Top

Daily Blue Posts - Arena, SOTA, Class Changes

December 21, 2008 by Zuggy · Leave a Comment 

Last days worth of important blue posts, most of which speak specifically on changes for the next major content patch on the PTR, 3.0.8. Make sure to check out the complete patch 3.0.8 notes here.

PvP Related Blue Posts

Arena Burst Damage Balancing

We definitely hear you that you think Arena burst damage is too high and it’s too difficult to heal. You don’t need to keep shouting.

Gear Rewards for Arena

It’s certainly not a system for everyone. I personally don’t favor the arenas either, so I make the choice not to spend much time with them. I think the issue most people have is that the arenas provide the only source for the best PvP gear in the game. We are working on an improved system by which we can measure skill and contribution in battlegrounds so that more competitive rewards can be obtained via means other than the arena.

Strand of the Ancients Balancing

Actually SOTA originally did start with the factions randomly attacking or defending. But there were issues with it; it wasn’t quite as cut and clear as it seems in theory. It turned out it worked out a lot better if Horde were always starting in defense. So the way it is now was a somewhat temporary fix to that issue. If it’s really not working out so well, of course we’ll be looking into reinstating the random start.

Potential Vehicle Changes

We are talking about making PvP vehicles susceptible to all player damage spells. They would still be immune to roots and other forms of CC, but could be poisoned, cursed, etc. It’s wacky, but the way the classes have been designed it isn’t worth the balance issues just for flavor in this case.

PvE Related Blue Posts

Dungeon Difficulty

The content you’ve mentioned is all content that is meant to be an introduction to raiding in Lich King. It’s not meant to preclude people and set a false standard. That being said, we feel that the difficulty of the content is in line with the rewards. While you may find it to be a bit less difficult than you woud like, I assure you a great many others do not.

Class Specific Blue Posts

Druids

Feral Druid Tanking

You’re not making a terribly fair comparison here. Warriors can block etc., true, but Ferals have Barkskin, Survival Instinct, Demo Roar and Enraged Regen as defensive abilities. You have Swipe and Berserk (and the nice Maul glyph) for area threat generation (and I still see bears pulling with Hurricane too).

I do think it is a fair concern that you can spam nothing but Swipe, but to fix that for other tanks we put a cooldown on their AE ability to force them to hit something else. I’m not sure we want to do that for druids.

While you may think of yourself primarily as a bear, we still think of you as a druid. Druids have a lot of abilities. I have played a bear (a lot) and I know it’s already hard to fit all of your buttons on the default Blizzard action bars, even just considering the bear ones. Now I’m not going to suggest you Innervate or use Rebirth or Regrowth while tanking, but at the same time, even bear MTs do sometimes use those abilities. They still count as abilities. When you pick a tanking druid, you are still a druid. We don’t want any class to have 300 spells just because they can use them in very different scenarios. Make sense?

Armor Trinket Changes

There will probably always be a best in slot item. The difference is that Offering was insanely better than the alternatives, to the point at which you either sucked without it or were OP with it. Greatness is a nice trinket, but can you do your job without it? Absolutely. We’re talking about degree of best in slot here.

Feral Gear Itemization

I agree with that overall, and it is something we’re working on. By the same token however it is very easy to take your argument and say “There will always be a best in slot item. I will always want that item. Therefore choice is always an illusion.

Druid Forms Note

We are working on an update to druid forms. It is long overdue. But we want to do it right, which means it takes time. The Ravenlord and Epic Flight Form models are the level of quality we are shooting for. We’d even love to add some customization, but we can’t promise that.

Hunters

Major Hunter Issues

I would agree that some of them fall into the quality of life or minor annoyance category. While those are still good things for us to look at (and sometimes great things since they can often be fixed pretty easily) it leads to a long list, which you even called a manifesto. An outside reader might conclude every aspect of the hunter class is broken (which is not true) or that hunters need all of those changes to be Arena viable or fun. I’m not asking you to cull out the minor suggestions, but you do want to make sure we see the ones you really, really want us to see.

On combining Viper and Cheetah, I would be concerned that you are accepting a penalty (decreased damage) that isn’t really a penalty. When you want to run away, you want to run away. Think of the PvE implications of removing the daze. Even think of the PvP ones. When you want to fight, you fight, and when you want to escape, you escape. Now consider a Cheetah where you take extra damage if you run – now that is an actual decision. You might get away, but you also might get clobbered. (This isn’t a change we are making - I’m just trying to show you how we think. Hitting a situational button should generally be a decision, not something you would always do in a given situation.)

We’re not interested in giving hunters stealth of any sort at this time. Even the Shadowmeld-like functionality is supposed to be handled by Feign Death.

We’re also pretty unlikely to remove the minimum range on hunter ranged attacks. Casters don’t have them, but casters are also very unlikely to stand there and keep casting when you close to melee with them. We don’t want to see hunters ever ignore or shrug off melee who are attacking them. Attacking them back is a different story, as long as we could guarantee the hunter felt like they had to attack their attacker and not just keep shooting whoever they were shooting.

Shamans

Elemental Damage

1. Yes, it is too low on live.

2. I can’t speak towards the PTR specifically. It takes awhile to create a build, so they are often a few days (or longer) behind our changes. I can say that in our internal testing all of the changes together gave Elemental something like a 10 to 12% dps increase for Naxx 25 geared characters in full raid buffs. Elemental dps should be very close to Balance druid dps, which we used as the standard we wanted to reach.

We discussed several of the concerns that have come up over the last few days and ran some additional tests, but we are still satisfied with the numbers produced by the new changes.

Spirit Walk

Spirit Walk is supposed to break roots and snares on the wolves and the shaman. I know we’ve had a bug on that. I’ll need to do some research to know if it’s fixed.

Warlocks

Major Issues and Changes

Bevelton, the reason you’re not seeing changes yet is for exactly the reason you suggest. We don’t want to tweak a few numbers here and there. We are taking a comprehensive look at all three trees of warlocks and then we plan to unleash all of the changes at once. The downside of this approach is that the work takes longer to complete.

I know there are a dozen threads swearing that THE PROBLEMS ARE OBVIOUS and THE SOLUTIONS ARE OBVIOUS and DEMAND CHANGE NOW!1!!. What should be obvious is that we don’t think the situation is that cut and dried. I did post fairly recently (within a month or two perhaps) on what we thought the major warlock issues were. Players seem to have a hard time finding it or perhaps they are just impatient.

We don’t consdier things like tweaking glyphs and changing Ritual of Summoning as major changes to the class. We don’t expect to see a huge difference in how you play the game. They are just small quality of life issues. The Felhunter glyph was just a bad glyph — a trivial amount of dps. It was a relatively easy thing to fix.

3.0.2 Patch Notes - Changes, Info, and News

October 14, 2008 by Zuggy · 1 Comment 

Important Links

New Arena Maps


orgarenapreview.wmv


dalaranarena.wmv

Major Features

  • Free talent respec for everyone
  • Dalaran no longer resides in Hillsbrad, it has been moved to Northrend.
  • Barber shops have been introduced to all capital cities.
  • Achievement system has been implemented.
  • Hit, critical strike, and haste rating now modify both melee and casters.
  • Orgrimmar and Dalaran arenas have been introduced (see above)
  • Spell pushback has been changed.
    • When casting a spell:
      • The first and second hit will add .5 secs each to the cast time.
      • All hits after the second will have no effect.
    • When channeling a spell:
      • The first and second hit reduces current duration by 25% of total duration each.
      • All hits after the second will have no effect.
  • Spell Power has been implemented. Read this guide for a full break down on how this works, spellpower changes explained.
  • Inscription has been implemented and you can train it up to 375

PvE and Raid Changes

To coincide with the upcoming new talents and mechanic changes for classes in the next patch, we are making some adjustments in existing raid content to provide a smooth transition when the upcoming patch is released. The creatures and bosses in raid dungeons that were introduced in The Burning Crusade will have their health reduced (by 30%), and most will have their standard melee damage output reduced as well, but their spell and ability damage are not being changed. These changes are being made in all raid dungeons from Karazhan to Sunwell Plateau as well as the outdoor encounters of Doom Lord Kazzak and Doomwalker. On top of this Illidan is also doing his part and will stop casting Shear on players. (source)

Arena Season 4 Notes

We’re currently planning to end the fourth Arena season on October 14, 2008, and as always — this date could easily change. This Arena Season is only ending in respect to the ladder, meaning we’ll be taking a snapshot of the season’s ladder and then go through our normal process to determine who is eligible for the end-of-season rewards. This process should take approximately one week. It’s very important for players who feel that they may be eligible for the arena-specific title and/or Armored Nether Drake to refrain from transferring their character to another realm between the date outlined above, and when the end-of-season rewards are physically awarded.

Upon the end of this Arena Season, teams and ratings will not be wiped, and will carry forward allowing players to earn points each week and purchase gear until the launch of the expansion (November 13, 2008). (source)

Bottom