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Topic: Patch 2.3 preliminary details (Read 59461 times)
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Simond
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http://forums.worldofwarcraft.com/thread.html?topicId=1778027018&sid=1&pageNo=1This is a compiled list of all current known changes. These are subject to change at any time.
General Level 20-60 Quest EXP has been increased, while EXP to Level has been decreased (UPDATED) New Title - Champion of the Naaru: Awarded to those who complete the Tempest Keep attunement quest at level 70. (UPDATED) New Flying mount added. Requires 2,000g and Exalted with Cenarion Expedition (UPDATED) New 10-Man raid - Zul'Aman! Guild Banks! New Arena Relics have been added for more talent specs, and existing Relics have been renamed to create a more consistent naming convention 1/3rd of +Healing will count as +Dmg
Mages
10% coefficient tax removed from Improved Fireball and Improved Frostbolt New Spell - Ritual of Refreshment: Allows players to pick up food/water Evocation now restores 15% of your total mana each 2 seconds Arcane Meditation increased to 10/20/30% mana regeneration Ice Barrier will receive additional benefit from +Dmg Ice Barrier (Rank 5, 6) have had their base absorb lowered
Shamans
New Talent - Elemental Focus: Puts you in a "focused state" after landing a melee critical strike, reducing the mana cost of your next Shock spell by 60% May equip 2-Handed Axes and 2-Handed Maces without spending talent points Frost Shock no longer has Diminishing Returns Shamanistic Rage will reduce damage taken by 30% in addition to it's current effects Spirit Weapons will reduce melee threat by 30% Mental Quickness adds 10/20/30% to +Dmg and +Healing based on your total Attack Power, in addition to it's current effects
Druids
Rebirth cooldown reduced to 20 minutes (UPDATED) Intensity increased to 10/20/30% mana regeneration (UPDATED)
Warlocks
Ritual of Souls has had it's casting time significantly reduced
Warriors
Mace Specialization proc has been reduced Mace Specialization Rage increased to 7 Tactical Mastery now greatly increases threat from Mortal Strike and Bloodthirst while in Defensive Stance (UPDATED) Devastate now combines the effects of Sunder Armor into it's effect, and is affected by all talents and items that affect Sunder Armor (UPDATED)
Priests
Power Word: Shield will receive additional benefit from +Dmg and +Healing Power Word: Shield (Rank 10, 11, 12) have had their base absorb lowered Pain Suppresion may target Friendly targets Pain Suppresion reduces Friendly target's threat by 5% Pain Suppresion reduces Friendly target's damage taken by 40% Pain Suppresion cooldown reduced to 2 minutes Meditaion increased to 10/20/30% mana regeneration Prayer of Healing gains additional benefit from +Dmg and +Healing Circle of Healing gains additional benefit from +Dmg and +Healing Circle of Healing's base healing has been reduced Holy Nova (Healing only) gains additional benefit from +Dmg and +Healing
Paladins
Improved Seal of the Crusader effect added to base abilitiy (UPDATED) Improved Seal of the Crusader now gives the effects of Sanctified Crusader (UPDATED) New Talent - Sanctified Seals: Increases your chance to critically hit with all spells and melee by 1/2/3%, and reduces the chance your Seals can be dispelled by 33/66/100% (UPDATED) Crusader Strike cooldown is being reduced to 6 seconds
Rogues
Fleet Footed increased to 15% speed increase (UPDATED) Deadly Throw travel speed is being significantly increased Deadly Throw snare duration is being slightly increased (1 second?) Blind no longer requires a reagent Blind is now a physical attack Blind now shares the Diminishing Returns of Cyclone Blind is now affected by Diminishing Returns in PvE Shadowstep may now be used while not in stealth Shadowstep reduces threat caused by your next Ambush, Garrote, or Backstab by 50% Shadowstep cooldown increased to 40 seconds Dirty Deeds increases damage of special attacks by 10/20% against targets below 35% health
Hunters
Wyvern Sting is now instant cast (UPDATED) Arcane Shot (Rank 6+) will now dispel 1 Magic effect in addition to damage (UPDATED) Serpent Sting, Immolation Trap, and Explosive Trap gain additional damage based on Ranged Attack Power (UPDATED)
Engineering
New Recipe - Field Repair Bot: Dropped(?) by Gan'arg Analyzers in Blade's Edge Mountains (UPDATED) Flying mounts added for Engineers. Regular and Epic version.
Fishing
Fish Tracking may be learned from a journal, fished from crates New fish added near Karazhan and Zul'Aman
Cooking
New recipes added for fish found near Karazhan and Zul'Aman That's a lot of changes.
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« Last Edit: September 27, 2007, 03:51:02 AM by Simond »
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"You're really a good person, aren't you? So, there's no path for you to take here. Go home. This isn't a place for someone like you."
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Modern Angel
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A ton of changes and yet everyone is insistently screeching about just how quick this one's going to be. This one's the one where they do it in a timely fashion... I just know it... Blizzard won't hit me again.
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Merusk
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 Arcane Shot's change. I wonder how much the stings will scale with AP. Epic Flyer for engineers. Buahahah. The notes I saw at curse said something about daily quests for Cooking. I thought it odd at the time but I see that's not listed on these notes, but it's listed at the link you provided too. Weirdness, no? Also, Arena changes: Need 2000 rating for shoulders and 1850 for weapons. Ratings are based off your PERSONAL rating rather than your team's rating. Your personal rating is based off of your individual win/ losses in the arena. Way to fuck hunters in 5v5 again, since my groups always lose when we've got a hunter. If I'm on the pally, all is golden.. bleh.
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Modern Angel
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Don't think all will be fine with that arena change. Think in the macro: someone has to have the basement rating and right now that's the scrubs. If there's no chance at gear, that means less scrubs. Less scrubs means that the middle tier teams are suddenly ass.
Prediction: that change gets rolled back in a year.
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Dren
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That's too much sunshiny goodness in one patch. My prediction is over 1/2 of that gets pulled and put on the nexter nextiest patch list.
*Edit: That 20-60 exp change makes the altaholic in me happy in the pants!
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« Last Edit: September 27, 2007, 04:55:49 AM by Dren »
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caladein
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Don't think all will be fine with that arena change. Think in the macro: someone has to have the basement rating and right now that's the scrubs. If there's no chance at gear, that means less scrubs. Less scrubs means that the middle tier teams are suddenly ass.
"Scrubs" will still have access to Season 2 (Tier 5 equiv.) gear without any rating requirements, and Season 1 (T4 equiv.) without even setting foot outside a BG. Considering current PvE progression, that's still some quite nice gear. Also on the PvP front, Random Battleground Daily Quest, yay!
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"Point being, they can't make everyone happy, so I hope they pick me." - Ingmar"OH MY GOD WE'RE SURROUNDED SEND FOR BACKUP DIG IN DEFENSIVE POSITIONS MAN YOUR NECKBEARDS" - tgr
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Simond
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A ton of changes and yet everyone is insistently screeching about just how quick this one's going to be. This one's the one where they do it in a timely fashion... I just know it... Blizzard won't hit me again.
http://forums.worldofwarcraft.com/thread.html?topicId=1778036755&pageNo=2&sid=1#22Zul'Aman is done. We just need to get the raid dungeon on the public test realms, and make sure it sees extensive testing.
Don't worry, it won't require the same amount of testing as voice chat. I feel few truly understand what it took to impliment voice chat, and test it properly. When's the third anniversary? November 24th? Patch 2.3 there or thereabouts is my guess.
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"You're really a good person, aren't you? So, there's no path for you to take here. Go home. This isn't a place for someone like you."
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Modern Angel
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No, I KNOW what they're saying. I remember them saying that they will never, ever, ever hold off on small bug fixes until a patch becomes a massive monstrosity, too. And that they won't hold bug fixes for content patches. They may get it done in a prompt fashion but if you're convinced they WILL? There's a gulf between those two things.
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Calantus
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Don't think all will be fine with that arena change. Think in the macro: someone has to have the basement rating and right now that's the scrubs. If there's no chance at gear, that means less scrubs. Less scrubs means that the middle tier teams are suddenly ass.
"Scrubs" will still have access to Season 2 (Tier 5 equiv.) gear without any rating requirements, and Season 1 (T4 equiv.) without even setting foot outside a BG. Considering current PvE progression, that's still some quite nice gear. Also on the PvP front, Random Battleground Daily Quest, yay! Watch what the scrubs buy first. 9/10 it's shoulders and weapon. Sometimes the ONLY things these guys buy is shoulders and weapon. The guys who play arena for fun at any rating are still going to play, but there are enough people who just play for teh itamz and they will not want to play arena for last season's gear or the non-special pieces of armor and so will have no reason to play. I kinda like those players being in the arena and boosting the number of participants so I hope there's not as many as I think.
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Merusk
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Watch what the scrubs buy first. 9/10 it's shoulders and weapon. Sometimes the ONLY things these guys buy is shoulders and weapon. The guys who play arena for fun at any rating are still going to play, but there are enough people who just play for teh itamz and they will not want to play arena for last season's gear or the non-special pieces of armor and so will have no reason to play. I kinda like those players being in the arena and boosting the number of participants so I hope there's not as many as I think.
While that's true, Blizz's logic is a little skewed here. The chest piece is always the biggest upgrade, but people don't buy it first because it's one of the most expensive pieces. Folks get the weapon to increase their DPS, then the shoulders because it's cheap and still an upgrade. The logic I saw expressed behind making it shoulders was 1) it's the most-purchased piece (see above) and 2) the 'visual reward' factor. Shoulders are the easiest piece to recognize and the only one that can't be hidden in some fashion (via toggles or tabards). The chests are still the biggest upgrade, and this just means the scrubs will be nabbing it instead of the shoulders. I wouldn't worry about the #'s participating falling off. Those who only play for 'the lootz' still have plenty to buy and can't have a full S2 set (since they usually suck.) What I'd worry about is their habitual participation. If you know you can only pick up 2-3 more pieces you're not going to be as obessive about queuing every week. Also, I've changed my mind on Arcane Shot. Fuck Blizz and their miniscule nearly-worthless bone tossed at a class they don't understand (because none play other than alts) that has significant PvP-based problems. (PvE we're golden as far as I'm concerned.) My inidial euphora was tempered by the cold logic of "wait, one buff at random.. every 6 seconds.. how is that useful other than chance?" coupled with learning the RAP scaling will be 10%... to abilities rarely used anyway. 
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The past cannot be changed. The future is yet within your power.
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Morat20
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Also, I've changed my mind on Arcane Shot. Fuck Blizz and their miniscule nearly-worthless bone tossed at a class they don't understand (because none play other than alts) that has significant PvP-based problems. (PvE we're golden as far as I'm concerned.) My inidial euphora was tempered by the cold logic of "wait, one buff at random.. every 6 seconds.. how is that useful other than chance?" coupled with learning the RAP scaling will be 10%... to abilities rarely used anyway.  I've been thinking about Hunters in Arena PvP, and as best I can tell there's a couple of interlocking problems. First and foremost: A hunter's "role" in combat is basically to stand motionless at 36+ yards and do steady, moderate, but sustained DPS. Blizzard keeps dicking with Aspect of the Viper to try to get this to work right, but as far as I can tell the idea is that all the other DPS classes do a ton of burst damage, and we catch up over the long haul. Our mana problems in actually DOING that seem to go all the way back to when we got switched to mana from focus 'cause Blizzard couldn't get it to work. Since, in Arena PvP, there is NEVER a time when a hunter gets to stand still at range and shoot, what our PvP role consists of is "shitty DPS and uselessness". There are no vast vistas to shoot across, no way to keep an enemy at range that doesn't involve US moving (and thus losing Aimed Shot, Steady Shot, and Auto Shot -- not that Aimed is all that snazzy). In short, we can't do even moderate DPS, and "sustained" is a joke. Add in resiliance and post-TBC stamina, and we're fucked. Prior to TBC, after patch 2.0, we were insane because we critted often against low-hp targets and that got us nerfed to shit on RAP scaling -- as everyone predicted, our crit rates at 60 were screwy because they were balanced around post-TBC gear (Resiliance and high-stam) and no one had it. They never bothered to adjust that one back, so we're still knee-jerk nerfed on account of a situation that doesn't exist anymore. Secondly, that farkin' dead zone. I don't know why they keep that. Melee = 0 to 5 yards, ranged equals 5-36/41. Why the "Nothing but scatter shot, if you specced for it" from 5-8? There's no damn point to that. It doesn't balance us against squat. Traps: Our primary form of CC (we also have one 3-second stun (specced), another 3-second low-chance stun (5 point spec for 10% chance), a 50% snare and a 60% snare. The 60% one is usuable only in melee, and not nearly long enough for us to make it to 8 yards.) are useless. For damage, they're really useless. For snares and roots? First off, they can be seen now. They have a 2 second arm time, and they're buggy about triggering. People just avoid them. Go us for useless fucking CC (they can also be intercepted or blinked THROUGH). I don't see a lot of ways to make Hunters viable in the Arena. We're built for long-distance, motionless, moderate DPS. That's NOT a PvP thing. Our BM pets are okay, but they're weaker then Felguards and we don't have a Warlock's damage output to back it up (TBW is nice, but frankly not nice enough to counter that). Marksman can't get their DPS high enough to be viable even in 5 man, and survival is...pitiful. Remove the deadzone, increase RAP scaling back to pre-nerf levels, and we're still....screwed. Arenas are too small to kite, our CC is still useless, our DPS is still too low. I don't see any really viable fixes here, unless you want to seriously redo the talent trees or start adding some serious PvP pet tricks, which would be a bitch to keep us from getting overpowered everywhere else. We do all right in BG's, because we stand way the hell in the back and plink away. Everyone focuses on the screaming warrior in their face.
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Merusk
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My thoughts were along the lines of adjusting Survival to be "the" pvp tree once again. Give it some mana-intensive burst-happy PVP-friendly stuff and leave marks/ BM pretty much alone.
Survival sucks so bad right now because it's nearly 100% chance based for everything.. and those chances are tiny once you figure out all the prereqs. Since it's so underused, just toss a few of the useful PvE things into the low end, or other trees (and trash CE for god's sake).. It's not like you're going to be rattling the bulk of the playerbase in doing so.
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The past cannot be changed. The future is yet within your power.
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Simond
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No, I KNOW what they're saying. I remember them saying that they will never, ever, ever hold off on small bug fixes until a patch becomes a massive monstrosity, too. And that they won't hold bug fixes for content patches. They may get it done in a prompt fashion but if you're convinced they WILL? There's a gulf between those two things.
http://forums.worldofwarcraft.com/thread.html?topicId=1778517774&postId=19994027780&sid=1#317ETA on when zul'aman will hit ptr for testing?
hopefully, first week of october.
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"You're really a good person, aren't you? So, there's no path for you to take here. Go home. This isn't a place for someone like you."
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Modern Angel
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Again, I know all that. I know they're rushing it to the ptr. I hope they get ZA out quickly so I can start playing again. I mean that. I'm rooting for them. But we've been down this road before. December release.
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caladein
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My inidial euphora was tempered by the cold logic of "wait, one buff at random.. every 6 seconds.. how is that useful other than chance?" coupled with learning the RAP scaling will be 10%... to abilities rarely used anyway.  It's not like Shamans or Priests get to choose to remove a certain buff over another either. Dispels are so important that I take two separate talents to improve them, having another class be able to get rid of something like BoP or Earth Shield (assuming I've already stripped them clean like I should have) at the same time they're still doing damage is a huge help. If a Hunter is on a non-Priest target, your offensive dispeller doesn't need to be on assist for the most part.
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"Point being, they can't make everyone happy, so I hope they pick me." - Ingmar"OH MY GOD WE'RE SURROUNDED SEND FOR BACKUP DIG IN DEFENSIVE POSITIONS MAN YOUR NECKBEARDS" - tgr
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Merusk
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Dispel and purge are spammable, making them infinitely more useful. AS is on a 6s timer, and is easily countered by just walking up to the hunter as well as the los issues that the other two have. I'm not saying this isn't a buff, it is, but it also does nothing to address the real issues of the class in pvp.
It's a useless bone tossed to placate the folks who don't think it through. You have a 1/<number of buffs> of making good use of that ability every 6 seconds. Plus in the 5v5 teams, having that hunter target something other than your groups current target means less focused damage on that target, and a greater chance one of the two healers will keep it alive. Better to just bring more burst damage than bing a hunter with the one buff every 6s dispelling wonder shot.
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The past cannot be changed. The future is yet within your power.
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Sogrinaugh
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http://forums.worldofwarcraft.com/thread.html?topicId=1778027018&sid=1&pageNo=1Priests
Power Word: Shield will receive additional benefit from +Dmg and +Healing Power Word: Shield (Rank 10, 11, 12) have had their base absorb lowered Pain Suppresion may target Friendly targets Pain Suppresion reduces Friendly target's threat by 5% Pain Suppresion reduces Friendly target's damage taken by 40% Pain Suppresion cooldown reduced to 2 minutes Meditaion increased to 10/20/30% mana regeneration Prayer of Healing gains additional benefit from +Dmg and +Healing Circle of Healing gains additional benefit from +Dmg and +Healing Circle of Healing's base healing has been reduced Holy Nova (Healing only) gains additional benefit from +Dmg and +Healing
Mages
10% coefficient tax removed from Improved Fireball and Improved Frostbolt New Spell - Ritual of Refreshment: Allows players to pick up food/water Evocation now restores 15% of your total mana each 2 seconds Arcane Meditation increased to 10/20/30% mana regeneration Ice Barrier will receive additional benefit from +Dmg Ice Barrier (Rank 5, 6) have had their base absorb lowered
Shamans
New Talent - Elemental Focus: Puts you in a "focused state" after landing a melee critical strike, reducing the mana cost of your next Shock spell by 60% May equip 2-Handed Axes and 2-Handed Maces without spending talent points Frost Shock no longer has Diminishing Returns Shamanistic Rage will reduce damage taken by 30% in addition to it's current effects Spirit Weapons will reduce melee threat by 30% Mental Quickness adds 10/20/30% to +Dmg and +Healing based on your total Attack Power, in addition to it's current effects That's a lot of changes. The classes i care about (also lock but they need no help) - PURE SEX. The much-bemoaned mage damage tax that kalgan swore up and down was soooo necessary to stop mage's "jaw-dropping damage" gone. Evocation finally scales on relavent mage stat. The red-headed step child that is enh shaman shown some love. Threat reduction, substantially improved mana efficiency on shocks, attack power linked to dmg/healing, and some pitiful buff to shamanistic rage even tho enh will always suck in pvp without some method to control distance or otherwise gain the initiative. And priests... wow. Meditation buff is crazy, improved scaling of some of the worst-scaling spells in the priest arsenal is much appreciated. The pain suppression buff is also quite nice, utility and versatily to skill sets are ultimately what makes characters most fun to play (for me) so increasing this is never bad imo. On top of all this love, some recognition that grinding in this game is basically unavoidable and essential to most every aspect of play, and theirfore the "heres some damage with your healing" itemization buff. Really fantastic stuff here. Edit: Also, not mentioned above is, all priests now have fear ward as a trainable skill. 3 minute duration and 3 minute cooldown. So they gave it to everyone, but nerfed it abit. Better then nothing i guess (from the perspective of a NE priest). To compensate dwarf and draeni priests, chastise has been given. 10 min cd, does holy damage and 2 second incapacitate. Amusing that dwarf and draeni racials are still by anyones measurement strictly superior to everyone elses. Was really looking foward to having fearward, this nerfed version is kinda disappointing. Overall synopsis still very positive however.
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« Last Edit: September 27, 2007, 05:26:46 PM by Sogrinaugh »
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Morat20
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Oh good. They give hunters something, they got to make sure to give everyone else a LOT more. It's really not fair to everyone else otherwise.
About all I've got to look forward to is 20 and 24 slot quivers/ammo bags (if they fucking REMEMBER ammo bags). Still not enough -- a big instance needs 28. No word on speed increase, but I bet it stays 15% (same as the best current ones).
Oh, and engineer flying mounts. I'm okay with those, although they'll undoubtably require a huge grind and obscene materials to make.
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Jobu
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Shadowstep may now be used while not in stealth
So they're giving Subtlety rogues their own version of Blink? 
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Sogrinaugh
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Shadowstep may now be used while not in stealth
So they're giving Subtlety rogues their own version of Blink?  AFAIK, you have to have a target, so more like intercept.
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Zetor
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Yay, my priest and lock will finally get 100->0'd by fearwarded undead rogues w/ a pvp trinket! kek.
-- Z.
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Modern Angel
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Dispel and purge are spammable, making them infinitely more useful. AS is on a 6s timer, and is easily countered by just walking up to the hunter as well as the los issues that the other two have. I'm not saying this isn't a buff, it is, but it also does nothing to address the real issues of the class in pvp.
It's a useless bone tossed to placate the folks who don't think it through. You have a 1/<number of buffs> of making good use of that ability every 6 seconds. Plus in the 5v5 teams, having that hunter target something other than your groups current target means less focused damage on that target, and a greater chance one of the two healers will keep it alive. Better to just bring more burst damage than bing a hunter with the one buff every 6s dispelling wonder shot.
Sure but I'd argue that this is the same with way more classes than hunter. Except for a small handful of spec/classes in the arena everyone's useless at the higher end. It shouldn't be that way but don't feel alone; hell, I wouldn't even get mad about it.
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Merusk
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It's very hard not to when your rating puts you up against new-formed teams all the time who are designed around those optimal set-ups. Because of that you get to be the gimp group and take a nosedive in the ratings. Whee.
I love wow as a pve game, but the pvp gets shittier over time. The only reason I even bother with it anymore is it's the only 'sport' pvp out there other than FPS' right now.
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The past cannot be changed. The future is yet within your power.
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Fordel
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The biggest change in the patch is /cancelform being instant like /dismount. If you thought druids were hard to catch before 2.3... 
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and the gate is like I TOO AM CAPABLE OF SPEECH
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Morat20
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The biggest change in the patch is /cancelform being instant like /dismount. If you thought druids were hard to catch before 2.3...  I admit that I'm not totally up on these things, but as I understand it that'll allow instant changes between forms without going to squishy caster-form first. I'm not sure what else.
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Fordel
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/cancelform /travelform
Will be the most common cheese being employed. Basically, it will let a druid use anything that isn't on the GCD while in a form. IE: A Bear drinking a potion without any GCD.
Visually and for all practical terms, yes, a druid never has to be in squishy/slow caster form. It'll just be a puff of smoke as that resto druid cheetah's around the pillar out of your snares.
As to hunters, they got thrown a bone, it won't fix anything magically, but if you get enough bones tossed your way, you start to suck less. It's a start.
As to the Arena Gear, the rating req's will make people cry a lot, but not change anything. The change will be caused by Season1 being sold on honor vendors. The entire reason you have people doing "welfare epics" is because it's the most accessible set of 'good' gear available to the masses. Now that gear will be available via AV farming. Way more people are useful in AV then they are in the Arena's.
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and the gate is like I TOO AM CAPABLE OF SPEECH
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Morat20
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As to hunters, they got thrown a bone, it won't fix anything magically, but if you get enough bones tossed your way, you start to suck less. It's a start.
Everyone else is getting a bigger bone, and we're still fucked. Frankly, all I've come up with to handle the LOS and pillar issues is making melee 0-5, ranged 6-36/41 and removing the stun from Cheetah (maybe adding in debuff to hit or defense to balance? You lose DPS by not being in Hawk, but I could see losing some chance to hit, or taking a bit more damage as a balance). You'd be able to sort of keep up with pillar dancers, rather than spending 90% of your time either out of LoS or square in your damn deadzone. Or trying to melee down a caster, which frankly I don't think is actually possible for a Hunter.
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Fordel
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Meh, the only big bones this patch Arena/PvP wise are /cancelform and all the rogue shit. I'm not sure what brought on the sudden influx of rogue improvements like that, maybe that's the new 'in' class at Blizz HQ :p. Most everything else is a small nerf, a PvE change, or a little change like hunters got that won't do much to bring them out of inconsequential in terms of Arena. (The druid /cancelform thing is really big though, like... game changing big, expect huge amounts of QQ when that goes live and people start to abuse it)
Basically, hunters are like protection warriors/paladins in the arena, out of their element. The difference is a hunter can't respec holy/arms to not suck. the best you can ever hope for, with Arena design as it is, is to suck less. Not to "not suck", but just suck less. Give hunters enough bones like the new Arcane shot, and the suck might be low enough to work around. Things like the dead zone and steady standoff DPS define the class, Blizz won't ever make those go away. Too many mechanics are working against hunters, things that won't change either.
The only way to 'fix' the LoS/Pillar issues is to have Arena's without LoS and Pillar issues. Design a map that is the inverse of Blades Edge Arena. Where are the ledges, where are the crossing paths to climb? Where is the swamp in the middle of the map that melee is forced to go around or be snared while going across? All of the current designs are thought of through the "How can people use the terrain to avoid LoS?" mindset, there isn't one Arena map where the focus is "How can people use the terrain to KEEP LoS?".
Until you see maps like that, hunters will continue to suck in the Arena, its just a question of how badly.
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and the gate is like I TOO AM CAPABLE OF SPEECH
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Threash
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Posts: 9171
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I dont know why people constantly bitch about hunters in the arena, we are not the best but we dont really need that much help. Right now my 5v5 of hunter/holy priest/holy pali/warrior/mage is around 2100 after a really horrible week, they've tried replacing me (hunter) with a shaman with disastrous results. I do about 10% less damage on average than our stormherald arms warrior, sometimes i do more damage than him actually. LOS is obviously a problem, but so is spending the whole fight sheeped or being kited over frost trap, i have an easier time dpsing than a rogue or a warrior would, sure they can do more when they actually reach the target but its actually easier for me to accomplish that than for them. The Arcane shot change is huge. Fucking HUGE. Dispeling the current target is one of our priests main duties, usually he has to do this while under heavy fire, me being able to help out with this, even if its only every 5 seconds (i already used the talent to lower the cooldown even before this change) means when that BOP goes on our target it will not be a crapshoot on wether it gets removed in time or not, either me or the priest will get it instantly. The thing to remember is if someone goes out of los they are not doing anything either, healers have to be in los to heal, dpsers have to be in los to dps. Frost trap + entrapment, silence, mana drain and an offensive dispel and more than seviceable dps make us a very good class to have in any bracket.
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I am the .00000001428%
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Chenghiz
Terracotta Army
Posts: 868
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I'm not sure what brought on the sudden influx of rogue improvements like that, maybe that's the new 'in' class at Blizz HQ :p. Rogues have terrible mobility in arenas and frankly the Subtlety tree is a joke after (and arguably including) Hemorrhage.
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Fordel
Terracotta Army
Posts: 8306
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I'm not sure what brought on the sudden influx of rogue improvements like that, maybe that's the new 'in' class at Blizz HQ :p. Rogues have terrible mobility in arenas and frankly the Subtlety tree is a joke after (and arguably including) Hemorrhage. The same could be said for half the class/specs in the game really, so I'm not certain why rogues got all the money improvements this time around.
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and the gate is like I TOO AM CAPABLE OF SPEECH
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Morfiend
Terracotta Army
Posts: 6009
wants a greif tittle
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I'm not sure what brought on the sudden influx of rogue improvements like that, maybe that's the new 'in' class at Blizz HQ :p. Rogues have terrible mobility in arenas and frankly the Subtlety tree is a joke after (and arguably including) Hemorrhage. The same could be said for half the class/specs in the game really, so I'm not certain why rogues got all the money improvements this time around. Ummm, because they need them?
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Venkman
Terracotta Army
Posts: 11536
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Good stuff.
On Mages: Ritual of Refreshment: What does this mean, that we can load Food and Drink into the AH? Or that people in a group will automatically receive it to their inventory? Or that we can go into some EQ1-esque vendor mode to let people just click us and pick it up?
On Engineers: Engineers get their own flying mounts? I assume it's a 375 thing, so maybe I should grind it out after all.
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Phred
Terracotta Army
Posts: 2025
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Good stuff.
On Mages: Ritual of Refreshment: What does this mean, that we can load Food and Drink into the AH? Or that people in a group will automatically receive it to their inventory? Or that we can go into some EQ1-esque vendor mode to let people just click us and pick it up?
On Engineers: Engineers get their own flying mounts? I assume it's a 375 thing, so maybe I should grind it out after all.
If they stay true to pattern I'd expect you to need 375 to ride them, ya.
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caladein
Terracotta Army
Posts: 3174
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On Mages: Ritual of Refreshment: What does this mean, that we can load Food and Drink into the AH? Or that people in a group will automatically receive it to their inventory? Or that we can go into some EQ1-esque vendor mode to let people just click us and pick it up?
It's a Soul Well, for Food and Water, not that complicated.
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"Point being, they can't make everyone happy, so I hope they pick me." - Ingmar"OH MY GOD WE'RE SURROUNDED SEND FOR BACKUP DIG IN DEFENSIVE POSITIONS MAN YOUR NECKBEARDS" - tgr
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