the game with the haxx known as Chain heal, and Elemental shaman give quite a nice boost to mage and lock DPS. This is not even addressing the 20% increase to DPS for 40 seconds that is Heroism/Bloodlust if you have shaman in your raid.

Poison/disease totems are by far the most efficient method for removing single stack poisons and diseases. For less than 200 mana a shaman can instantly remove a debuff from 5 people and any residual effects every 5 seconds.

In an ideal "balanced" raid group at this time you are going to have 4 shaman: 2 resto, 1 elemental, 1 enhance.


Title: Re: 2.4 changes?
Post by: Paelos on February 26, 2008, 11:09:30 AM
That's sort of my problem, you'd need four of them. That's not good bang/buck utility. Needing/Having/Wanting to carry more than 3 of any class is assinine in terms of 25 man raids with 9 possible classes.

Sure shamans can do lots of things, but what's advantage of a elemental shaman over a moonkin? With totems affecting raids instead of groups, the advantage of having one would be huge. To me, shamans sort of trade off abilites with the other hybrid classes. You just need a good balance of the hybrids in varying specs.


Title: Re: 2.4 changes?
Post by: Trouble on February 26, 2008, 12:00:38 PM
We try to raid with 5 shaman at all times if possible. Shaman are good.

Quote
Sure shamans can do lots of things, but what's advantage of a elemental shaman over a moonkin?

Is this a for serious statement? Here's a graff:

Elemental shaman:
- 3% crit
- 3% hit
- Bloodlust (30% haste for 40 seconds)
- 50 mp5
- 100 spell damage
- Utility totems (tremor, grounding, etc)

Moonkin
- 5% crit
- 3% hit
- Rebith
- Innervate


From a min/max perspective, there isn't even a comparison. We bring 5 shamans. We bring 0 moonkins. The only thing raidwide totems would do is reduce the stacking utility of having 5 shamans. You'd want 3 instead of 5 for totems (one of each spec), though might still end up with 4-5 due to how powerful resto shamans are as healers. Of course using things like Tranquil Air and whatnot wouldn't be viable due to it hitting tanks.

Quote
<Trouble> is there any reason to not bring 5 shamans to every raid assuming you can get that many
<XI> because you dont have 6
<manly> 5-6 is standard practice


Title: Re: 2.4 changes?
Post by: Paelos on February 26, 2008, 12:53:18 PM
1 - Are you Horde
2 - We don't have that many shamans
3 - My shamans are mostly retarded players who rerolled from the classes they were fucking up on before TBC. There are a few exceptions to this, but not enough to start filling raids with shamans. We do, however, have druids crawling all over the damn place.

Anyway, I see your point, but I hate the fucking min/max perspective because it annoys me to think about and/or try to roster for. I'd rather just raid with people I like and fill in the gaps. Hell, we're 2 bosses into SSC that way and almost done with a 3rd.


Title: Re: 2.4 changes?
Post by: Nebu on February 26, 2008, 12:53:33 PM
I'm a resto spec shaman and have NEVER been asked to join a pug on Venture Co. for either a raid or a 5-man.   I think they've grown accustomed to using paladins since there are so many of them around.  


Title: Re: 2.4 changes?
Post by: Zetor on February 26, 2008, 01:05:48 PM
My resto shaman alt gets invited to kara/gruul runs a lot (the "good" sort run by guilds who only pug 1-2 people to start with, 2-hour no-wipe kara clears = badgefest), and has better pve gear than my warlock at this point. :p Edit: It's usually the same people doing those though, so I got lucky with meeting the right people at the right time... or something.

But then, I'm alliance, and we have very very few shaman not already committed to some uberguild. Shammies are very powerful, and heroism/bloodlust damn near trivializes some heroic encounters. Windfury totem is the best melee buff in the game (a good enhancement shammy can keep up windfury AND grace of air at the same time by totem twisting, giving a ton of crit along with the windfury bonus), mana tide totem is $$$ for healers, and wrath of air / totem of wrath is uber for casters.

'Course, I don't do any "serious" raids (haven't even seen ZA, SSC, or TK yet), but there ya go.


-- Z.


Title: Re: 2.4 changes?
Post by: MrHat on February 26, 2008, 01:43:17 PM
I'm a resto spec shaman and have NEVER been asked to join a pug on Venture Co. for either a raid or a 5-man.   I think they've grown accustomed to using paladins since there are so many of them around.  

Heh.  How social are you being? I've been invited to 3 kara pugs by various peeps I've done 5 mans with already.  If you want to run a 5 man, just pick one you want, put "resto" in the comments section of the LFG tool, and run some BG's while you wait, periodically do a /4 Resto Shaman looking to heal for INSTANCE X, Y, Z.  Then, if you like people that you've just pug'd with, put them on your friends list, if the pug is doomed and you know it (tank can't hold aggro, mage sucks @ cc, 3 wipes) just say: "this isn't working, good luck guys" and quit out.


Title: Re: 2.4 changes?
Post by: Trouble on February 26, 2008, 02:14:47 PM
Most alliance people/guilds I know of are always desperately looking for even half decent shamans.


Title: Re: 2.4 changes?
Post by: Paelos on February 26, 2008, 02:21:21 PM
Most alliance people/guilds I know of are always desperately looking for even half decent shamans.

Lord knows I'd take a few, we have one in our runs.


Title: Re: 2.4 changes?
Post by: Chimpy on February 26, 2008, 02:32:30 PM
Most alliance people/guilds I know of are always desperately looking for even half decent shamans.

Especially non-retarded Resto shaman.

Only ones we get are sketchy as hell, decent players but do shit like have friends play their characters in raids so they can PvP on another account, disappear without notice, or seem to be more caught up in juvenile 16 yearold bullshit on the realm forums while they are supposedly raiding.

The best ones are people who rerolled from other classes they played well, but those are 1 in 100 probably. Hell, we have a rogue who has a resto shaman alt who a lot of us want them to ask him to change mains. He has a real problem staying alive on his rogue, but he is actually better as a resto shaman than most we have seen.


Title: Re: 2.4 changes?
Post by: Morat20 on February 27, 2008, 12:48:07 PM
Anyone know why guilds would suddenly be scrambling for Lava Cores?  My GL's gotten tells from all the more-progressed guilds on Alleria, Including Risen, asking for Lava Cores and we can't figure out why.
Everyone's suddenly wanting Accurascopes? :)


Title: Re: 2.4 changes?
Post by: Zetor on February 28, 2008, 01:51:11 AM
Shamans are apparently getting a pseudo-MS [flametongue procs an "all healing done reduced by 50%" debuff on the target, so this is something you'd beat healers up with]. Shamanistic rage is also going to be undispellable, toughness gives 50% snare reduction at 5/5, improved ghost wolf makes it instant cast, and totems are on a 0.5s GCD [not to mention there is a built-in totem timer interface now].

'course, these changes might [in the case of the flametongue change, WILL] get reverted. :p


-- Z.


Title: Re: 2.4 changes?
Post by: SurfD on February 28, 2008, 02:23:51 AM
that flametongue thing is WAYYY crazy.  giving shaman the ability to give EVERY person in your 5 man group a mortal strike ability is SICK.

toughness is a difficult call though, considering how few people would ever spec into it.

The totem timers thing is nice, but largely useless since they didnt give us a nice Totem Casting UI to go with it (yay, we have timers.  we still need 2 and a half FULL FUCKING BARS to stick all our totems on if using the default interface).


Title: Re: 2.4 changes?
Post by: Merusk on February 28, 2008, 03:55:26 AM
Yeah, that IS sick.  They might put a "cool off" timer on it (like weakened soul or forbearance) just to prevent it from being TOO sick.  That or I'm guessing they'll move it to the shaman-only weapon buff.   I know it's helped Hunters be useful since they dropped it on Aimed Shot. (god damn I love that debuff.)


Title: Re: 2.4 changes?
Post by: Typhon on February 28, 2008, 05:07:53 AM
that flametongue thing is WAYYY crazy.  giving shaman the ability to give EVERY person in your 5 man group a mortal strike ability is SICK.

toughness is a difficult call though, considering how few people would ever spec into it.

The totem timers thing is nice, but largely useless since they didn't give us a nice Totem Casting UI to go with it (yay, we have timers.  we still need 2 and a half FULL FUCKING BARS to stick all our totems on if using the default interface).

(sorry to derail further)

Question is in regards to yellow statement - I'm alting an enhancement shaman (lvl 45 currently), and I have points in toughness.  Why is this bad?  Are enhancement shaman still sub-par? (I remember a conversation on this board from a year ago that indicated that enhancement shaman were ok for PvE, but poor for PvP).

I like the concept of a dual-weilding shaman who's a bit on the tougher side, but I don't want to beat my head against the wall on a class/subclass that's (even somewhat) craptacular, life is just too short.


Title: Re: 2.4 changes?
Post by: Zetor on February 28, 2008, 06:04:15 AM
Enhancement shaman are very powerful before 70 (especially in the 40s and 50s, stormstrike + wf + dw = death), but they become a lot weaker when everyone gets pvp gear. They're also easily kitable (this will change with 2.4). As for other specs, elemental has its niche in larger pvp engagements where it can drop huge bursts on someone (weakness being focus fire as they don't have reliable pushback protection and instant casts are relatively weak), while restoration is sub-par all around sadly (they did get a mana efficiency buff last patch, but they're the weakest pvp healer atm, and the easiest to lock down, all you need to do is dispel earthshield). In pve, all three specs of shaman are extremely powerful: restoration shaman are the best raid healers, and very good 5-man healers, enhancement shaman buff their (melee) group by a ton, and elemental shaman have very strong nuking power, comparable to a boomkin, and have better buffs for their group on the side.

Flametongue is also different from MS in that you apply it to the healer, not the person being healed, as it reduces healing DONE by the person the debuff is on -- this'll be a huge thing for restoshaman + dps 2v2s, as you can potentially cut healing received by the target by 75%. This is also why it's going to be nerfed.


-- Z.


Title: Re: 2.4 changes?
Post by: Chimpy on February 28, 2008, 06:21:47 AM
A couple points on the flametongue/totem things mentioned:

Quote
# The global cooldown on casting totems has been reduced. It is now 1 second instead of 1.5
# Flametongue Weapon now reduces the effectiveness of healing spells on your target by 50%. Lasts 5 seconds and refresh every hits.

That is the shaman's self buff, not the totem. And it is excatly the same effect as MS/Aimed shot.

GCD is down to 1, not to .5.

Nit pickign aside, the flametongue change will probably be nerfed quickly as shaman will now have a reason to pick up a high dps high speed OH for times when you need a healing debuff. The internal CD for WF was why you wanted as close to 3 speed as possible to not eat your WF procs with the OH. Now with a different weapon spell up there is reason to want that weapon swinging fast. WF will still be on every MH for shaman though.


Title: Re: 2.4 changes?
Post by: Fordel on February 28, 2008, 01:58:21 PM
It's also on the totem now.


Title: Re: 2.4 changes?
Post by: Chimpy on February 28, 2008, 02:05:21 PM
It's also on the totem now.
Ya I saw that.

Time to do some tests and see if it procs on kitty-form attacks for a dps/utility boost for the hippies.


Title: Re: 2.4 changes?
Post by: SurfD on February 28, 2008, 02:56:58 PM
that flametongue thing is WAYYY crazy.  giving shaman the ability to give EVERY person in your 5 man group a mortal strike ability is SICK.

toughness is a difficult call though, considering how few people would ever spec into it.

The totem timers thing is nice, but largely useless since they didn't give us a nice Totem Casting UI to go with it (yay, we have timers.  we still need 2 and a half FULL FUCKING BARS to stick all our totems on if using the default interface).

(sorry to derail further)

Question is in regards to yellow statement - I'm alting an enhancement shaman (lvl 45 currently), and I have points in toughness.  Why is this bad?  Are enhancement shaman still sub-par? (I remember a conversation on this board from a year ago that indicated that enhancement shaman were ok for PvE, but poor for PvP).

I like the concept of a dual-weilding shaman who's a bit on the tougher side, but I don't want to beat my head against the wall on a class/subclass that's (even somewhat) craptacular, life is just too short.
The main problem with the Toughness thing is that Toughness (and to a similar degree, Shield Spec) for the mele tree are now largely useless talents for mele based shaman.  They are hold overs from the days when a properly geared / specced shaman could serve as a ghetto tank in 5 man instance in the level 60 days.  Now that a shaman has been tweeked into a mele dps class as their mele Hybrid spec, rather then a crappy offtank class, pretty much no one ever uses those talents in any form of PvE enhance build.

The other problem with the idea of speccing into Toughness is that to properly get any use out of it you NEED to be wearing a shield since a shield makes up about 40% of your armor value, and without a decent armor value, 10% boost to your armor isnt going to mean much. Of course, wearing a shield TOTALLY defeats the purpose of being enhance (enhance is either Dual Wield or 2 Hander for DPS, no one in their right mind does enhance with a 1h+shield).

Of course, since Toughness is also a 4th tier talent, it means it would be pretty pointless to spec that deep into enhance just to get the benefit somewhere else (20 pt enhance, 40 pt resto, lol?)

Granted, i have no idea how most PvP enhance builds look, wether they would go for it and maybe sacrifice some points in resto just for the snare reduction.

---------------------------------------

As to the fun factor of playing an enhance shaman, Incarna (http://www.wowarmory.com/character-sheet.xml?r=Tichondrius&n=Incarna) is my enhance shaman, mostly kara geared, and i have a great time playing her in PvE.  She tears things up, has almost 0 mana related downtime with Shamanistic Rage + Water Shield, and can actually do pretty well on Damage Meters in groups.  Unfortunately, I generally suck pretty badly in PvP, but i have seen Enh Shaman in gladiator / PvP gear put some pretty serious hurt on people.  The class is by no means craptacular, and brings enough utility to a group that having one is usually worth it.


Title: Re: 2.4 changes?
Post by: Threash on February 28, 2008, 07:36:47 PM
The shaman ms applies to the totem also, that means you can give your whole team ms if you are willing to give up windfury.


Title: Re: 2.4 changes?
Post by: Threash on February 28, 2008, 08:12:37 PM
Actually now that i think about it its not all that great.  Warriors and rogues can already ms and paladins + windfury are a joy to behold so i cant think of any reason why flametongue totem would be preferable to windfury.


Title: Re: 2.4 changes?
Post by: Chimpy on February 28, 2008, 08:33:31 PM
Actually now that i think about it its not all that great.  Warriors and rogues can already ms and paladins + windfury are a joy to behold so i cant think of any reason why flametongue totem would be preferable to windfury.

The totem is about as useful as it was before. Which is to say basically not at all.

The weapon buff is super nice for DW in pvp though, fast OH with flametongue means pretty much fulltime MS up without having to do anything but attack/SS when the cooldown is up. And you don't have to worry anymore about your OH taking WF procs away from the MH.


Title: Re: 2.4 changes?
Post by: Fordel on February 28, 2008, 11:14:49 PM
I can see the totem being hilariously cheesy in caster heavy groups.


Imagine dieing because a priest staffed you to death  :grin:


Title: Re: 2.4 changes?
Post by: Typhon on February 29, 2008, 04:07:10 AM
Thanks Zetor and SurfD, very helpful.


Title: Re: 2.4 changes?
Post by: Fordel on February 29, 2008, 12:33:11 PM
The only other thing I Would mention about toughness. Is that it would also apply to flat out roots, like Druid and Mage roots.


5 seconds vs 10 is a pretty huge difference.


Title: Re: 2.4 changes?
Post by: SurfD on February 29, 2008, 01:04:48 PM
The only other thing I Would mention about toughness. Is that it would also apply to flat out roots, like Druid and Mage roots.

5 seconds vs 10 is a pretty huge difference.
I dont know, while i can see the benefit, you also have to consider that it only takes about 3 seconds for most ranged classes to blow you the hell up unless you are in full season 3 or something.

Really, what enh shaman need is some way to close the gap on ranged classes.  Something like a charge ability (call it wind rush or something) on a 5 or 10 second cooldown, that allows us to charge over to someone instead of having to walk all the way there eating fireballs / arrows / whatever along the way.


Title: Re: 2.4 changes?
Post by: Driakos on February 29, 2008, 01:12:41 PM
With talents, you will be able to instant Ghost Wolf.  My guess is that is the answer we get.  Sure it doesn't break movement or slowing effects... but.. uhh.. Baby steps I guess? 

The MS addition is nice, but with the 15s less on Shamanistic Rage, and the ease with which classes can evade the shaman, I don't see these changes really doing much.  I could be wrong, but nothing in here really makes the shaman more survivable. Rage cannot be stolen or dispelled now, but smart players will just avoid the shaman (kite, CC, stun) until it expires.  Less difficult to keep away from someone for 15s, than 30s.

Or... hell.  Just kill em.  They get focused down quick anyhow.  That's not changing.

At least they are addressing shaman, it's been awhile.


Title: Re: 2.4 changes?
Post by: SurfD on February 29, 2008, 03:25:17 PM
wait, shamanistic rage only lasts 15 seconds now? WTF.  That is going to put some hurt on enhance mana regen :/


Title: Re: 2.4 changes?
Post by: Threash on February 29, 2008, 03:36:32 PM
wait, shamanistic rage only lasts 15 seconds now? WTF.  That is going to put some hurt on enhance mana regen :/

It regens double the mana it did before so it really shouldnt affect mana regen.


Title: Re: 2.4 changes?
Post by: SurfD on February 29, 2008, 03:53:36 PM
ahh, well, that isnt too bad.  still, i think i would have prefered the old version.  longer window means more "chances" for the effect to proc on a hit, and less chance that you waste the whole thing if you accidently pop it just before a fear or some effect that requires you to move in PvE.


Title: Re: 2.4 changes?
Post by: Threash on February 29, 2008, 04:56:41 PM
Yeah the nerf is mostly because of the damage reduction, i guess thirty seconds of mini pain supression was a bit much.


Title: Re: 2.4 changes?
Post by: WindupAtheist on February 29, 2008, 08:45:16 PM
I'm almost as excited about these (http://www.wowdb.com/item.aspx?id=34780) as I am the rep PVP armor.  I hate the whole "I need more cheese, they only sell meat here, I need more meat, they only sell bread, fuck I have 20 kinds of food on my hotbar" thing.  I was eating those Argent Dawn biscuits forever.


Title: Re: 2.4 changes?
Post by: Fordel on March 01, 2008, 12:24:34 AM
Yeah the nerf is mostly because of the damage reduction, i guess thirty seconds of mini pain supression was a bit much.

That and it's now undispellable. The old version was mostly useless in PvP. "Rawr Rage *purge* well shit".



Have to factor in how toughness works with Diminishing Returns as well. With the CC lasting half the time, it has to be reapplied sooner, which leads to it being put into that 'immune' area sooner. Which nets more time free to move for the Shaman. It's really going to be a *lot* more powerful then most people are giving it credit for. Especially with how druids cheese the roots now in Arena. A lot less time being rooted, a lot more time killing things.

Now of course, the legitimate complaint is where the fuck is a enhance shaman getting these magical extra 5 talent points for it. Because I have a hard time figuring that one out.


But once some shaman does figure out a proper spec with that included, were talking near Arms warrior levels of annoying. Is FrostShock still on a DR timer? That is probably still the largest limiter.


Title: Re: 2.4 changes?
Post by: Driakos on March 01, 2008, 01:42:29 AM
Is FrostShock still on a DR timer? That is probably still the largest limiter.

As far as I know, it is not subject to DR.


Title: Re: 2.4 changes?
Post by: SurfD on March 01, 2008, 01:27:21 PM
I'm almost as excited about these (http://www.wowdb.com/item.aspx?id=34780) as I am the rep PVP armor.  I hate the whole "I need more cheese, they only sell meat here, I need more meat, they only sell bread, fuck I have 20 kinds of food on my hotbar" thing.  I was eating those Argent Dawn biscuits forever.
Not sure if it will help hunters though.  Does it count as a "generic" food?  as to players, doesent really help the stat food popping people anyway, since you will still have at least 3 types of food in your bags depending on situation and class.


Title: Re: 2.4 changes?
Post by: Merusk on March 01, 2008, 01:37:38 PM
I'm almost as excited about these (http://www.wowdb.com/item.aspx?id=34780) as I am the rep PVP armor.  I hate the whole "I need more cheese, they only sell meat here, I need more meat, they only sell bread, fuck I have 20 kinds of food on my hotbar" thing.  I was eating those Argent Dawn biscuits forever.
Not sure if it will help hunters though.  Does it count as a "generic" food?  as to players, doesent really help the stat food popping people anyway, since you will still have at least 3 types of food in your bags depending on situation and class.

Depends on the pet the hunter's using. It most likely counts as bread like the summoned food and the old argent dawn biscuits.


Title: Re: 2.4 changes?
Post by: Fordel on March 01, 2008, 04:22:34 PM
Small change to FlameTongue again.

Quote
Flametongue debuff now removes 25% of healing efficiency on the target for 5 seconds and stack up to two times. The duration remains 5 seconds.

Now if they only made MS work like that.


Title: Re: 2.4 changes?
Post by: Kail on March 01, 2008, 07:38:39 PM
Small change to FlameTongue again.
Quote
Flametongue debuff now removes 25% of healing efficiency on the target for 5 seconds and stack up to two times. The duration remains 5 seconds.
Now if they only made MS work like that.

Work like what?  A stackable debuff with a five second duration on an ability with a six second cooldown?  An ability that burns a third of your rage bar but must be reapplied every five seconds or the stack is lost?  I'm not seeing it...


Title: Re: 2.4 changes?
Post by: SurfD on March 01, 2008, 09:57:31 PM
make MS last exactly the same duration it currently lasts, just make them have to apply it twice to get full effect.

At least, thats what i think he is getting at.


Title: Re: 2.4 changes?
Post by: Fordel on March 01, 2008, 11:29:08 PM
Yea, having to work up to a stack is what I'm getting at. Give people a little more time if they manage to actually get out of the debuff for a few seconds.


Title: Re: 2.4 changes?
Post by: Paelos on March 03, 2008, 12:32:17 PM
I keep wondering if they are holding back still on certain things with this patch, so I'm wondering what your thoughts are.

- Do you think there will be more badge rewards released later on before release?
- Do you think they will retune more of ZA and nerf it down with this patch?
- Do you think they are setting a new arena precedent by having water work differently? Would you like to see more of these departures from the norm in the other arena fixes/retunes?
- Do you think they will nerf down T5 content, or will they just use the current badge gear to let people overgear for it?
- Do you think warrior tanks will ever get decent epic armor that drops in heroics?

Have at it.


Title: Re: 2.4 changes?
Post by: Chimpy on March 03, 2008, 01:04:55 PM

- Do you think warrior tanks will ever get decent epic armor that drops in heroics?

Have at it.

http://www.wowhead.com/?item=29238
http://www.wowhead.com/?item=29239
http://www.wowhead.com/?item=31924
http://www.wowhead.com/?item=27822 (not epic but still very good)
http://www.wowhead.com/?item=32073
http://www.wowhead.com/?item=29463
http://www.wowhead.com/?item=27804 (not epic but better than epics until t6 content)
http://www.wowhead.com/?item=32072
http://www.wowhead.com/?item=29362


There you go, good tanking warrior gear that drops in heroics and has since they put them in. At least as many good pieces for warrior tanks as any other class gets. The badge gear for warrior tanks is all t5+ quality, and the new pieces from badges (while you dont seem to think they are "good enough") are still upgrades for many people, probably you included.

Sorry to be such an ass, but cry me a damn river, all you do is bitch that blizzard doesn't give you enough "good gear" for the spec you like to play even though they give you super nice stuff for almost every slot. They have effectively made it easy for people to be at a comparable gear level to people who farmed SSC/TK and the new badge weapons are all t6 quality. Maybe they will add more badge stuff, but the few slots they didn't itemize for everyone in badge gear is all in Z'A, which is really not that hard of a zone unless you are obsessed with doing the timed event or have a whacky raid makeup.

EDIT: here is a tanking item from the new heroic, MT: http://www.wowhead.com/?item=34473


Title: Re: 2.4 changes?
Post by: Paelos on March 03, 2008, 01:39:48 PM
Trinkets, weapons, rings, and cloaks. Aye, there's no shortage of items for the warrior tank on that end, or any tank for that matter.

That armor though? There are higher ranked blues, not to mention that all gets replaced in the first level of kara stuff.

Here's where my point comes from, off the last guy in Heroic MT:

They are releasing a 125 ilvl cloth chestpiece. It's roughly on par with a Hydross piece. They are also releasing a 125 ilvl plate DPS chestpiece, and a 125 ilvl mail DPS chestpiece, and leather DPS shoulders, spell mace, DW sword, and DW ax. All the bigtime items are DPS. There's no tanking and no healing stuff off the top end. There's 2-3 healing pieces off the other 3 bosses. The rest is all DPS stuff.

They gave tanks stuff, I know that. They gave us a trinket in this one. It's a nice trinket, but still. Where's the balance? Why do they release new stuff so overloaded with one particular kind of loot? Why do they make the best items in the new heroic DPS and DPS only? I hate the imbalance of new content so that one part, tanks, healing, or DPS, gets shafted.


Title: Re: 2.4 changes?
Post by: Dren on March 03, 2008, 01:48:44 PM
I have said it a lot, but will say it again.  Blizzard has designed and continues to support this game to cater to the zerg mentality.

Defense and healing are second thoughts.  They are also countered very easily without much in the way of recovery.

The result?  Look at how imbalanced the population is with regards to healers and tanks.  At least in PvE you have a place.  In PvP, you're an anomoly.


Title: Re: 2.4 changes?
Post by: SurfD on March 03, 2008, 04:19:35 PM
That armor though? There are higher ranked blues, not to mention that all gets replaced in the first level of kara stuff.

I may not be an expert on warrior tanking, but i thought armor wasnt quite THAT important for warriors.  Armor value in itemization would be less important then block / parry / dodge stats, since Wars are usually all about the mitigation through avoidance thing arent they?  Druid tanks need high Armor values, since all they get are Armor and Dodge as damage mitigation.


Title: Re: 2.4 changes?
Post by: WindupAtheist on March 03, 2008, 06:58:53 PM
The result?  Look at how imbalanced the population is with regards to healers and tanks.  At least in PvE you have a place.  In PvP, you're an anomoly.

I'm under the impression that people love healers in PVP, even if they do tend to get kerpwned first for the same reason.  As for tanks, yeah, you can't tank a player.  /shrug


Title: Re: 2.4 changes?
Post by: Ratman_tf on March 03, 2008, 07:04:31 PM
The result?  Look at how imbalanced the population is with regards to healers and tanks.  At least in PvE you have a place.  In PvP, you're an anomoly.

I'm under the impression that people love healers in PVP, even if they do tend to get kerpwned first for the same reason.  As for tanks, yeah, you can't tank a player.  /shrug

Horde tend to have damn good healers, and steamroll Alliance for it.

They can make a Battleground, for sure.


Title: Re: 2.4 changes?
Post by: Jayce on March 03, 2008, 07:33:35 PM
I may not be an expert on warrior tanking, but i thought armor wasnt quite THAT important for warriors.  Armor value in itemization would be less important then block / parry / dodge stats, since Wars are usually all about the mitigation through avoidance thing arent they?  Druid tanks need high Armor values, since all they get are Armor and Dodge as damage mitigation.

Once warriors get to 490 defense (the "cap") their best bet is to stack stamina and armor.  Avoidance can be bad in large amounts because warriors rely on being hit to build rage.


Title: Re: 2.4 changes?
Post by: Zetor on March 04, 2008, 01:55:08 AM
About the 'healers in pvp' thing: I play BGs with my (pve specced, though I have semi-decent pvp gear, about 300 resil) resto shaman, and while I can usually keep multiple people up, the ultimate caveat is that as a healer, you depend on the rest of the team to not suck, you are as effective as the people you're healing. When competent alliance are playing in a BG, I typically hang around the better-geared ones as they lead the charge and we win; but sadly, most pug BGs end up with clueless people who throw themselves against superior horde forces one-by-one, expect me to keep them healed and yell "WHERE ARE MY HEALS NUB" without noticing the two rogues, a hunter, a warlock and a mage chewing on my face. Oh yeah, and me outdamaging 1/2 the alliance team even though I spend 95% of my time in the bg healing and the rest of the group is content to farm kills near stables when we're 4capped. /rant

As an aside, resto shamans can kill pretty much any equally-geared class 1v1, even (non-sl/sl) warlocks, especially if I can use all of my cooldowns; same with discipline priests and maybe even resto/balance (dreamstate) droods, pallies are a bit shafted when it comes to fighting casters. The important thing to note here is that it takes 4+ minutes to do it (unpractical when trying to 'ninja' a node in AB), and strictly 1v1 - a single heal from an enemy caster on a warrior will probably mean I'm dead anyway.


-- Z.


Title: Re: 2.4 changes?
Post by: Dren on March 04, 2008, 05:17:17 AM
Zetor beat me to the punch.  Yes, healers are loved in PvP, but they are not respected.  We typically have a hard time fending for ourselves since we are, you know, healing you.  So, when the majority of the BG'ers are calling for heals, but ignoring the fact that their healers are getting mauled, I know it is time for a break from PvP for my healer.

When I take my healer into PvP and I heal for a competent group, the game just sings for me.  That is really only 25% of the time though.  Most of the time it is as Zetor described.  My special pet peeve is people moving further and further away from the nodes so they get out of my range.  They just can't seem to figure out that is exactly what the enemy wants (and the whole reason they are backing up as they fight.)

Healers:
To counter this zerg mentality I would like to see healers become a bit more self preserving at least for surviving.  I don't need to be able to solo people to death, but I gear and spec for healing, so let me do that.  Every class has multiple ways to shut me down from the one thing I'm built for with very little defense to it.  Another clue to the "Offense is King" mentality is looking at the timers for defensive and offensive abilities/powers.  Defensive timers are way longer than offensive for the most part.

Tanks:
Yes, you can't tank a player in terms of agro management, but it would be nice to see tanks serve the purpose of defense in some way.  I'd like to see them be able to intercept damage for others, block charges, restore enemy CC (slap people out of it, intercept that stun/spell-lock, etc.)  Tanks, in my mind, could be the counter to the zerg mentality and a perfect combo with Healers since they need protecting.  To make this style of fighting have an Achille's heal of sorts: do some on the order of CoH with "planting."  Increase your defense abilities, but not be able to move or limit movement/combat speed.  Make actual damage be minimal so they, again, can't really be solo killers, but can keep a group alive, awake, and viable for longer or just hold that node long enough for support to arrive.

Today, tank specced characters are the ones you just ignore throughout the fight and kill last.


Title: Re: 2.4 changes?
Post by: Jayce on March 04, 2008, 05:24:29 AM
On the most recent Blizzcast, they once again mentioned the idea of letting tanks taunt players, ie simply move their focus off their current target and onto the tank.  Once again they gave the ridiculous excuse that they don't want to add another form of cc to the game.

Firstly, that's the lightest form of cc conceivable (all you have to do is move your target back), and secondly, fucking mind control is OK but not taunt?  MIND CONTROL???


Title: Re: 2.4 changes?
Post by: MrHat on March 04, 2008, 05:40:02 AM
On the most recent Blizzcast, they once again mentioned the idea of letting tanks taunt players, ie simply move their focus off their current target and onto the tank.  Once again they gave the ridiculous excuse that they don't want to add another form of cc to the game.

Firstly, that's the lightest form of cc conceivable (all you have to do is move your target back), and secondly, fucking mind control is OK but not taunt?  MIND CONTROL???

Ya, it would work like the rogue's 'distract' already does in PVP, you target the ground w/ a center spot and anyone in the radius of the target switch their view to that spot.  I don't see the different with letting them use it in PVP.


Title: Re: 2.4 changes?
Post by: Valmorian on March 04, 2008, 06:47:31 AM
On the most recent Blizzcast, they once again mentioned the idea of letting tanks taunt players, ie simply move their focus off their current target and onto the tank.  Once again they gave the ridiculous excuse that they don't want to add another form of cc to the game.

Firstly, that's the lightest form of cc conceivable (all you have to do is move your target back), and secondly, fucking mind control is OK but not taunt?  MIND CONTROL???

Not to mention that this same function, less the retargeting, already exists in WoW PvP.  Hunters that feign death cause players to lose their targetting on them.


Title: Re: 2.4 changes?
Post by: MrHat on March 04, 2008, 07:20:26 AM
On the most recent Blizzcast, they once again mentioned the idea of letting tanks taunt players, ie simply move their focus off their current target and onto the tank.  Once again they gave the ridiculous excuse that they don't want to add another form of cc to the game.

Firstly, that's the lightest form of cc conceivable (all you have to do is move your target back), and secondly, fucking mind control is OK but not taunt?  MIND CONTROL???

Not to mention that this same function, less the retargeting, already exists in WoW PvP.  Hunters that feign death cause players to lose their targetting on them.


Ya, the problem is it might be imbalanced because you could be in the middle of casting a spell, then get taunted and have the spell fizzle.  Maybe they could rework it to continue casting the spell at the new target.


Title: Re: 2.4 changes?
Post by: Dren on March 04, 2008, 07:56:16 AM
On the most recent Blizzcast, they once again mentioned the idea of letting tanks taunt players, ie simply move their focus off their current target and onto the tank.  Once again they gave the ridiculous excuse that they don't want to add another form of cc to the game.

Firstly, that's the lightest form of cc conceivable (all you have to do is move your target back), and secondly, fucking mind control is OK but not taunt?  MIND CONTROL???

Not to mention that this same function, less the retargeting, already exists in WoW PvP.  Hunters that feign death cause players to lose their targetting on them.

That is more like what I was suggesting.  The tank would basically steal attacks onto themselves since they have the health pool/armor/and resistances.  It would take good timing, but would add so much more depth to group PvP.  Today the tank character is just a minor pest during a fight, this would go a long ways to making them a major pest worth dealing with.  It is also a nice idea since it would do absolutely nothing to make them more effective in solo PvP and thus throwing any supposed balance off.  Nobody would be able to say, "Now Prot Warriors are UBAR!  NERF NOW!!!!"  They still wouldn't be killers on their own, but really nice damage sponges.

Ya, the problem is it might be imbalanced because you could be in the middle of casting a spell, then get taunted and have the spell fizzle.  Maybe they could rework it to continue casting the spell at the new target.

*Edit: Quoting owned me.


Title: Re: 2.4 changes?
Post by: Ratman_tf on March 04, 2008, 07:56:40 AM
"WHERE ARE MY HEALS NUB"

There are a good chunk of PvP players who just don't get it. They spend their time in the BG bitching everytime they die, not noticing that everyone on their side is decked out in whites and greens, while the other side is a premade twinkathon on Vent.

Or just plain a bad situation goes down, and there's nothing you can do. You can be tight on heals and 100% game, but if your down to three guys, and the whole other team happens to be coming at you, you're fucked.

Is it just Alliance that fills up /bg chat with bitching, BTW?


Title: Re: 2.4 changes?
Post by: Jayce on March 04, 2008, 08:00:37 AM
On the most recent Blizzcast, they once again mentioned the idea of letting tanks taunt players, ie simply move their focus off their current target and onto the tank.  Once again they gave the ridiculous excuse that they don't want to add another form of cc to the game.

Firstly, that's the lightest form of cc conceivable (all you have to do is move your target back), and secondly, fucking mind control is OK but not taunt?  MIND CONTROL???

Not to mention that this same function, less the retargeting, already exists in WoW PvP.  Hunters that feign death cause players to lose their targetting on them.


That is more like what I was suggesting.  The tank would basically steal attacks onto themselves since they have the health pool/armor/and resistances.  It would take good timing, but would add so much more depth to group PvP.  Today the tank character is just a minor pest during a fight, this would go a long ways to making them a major pest worth dealing with.  It is also a nice idea since it would do absolutely nothing to make them more effective in solo PvP and thus throwing any supposed balance off.  Nobody would be able to say, "Now Prot Warriors are UBAR!  NERF NOW!!!!"  They still wouldn't be killers on their own, but really nice damage sponges.

Ya, the problem is it might be imbalanced because you could be in the middle of casting a spell, then get taunted and have the spell fizzle.  Maybe they could rework it to continue casting the spell at the new target.

Even though this was an epic fail at quoting, I agree with Dren.  I don't know why retargetting would make your spell fizzle.  You can purposely retarget while casting now, and the spell just goes to the old target (your target when you START casting matters).  Maybe they could change that so that if you taunt the spell comes to you, but that seems like the most complex part.


Title: Re: 2.4 changes?
Post by: Fordel on March 04, 2008, 10:54:30 AM
Taunting would be useless outside of confusing the mouth breathers.

Anyone who PvP'ed more then once a month would create a focus recall macro for every attack bind they have. It would be like the PvP version of /stopcast macros on every spell.



I agree tanks should be able to 'tank' in pvp, protect healers and squishes and what not, but flat out making players tauntable wont do dick for it. Need more things like intervene, except make them not suck.


Quote
- Do you think they will retune more of ZA and nerf it down with this patch?


I don't think it will be this patch, but I expect them to nerf the gauntlets and scouts 'soon'. Also wouldn't be shocked if they upped the number of badges and loot dropped per boss. In my experience, the gauntlet is the quickest raid killer. Or it's respawn I should say. Wipe a few times on a boss, oh look the Gaunt is back, yea lets call it a day. Heaven help you if someone has to go to the bathroom or something  during the 'cleared' time.  :ye_gods:

I also think we will eventually see the Tier set armor tokens just either be BoE or Badge purchasable.


Title: Re: 2.4 changes?
Post by: Paelos on March 04, 2008, 02:08:38 PM
Quote
- Do you think they will retune more of ZA and nerf it down with this patch?


I don't think it will be this patch, but I expect them to nerf the gauntlets and scouts 'soon'. Also wouldn't be shocked if they upped the number of badges and loot dropped per boss. In my experience, the gauntlet is the quickest raid killer. Or it's respawn I should say. Wipe a few times on a boss, oh look the Gaunt is back, yea lets call it a day. Heaven help you if someone has to go to the bathroom or something  during the 'cleared' time.  :ye_gods:

I also think we will eventually see the Tier set armor tokens just either be BoE or Badge purchasable.

I agree that the gauntlets have to go, and about half of the lynx trash should probably not exist. Fucking respawns have never been cool, ever. Why they felt the need to cram this stuff down our throats instead of actually focusing on cooler boss encounters is beyond me. The bear and lynx are complete crap. They are the same old rehashed shit we've seen in every instance, and it's starting to annoy me that cooler/newer encounters like the Dragonhawk and Eagle are surrounded by gobs of annoying trash to try to "balance" the time involved on learning the fights.


Title: Re: 2.4 changes?
Post by: Fordel on March 04, 2008, 04:56:09 PM
I think I would be happy if the Gauntlets just did not respawn after you cleared them. With normal trash, if you take too long, you end up having to re-kill a small handful of mobs. With the Gauntlets, all or nothing. Sucks :(


Also: http://www.mmo-champion.com/index.php?topic=4923.0


Hurrah for epic gems, but holy fuck add another 200 badges to my tab  :uhrr:


Title: Re: 2.4 changes?
Post by: Chimpy on March 04, 2008, 05:25:52 PM
Just go do Bagtheridon. 20 slot bag + bag of epic gems every kill.

And I guess he will click the cubes for you too.



Title: Re: 2.4 changes?
Post by: Merusk on March 04, 2008, 07:47:00 PM
Just go do Bagtheridon. 20 slot bag + bag of epic gems every kill.

And I guess he will click the cubes for you too.



Wha?  I haddn't heard anything about such major changes to Mag.. where'd you read it?


Title: Re: 2.4 changes?
Post by: Chimpy on March 04, 2008, 08:06:13 PM
Just go do Bagtheridon. 20 slot bag + bag of epic gems every kill.

And I guess he will click the cubes for you too.

Wha?  I haddn't heard anything about such major changes to Mag.. where'd you read it?

It's in the patch notes I think.....if not there was a blue post about it that got quoted on MMO-champion. The cube-clicking thing was something a guy in my guild who is pretty much up on all the blue posts/new ptr changes told me.


Title: Re: 2.4 changes?
Post by: Fordel on March 04, 2008, 08:59:26 PM
They are removing the debuff from cube clicking or some such? I'm not in any 25 man raids, so I don't pay too much attention to it.


Title: Re: 2.4 changes?
Post by: Merusk on March 05, 2008, 03:21:53 AM
Found it.. it's talked about in-depth in the Blizzcast stuff. The transcript of which is here (http://us.blizzard.com/blizzcast/archive/episode2.xml)

They're toning-down the channelers, and sounds like the abyssals are either getting HP nerfs (so you can kill rather than banish them) or perhaps just having their damage-dealt toned down.  Those things hurt like a mo-fo currently and could easily 2-shot casters in early raid gear.

They're also making the 'ceiling collapse' a lot easier to see.  This ability sucked, because there were only a few rocks that fell in the area before you got slammed with around 6k damage.  In some cases it falls on the tank and that means "oh hey raid over start from the beginning!" which always sucks.

Yeah, the "mind exhaustion" debuff is going away, too.  It wasn't TOO hard to get around that with the last chang, which meant you could click and click and click until Mag was actually banished.  Prior to that any clicking at all meant you were fucked until your next rotation, so one person just a second too late on clicking killed everyone.  That sucked.   This change just means it'll be a lot easier to pick someone to click if one of your clickers get stupid and dies, since you'll have 5 additonal people to pick from.

And then yeah, the epic uncut gems and a HUGE gold increase along with a 20-slot bag.  Sounds like a good reason to get back to killing him, for guilds like mine that just bought Arena loot or crafted better bps than the T4 crap, and a lot easier on PUGs. In all very nice.


Title: Re: 2.4 changes?
Post by: Xanthippe on March 05, 2008, 07:28:56 AM
Is it just Alliance that fills up /bg chat with bitching, BTW?

No.


Title: Re: 2.4 changes?
Post by: MrHat on March 05, 2008, 07:37:28 AM
I had the gaul to say "Man, hella fun AV so far, very hard fought on both sides" when in a 25 min AV that resulted in basically both sides getting pushed and pushing back and forth all across the map.

There were literally 5-10 responses along the line of: "stfu noob, this is the WORST AV EVER, 25 MINS FOR 400 HONOR, GAH".

:(


Title: Re: 2.4 changes?
Post by: Paelos on March 05, 2008, 07:40:36 AM
Don't speak in AV unless you are directing traffic by giving information on tower updates or whatnot. All other kinds of comments are met with teenaged rage.


Title: Re: 2.4 changes?
Post by: Ratman_tf on March 05, 2008, 07:43:22 AM
I've found that a "gg" towards the end is usually ignored. Which beats someone telling me to suck Chuck Norris' dick...


Title: Re: 2.4 changes?
Post by: murdoc on March 05, 2008, 07:48:59 AM
We had an AB where someone was trying to direct everyone to 'ATTACK NODE SO-AND-SO AS A GROUP' and other such bad advice, and when said stupid advice was ignored he would start swearing and yelling at people. We finally had enough and looked on the map to see what this guy was doing. He was hiding up at the Lumber Mill, in behind where the buff pops. When we called him on it, he said that it's easier for him to direct his troops from up there. o.O


Title: Re: 2.4 changes?
Post by: Jayce on March 05, 2008, 07:49:14 AM
Sadly, my instinctual response to that sort of rage is to feed the fire.  Making people look like goons is often all too easy.  The fact that they ARE goons helps.


Title: Re: 2.4 changes?
Post by: Rasix on March 05, 2008, 08:06:27 AM
I had the gaul to say "Man, hella fun AV so far, very hard fought on both sides" when in a 25 min AV that resulted in basically both sides getting pushed and pushing back and forth all across the map.

There were literally 5-10 responses along the line of: "stfu noob, this is the WORST AV EVER, 25 MINS FOR 400 HONOR, GAH".

:(

Yah, Horde has plenty of dumb shit to say on my battlegroup.  Most anything I'll say anymore is "CAP THAT ROAD" when I see a bunch of idiots fighting on the road to SP GY.  It's amazing that in a year no one has learned that you can ride up and around alliance and cap behind them.   Anytime alliance wants to actually fight on that road or block up the choke point it takes Horde forever and a day to dent SP.

Now, I  mostly just play D or go to the RH to try and stall  the ninja attempt.  Had what I consider one of the best matches since the AV changes yesterday.  Alliance succeed in an early RH ninja with a lot people pulling it off, and in came the "gg we lost, flood".  But we managed to get about 10 people into Drek's room (all towers down) with a handful of them actual healers.  When they were starting on Drek we hadn't even gotten to SP yet (road fighting FTL).  Managed to hold them off for at least 30 mins plus.  I died at least twice but was able to run back in both times (hello dumb mage, I can shift out of poly) and we ended up winning on lives with 44 left.  Drek's chamber was just death incarnate as anyone poking their head out would get focus fired down and the healers kept everyone up.  Even had a warlock setting up healthstone portals.  It was great.  Tons of fun and it likely pissed off everyone not in Drek's chamber.


Title: Re: 2.4 changes?
Post by: Paelos on March 05, 2008, 08:09:45 AM
I only run AB or WSG in premades of 5 or more on Vent now. We horribly suck at it, but we can usually win 25% of the time, and we are usually only after the BG quest that day. I will admit that it's a fun distraction when faced with the alternative of whacking foozles daily for my cash.

Usually the dailies I do now are the BG daily, the cooking daily, the heroic daily if it's not SLabs (which I can't stand), both of the bombing dailies because they are fun and quick, and the simon says daily. If i'm feeling jaunty I do the escort daily and the wrangling daily. That's about 8 I think, and they take a good bit of gameplay to complete.

Now I hear it's 25 at the limit? I don't think I've ever hit the limit of 10.


Title: Re: 2.4 changes?
Post by: Rasix on March 05, 2008, 08:23:58 AM
Most dailies I've ever done is 3 or 4.  I'm too poor and no one ever, ever wants to do 5 man quests.  Even guildies would rather stare at their naval in Shattrath than do them.


Title: Re: 2.4 changes?
Post by: Chimpy on March 05, 2008, 08:35:08 AM

There were literally 5-10 responses along the line of: "stfu noob, this is the WORST AV EVER, 25 MINS FOR 400 HONOR, GAH".

:(

Either none of them were playing, or have such short memories that they can't remember the 45 minute wait followed by a 35 minute losing AV for 150 honor.

800 honor an hour from AV is a lot better than the 3-400 you could possibly hope for in your wildest dreams before they put in cross server battlegrounds.


Title: Re: 2.4 changes?
Post by: Merusk on March 05, 2008, 09:00:09 AM
We had an AB where someone was trying to direct everyone to 'ATTACK NODE SO-AND-SO AS A GROUP' and other such bad advice, and when said stupid advice was ignored he would start swearing and yelling at people. We finally had enough and looked on the map to see what this guy was doing. He was hiding up at the Lumber Mill, in behind where the buff pops. When we called him on it, he said that it's easier for him to direct his troops from up there. o.O

This happens a lot.  There were folks listening to one such idiot in the L20-29 BG on Rampage the other day until I pointed out he was hiding in the spawn area, and had 0 damage, 0 deaths and was just using us to farm his own marks.  We still won, but I think a few others reported him as AFK as well because he shut up and started fighting after we groused at him.


As for the dailies, it's usually not worth grinding them ALL every day unless you're saving money for something.  The netherwing ledge quests in particular take too damn long. (Yay fighting over ravager spawns.)  I'll plunk out the bombings, the cooking, the roundup and "simon says" almost every day and it takes me an hour and a halfish with all the traveling.  Then I'll give one or two attempts at the BG daily and if it's not working (or if it's AV) I'll be done.

If I'm feeling plucky I'll head over to the ledge, be sure to complete booterang and cargo (easy to complete) and pick up stuff for the crystal/ collection/kill quest at the same time.  I won't complete those last 3 every day, but carrying them around partially complete means every two to three days it's another 22-33 gold in my pocket.

Weekends I'll actually do all 10 because it's easier to get the stuff at NW in the morning.

The 25-limit is only because of the # of dailies they're adding for the Sunwell area.  No idea how many are going in there, though.


Title: Re: 2.4 changes?
Post by: Chimpy on March 05, 2008, 09:18:06 AM

The 25-limit is only because of the # of dailies they're adding for the Sunwell area.  No idea how many are going in there, though.

I think it is a lot. There are exclamation points on top of the heads of basically every NPC on the PTR, and there are constant waves of demons attacking the town, so I am sure there will be umpteeneleventybillion things to do to get rep with these guys. Probably on the order of 10-15 dailies out there alone.


Title: Re: 2.4 changes?
Post by: MrHat on March 05, 2008, 09:39:17 AM
I can't bring myself to do any daily but the BG one and maybe (big maybe) the heroic one on my mage if it's a heroic I haven't run before.


Don't know why.


Title: Re: 2.4 changes?
Post by: Xanthippe on March 05, 2008, 10:10:27 AM
While you can't turn off battleground chat:

Did you know that you can right-click <random idiot's> name and /ignore it?

It adds tremendously to my enjoyment of the battlegrounds. 

When your /ignore list grows to large, delete every name and start over.

+100 happiness guaranteed.


Title: Re: 2.4 changes?
Post by: Chimpy on March 05, 2008, 10:21:17 AM
While you can't turn off battleground chat:

Did you know that you can right-click <random idiot's> name and /ignore it?

It adds tremendously to my enjoyment of the battlegrounds. 

When your /ignore list grows to large, delete every name and start over.

+100 happiness guaranteed.

/report spam is better, it puts them on some form of (I assume it is temporary) ignore list that is not your usual ignore list, and if enough people do it, the assmunches could get banned for being a gold seller if blizzard makes a mistake in investigating :)


Title: Re: 2.4 changes?
Post by: Xanthippe on March 05, 2008, 10:23:56 AM
/report spam is better, it puts them on some form of (I assume it is temporary) ignore list that is not your usual ignore list, and if enough people do it, the assmunches could get banned for being a gold seller if blizzard makes a mistake in investigating :)

I think the battleground ignore is also temporary, and I don't want to abuse the goldseller spammer reporting tool.

Besides, I'm a good girl.   :hello_kitty_2:


Title: Re: 2.4 changes?
Post by: Threash on March 05, 2008, 10:43:34 AM
I havent done a single daily since i figured out i can make large prismatic shards for about 15g worth of mats and they sell for 30g.  When a new arena season is about to come out i might start doing the bg dailies for honor.


Title: Re: 2.4 changes?
Post by: MrHat on March 05, 2008, 11:17:33 AM
I havent done a single daily since i figured out i can make large prismatic shards for about 15g worth of mats and they sell for 30g.  When a new arena season is about to come out i might start doing the bg dailies for honor.

Which one? The netherweave robe?


Title: Re: 2.4 changes?
Post by: Threash on March 05, 2008, 11:21:46 AM
I havent done a single daily since i figured out i can make large prismatic shards for about 15g worth of mats and they sell for 30g.  When a new arena season is about to come out i might start doing the bg dailies for honor.

Which one? The netherweave robe?

braided eternium chain from jcing.


Title: Re: 2.4 changes?
Post by: Jayce on March 05, 2008, 11:57:07 AM
Sadly almost all enchanting mats and primals have been taking a nosedive on my realm.  You can get LPS for 20 now, and primal life has plunged from 20g to 10g.

I never complete all the dailies either, but I usually have time left over.  I don't bother stopping in Shattrath for the cooking daily and don't really have time to do instance or BG dailies.

I'm looking forward to the SSO ones, just because there will be enough soloable ones for me to do.

I do:
Bomb Skettis
Escort
fly to BEM
Simon
Bomb
Banish
Wrangle

On the rare occasion I add cooking in, it's only 7.  Netherwing might put me over if I can just make that last 1500g for my fast flying skill.


Title: Re: 2.4 changes?
Post by: Chimpy on March 05, 2008, 12:56:52 PM

On the rare occasion I add cooking in, it's only 7.  Netherwing might put me over if I can just make that last 1500g for my fast flying skill.

The Netherwing quests really depend on what tradeskills you have, and what times you hit the mines. If you are mining or herbalism (or both) you can rake in the quests pretty fast while doing other ones out there.

Of course, if you are any type of healing class, the mines suck royal nuts.


Title: Re: 2.4 changes?
Post by: Simond on March 06, 2008, 12:44:44 AM
I havent done a single daily since i figured out i can make large prismatic shards for about 15g worth of mats and they sell for 30g.  When a new arena season is about to come out i might start doing the bg dailies for honor.
Friendly hint: Get the hell out of that market before 2.4 hits, or you will lose your shirt.


Title: Re: 2.4 changes?
Post by: AcidCat on March 06, 2008, 08:27:20 AM
I can't bring myself to do any daily but the BG one and maybe (big maybe) the heroic one on my mage if it's a heroic I haven't run before.


Don't know why.

I only do the BG one, I love it. That's pretty much all I do with my Shaman for now aside from guild social stuff, log on, get the BG daily, play until I get a win for that quest (usually only takes one or two rounds), and then log off to play my alt or log off period. Playing about an hour a day, the honor slowly but steadily adds up (and the 10 gold or so doesn't hurt), it's a nice mellow way to play with minimal time investment but still get a good piece of gear every few weeks.


Title: Re: 2.4 changes?
Post by: Zetor on March 07, 2008, 03:13:29 PM
Of course, as alliance, the daily BG is anything but 'fun' or a 'mellow way to play'.  :ye_gods:

Well, unless it's AV [which alliance tend to win on our battlegroup, unlike most other b'groups].


-- Z.


Title: Re: 2.4 changes?
Post by: Dren on March 10, 2008, 04:38:53 AM
Of course, as alliance, the daily BG is anything but 'fun' or a 'mellow way to play'.  :ye_gods:

Well, unless it's AV [which alliance tend to win on our battlegroup, unlike most other b'groups].


-- Z.

I've seen you write that before and am still at a loss.  Our battlegroup is the complete opposite.  I can get a *win in EoTS, AB, or WSG over 50% of the time.   AV?  I haven't had a win yet.

*Not counting Premades, of course.


Title: Re: 2.4 changes?
Post by: Zetor on March 10, 2008, 07:34:35 AM
It's a crapshoot, really... I'm about 50/50 with WSG [but I barely ever WSG, since they can last forever], 60/40 with AB [generally win more than I lose, especially if I'm playing my tricked out pvp warrior -- on my resto shaman I depend on the rest of the alliance not sucking, which is generally a problem], but only about 30/70 with EOTS. If I team with a few friends, the win ratio increases substantially, but even a group of 4 can't guarantee a win in AB or EOTS if the rest of the alliance team isn't competent.

There are multiple problems with AB and EOTS; the obvious one is that horde significantly outgears the alliance in most of the pug games I enter, and there are always at least 1-2 alliance botters in EOTS (you can tell, they wander around randomly doing nothing and maybe do a macroed shot at a horde char if it gets near them to get rid of the debuff, they also periodically DC and reconnect, again to clear the debuff).

As an example, yesterday I was in an AB that had a grand total of eight alliance in gear better than greens and BOE blues (one of them was me, and nobody had better than a low-end mix of season1 / 2 gear), while most of the horde was decked out in at least almost-full season1, plus they had a 3-man 1800-rated arena team just rolling from node to node and stomping 4-5 alliance at a time. Alliance pugs almost never have well-geared people or 'mini-groups' queuing together; I don't have a problem with this (horde doing BGs for fun and alliance doing BGs for gear), but it makes it pretty hard/frustrating to win, especially if the alliance are playing to lose, which they often are.

All those 'advantages' alliance usually complain about are minor; warstomp and wotf or the 'easy horde triangle' in AB won't make a decisive difference, they only come into play during close games or 1v1 encounters. Most games aren't close and aren't decided by 1v1 encounters. Heck, it is even possible to compensate for gear somewhat, as long as the "weaker" characters travel in packs. But nothing can compensate for apathy and the "omg we're gonna lose" attitude that seems to plague alliance in my battlegroup.

Oh, and don't get me started about the "losing AB/WSG/EOTS" groups that do nothing but stand around in the entrance area and /dance until the horde cap everything. It's really fun zoning into a BG with like 10 people playing to lose on purpose and being met by childish "LOLOL ENJOY UR QUICK MARK, SCRUBS" spam in BGchat when I actually try to cap something. Even if I needed marks (I don't), I'd never do that crap, it's pretty much the opposite of what pvp should be about.

AV though, we win about 80% of the time, as horde hasn't adopted the 'scorched earth' strategy except for a few guilds (but if they queue AV together, it's a group vs pug situation, meaning alliance is boned either way, the only difference is how much salt is applied to the wound). The other 20% are when horde turtle and actually do it right [a lot of the time they try it with only 7 people, which doesn't work... you need 15+ for the guaranteed win].


-- Z.


Title: Re: 2.4 changes?
Post by: Dren on March 10, 2008, 07:59:02 AM
This is more for the PvP Shenanigans thread, but I do notice alliance characters seemingly doing nothing.  The afk'ers are easy to find, but you do have those that just seem to be standing near raging battles not contributing.  As a healer, this is especailly annoying since I'll be healing like a mofo and just continue to see all the red names around me.  Eventually they get wise and pwn me, but they should have been taking dirt naps way before that.

As for ignorance in BG's, I had a EoTS group last night continue to cap the flag with just on tower.  All players were bunched up in the one tower we had and a long string out to middle.  I kept trying to tell /raid the rules of the game and that they were, in fact, doing everything they could to lose, but it didn't matter.  The horde just stood at their towers dancing and laughing.

The other tactic that Alliance seems to be slow on is capturing the Mage Tower from within.  That is where Horde goes straight away.  Alliance continues to not even notice they are there and wonder why they keep losing the tower.  Meanwhile I'm screaming that they are inside and to get in there to exterminate them and they just run on by because they don't see any red names.  I even got a question in /bg, "What do you mean by inside MT?"

PuG's are awesome.


Title: Re: 2.4 changes?
Post by: MrHat on March 10, 2008, 08:59:42 AM
Scorched earth?


Title: Re: 2.4 changes?
Post by: Zetor on March 10, 2008, 09:53:22 AM
Scorched earth is simple. Horde can get to SH before alliance get to IB, so they contest the tower, kill balinda, and cap the graveyards (snowfall and stonehearth), while keeping 15-20 on defense at the IB chokepoint. At this point alliance defense falls back to SP (they can't get past the icewing bunker chokepoint or retake the bunker with horde rezzing at stonehearth), which the horde offense repeatedly zergs [the outcome is irrelevant] while the 20-man defense force keeps any alliance from capping anything south of stonehearth [if that] and horde wins because they capped 2 towers + killed Balinda, which gives them a 300-resource lead. It's called 'scorched earth' because unless the alliance team is a "premade" [gawd I hate that word] group or have extremely good un-PUGlike coordination, they'll never cap a single tower or kill Galv. In turn, this causes 2-3hour AV queues for horde since alliance won't want to waste time in AV anymore for zero return.

Proposed counters to scorched earth are either a 20-man defense at stonehearth/balinda [doesn't work, since horde get to SHbunker first and balinda is too weak for all but the best organized defenses to save] or getting past the IB turtle to get to frostwolf / rh [works only if the IB defenders don't have anyone who has a spammable sheep/fear/root, or anyone hanging back at the relief hut / fw to prevent ninjas]

This will change in 2.4, as alliance will be able to [somewhat] mirror the strategy. But until then, it's a guaranteed win in pug vs pug AV. My battlegroup [cyclone] is one of the few where horde don't do this.


-- Z.


Title: Re: 2.4 changes?
Post by: Ralence on March 10, 2008, 03:28:40 PM

  In the Vengeance BG, we don't do it either, though we know the option is there.  The general consensus on the Horde side is, lose for 230 honor in 10 mins, vs turtle for 40 mins for 450 honor, we'll take the fast loss.

  I think everyone is in for some serious re-evaluation once the AV premade thing goes back into effect, there's already a lot of people do it with the PreFormAV addon, but once it becomes easier to do (Coordinating 30 idiots to open the AV queue at the same time can be frustrating), I think a lot MORE people will be unhappy with AV, regardless of starting points.

  I don't think I've ever run into a premade from the Alliance in my BG, but there's regularly 2-3 going from my server alone most nights.  Once that becomes 6-7, I don't think the Ally players will be too happy with things, especially from a PuG standpoint.



 


Title: Re: 2.4 changes?
Post by: MrHat on March 10, 2008, 04:08:48 PM
Got the threads crossed here.  But the cool thing about 2.4 is the dimishing returns get knocked off of people.  This means things like Halaa raids and general world PVP can actually generate a fair amount of honor points.


Title: Re: 2.4 changes?
Post by: Xanthippe on March 10, 2008, 06:30:11 PM
Got the threads crossed here.  But the cool thing about 2.4 is the dimishing returns get knocked off of people.  This means things like Halaa raids and general world PVP can actually generate a fair amount of honor points.

Yes, but I don't expect to find people doing world pvp like that more, much.  Maybe.

I think we'll see more turtles in AV, and more flag holding in (and fewer people playing) WSG.


Title: Re: 2.4 changes?
Post by: Paelos on March 10, 2008, 06:55:52 PM
They seriously need to unfuck WSG stat. If there was EVER an instance that cried out for "reinforcements" it's that one instead of AV.


Title: Re: 2.4 changes?
Post by: Ratman_tf on March 10, 2008, 09:09:53 PM
They seriously need to unfuck WSG stat. If there was EVER an instance that cried out for "reinforcements" it's that one instead of AV.

Totally.


Title: Re: 2.4 changes?
Post by: MrHat on March 11, 2008, 05:10:48 AM
They seriously need to unfuck WSG stat. If there was EVER an instance that cried out for "reinforcements" it's that one instead of AV.

Absolutely.  This would make WSG a 15 min speed run everytime.  I think we've already discussed it here, but the proposed 100 Reinforcements, 30 per cap would unfuck quickly.


Title: Re: 2.4 changes?
Post by: AcidCat on March 11, 2008, 07:48:24 AM
They seriously need to unfuck WSG stat. If there was EVER an instance that cried out for "reinforcements" it's that one instead of AV.

Funny you say that, just last night I jumped into a WSG match. After about 20 minutes, with the score stuck at 1 to 1  ... I asked myself WTF I was doing. I AFK'd out and promised myself never to play that godforsaken BG again.


Title: Re: 2.4 changes?
Post by: Fordel on March 11, 2008, 04:57:58 PM
The Trick to WSG is being the one holding the flag. Then you get to decide how long the games last  :awesome_for_real:



-don't want back to back posts edit-

http://www.mmo-champion.com/index.php?topic=5152.0

Cyclone Range went from 30 yards, down to 20.

Le Fuck  :cry2:


Title: Re: 2.4 changes?
Post by: Calantus on March 12, 2008, 02:00:09 PM
The Trick to WSG is being the one holding the flag. Then you get to decide how long the games last  :awesome_for_real:

Unfortunately you can only control one flag so you need to rely on the whole rest of your team to take care of the other one and most of the time 9 random BGers aren't enough to get one other competent person in your group.


Title: Re: 2.4 changes?
Post by: Fordel on March 12, 2008, 06:00:40 PM
You only need to control one flag to make the game end. Or more specifically, lose control of it.

If I'm 20 mins into a game and my team is just shitting up the middle, I give them a choice, they can either go after the flag, or *I* will go after our flag.

It's amazing how quickly even the stupidest of pugs will rally around their FC when he decides to cross the field into the enemy base. Either way, the game will move on!


Title: Re: 2.4 changes?
Post by: Dren on March 13, 2008, 06:02:49 AM
Lately, I've been a lot of successful WSG instances.  The main strategy is to just throw the entire team at the flag.  Usually, the other side will do the same so getting the flag is a snap.  If they have a few sitting on D, all the better.  We wipe them, take the flag and now their Flag team is short.

As we cross back midfield, we engage their flag group and attempt to kill their flag carrier while ours slips past up to our hold.  9 times out of 10 this works because they cannot withstand the zerg.  I can't say it was just strat alone because it still takes competent PvP'ers and gear is always a factor, but out of all the other strategies I've seen this seems to work best.

Occasionally, you get a group that does the exact same strat and just has the better players/gear and beats us, but it is usually a really quick game.  You basically do 3-5 trips back and forth.  That last flag is easy because it is just a race.  Don't worry about their flag if you are one flag up on them.  Just get the 3 cap.

Once in a while we get teams that are even and both flags go down on a pass, but it is rare.  The whole hiding the flag and having groups on D and O just take for EVER and are a crapshoot on a win.  Sticking together throughout makes your healers more effective and the healers get the protection they need.  I've been doing WSG with 0 deaths lately due to this.


Title: Re: 2.4 changes?
Post by: Ratman_tf on March 13, 2008, 12:52:04 PM
Lately, I've been a lot of successful WSG instances.  The main strategy is to just throw the entire team at the flag.  Usually, the other side will do the same so getting the flag is a snap.  If they have a few sitting on D, all the better.  We wipe them, take the flag and now their Flag team is short.

As we cross back midfield, we engage their flag group and attempt to kill their flag carrier while ours slips past up to our hold.  9 times out of 10 this works because they cannot withstand the zerg.  I can't say it was just strat alone because it still takes competent PvP'ers and gear is always a factor, but out of all the other strategies I've seen this seems to work best.

Occasionally, you get a group that does the exact same strat and just has the better players/gear and beats us, but it is usually a really quick game.  You basically do 3-5 trips back and forth.  That last flag is easy because it is just a race.  Don't worry about their flag if you are one flag up on them.  Just get the 3 cap.

Once in a while we get teams that are even and both flags go down on a pass, but it is rare.  The whole hiding the flag and having groups on D and O just take for EVER and are a crapshoot on a win.  Sticking together throughout makes your healers more effective and the healers get the protection they need.  I've been doing WSG with 0 deaths lately due to this.

Try explaining that concept to the average WSG pug group.  :oh_i_see: I've seen games where the whole team went on D, with maybe one or two of us seeing if we could ninja the enemy flag.  :uhrr:


Title: Re: 2.4 changes?
Post by: Dren on March 13, 2008, 01:04:54 PM
Well, I have to admit that for some reason my PUG groups have just fallen into this strat.  It wasn't explained.  Everyone just did it.

I really can't explain it.


Title: Re: 2.4 changes?
Post by: Ratman_tf on March 13, 2008, 01:23:25 PM
Well, I have to admit that for some reason my PUG groups have just fallen into this strat.  It wasn't explained.  Everyone just did it.

I really can't explain it.

You don't have to splain. Just tell them to get their butts over to Stormstrike and help me out once in a while!  :awesome_for_real:


Title: Re: 2.4 changes?
Post by: Driakos on March 13, 2008, 01:34:21 PM
It's clumping.  Players do it across all battlegrounds.  If you are the sucker and stay and play D, the other teams clump will steamroll you.  Better to stick with your clump so you can live longer.  Happened in Planetside too.  You'd get two big packs circling a continent eating stragglers, and soon to be canceling, defensive-minded players, huddled inside towers wondering how long it will be before the clump hits.

It's why it is so hard to get people to play defense in Alterac Valley on a battlegroup that got its AV chops during the Rush year.  You get 3 or 4 people who know that defense wins the new AV, but they are obliterated by 30 players who think the key to AV is to run South until you cannot run South any more.  Nobody likes to be zerged, so over time, they stick with the clump too. 

On one of my battlegroups, PUGs do the same thing in Arathi Basin.  Run around in a huge pack, never stop moving.  They win more often than not, because players on the other team become reluctant to venture out and try to get a node themselves.  You end up with Alliance trapped at their graveyard or stables, and a huge wall of Horde running down the lumber mill ramp every 30 seconds.  When the Alliance rolls around with their clump as well, the games are sooo long.  The flags are always flipping.  You pray that your clump meets their clump, because you're just running around clicking banners.  Don't wait for it to flip, just click it, look for red names, and go to the next.  Sometimes the Alliance clump is better, and we are trapped at Defiler's Den.  You get 13 players fighting on the road to Farm, and 1-2 trying to ninja nodes, knowing it's the only way to get the Alliance clump away from DD/Farm, so Horde clump can run free.

I don't know how you get around problems like this in online games.  Either don't build battles around the idea of defense, or really buff the strength of defense.  Turrets, cover, something.  Players are gonna bunch.  With no collision, and everyone with a helicopter view of the battleground, big clump of people kills smaller groups.  Doesn't help that the more players an AOE spell hits, the less damage it does per target.  AOE is ideally how you would be able to counter a mass of bodies coming at you.  It's the penalty to clumping, but it doesn't apply in WoW. (probably due to PVE farming concerns)


Title: Re: 2.4 changes?
Post by: Fordel on March 13, 2008, 09:18:48 PM
Well, I have to admit that for some reason my PUG groups have just fallen into this strat.  It wasn't explained.  Everyone just did it.

I really can't explain it.


Which battlegroup do you play on Dren? In my experience, this is the default method for almost every Pug on Nightfall. What usually cocks us (the pugs) up is when the other side decides to meet us directly on the first pass instead of on the 2nd pass when we both have flags. Half the team will push past, the other half stops to fight, or is forced to stop and fight via CC.

Usually down hill from there :(


Title: Re: 2.4 changes?
Post by: Valmorian on March 14, 2008, 08:28:34 AM
Doesn't help that the more players an AOE spell hits, the less damage it does per target. 

Huh?  Where did you get that from?  I haven't noticed this at all in WoW and can't find a mention of it on WoWWiki at all..


Title: Re: 2.4 changes?
Post by: Chimpy on March 14, 2008, 10:12:38 AM
Doesn't help that the more players an AOE spell hits, the less damage it does per target.

Huh?  Where did you get that from?  I haven't noticed this at all in WoW and can't find a mention of it on WoWWiki at all..

The "AE" nerf, anything over 10 tgts and it cuts the dmg per tick down by dividing the amount of total dmg allowed per tick/number of tgts. Was put in around the time of BC release.

Go into BM with a pally tank, have them rustle up about 30 crocs and spiders and cats, then pop an AE spell. The dmg decrease is pretty substantial. I guess they are upping the total dmg allowed in 2.4 though.


Title: Re: 2.4 changes?
Post by: Dren on March 14, 2008, 10:24:12 AM
Doesn't help that the more players an AOE spell hits, the less damage it does per target.

Huh?  Where did you get that from?  I haven't noticed this at all in WoW and can't find a mention of it on WoWWiki at all..

The "AE" nerf, anything over 10 tgts and it cuts the dmg per tick down by dividing the amount of total dmg allowed per tick/number of tgts. Was put in around the time of BC release.

Go into BM with a pally tank, have them rustle up about 30 crocs and spiders and cats, then pop an AE spell. The dmg decrease is pretty substantial. I guess they are upping the total dmg allowed in 2.4 though.
I don't like that change due to Arcane Explosion.  That crap is nearly impossible to heal when facing a well geared mage.  One mage can turn a 2 to 1 battle to their side within seconds.  Even if you have a priest kicking out instant AOE heals (Holy Nova) at the same time, they don't heal enough to keep up and I'm pretty sure the mana usage isn't balanced either.  A healadin like myself has no chance as all my heals are single target, timed.


Title: Re: 2.4 changes?
Post by: Driakos on March 14, 2008, 01:30:11 PM
It's not just Arcane Explosion.  You can round up a whole mess of monsters (or players) and Flamestrike, or Seed of Corruption, and instead of the big juicy numbers you are used to seeing, get 130's and 15's.  There's a damage cap on all of them.  I didn't know they were upping the cap in 2.4.  Hopefully they do it for all of the area of effect damage spells.


Title: Re: 2.4 changes?
Post by: Chimpy on March 14, 2008, 01:35:33 PM

I don't like that change due to Arcane Explosion.  That crap is nearly impossible to heal when facing a well geared mage.  One mage can turn a 2 to 1 battle to their side within seconds.  Even if you have a priest kicking out instant AOE heals (Holy Nova) at the same time, they don't heal enough to keep up and I'm pretty sure the mana usage isn't balanced either.  A healadin like myself has no chance as all my heals are single target, timed.

I am reading your post as you are thinking the AE is having a larger effect on 2 targets than it would on say, 6 or 7. That is not the case, the AE modifiers only come into effect when there are n+1 tgts in range, n being the max pre-capped amount (I believe this is 10 but I could be wrong). Arcane explosion does the same amount of dmg per tgt to 1 target as it does to 8 targets.



Title: Re: 2.4 changes?
Post by: Driakos on March 14, 2008, 02:18:29 PM
(I believe this is 10 but I could be wrong)

I think 10 is correct as well.


Title: Re: 2.4 changes?
Post by: Dren on March 17, 2008, 06:56:04 AM

I don't like that change due to Arcane Explosion.  That crap is nearly impossible to heal when facing a well geared mage.  One mage can turn a 2 to 1 battle to their side within seconds.  Even if you have a priest kicking out instant AOE heals (Holy Nova) at the same time, they don't heal enough to keep up and I'm pretty sure the mana usage isn't balanced either.  A healadin like myself has no chance as all my heals are single target, timed.

I am reading your post as you are thinking the AE is having a larger effect on 2 targets than it would on say, 6 or 7. That is not the case, the AE modifiers only come into effect when there are n+1 tgts in range, n being the max pre-capped amount (I believe this is 10 but I could be wrong). Arcane explosion does the same amount of dmg per tgt to 1 target as it does to 8 targets.



Yes, that is how I understand it.  I'm saying they are making it so the diminishing returns don't start until there is a bigger group than there already is.  I could be reading the change wrong, so correct me if so.

To me, mages have a tool in PvP that works exceptionally well because you rarely have more than 6 people protecting a node.  At this point one mage that is specced arcane and geared to the teeth can come in and ABlast them nonstop if they come with a healer, etc.  A team of 3 can take out 6 quite quickly and easily right now.  Even if they don't kill eveyone, that ABlast will prevent anyone from capturing a flag in AB or EoTS.  The way I understand it, they are making the spell capabile of changing the odds even when you have up to 10 people in the area.  I don't see a need for that.

On the PvE side, it just makes for a more efficient farming machine?  Killing 6 things at once wasn't good enough before?


Title: Re: 2.4 changes?
Post by: MrHat on March 17, 2008, 06:58:01 AM
Silence the healer and 3 shot the mage?


Title: Re: 2.4 changes?
Post by: Dren on March 17, 2008, 07:07:42 AM
Silence the healer and 3 shot the mage?

As a PvP healer, I can tell you.  Only the other side seems to know that is the key.

Seriously though, they typically either blink out or iceblock out of trouble long enough to get past the silence.  It is pretty tough to outright kill a well played mage.

What that does do is stop them from bouncing around blasting, which does help tremendously.