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#1 Feb 22 2012 at 7:35 AM Rating: Good
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Just saw the Lock changes.

It seems like too many classes are now using some sort of a build it and burn it resource scale.

Ret = HP
Tankadin = HP
Healadin = HP
Cat = Points
Bear = Rage
Moon = Eclipse
Spriest = Orbs
Rogue (all 3) = Points
Arcane = Arc. Charges
Lock (all 3) = Embers
DK (all 3) = Runes
Hunter (all 3) = Focus
War (all 3) = Rage

Class/Spec that aren’t build/burn are
Shamy (all 3)
Tree
Fire Spec
Frost Spec
Disc
Holy

(I’m not familiar w/ Moonkin or Shamy – so they are kind of debatable – correct me if I’m wrong. And my only Hunter exp is at lvl 60 - where all I seem to do is build focus, then dump it.)

Does anyone else feel like this is going too far? I don't like Ret due to the 100%-total-all-the-time importance of HP.

It seems (feels) like they liked the way Rogue/Cat functioned - so they've just applied that mechanic across every spec. That's not fun.
#2 Feb 22 2012 at 7:57 AM Rating: Excellent
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I recently started a new pally and find the use of Holy Power with healing to be pretty awkward. I do think it's annoying that they're spreading this model so far and wide. Although I wouldn't consider a hunter's focus or a warrior's or bear's rage to be the same thing - I always view that as just sort of their mana/energy pool.

Combo points on rogue I'm good with, I guess just because they've always been that way.
#3 Feb 22 2012 at 8:20 AM Rating: Good
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I agree that mana/focus/rage are similar, but the mechanics seem very different.

There is no such thing as a mana dump. Rage, Focus, Runic Power - all have dumps.


#4 Feb 22 2012 at 8:27 AM Rating: Excellent
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It's always been a "build it and burn it" game, even back in Vanilla. The only difference is whether you build before burning, or the other way around.

I don't mind a secondary resource pool (Holy Power, Soul Shards, Runic Power, etc.), as long as there's a point to it and it's not just one of those "We thought it would be really cool if Warlocks had embers!" things.
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#5 Feb 22 2012 at 10:13 AM Rating: Excellent
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With so many changes to Warlocks over the last few years I'm sitting on this one with mild interest.

The current Destruction model was working pretty well from my point of view. However you could argue it was too similar in playstyle to a mage. Your pet was really about as useful as that water elemental, and your drains weren't something you made much use of as destruction. CC or burn, being the shared mantra and such. The big difference at times felt like Life Tap -> Soul Harvest instead of burning your mana and using Evocation. Which is really just superficial in many cases.

Hopefully it'll give them something to set them apart a bit, not just make them more DK like or something.

So question though. Are these replacing soul shards or something for Destruction, or are they going to have multiple secondary resources to manage? I've missed the trolley a bit on this one... Smiley: frown
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#6 Feb 22 2012 at 10:59 AM Rating: Excellent
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If I remember correctly - each of the three Warlock specs will have its own resource. I think the Embers replace Soul Shards for destruction.


Hopefully they are happy with messing around with Shaman totems and don't decide to push us into a burn/return model with special resources. I'm quite happy with enhancement's admittedly slow build up to a strong self-sustaining dps. I'm pretty sure that elemental is meant to be a sustained caster model as well though I think they do have to actively hit their main mana return ability.
#7 Feb 24 2012 at 5:08 AM Rating: Decent
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Not looking foward tho this, really. While I can play a rogue or cat without major problems, Holy Power combo points totally killed Retribution for me as a pally spec. I didn't mind it so much for Protection, and I actually really like it for Holy. I am building resources while I am doing what I am supposed to be doing anyway, and eventually I am getting to make a decision about how to spend those resources. Heal myself, somebody else, a whole bunch of people? Do extra threat and damage? Those decisions seem meaningful without being a major distraction from my main role and rotation.

I've been looking at Rift recently, thanks to the F2P thing, and I got to see what appears to be total homogenization. Every class seems to have the combo point thing, and I find it pretty boring.

Having a couple different resource systems for WoW classes is great. I just don't think that every class needs at least 2, and that those need to be different from one spec to another within the same class.
#8 Feb 24 2012 at 8:03 AM Rating: Good
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Kanngarnix wrote:
Not looking foward tho this, really. While I can play a rogue or cat without major problems, Holy Power combo points totally killed Retribution for me as a pally spec. I didn't mind it so much for Protection, and I actually really like it for Holy. I am building resources while I am doing what I am supposed to be doing anyway, and eventually I am getting to make a decision about how to spend those resources. Heal myself, somebody else, a whole bunch of people? Do extra threat and damage? Those decisions seem meaningful without being a major distraction from my main role and rotation.




^This. That's a perfect way of explaining Paly. (My main) Prot seemed to gain a new interesting Twist. It enabled a new spice/flavor to tanking. Ret didn't seem to gain anything. It had the previous system totally replaced.


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