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2.0.10 test relm notesFollow

#1 Feb 23 2007 at 7:12 PM Rating: Excellent
General

* Some logic was fixed in the "Natural Remedies" quest so that Pathaleon the Calculator's Image will always spawn during the ritual.
* Goliathon and his shardlings can no longer be pulled to nearby areas that have guards.
* More fixes implemented in the "It's a Fel Reaver, But With Heart" quest to keep the Scrapped Fel Reaver from breaking.
* The Orb of the Blackwhelp and Hallowed Wands can no longer be used in combat, and the transformation will be canceled if the player receives damage.
* The Scrap Reaver in Netherstorm repairs reduced from 10,000 health to 8,500 health over 10 seconds.
* Battle of the Crimson Watch
o Illidari Mind Breaker has been weakened.
o Illidari Highlords can now be CC'ed but not Charmed.

PvP

* Arenas
o The cost of the "Gladiator's Slicer" has been increased to 2625 arena points.
o The cost of the "Gladiator's Quickblade" has been decreased to 1125 arena points and changed to offhand only.
o The cost of the "Gladiator's Cleaver" has been increased to 2625 arena points.
o The cost of the "Gladiator's Hacker" has been decreased to 1125 arena points and changed to offhand only.
o The cost of the "Gladiator's Pummeler" has been increased to 2625 arena points.
o The cost of the "Gladiator's Bonecracker" has been decreased to 1125 arena points and changed to offhand only.
o The cost of the "Gladiator's Right Ripper" has been increased to 2625 arena points.
o The cost of the "Gladiator's Left Ripper" has been decreased to 1125 arena points.
o The cost of the "Gladiator's Shanker" has been increased to 2625 arena points.
o The cost of the "Gladiator's Shiv" has been decreased to 1125 arena points and changed to offhand only.
o The cost of the "Gladiator's War Edge" has been decreased to 1000 arena points and the speed changed to 1.9.
o The cost of the "Gladiator's Spellblade" has been increased to 3150 arena points.
o The cost of the "Touch of Defeat" has been decreased to 1000 arena points.
o The cost of the "Gladiator's Endgame" has been decreased to 1125 arena points.
o The cost of the "Idol of Tenacity" has been decreased to 1000 arena points.
o The cost of the "Libram of Justice" has been decreased to 1000 arena points.
o The cost of the "totem of the Third Wind" has been decreased to 1000 arena points.

Druids

* When the duration of "Cyclone" ends, area buffs such as "Leader of the Pack", "Tree of Life", and "Moonkin" will now be correctly resumed.
* "Bear Form" now grants 25% increased stamina instead of 25% increased health.
* "Dire Bear Form" now grants 25% increased stamina instead of 25% increased health. In addition, the armor bonus has been reduced from 450% to 400%.
* The multiplier on base weapon damage for "Mangle (Bear)" ability has been changed from 130% to 100%. In addition, the bonus damage has been reduced by the same ratio.
* "Savage Fury" no longer affects "Mangle (Bear)".
* "Savage Fury" no longer applies to "Maul" or "Swipe".
* The critical damage bonus on "Predatory Instincts" reduced from 3/6/9/12/15% to 2/4/6/8/10%.
* "Improved Leader of the Pack" can no longer get critical heals.
* The armor bonus from "Moonkin Form" has been increased from 360% to 400% (to match Dire Bear Form).
* The rage normalization equation has been adjusted to grant more rage.

Paladins

* The slowing affect from "Avenger's Shield" is now considered a snare, so snare removal and immunity affects will now work on it.

Priests

* The base healing percent from "Vampiric Embrace" has been reduced to 15% from 20%. In addition, this ability can no longer get critical heals.
* "Silent Resolve" no longer reduces threat generated by Shadow spells.
* Prayer of Mending now has a 20 second cooldown.
* If a targeted enemy has a magic effect granting immunity to spell or physical damage, “Mass Dispel” will now always pick that effect as its target.

Shaman

* The clearcasting effect from "Elemental Focus" now triggers on all spell critical strikes, rather than a chance on any spell hit.
* The shaman will no longer generate additional threat when "Unleashed Rage" triggers.
* The free Lightning spell cast from "Lightning Overload" will now cause reduced threat.
* "Stoneclaw Totem" now has a 50% chance to stun attackers for 3 sec. when struck.

Warlock

* "Demonic Tactics" now grants increased critical strike chance to you and your demon pet, instead of increased damage.

Warriors

* The rage normalization equation has been adjusted to grant more rage. The typical warrior should see an increase of 15% to 20% in their rage generation.
* All warriors had their critical strike chance adjusted upward slightly (about 1%).
* "Thunder Clap" is now useable in Defensive Stance. In addition, the tooltip has been adjusted to indicate it causes additional threat.
* The cooldown on "Victory Rush" has been removed, and it can now be used up to 20 seconds after killing an enemy.
* "Unbridled Wrath" has been modified so that rather than a fixed chance to grant rage, it has an increased chance when using slower weapons.

Items

* The threat generated from the spell effect on "Thunderfury" has been substantially reduced.
* The bonus to "Swipe" from the "Idol of Brutality" has been reduced from 50 to 10.
* "Alchemist's Stone" will no longer increase healing and mana gained from items which are not potions.
* The cost of sockets in high end items has been adjusted slightly, the result is that most high end epic items should see an increase in stats.
* Corrected many items that had incorrect stat values assigned to them.
* The rewards from the "Fel Embers" quest are now superior items as intended.
* Reduced the damage dealt by "The Lightning Capacitor".
* Corrected the level requirement of the "Fist of Reckoning".
* "Necklace of Trophies" has been corrected to increase Hit Rating instead of Hit Avoidance.
* "Burnoose of Shifting Ages" can now be disenchanted.
* "Nethershrike" now has the proper sell value and can be disenchanted.
* Corrected the level of "Marksman's Bow" to be in line with other epic reputation rewards.
* The "Marksman's Bow" now has the proper damage range.
* "Hourglass of the Unraveller" will now properly increase ranged attack power.
* Corrected the socket bonus for "Soul-Collar of the Incarnate".
* Corrected a typo in the set bonus of "Warbringer Armor".
* "Ruby Slippers" now properly have a cast time.
* Corrected the min use level of "Terokk's Shadowstaff".
* "Warpscale Leggings" have had their Crit Rating updated to the intended Dodge Rating.
* "Warmaul Slayer's Band" no longer has critical strike rating. However, its agility and attack power have been increased.
* "Ancient Draenei War Talisman" now shares a cooldown with all trinkets that temporarily increase damage done.
* "Ancient Draenei Arcane Relic" shares a cooldown with all trinkets that temporarily increase damage done.
* "Aldor Guardian Rifle" now has a range correctly set on it.
* The effect on "Void Star Talisman" was incorrectly set to On Use. It is now set to On Equip.
* The critical strike rating on "Cilice of Suffering" has been changed to spell critical strike rating.
* The cooldown for "Glimmering Mithril Insignia" has been increased from 10 minutes to 20 minutes.
* The slowing affect from the "Mug 'O Hurt" is now considered a snare, so snare removal and immunity affects will now work on it.

Raids and Dungeons

* Creatures in Tempest Keep:Botanica, Tempest Keep: Mechanar, and Tempest Keep:Arcatraz no longer respawn as rapidly.
* Shadow Labyrinth
o Reduced the chance of a Cabal Assassin ambush.
* Shattered Halls
o Removed a problematic chest.
o The "Resist Shadow" spell cast by Shadowmoon Acolyte's in Shattered Halls will now be removed if a player leaves the zone.
* Serpentshrine Cavern
o Boss creatures have received additional tuning and polish.
* Arcatraz
o Warder and Defender Corpses are now immune to spell effects that could cause the Protean Spawn to not spawn.
o Protean Spawn now deal less damage.
* Tempest Keep Mechanar
o Mechanar Drillers, Wreckers, and Crushers in Tempest Keep: The Mechanar may no longer be enslaved when in Heroic mode.
* Caverns of Time
o Captain Skarloc in Caverns of Time: Escape from Durnholde is no longer susceptible to disarm, and does not slow down when wounded.
o A defeat in the Caverns of Time: Opening of the Dark Portal instance will no longer despawn unlooted bosses with loot.
o Occasionally after players are defeated in the Caverns of Time: Opening of the Dark Portal encounter on Heroic difficulty, the placeholder versions of the bosses that appear in future attempts that day would not spawn. The proper placeholders will now spawn instead of Rift Lords and Rift Keepers.
o Boss creatures in Caverns of Time: Opening of the Dark Portal will now dispel all nearby Time Keepers instead of one at a time.
* Karazhan
o Maiden of Virtue's "Holy Wrath" has been slightly retuned to try and allow additional melee attackers to be used against her.
o Maiden of Virtue's "Holy Fire" has been adjusted to prevent a possible range exploit.
o Maiden of Virtue will no longer "Holy Fire" players under the effect of "Repentance".
o Midnight is no longer susceptible to Bleed effects, since he's a skeletal horse.
o Nightbane's Restless Skeletons are now immune to non-holy magical damage.
o Restless Skeletons no longer have immolation.
o Nightbane's Bone Shard Spray can no longer be interrupted by using an immunity effect.
o Some minor issues with the Library Tomes have been corrected.

Bug Fixes

* Fixed the credits to display properly.

---
The druid changes seem reasonable, as well as the warrior stuff. Nothing else I have to say right now.
#2 Feb 23 2007 at 7:28 PM Rating: Good
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Quote:
* The shaman will no longer generate additional threat when "Unleashed Rage" triggers.


/thank the gods
#4 Feb 23 2007 at 7:32 PM Rating: Decent
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WHAT?!

Mangle (Bear) reduces to Maul clone?
Maul and Swipe made practically useless?
Gimped Dire Bear stats even more?
Less critical strikes in Feral forms?
No critical heals from ILotP?
More rage?

Are they f*cking stupid?! I DON'T NEED MORE F*CKING RAGE! I CAN'T GET RID OF THE SH*T!

Swipe not only had the threat thing nerfed, but now also the damage output?! WHY would want to USE the goddam attack now?? I'm just asking 'cause the only use I see for it now is to dump excess rage GENERATED BY THE F*CKING RAGE NORMALIZATION!

I'm done. Done. Finito.

I'll go level my Warlock now. Thanks for playing, Blizzard. It was fun feeling like the other guys for a while. Take my furry Night Elf and shove him up your ***. With love.

At least they only slightly nerfed my Warlock. More critical hits. Psh. YOU CAN'T CRIT WITH A DOT, YOU IDIOTS!




Yes, I'm pissed. Got a problem with it?

Edited, Feb 23rd 2007 10:33pm by Mazra
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#5 Feb 23 2007 at 7:39 PM Rating: Decent
Quote:
* The base healing percent from "Vampiric Embrace" has been reduced to 15% from 20%. In addition, this ability can no longer get critical heals.
* "Silent Resolve" no longer reduces threat generated by Shadow spells.
* Prayer of Mending now has a 20 second cooldown.


this is a joke right?
#6 Feb 23 2007 at 7:47 PM Rating: Decent
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selebrin of the Seven Seas wrote:
* Hallowed Wands can no longer be used in combat, and the transformation will be canceled if the player receives damage.


Laaaaaaaaaaame. So, Noggen got nerfed, Hallows end wands got nerfed, anyone expect deviate's to be nerfed soon too?
#7 Feb 23 2007 at 7:57 PM Rating: Decent
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Patch 3.00 will merge all classes into: Priest, Warrior, Palashadruid, Rogue and Magelock.

Priests can no longer cast offensive spells and their Shadow talent tree has been removed.
Warriors can only wield one-handed weapons and shields and their Fury and Arms talent trees have been removed.
Palashadruids can cleanse and buff.
Rogues deal melee damage.
Magelocks deal spell damage.

Also, all mobs have had their health and damage increased significantly to prevent goldfarming. Players will have to form parties to take out simple non-elite mobs many levels below themselves. It won't have any effect on the goldfarming industry as it turns out they communicate with each other and are able to form groups as well.

Patch 3.0.1 wil implement a new game design where people instead of playing roll a dice and the one with the highest score at the end of a session wins a virtual turkey.

So much fun for only $15 a month. Yippee.

/wrist
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#8 Feb 23 2007 at 8:03 PM Rating: Good
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Mazra wrote:
WHAT?!


Did you need a crystal ball to see this was coming?

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#9 Feb 23 2007 at 8:14 PM Rating: Good
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Mazra wrote:
WHAT?!

Mangle (Bear) reduces to Maul clone?
Maul and Swipe made practically useless?
Gimped Dire Bear stats even more?
Less critical strikes in Feral forms?
No critical heals from ILotP?
More rage?

Are they f*cking stupid?! I DON'T NEED MORE F*CKING RAGE! I CAN'T GET RID OF THE SH*T!

Swipe not only had the threat thing nerfed, but now also the damage output?! WHY would want to USE the goddam attack now?? I'm just asking 'cause the only use I see for it now is to dump excess rage GENERATED BY THE F*CKING RAGE NORMALIZATION!

I'm done. Done. Finito.

I'll go level my Warlock now. Thanks for playing, Blizzard. It was fun feeling like the other guys for a while. Take my furry Night Elf and shove him up your ***. With love.

At least they only slightly nerfed my Warlock. More critical hits. Psh. YOU CAN'T CRIT WITH A DOT, YOU IDIOTS!




Yes, I'm pissed. Got a problem with it?

Edited, Feb 23rd 2007 10:33pm by Mazra


Calm down Sally. It's still in testing.
#10 Feb 23 2007 at 8:39 PM Rating: Excellent
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Quote:
* The rage normalization equation has been adjusted to grant more rage. The typical warrior should see an increase of 15% to 20% in their rage generation.


Hell yes!

Quote:
* All warriors had their critical strike chance adjusted upward slightly (about 1%).


Cool!

Quote:
* "Thunder Clap" is now useable in Defensive Stance. In addition, the tooltip has been adjusted to indicate it causes additional threat.


F--- YES.

Quote:
* The cooldown on "Victory Rush" has been removed, and it can now be used up to 20 seconds after killing an enemy.


I don't have Victory Rush, but this sounds like a good change.


Quote:
* "Unbridled Wrath" has been modified so that rather than a fixed chance to grant rage, it has an increased chance when using slower weapons.


Not quite sure what they meant here... I don't have this one either.

This isn't anything Ground-breaking that will put warriors back into the game, but its sure as hell a start. Any buff is a good buff.

--Xylia
#11 Feb 23 2007 at 8:42 PM Rating: Default
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MentalFrog wrote:
Calm down Sally. It's still in testing.


And knowing Blizzard, testing means good to go.

When was the last time you saw Blizzard do a 180 after releasing patch notes? Like.. "Woops, we'll just return Mangle to its previous form. My bad."

They already tested it. Unless Druids turn into free HKs again, this thing is going live.

Bodhisattva wrote:
Did you need a crystal ball to see this was coming?


Yes, actually. The European CM said that nerfing wouldn't happen, that Druids were fine. Guess he missed the memo.

And having three other level 60's who wtfpwn Druids regularly, I can't really follow people in their rants about the class. Just learn how to fight already.

Ps. I'm not complaining about the loss of damage in PvP. That would've been managable. But they removed so many useful tanking tools like hard-hitting Mauls, Swipes and crits. This means Druids will be third in line for tanking jobs (Paladins have a taunt even). Druids will also be third in line for DPS (DW Shamans do more damage than us). And Druids will be second in line for healing (Priests are always preferred choice). So we're back in the pre-2.0 booth. Healing sounds fun, I guess. I just don't intend to find out.

Edited, Feb 23rd 2007 11:47pm by Mazra
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#12 Feb 23 2007 at 8:43 PM Rating: Good
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i like the war changes, especially the VR one. the druid changes...arent horrible, but the savage fury changes kinda suck. the damage decrease was needed tho, altho im on the fence about the armor change. thats what testing is for i suppose.
#14 Feb 23 2007 at 8:51 PM Rating: Decent
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Quote:
And having three other level 60's who wtfpwn Druids regularly, I can't really follow people in their rants about the class. Just learn how to fight already.


As a Warrior, my issue with Druids is not their ability in PvP, but their ability in PvE.

A Druid is a HYBRID class. You know what a HYBRID is, right? A Hybrid is like a Jack-of-all-Trades, right? Right?

Well, you take a Druid who's geared for tanking, I've heard many a story that through mid-game, a Druid tanks better than a Warrior is. Gee, lookie dat. A HYBRID class doing better than a SPECIALIZED class!? That's ridiculous. There are only two things a Warrior can do: Tank and DPS, and they are dead last in both. Paladins and Druids tank better than Warriors do, and most of the other classes DPS better than a Warrior does.

IMO, from everything I've heard, Druids tank a little too damn good for a Hybrid class. They Heal, DPS, Tank... um... a whole party of druids could do nearly any instance I can think of, not counting 20/40-mans. I'm talking your mid-level 5-mans.

Kinda silly when the Hybrid can out-perform the Specialized classes, eh?

As far as PvP, Blizz stands by its decision to *not* Balance the classes 1v1. That's what they tell us Warriors:

You're not SUPPOSED to be Balanced, get over it!

We Warriors get PWNED on a regular basis by just about anyone and we get told to just suck it up.

Mayhaps that is what Druids are meant to do now?

--Xylia
#15 Feb 23 2007 at 8:53 PM Rating: Default
I think the druid nerfs are pretty messed up.

Quote:
* "Bear Form" now grants 25% increased stamina instead of 25% increased health.* "Dire Bear Form" now grants 25% increased stamina instead of 25% increased health.


WTF? Doesnt this grant exactly the same bonus?

Quote:
In addition, the armor bonus has been reduced from 450% to 400%.


WHY???

Quote:
* The multiplier on base weapon damage for "Mangle (Bear)" ability has been changed from 130% to 100%. In addition, the bonus damage has been reduced by the same ratio.


WHY??? It still didnt hit as hard as any 2h welding warrior.

Quote:
* "Savage Fury" no longer affects "Mangle (Bear)".
* "Savage Fury" no longer applies to "Maul" or "Swipe".


So Savage Fury just no longer affects bear forms at all.

Quote:
* The critical damage bonus on "Predatory Instincts" reduced from 3/6/9/12/15% to 2/4/6/8/10%.


Dont see a need for that.

Quote:
* "Improved Leader of the Pack" can no longer get critical heals.


Why not? Every other thing that can heal can get a crit.

Quote:
* The armor bonus from "Moonkin Form" has been increased from 360% to 400% (to match Dire Bear Form).


Who the f*** cares about a 40% increase in Boomkin armor??? Usually sh*t dies before it hits you.

Quote:
* The rage normalization equation has been adjusted to grant more rage.


For god sake, was lack of rage a problem before hand?

There's a reason we hit hard. WE ARE FREAKING BEARS. Damage is right where it should be. Were not out performing dps classes in bear form. Why nerf it? Of course were gonna hit harder than a warrior with a sword and board, get over it.
What this means is now you pvp's need to feel even worse when getting your ****** spanked by a druid. And yes, its still gonna happen. And yes, the nerf cries will continue.

But if this is what it takes to shut up all the crybaby warriors out there, then so be it. Of course, I seriously doubt any of the crys will be silenced.

#17 Feb 23 2007 at 8:59 PM Rating: Decent
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Quote:
WTF? Doesnt this grant exactly the same bonus?


Its called "MDAS", or "My Dear Aunt Sally" .... aka "Multiply Divide Add Subtract".

2000HP + 100 Stamina (1stam = 10HP) = 3000HP.

Right?

In Bear Form BEFORE:

(2000 + 1000) x .25 = 750. 3000+750 = 3750 HP in the end.

In Bear Form NOW:

(2000 x .25) + 1000 = 3500 HP in the end.

Basically, they are saying "You guys are a little too damn good at tanking. Let the Warriors tank like they are supposed to." I think. The armor nerf supports this.

--Xylia
#18 Feb 23 2007 at 9:03 PM Rating: Decent
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Honestly, this fixes the only complaint I ever had on my warrior. I don't know enough or care enough about the other stuff to comment on it, but I think this is great!

Quote:
* "Thunder Clap" is now useable in Defensive Stance.


In other news, I am practicing the two-step shimmy that Selebrin has been showing us. Once I refine the technique, it should be replacing the Druid's "Bear Form" with "Dance Form". Hehe Smooth moves mate! Thanks for the post.
#19 Feb 23 2007 at 9:03 PM Rating: Decent
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Xylia wrote:
Quote:
And having three other level 60's who wtfpwn Druids regularly, I can't really follow people in their rants about the class. Just learn how to fight already.


As a Warrior, my issue with Druids is not their ability in PvP, but their ability in PvE.

A Druid is a HYBRID class. You know what a HYBRID is, right? A Hybrid is like a Jack-of-all-Trades, right? Right?

Well, you take a Druid who's geared for tanking, I've heard many a story that through mid-game, a Druid tanks better than a Warrior is. Gee, lookie dat. A HYBRID class doing better than a SPECIALIZED class!? That's ridiculous. There are only two things a Warrior can do: Tank and DPS, and they are dead last in both. Paladins and Druids tank better than Warriors do, and most of the other classes DPS better than a Warrior does.

IMO, from everything I've heard, Druids tank a little too damn good for a Hybrid class. They Heal, DPS, Tank... um... a whole party of druids could do nearly any instance I can think of, not counting 20/40-mans. I'm talking your mid-level 5-mans.

Kinda silly when the Hybrid can out-perform the Specialized classes, eh?

As far as PvP, Blizz stands by its decision to *not* Balance the classes 1v1. That's what they tell us Warriors:

You're not SUPPOSED to be Balanced, get over it!

We Warriors get PWNED on a regular basis by just about anyone and we get told to just suck it up.

Mayhaps that is what Druids are meant to do now?

--Xylia


G'duh, wut r teh hybridz, Xylia?? Plz teel me, cuz i r dun no.

I know what a hybrid is, I've played one for two years. Have you?

Druids don't tank better than Warriors in raids. Oh lookie, crushing blow took away half your health, fluffybear. Good thing we Warriors have a board that'll just block the blow, right?

1500 Mangle crits do squat vs. trash mobs that cut through you like a hot dagger through a Gno-- err, butter. That's why Warriors or even Paladins will be better raid tanks. Protection Paladins can even spec so without losing PvP viability. Holy Shield + Redoubt + Reckoning anyone?

So what if Druids are better tanks on single targets in 5-man groups at the moment? In a month people will be geared to their teeth in TBC blues and epics and you could run 5-mans with a group of Warriors if you wanted.

I'll be first in line to scream nerf when you Warriors suddenly get your epic weapons and shiny plate armor. Because you're going to hurt. A lot. But that's all good, right?
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#20 Feb 23 2007 at 9:07 PM Rating: Decent
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There's a reason we hit hard. WE ARE FREAKING BEARS. Damage is right where it should be. Were not out performing dps classes in bear form. Why nerf it? Of course were gonna hit harder than a warrior with a sword and board, get over it.
What this means is now you pvp's need to feel even worse when getting your ****** spanked by a druid. And yes, its still gonna happen. And yes, the nerf cries will continue.

But if this is what it takes to shut up all the crybaby warriors out there, then so be it. Of course, I seriously doubt any of the crys will be silenced.


Do you not have any sense of Balance and Fairness in you at all?

Your class is a HYRBID. And it can (currently) tank better than a "Sword and Board" (or ANY warrior).

Not only do you tank better than us, you can deal damage better than us.

Not only do you Tank and Deal Damage better than us, you can heal yourselves too.

Not only can you Tank better, and Deal Damage better, And Heal, you also have Magic damage.

Not only do you Tank better, and Deal Damage better, And Heal, and do Magic Damage, you can also remove poisons last I heard.

Not only do you Tank better, and Deal Damage better, And heal, and do Magic Damage, and Remove Poisons, you can also run and swim faster.

Not only do you Tank better, and Deal Damage better, And heal, and do Magic Damage, and Remove Poisons, and Run and Swim Faster, but you can also do this all in one package.

So, when you look at this in a pure balance way... Druids are Superior to Warriors in EVERY SINGLE WAY. A Druid in Bear Form tanks better than a Plate Warrior wearing a Shield, AND, to boot, does more damage than the Warrior at the same time! And he can shift out of bear form, Heal himself, and shift right back into Bear form. Heck, I've seen a Druid tanking in Bear Form, put some kind of *STRONG* Heal-over-Time, to the point he healed from 30% HP up to 70% HP! WHILE IN BEAR FORM, WHILE TANKING, WITHOUT EVEN SHIFTING FORMS.

If you can't tell me that's broken, then dude... just quit playing WoW. Gee, I wish I could heal myself like that. I wish I could do damage while tanking. I wish I could change shapes to give myself travel speed.

Druids get every damn thing rolled into one neat little package.

--Xylia
#21 Feb 23 2007 at 9:09 PM Rating: Decent
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Druids don't tank better than Warriors in raids.


And what of the 90% of the other content in WoW?

Oh, sure, so Warriors can tank better in RAIDS!

My Lv48 Warrior feels so much better now, while having oodles of Group Quests sitting in his quest log until they go green before I finally get groups to do the damn things, and usually only when my guildies show up to do it.

I just love watching hybrids do my job better than me, oh yes.

--Xylia

[Edit: And let's not mention that I am not getting much experience, as a player, in tanking because those Paladins and Druids get asked to tank before I do. So, when I do show up for these Raids... as uber as I am SUPPOSED to be in a RAID, to bad I haven't tanked since Deadmines, and those 40 levels between now and Deadmines, I have so many new abilities... and next to zero experience using them.]

Edited, Feb 24th 2007 12:15am by Xylia
#22 Feb 23 2007 at 9:16 PM Rating: Excellent
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We have had 2-3 multi page posts discussing the current state of Feral Druids and Warriors and the tanking situation. Feral druids were outdoing Warriors in a number of fields and becoming the premier choice in tanking.

A simple increase to Warriors was not going to resolve the situation. It was fairly certain that the druids were going to see some nerfage. I don't care what a CM from the EU said or didn't say, if you didn't see this one coming then frankly I am appalled at your lack of foresight.
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#23 Feb 23 2007 at 9:19 PM Rating: Good
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teehee. love the druid nerf. that **** was completely imba.
#24 Feb 23 2007 at 9:19 PM Rating: Default
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I give up. A level 48 Warrior is arguing with me about end-game content and a guy who never played the Druid class, or at least doesn't have a Druid at the moment, claims I lack foresight because I didn't see the nerf coming.

Play the class for a few levels. Then we'll talk.

Edited, Feb 24th 2007 12:22am by Mazra
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Please "talk up" if your comprehension white-shifts. I will use simple-happy language-words to help you understand.
#25 Feb 23 2007 at 9:21 PM Rating: Decent
WARRIORS WILL REIGN SUPREME ONCE AGAAAAIIIIN!!! /BATTLE CRY!!
#26 Feb 23 2007 at 9:25 PM Rating: Decent
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5,903 posts
Mazra wrote:
And when people start farming the raid dungeons in Outland you'll still think it's unfair that your level 70 Warrior got passed for a Feral Druid in Hellfire Ramparts?


At least Druids have OTHER options than tanking.

You guys can still heal, right?

There's only 2 things a Warrior can do: Tank and DPS.

A Druid, being a Hybrid can always fall back on Healing. There are never enough priests around, and people grab anything they can find that can heal. This means you, Druid. Dust off those healing spells and come heal.

A Warrior DOESN'T have this option! We Tank and DPS, and we do NOTHING besides. We CAN'T do anything besides. And before you go "awww, I don't wanna heal!" .... Trust me... if I COULD heal, I WOULD heal, just to get these damn quests done sometimes.

Back when I played a Paladin, before they became popular, back when Paladins were laughed at, yes, I came to instances wearing full +Intellect gear, and full +Healing gear more than a few times, just to get into the damn groups. I'm glad I Had that option in the first place. Many people would go "Bleh, I don't wanna heal."

Through Levels 20-59, Warriors get Shafted, Bad. It takes awhile to level from Lv20 to Lv59, honestly. And even beyond that, I've heard of Druid tanks working. And if Druid tanks won't work, Paladins sure as hell WILL. So even AFTER Lv59, Warriors STILL get Shafted to Paladins.

I'm sorry, dude, but let the Warriors tank. Its the only damn thing they can do in an instance.

--Xylia
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