Forum Settings
       
Reply To Thread

Patch coming soonFollow

#1 Nov 16 2004 at 1:36 PM Rating: Good
For those of you who dont read the official forums (and i cant blame you for avoiding that hell hole) heres a copy of the thread.

The following is a partial list of changes planned for the upcoming patch. Thanks to all our players who gave us constructive feedback on these issues.

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

-Spirit Healer

Using the Spirit Healer now results in a 25% loss in durability for a player's equipped gear and items in inventory, instead of the previous 100% loss. The length of resurrection sickness suffered from using the Spirit Healer has also been decreased to a maximum of 10 minutes.


-Durability

Item durability costs have been greatly decreased for Superior (blue) and Epic (purple) items.


-Improved Unstuck

We’ve added an auto-unstuck feature that you can use prior to petitioning a GM. You can use this feature in situations where you are caught in a part of the terrain and cannot get out. You can find the unstuck option by clicking on the “Help Request” button found on the bottom right hand side of the user interface.


-Reagents
Reagent requirements have been removed from the following spells:
Druid: Mark of the Wild
Mage: Arcane Intellect
Priest: Power Word: Fortitude


-Warrior
Defensive Stance has been improved to hold aggro more effectively.
Taunt: removed rage cost and global cooldown.
#2 Nov 16 2004 at 1:43 PM Rating: Decent
**
337 posts
Thank you
#3 Nov 16 2004 at 1:50 PM Rating: Default
Weeeeeeeee, i love all the changes so far described in this patch. Thanks for doing the drudge work for us.
#4 Nov 16 2004 at 2:03 PM Rating: Good
Nice changes. Thanks for digging the info up!

Interesting what they are doing for death penalties (not to be confused with what Texas and Florida do with death penalties...lol). I personally like having a penalty that makes someone try not to die. I think dying in game should be avoided and in order to make it as such, there needs to be a penalty. But, it is fun to be able to die without recourse too.

In WoW, you do not have to use the Spirit Caller...you can run back to your body...and do so as a ghost so it is a safe run. I thought losing all durability on items was pretty good considering you could spend time and get your body by making a CR and not have any other cost.

And...I am not complaining, just observing here...the potential problem with making an insignificant penalty for dying is that players will tend not to play as smart. If you really want to avoid dying, you approach a situation differently...you formulate a strategy and find ways to lessen damage taken, maximize damage given, eliminate other threats, control the battlefield. If there is no penalty, well...Hell I will attack and see how I do. lol

Either way it is fun, just different kind of fun.
#5 Nov 16 2004 at 2:20 PM Rating: Decent
**
342 posts
Yeah, I agree on the death thing. I like how you can opt between setting aside some time to go back to your corpse or taking the hit for the instant rez. I do have to say I'm glad they're lowering the durability hit though. 25% seems a lot more fair than 100%. At lower levels I noticed a decent hit to the wallet on that one, but imagine how much of a cost that would be when you're wearing uber-gear. I'd much rather take the xp hit :P. But, 25% is fair I guess, and especially since you have an option.
#6 Nov 16 2004 at 2:36 PM Rating: Decent
itd technically be 35% because you also get that 10% just from dieing.
#7 Nov 16 2004 at 3:19 PM Rating: Decent
*
178 posts
Quote:
itd technically be 35% because you also get that 10% just from dieing.


Actually, it has been mentioned that it is 10% if you do the CR and 25% for the rez at the Spirit Healer. Not 10% upon death plus 25% for the Spirit Healer rez.

I have not tested this myself, but it is merely what people have been saying on the Blizzard forums.
#8 Nov 16 2004 at 3:28 PM Rating: Decent
*
63 posts
Quote:
Actually, it has been mentioned that it is 10% if you do the CR and 25% for the rez at the Spirit Healer. Not 10% upon death plus 25% for the Spirit Healer rez.

I have not tested this myself, but it is merely what people have been saying on the Blizzard forums.


That is correct. It's not a double penalty.
#9 Nov 16 2004 at 4:31 PM Rating: Good
According to the Warcraft site under game info\basic, the 10% durability loss is upon death. It then says you can do a corpse run with no further penalty or use a spirit caller and take a 100% durability hit. Now, I know that is changing to 25%, but it could very well be a double penalty. The 10% is because of death, straight up, not related to a CR. If you are rezzed you still get the 10% hit.

No way to say if it will be a double penalty or not right now because 100% for the SC, well, who cares about the 10%...but if you get the 10% levied upon death, why not say the SC option deals 15% instead of 25%? I am thinking it will be 35% net when using a, SC by the way the statments on the official site are worded.
#10 Nov 16 2004 at 7:04 PM Rating: Decent
You gotta love Blizz,


I've never seen a company pay so much attention to user feedback, and that's not just MMO's. That's any company anywhere.

All of these changes were things that aggregately, players felt should be changed. I'm in awe, seriously. No, Seriously. I'm in awe. Rock on Blizzard Entertainment!


-$.02
#11 Nov 16 2004 at 7:07 PM Rating: Decent
*
100 posts
Ummm, the spirit healer change is already in effect.. the last few times I've used the spirit healer I only lost like 25% durability.. I thought It was bugged but I guess not =D
#12 Nov 17 2004 at 1:06 AM Rating: Decent
*
64 posts
I'm pretty sure Mark of the Wild currently has no reagent requirement.
#13 Nov 17 2004 at 1:48 AM Rating: Decent
****
4,520 posts
Yes, last time i used spirit healer i got 25% penalty...although i found it weird i had no resurection sickness.
#14 Nov 17 2004 at 2:27 AM Rating: Decent
**
509 posts
I think the rerason they lightened up on the death cost is because at very high levels people dying cost like 10 gold to repair so people were not wanting to go on raids because of loss of durability. In my opinion I would not have reduced the % loss on durability but the cost of the repairs. In truth pet classes have a somewhat advantage because their pets take the licks and the caster looses 0 durability whereas a combat player is being hit all the time and in return he has to pay more for repairs.
#15 Nov 17 2004 at 5:00 AM Rating: Decent
**
823 posts
Hunters have to buy arrows. That makes up for it, somewhat. Warlocks don't though, so maybe they get off easy, but I don't have enough experience with them to know. Either way, I haven't seen anything I haven't liked about this game. In fact, I love it. =)
#16 Nov 17 2004 at 6:04 AM Rating: Decent
****
4,520 posts
Any range attacker will have an advantage over a melee with durability for the fact that they can frontload a lot of the damage before the mob even reaches them, causing them to lose less durability and thus using less money. This also holds true for dieing, because cloth wearers essentially have less durability in total they will use less money to repair because of death, and even as one I have yet to have a piece of equipment break.
#17 Nov 17 2004 at 11:38 AM Rating: Good
Does this balance out at higher levels with the casters needing reagents? I have not played a caster or any other to any kind of high level, so just curious. It would seem that a cloth wearing caster may save money on the durability side, but spend more using reagents for certan spells that the melee folks don't have to spend.

Edited, Wed Nov 17 11:38:33 2004 by lhuffman
#18 Nov 17 2004 at 11:42 AM Rating: Decent
****
4,520 posts
You see, but thats where hunters get the glory, since they have no reagents.

Although I do have to say that reagents for some spells are kind of..lacking.
#19 Nov 17 2004 at 12:14 PM Rating: Decent
ketsugi wrote:
I'm pretty sure Mark of the Wild currently has no reagent requirement.


The patch that went in just before OB started gave the higher ranks of Mark of the Wild, Arcane intellect, and power word: shield (i think, whatever the priest one is) reagents. These were the 40+ spells i believe.
#21 Nov 17 2004 at 3:03 PM Rating: Decent
***
3,210 posts
^^ read before you post please

arimer the OP wrote:
For those of you who dont read the official forums (and i cant blame you for avoiding that hell hole) heres a copy of the thread.

The following is a partial list of changes planned for the upcoming patch. Thanks to all our players who gave us constructive feedback on these issues.



Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 247 All times are in CST
Anonymous Guests (247)