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#1 Dec 28 2010 at 3:47 AM Rating: Good
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GC wrote:
SourceWe have a lot of players at 85 now doing everything from Heroic dungeons to rated Battlegrounds, and the class design team is starting to prepare our list of items to investigate for our next patch.

Before you dive down into the meat below (not really a pleasant image, that), be advised that we’re still early in the preliminary stages. The patch isn’t coming out tomorrow. I wrote this before the end of the year and other things may have cropped up in the meantime. Just because your class or pet problem isn’t mentioned below doesn’t mean we won’t address it.

PvE

We’re happy with damage overall. We have very few traditional tank and spank fights (even Argaloth likes to parry melee) so it’s hard to get consistent numbers without very large data sets. Still, we see Survival hunters and Unholy DKs on top of a lot of single target fights. Arcane, Marksman, and Beastmaster damage is too low. Retribution, Shadow, and Fire and Frost mage damage might be too low, but we’re still watching them. We aren’t seeing a lot of Subtlety rogues in PvE yet, so that sample size is still small. On fights where there is a lot of area damage, Demonology warlocks, Frost DKs and possibly Survival hunters are all too high. Shadow priest AE, mostly due to a weak Mind Sear, feels too low.

Healing in PvE is working out pretty much as intended. There are some Heroic dungeon bosses that are probably tougher than the required item level average permits. In general, you might have a tough time upon zoning into a Heroic dungeon with a bunch of strangers as soon as Dungeon Finder permits, especially if your group isn’t willing to communicate and work together. We want Heroics to be challenging -- if you want to zerg the content, stick to normal dungeons.

Tank balance overall seems good at this point in time. Threat seems to be in a good place -- good tanks don’t have much of a problem, but they can’t “phone it in” either. We’re seeing all four tanks get a lot of use, even on Heroic raid fights. That could change as more guilds are able to make serious heroic attempts.

PvP

The larger health pools, decreased impact of Mortal Strike debuffs, and slower healing are all having the desired effect in PvP. Burst damage has its place, but doesn’t determine the outcome of every encounter. There are several individual abilities that we aren’t happy with in PvP.

We’re keeping a close eye on dispels. We still like the design of making dispels more of a commitment rather than liberally sprinkling around dispel resistance or consequences for every class. Defensive dispels (removing a debuff) generally feel good, but we think offensive dispels (removing an enemy buff) feel too powerful, especially for DPS specs. In particular, Purge and Spellsteal will probably get nerfed.

We’re also looking at crowd control, interrupts, and self-healing in PvP. It’s possible we’ll reduce the durations of some crowd control effects, especially the area effect ones, and decrease the duration of interrupts.

Priests are a little weak in PvP, especially at mobile healing. We have made some changes to glyphs and talents to enhance their survivability and instant healing.

We also want to make sure the epic PvP gear isn’t too easy for just anyone to obtain, given that the PvE endgame content is more challenging than it was in Lich King. We don’t want the player base to just migrate to the most efficient epic delivery mechanism; we want you to participate in what you find most enjoyable.

Stats

We’ll make a pass to make stats that aren’t attractive (but are supposed to be) more attractive. For example, we don’t want Assassination rogues to dismiss crit or Feral tanks to dismiss haste. We are considering making some physical attacks such as Lacerate, Steady Shot, and Slam scale with haste.

Mastery is a new stat for us, and there are a few specs that don’t value it enough. In some cases (e.g. Combat rogues), the design for mastery is fine and we just need to buff the effects to make it more desirable. In others, we don’t think it’s possible to buff mastery enough in its current form. For example, the Retribution mastery, Hand of Light, is fun, but it doesn’t contribute enough damage. To make it contribute enough damage, the proc would need a very high chance, which then can cause paladins to devalue other sources of Holy Power. Instead, we are redesigning Retribution mastery to add a percentage of the damage of Templar’s Verdict, Crusader Strike, and Divine Storm as Holy damage (which also plays better with Inqusition). Because Hand of Light is fun, however, we are going to change Divine Purpose as a chance to proc Hand of Light instead of a chance for extra Holy Power (which will also remove a little of the randomness from the rotation). Unholy DKs are another spec for whom mastery just isn’t working out. Our current intent is to redesign their mastery so that their attacks cause more damage to diseased targets (in a similar manner to the Restoration druid mastery).

Potpourri

Some additional class-specific tweaks (keeping in mind this is not the full list):

Even after we fixed their mastery, Feral druid bleeds still do a lot of damage and are undispellable. We plan to shift some of that damage back to main attacks. They are also a little too hard to control. Given that they are already hard to root, snare, or polymorph, we think the fear immunity from Berserk is too much.
Arms warrior burst damage might still be too high in PvP, while we don’t have a great way to adjust their sustained damage for PvE. The Lambs to the Slaughter talent is a good place to address this. We also might nerf warrior stuns.
We think Arms and Fury warriors are getting too much damage out of Heroic Strike. We want it to be clear that it’s a rage dump and not make it the hardest hitting ability.
For Holy priests, we’re increasing Chakra’s duration and changing Surge of Light so it can now from Flash Heal and Greater Heal and can crit.
We’re making some additional buffs, such as Pain Suppression and Barkskin, undispellable.
We’re buffing Wild Mushroom. It’s a cool spell that isn’t getting enough play.
Empowered Touch will now benefit from Regrowth as well. We’re also buffing the Glyph of Regrowth.
We are looking at Holy Concentration (after our most recent buff) and Omen of Clarity to make sure they don’t account for too much mana savings.
We are probably going to remove Drain Mana from warlocks. It is incredibly situational in PvE but causes problems in PvP. This might mean we need to evaluate Mana Burn as well.
Inferno will no longer increase the radius of Hellfire.
Shadow and Flame can now proc from Incinerate in addition to Shadow Bolt.
We want to redesign Improved Soulfire.
Censure will no longer break Repentance.
As part of the Marks and Beastmaster buffs, we’re buffing Aimed Shot, Kill Shot, Chimera Shot, and Kill Command.
To reduce mage control, we are discussing reducing the duration of Frost Nova and Ring of Frost.
We want to make it clear that Combat is intended to use fast off-hand weapons. We also want to polish Revealing Strike a bit.
We want to make sure Enhancement shaman avoid caster weapons.
We want to make sure Unholy DKs prefer two-handed weapons.
Necrotic Strike needs to be affected by resilience.
For Cataclysm, we changed Death Strike almost completely into an ability for Blood DK tanks, which is a bit unfortunate. We want to make sure it is still a useful button for Frost or Unholy DKs who need healing.
We also want to address DK mobility in PvP.
We think we overnerfed Every Man for Himself, and are reverting it back to a 2-minute cooldown again. We might evaluate other racials after we’ve seen more PvP.

“GC, is this the final list of changes? Does this mean I can expect no changes for my class? Does this mean you don’t care about me?”

No. This is some stuff we are looking at so that you’ll have some context if you see changes on a future PTR. The final list of class patch notes for the next patch will doubtless be much longer.

-Greg “Ghostcrawler” Street is the lead systems designer for World of Warcraft. He uses words like “potpourri.”


Edited, Dec 27th 2010 11:52pm by Horsemouth
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#2 Dec 28 2010 at 3:49 AM Rating: Good
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Part II

GC wrote:
Source

Here you will find a list of hotfixes that address various issues related to the release of patch 4.0.3a and World of Warcraft: Cataclysm. While many have already been deployed on all realms, some may not be implemented until the next time your realm is restarted. We will continue to update this thread in the days ahead as additional hotfixes are applied.

December 22 - 27

General

Graveyard Rats are no longer considered critters and do not give credit toward the Critter Kill Squad guild achievement.
Weekly guild reputation caps should now properly reset at the scheduled time. An error which prevented this reset from taking place if guild experience was earned at exactly 3:00 AM server time immediately prior to weekly maintenance has been corrected.
The achievement Saving for a Rainy Day has the same requirements as its predecessor Time to Open a Savings Account. For this reason Saving for a Rainy Day has been temporarily disabled (it will still show in the user interface), as it requires a fix via a client-side patch.


Druid (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)

The heal from Frenzied Regeneration was too powerful and has been reduced by 50%.
Pounce now correctly shares diminishing returns with other stun effects.


Rogue (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)

Cheap Shot now correctly shares diminishing returns with other stun effects.


Warlock (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)

The Felguard ability Axe Toss now properly shares diminishing returns with other stun effects.


Dungeons & Raids
Blackwing Descent

Sweltering Armor is now properly applied to Magmaw's Mangle target once the debuff has faded, regardless of whether Magmaw was successfully impaled or not.


Gnomeregan

Mekgineer Thermaplugg no longer sometimes awards dungeon completion prematurely.


Throne of the Four Winds

It is no longer possible to disarm Al'Akir.


Items

The Inner Eye proc from Heroic and normal versions of Jar of Ancient Remedies was not activating with some priest healing effects. This has been corrected.
The Signet of High Arcanist Savor and Gilnean Ring of Ruination now have proper stats.


Professions
Archaeology

Vashj'ir dig sites no longer unlock for players. They felt too punishing without additional benefits compared to low-level sites, and were much more difficult to obtain artifacts in due to the way Vashj'ir navigation works.


Cooking

Stormwind Lobster Traps now respawn more quickly and can be gathered across all Stormwind quest phases.


Inscription

The following reagents no longer have limits and are now available from Una Kobuna and Casandra Downs in unlimited quantities: Deathwing Scale Fragment, Scavenged Dragon Horn, Bleached Jawbone, Silver Charm Bracelet, and Preserved Ogre Eye.


PvP
Arenas

Arena ratings are appropriately tabulating for wins and losses. More information on this issue can be found on our forums.
Negative amounts of Conquest Points can no longer be awarded after a match win.


Battlegrounds

Upon winning a rated Battleground, rating, wins, and Conquest Points are awarded and display properly.
Negative amounts of Conquest Points can no longer be awarded after a match win.


Tol Barad

Winning as an attacker now rewards players with 1800 Honor Points, up from 180. Winning as a defender still rewards players with 180 Honor Points.


Quests & Creatures
Deepholm

Gyreworms, Enormous Gyreworms, and Gorged Gyreworms no longer drop money or elite-level loot.


Tol Barad

Cell Watchers in the D-Block area no longer have boss-like immunities. Interrupts, stuns, snares, taunts, knockbacks, Banish, Root, Freeze, Fear, Horror and Death Grip all work correctly.


Twilight Highlands

Crucible of Carnage quests can no longer be shared.


Uldum

The Unearthing Uldum quest achievement can now be obtained after completing 105 quests in Uldum, down from 108.
Players are now granted 250 Ramkahen reputation after completing the daily quest "Fire From the Sky".


Vashj'ir

The Luxscale Grouper's Grouper Bite debuff now has a 5-second duration and will no longer sometimes get stuck on characters.


Zul'Drak

Due to adjusted health pools, the heal-over-time effect provided by Blightblood Infusion (used by players controlling the Blightblood Troll) during the Overlord Drakuru encounter has been increased.


Edited, Dec 27th 2010 11:52pm by Horsemouth
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#3 Dec 28 2010 at 3:49 AM Rating: Good
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Tol Barad is still a horrible design for a BG.

Other changes are nothing to crazy from a brief go over.
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#4 Dec 28 2010 at 8:20 AM Rating: Decent
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Death Strike buff? Awesome! I hated how useless (for Frost/UH) they made that, and how much we've had to rely on 2min CD heals that frankly don't heal enough when you get to 85. Face it, 20k-30k just isn't enough when your health is 90k+.

Kill Shot/Kill Command buff? Cool.

Moving Hand of Light from Mastery to Divine Purpose will give me HoL procs sooner than Lv80, that's cool too.

Combat Rogues, using fast OH weapons? Meh. What was wrong with two slow weapons? I'm not really understanding this change. They'd have to change how the Mastery procs work; slower weapons = more damage from the extra swings generated by the Mastery procs. Not to mention, there'd be some Combat Rogues who'd have to re-gear who might have been using slow OH weapons up until whenever this goes live.

Edited, Dec 28th 2010 9:23am by Lyrailis
#5 Dec 28 2010 at 8:44 AM Rating: Decent
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1800 honor points for winning tol barad?
#6 Dec 28 2010 at 9:41 AM Rating: Good
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"On fights where there is a lot of area damage, Demonology warlocks, Frost DKs and possibly Survival hunters are all too high. Shadow priest AE, mostly due to a weak Mind Sear, feels too low. "

LOLOLOL I'm struggling to beat our tank on AoE packs.

Edited, Dec 28th 2010 4:41pm by Aethien
#7 Dec 28 2010 at 9:46 AM Rating: Good
Lyrailis wrote:

Combat Rogues, using fast OH weapons? Meh. What was wrong with two slow weapons? I'm not really understanding this change. They'd have to change how the Mastery procs work; slower weapons = more damage from the extra swings generated by the Mastery procs. Not to mention, there'd be some Combat Rogues who'd have to re-gear who might have been using slow OH weapons up until whenever this goes live.



Combat rogues have ALWAYS used Slow MH/Fast OH, until the whole Mastery thing came out. Hopefully their buff to it will fix it to continue us using such weapons.
#8 Dec 28 2010 at 10:00 AM Rating: Good
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Boo, sounds like DKs are in line for the nerf bat.
#9 Dec 28 2010 at 10:55 AM Rating: Decent
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I was hoping to see that they were going to make Moonkin Mastery stat more desirable...
#10 Dec 28 2010 at 11:07 AM Rating: Decent
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Lyrailis wrote:
Combat Rogues, using fast OH weapons? Meh. What was wrong with two slow weapons? I'm not really understanding this change. They'd have to change how the Mastery procs work; slower weapons = more damage from the extra swings generated by the Mastery procs. Not to mention, there'd be some Combat Rogues who'd have to re-gear who might have been using slow OH weapons up until whenever this goes live.

Be a little more clueless, please. Combat has pretty much always used fast OH weapons due to Combat Potency procs.
#11 Dec 28 2010 at 12:47 PM Rating: Good
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His Excellency Aethien wrote:
"On fights where there is a lot of area damage, Demonology warlocks, Frost DKs and possibly Survival hunters are all too high. Shadow priest AE, mostly due to a weak Mind Sear, feels too low. "

LOLOLOL I'm struggling to beat our tank on AoE packs.

Edited, Dec 28th 2010 4:41pm by Aethien


Agreed even with serpent spread, multi-shot just isn't worth it, we just have to single target. Our aoe is just worthless. Explosive Trap only does 7k over the course of it's duration.

EDIT: With Tol Barad I bet you start seeing a lot of "let them win." Because 2 hours later when they let you win, you get 1800 rather than a couple hundred. So you'll probably start to see it just go back and forth each time because well 1800 is a lot better spending your time on than defending each time and getting a 1/10th of that.

Edited, Dec 28th 2010 12:51pm by Hyolith
#12 Dec 28 2010 at 1:44 PM Rating: Good
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Multi shot is worth it because of imp. serpent sting, but it's still not spectacular.
#13 Dec 28 2010 at 4:24 PM Rating: Good
All tank AoE damage with veng up is pretty high atm.

In other news my SV hunter who dinged 85 late last night is already smashing 10-12k single target in lvl 85 instances. Ima be seeing you in da hunter forums. ;)(Orc ftw)

I dunno if they can fix Ret. The damage is not terrible but after a while I feel like an OCD proc watcher. With SV I get LnL sometimes but I am not clashing proc priorities non stop with a feast or famine WTF RNG proc lotto like Ret.

Plus Cata hates melee. There I said it. Its like the BC in the early stages. When the devs were like "hey guys we made all this painful crap that kills everything around the boss/Trash and can't be avoided!" "Wait how come everyone quit playing melee?"



Edited, Dec 28th 2010 2:29pm by Shojindo
#14 Dec 28 2010 at 5:13 PM Rating: Good
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Shojindo, Hero of Orgrimmar wrote:
Ima be seeing you in da hunter forums. ;)(Orc ftw)
Hunters have their own issues.
Not specifically inside the game though, you're just going to be humping FemaleDwarf for every single piece of gear you get because our stats are so unpredictable. (well, aside from mastery and Agility, the former is constantly mediocre the latter is just pure awesome, so much so that you're going to be using a lot of WotLK stuff)
#15 Dec 28 2010 at 11:41 PM Rating: Good
Sounds like Warlocks are in for another nerf...after the across the board 12% nerf to everything in the pre Cata patch. Yay. Then again...I do seem to pull agro off my Felguard pretty quickly and easily. Even with a regular 81-82 mobs I pull agro at 25% mob health unless I stand and do nothing for most the fight and thats not even using Hand of Gul'dan.
#16 Dec 29 2010 at 4:51 PM Rating: Good
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Quote:
Necrotic Strike needs to be affected by resilience.


I agree with this. I won't lie. Being able to stack it up to over 50k healing on someone is a liiiiiiittle overpowered.

Definately expected and glad they are doing this.

Quote:
Unholy DKs are another spec for whom mastery just isn’t working out. Our current intent is to redesign their mastery so that their attacks cause more damage to diseased targets (in a similar manner to the Restoration druid mastery).


I hope this does fix the mastery issue unholy has. Right now haste is just way too good and still will however they change it. But maybe it will push people from reforging it from mastery > haste.

Quote:
We’re also looking at crowd control, interrupts, and self-healing in PvP. It’s possible we’ll reduce the durations of some crowd control effects, especially the area effect ones, and decrease the duration of interrupts.


Please god don't hit lichbourne death coil that hard. It's actually worthwhile now, and being able to heal your pet is so nice.

Quote:
We want to make sure Unholy DKs prefer two-handed weapons.


Unholy dw nerf inc. How they'll fix it is beyond me.

Quote:
For Cataclysm, we changed Death Strike almost completely into an ability for Blood DK tanks, which is a bit unfortunate. We want to make sure it is still a useful button for Frost or Unholy DKs who need healing.


I wouldn't mind a little more healing out of death strike, but as of now its only about 5k of my 103k health which doesn't really negate much damage and isn't a productive use of runes.

Quote:
We also want to address DK mobility in PvP.


I hope they make ams a little more useful as a way to bust out of snares. Perhaps increase the cooldown by 5 seconds and allow it to break snares? We'll see what they do here, but I really think it will be tied to ams.

All in all everything here is coming as expected. Nothing surprising really. Just some fixes that need to happen, IE: necrotic strike.
#17 Dec 29 2010 at 5:26 PM Rating: Decent
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Quote:
I wouldn't mind a little more healing out of death strike, but as of now its only about 5k of my 103k health which doesn't really negate much damage and isn't a productive use of runes.


Err, dude, you do realize that 7% (the Minimum that Death Strike can heal) of 103,000 is 7210, right? That's assuming you haven't taken more than 30,000 damage within the last 5 seconds, too. You will heal more than that if you took more than 30k in the last 5 seconds.

But yes, I am wholly in agreement that Death Strike needs a healing buff.

I'm thinking 10-15k should be about right.

Edited, Dec 29th 2010 6:27pm by Lyrailis
#18 Dec 29 2010 at 6:33 PM Rating: Good
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5k was the last number I saw when I used DS. I haven't even touched it since I dinged 85 about a week ago.

Regardless, it needs a buff for non blood dks.
#19 Dec 29 2010 at 8:54 PM Rating: Good
Shojindo, Hero of Orgrimmar wrote:
Plus Cata hates melee. There I said it. Its like the BC in the early stages. When the devs were like "hey guys we made all this painful crap that kills everything around the boss/Trash and can't be avoided!" "Wait how come everyone quit playing melee?"


Gilgoblin trash packs in heroic Throne 5-man, for example ... utterly stupid.
#20 Dec 30 2010 at 1:30 AM Rating: Good
Azaza wrote:
Gilgoblin trash packs in heroic Throne 5-man, for example ... utterly stupid.


It's our new joke to make the rookie cast his CC first on those packs! Smiley: lol

How about that Heroic Ozruk in Stonecore? There is a melee freindly fight for ya... You get to spend abot 30% of the time DPSing the boss and the rest running for your life from shatter.

Anyway yeah I have been playing the hunter a bit and its good to see the other side. Ranged get F'ed with plenty as well. And as a Ret I'm full of utility and pretty hard to kill compared to squishy classes.

Here's to hoping the Ret fixes smooth us out a bit so I dont have to abandon all my acheesments, mounts, pets and toys to do reasonable DPS.

I've decided to give it until the patch.
#21 Dec 30 2010 at 12:07 PM Rating: Decent
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Feral druids get a slight nerf again yet nothing about their lack of healing potential or utility as resto. Glad I am gearing my paladin first this xpac.
#22 Dec 30 2010 at 1:09 PM Rating: Decent
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Quote:
How about that Heroic Ozruk in Stonecore? There is a melee freindly fight for ya... You get to spend abot 30% of the time DPSing the boss and the rest running for your life from shatter.

To be fair, that fight is more melee friendly than ranged friendly. What you need to do as a ranged is reflect a DOT to keep yourself out of paralize, which means hunters are ****** per definition. Past that, the shield he puts up that gives him reflect keeps bugging out and apply at random moments. On some ocassions the cast of it coincides with his Paralize cast, meaning any ranged wanting to stay alive has to run in melee range to hit him and get the DoT.
#23 Dec 30 2010 at 1:59 PM Rating: Good
Yeah I am aware of that, the bleed makes it easy to get out of paralyze but your still running your *** away and back most of the fight heh. I have done him on heroic as both my hunter and my pally.

On the hunter my serpent sting was already ticking and being refreshed by cobra shot and it never reflected. I tried to time black arrow and explosive for the reflect but it was not much more effective. If you have magic cleansing healer though you are all set.

My DPS was still way higher on the undergeared i333ish hunter than my i350ish Ret. But hopefully the patch will give us some lovin. On the bright side I was able to save the tank with a LoH when she messed up and ate shatter and our poor drood healer was ooming his life away.

Also hunter was nice to tranq the enrage since our boomkin must have forgot where his de-enrage button was when I was Ret. >.>



#24 Dec 30 2010 at 2:59 PM Rating: Good
NeithanTheWronged wrote:
I was hoping to see that they were going to make Moonkin Mastery stat more desirable...


Me too. As the guy who wrote the EJ Boomkin guide said, why bother gearing for a stat that only increases your damage 2/3rds of the time, when you can gear up for stats (like haste and crit) that up your damage ALL of the time. Also, there is something really screwy going on with our dps. It seems to be a lot more reliant on RNG now than it was during 4.01 to right before Cata hit. I don't expect to do fantastic dps on trash, but when my dps varies by a few thousand from boss to boss, when I'm not doing anything different, something is screwy.
#25 Dec 31 2010 at 7:02 AM Rating: Good
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GC wrote:
The heal from Frenzied Regeneration was too powerful and has been reduced by 50%.


Smiley: oyvey

PvP fix, I'm sure, but I can't help but giggle as I both heal and tank dungeons on my Protadin. Yes, a limited self-heal that sucks out all the precious resources needed to tank was surely OP compared to a targeted direct heal that doesn't cost anything but 10 seconds of attacking.

Anyway, just ranting because I'm in a pissy mood.
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