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 Post subject: Re: Re:
PostPosted: Fri Apr 09, 2010 5:47 pm 
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Müs wrote:
Caleria wrote:
Besides, I'm not letting anyone rain on my PREDATOR parade! I don't care if it turns out to be the suckiest thing in the game in actual application! It's still cool as hell! Predator cloak > *


Also, Meh to predator cloak. :p


/covers ears

BLAH, BLAH, BLAH!! NANANANANAANANA!! I'm not listening!

Predator cloak rulez!!!11!1!111 :P

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PostPosted: Sat Apr 10, 2010 1:39 am 
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Yeah the rogue stuff was quite disappointing, but I wasn't expecting much as the class has been almost the same since the day WoW released.

Pretty much all of the class changes announced so far are completely boring. I have yet to see anything for anyone that I really find very interesting.


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PostPosted: Sat Apr 10, 2010 2:54 am 
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Outbreak (level 81): Outbreak infects the target with both Frost Fever and Blood Plague at no rune cost. This ability allows death knights to apply diseases quickly when they are switching targets or when their diseases have been dispelled.


Hi douchebags... remember that awesome ability you gave us called "Pestilence"?

Quote:
Necrotic Strike (level 83): Necrotic Strike is a new attack that deals weapon damage and applies a debuff that absorbs an amount of healing based on the damage done. For context, imagine that the death knight can choose between doing 8,000 damage outright with a certain ability, or dealing 6,000 damage and absorbing 4,000 points in incoming heals with Necrotic Strike -- the burst is smaller, but a larger overall amount of healing would be required to bring the target back to full health.

This ability is meant to bring back some of the old flavor from when death knights could dispel heal-over-time (HoT) effects. It also gives the class a bit more PvP utility without simply replicating a Mortal Strike-style effect.


So if we do not PVP much.. we get nothing gotcha... douchebags.

Quote:
Dark Simulacrum (level 85): The death knight strikes a target, applying a debuff that allows the death knight to copy the opponent's next spell cast and unleash it. Unlike Spell Reflection, Dark Simulacrum does not cancel the incoming spell. In general, if you can't reflect an ability, you won't be able to copy it either.


That is kind of neat actually.

Quote:
Rune System Changes

While we're satisfied with the way the rune system works overall, we're making a few major changes to the mechanics that will ultimately help death knight players feel less constrained. Here's the rationale behind the changes, followed by an explanation of how the new system will work.

In the current rune system, any time a rune is sitting idle, death knights are losing out on potential damage output. By comparison, rogues spend most of their time at low energy levels, and if they're unable to use their skills for a few seconds, that energy builds up and can be spent later, minimizing the net loss from the interruption.
A death knight's runes, on the other hand, cannot be used until they are fully active. If a death knight ever goes more than a few seconds without spending an available rune, that resource is essentially wasted. Because the death knight is pushing buttons constantly, it can be difficult to add new mechanics to the class because the player doesn't have any free global cooldowns to use them. We can't grant extra resources or reduced cost, because there is no time to spend them. Missing an attack is devastating, and it's impossible to save resources for when they're most useful.
Additionally, each individual death knight ability has a fairly low impact on its own, making it feel like most of the death knight's attacks are weak. The death knight's rotations are also more easily affected by latency or a player's timing being just a little off. At times, it feels like death knights aren't able to take advantage of their unique resource mechanic, which can diminish the fun.
The new rune system will change how runes regenerate, from filling simultaneously to filling sequentially. For example, if you use two Blood runes, then the first rune will fill up before the second one starts to fill up. Essentially, you have three sets of runes filling every 10 seconds instead of six individual runes filling every 10 seconds. (Haste will cause runes to fill faster.) Another way to think of this is having three runes that go up to 200% each (allowing extra "storage"), rather than six runes that go up to 100% each.
As this is a major change to the death knight's mechanics, it will of course require us to retune many of the class's current abilities. For example, each ability needs to hit harder or otherwise be more meaningful since the death knight is getting fewer resources per unit of time. Some abilities will need to have their costs reduced as a result.


Complete douchebaggery

Quote:
One of the biggest changes we're making is converting Blood into a dedicated tanking tree. While we feel that having three tanking trees was successful overall, it's less necessary in a world with dual-specialization. In addition, the current breakdown isn't as compatible with the Mastery-based passive talent-tree bonuses we want to add (see below). We'd rather spend time tweaking and balancing one good tanking tree rather than having a tank always wondering if they picked the "correct" tree out of three possibilities.
Blood seemed like the best fit for tanking. Unholy has always had a strong niche with diseases, magic, and command over pets. Frost now feels like a solid dual-wield tree with Frost magic damage and decent crowd control. Blood's niche was self-healing -- fitting for a tank -- as well as strong weapon swings, which could easily be migrated to Frost and Unholy.
Our plan is to move the most interesting and fun tanking talents and abilities to Blood. For example, you will likely see Vampiric Blood and Will of the Necropolis remain, while Bone Shield will move over from Unholy.


I do not know about anyone else... I think it is cool that a DK can tank, but I have personally thought of the DK as a class who harnesses the darkness and evil to ravage the opponent he fights with a ferocity unknown to others. Turning them into a mock protadin is not only an act of outright douchebaggery, but is pretty much a slap to the face of the paladin players.

Quote:
Blood
Damage reduction
Vengeance
Healing Absorption

Healing Absorption: When you heal yourself, you'll receive an additional effect that absorbs incoming damage.


How just utterly underwhelming. They will probably reduce the damage output to match a wet fettucini noodle while this is in effect. How about this... no

Quote:
Vengeance: This new mechanic is designed to ensure that tank damage output (and therefore threat) doesn't fall behind as damage-dealing classes improve their gear during the course of the expansion. All tanking specs will have Vengeance as their second talent tree passive bonus. Whenever a tank gets hit, Vengeance will grant a stacking Attack Power buff equal to 5% of the damage done, up to a maximum of 10% of the character's unbuffed health. For boss encounters, we expect that tanks will always have an Attack Power bonus equal to 10% of their health. The 5% and 10% bonuses assume 51 talent points have been put into the Blood tree; these values will be smaller at lower levels.

You only get the Vengeance bonus if you have spent the most talent points in the Blood tree, so you won't see Frost or Unholy death knights running around with it. Vengeance will let us continue to design tank gear more or less the way we do today; there will be some damage-dealing stats, but mostly survival-oriented stats. Druids typically have more damage-dealing stats even on their tanking gear, so their Vengeance benefit may be smaller, but the goal is that all four tanks will do about the same damage when tanking.


okay; so keeping the bolded part in mind... This ability will allow them to continue lazy itemization and make it harder for any tank to get real gear upgrades as everyone will be competing for exactly the same gear.

Quote:
Frost
Melee damage
Melee Haste
Runic Power Generation

Runic Power Generation: This will function as the name implies, and the new rune system will make generating Runic Power more appealing.


Hey awesome... make us waste a talent point to make a class mechanic that you are gimping potentially be less gimped. Jackass.

Quote:
Unholy
Melee damage
Melee and spell critical damage
Disease Damage

Disease Damage: Unholy death knights will be able to get more out of their diseases, which are integral to the tree's play style.


ummm, by "get more out of their diseases" do they mean make the changes to all classes so far suck less ***?

Quote:
We hope you enjoyed this preview, and we're looking forward to hearing your thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.


Translation: hahahahahahahaha screw you DK players. Now to go cornhole the next class like we have done with everyone so far!

Quote:
We want to provide a 2-handed style for Frost since we recognize that pets are an acquired taste. We think we have the design space to do that now that we don’t need to support Frost tanking. We’re definitely committed to making Frost work as a dual-wield tree though -- that isn’t going away.

Hey here is an idea... itemize better for dual wielder Melees (not just DKs) and Dual Wielding would probably not seem so crappy.

Quote:
Outbreak is free with a 1-minute cooldown. It’s not supposed to completely replace Plague Strike and Icy Touch.


we do not need to trivialize application of diseases.

Quote:
We’re not sure how we’re going to handle presences yet. We recognize the oddness of Blood death knights playing in Frost Presence and Frost death knights not playing in Frost Presences. We might rename the presences or take some other action.


I hope your mothers dutch oven you all.

As for the "clarification" of the Rune mechanic update:

douchebaggery.. all of it.

Now we know Caleria is happy about the predator cloak; but, does anyone else get the feeling that everyone is pretty much just hosed?

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PostPosted: Sat Apr 10, 2010 4:14 am 
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Mage Preview wrote:
Time Warp (level 83): Grants a passive Haste effect much like Bloodlust or Heroism to party or raid members. It also temporarily increases the mage's own movement speed. Time Warp will be exclusive with Bloodlust and Heroism, meaning you can’t benefit from both if you’ve got the Exhaustion debuff, though the movement-speed increase will still work even when under the effects of Exhaustion.


Really? Mages.... Really?

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PostPosted: Sat Apr 10, 2010 5:01 am 
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As I don't play anymore and have no real desire to play anymore due to the lore they are putting in with this travesty of an expansion, I have to say that I like some of the hunter changes. Being able to swap pets is pretty cool and the focus change is nice since we shouldn't have to share gear with enhancement shamans anymore since as far as I can tell, enhancement shamans will still need int for mana. So, yeah. Would have been nice if I were still playing.

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PostPosted: Sat Apr 10, 2010 11:33 am 
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So it doesn't appear that any classes are really excited at all for their new abilities. The mastery skills are uninspired all around.

Hunters are the only class where I see a fair percentage happy, but most of their joy is based off of the removal of mana, and not with anything else.

Of the four classes I play with some regularity, none of them have things I'm excited about. The rogue preview was boring and pvp centric, which I don't really care about. I still can't decide if they just are throwing out random stuff about dk's because they don't know what they're doing, or because they have a plan and are still working it (wth? why isn't frost the tanking tree? that doesn't make sense to me). I'm quite excited about the removal of mana for my hunter; being able to launch all traps will be nice, but beyond that not really anything interesting. My mage is getting bloodlust for some reason (shouldn't warlocks have gotten this? It would make more sense as well).

It appears they're going to be pushing pvp really hard with rated bg's, as almost every class is getting at least one pvp based ability. I'm not against that, but pvp is something I do on occasion to waste time.

I'm really hoping rogues will finally get a non-nature based poison. It's always been annoying to fight mobs where my poisons don't work, it would be nice to have something to change to for nature immune mobs. It would also be nice to have a buff for raids and such, something like a 1% expertise aura in the combat tree (the 11 or 21 point talent so all specs could get it) would be fitting I think. I'm pretty sure rogues are the only class that can't at least spec into a raid wide buff.

At this point I really think they just need to bite the bullet and give all classes a secondary role. All classes that can heal and tank have at least one dps spec, but dps based classes have nothing but dps. More than half of the classes in the game have two roles, and a few of those have three. The only classes that have one role only are all dps classes. Mages could be preventative "healers" through things like shields. Warlocks could heal by giving their health/mana (and their pets). Rogues could be an avoidance tank (they don't get hit very often, but when they do it hurts). Hunters could tank through their pets. Actually, warlocks could do the same as well.

I want to see what they do with the old world in the expansion, but I'm almost completely uninterested in the class stuff so far. I know this is just a preview, but I'm not holding my breath.


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PostPosted: Sat Apr 10, 2010 1:45 pm 
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darksiege wrote:
douchebaggery.. all of it.


LOL. Negative much?

I agree with the Necrotic strike thing. It's very much designed for PVP. But Outbreak could be VERY useful. There have been many situations, while I was tanking, where it would have come in handy. Pestilence is great, but very limited range, and still requires a blood rune. Say you get a group of adds from the other side of the room running straight for your healers, and pestilence won't reach all of them. Outbreak. Or say you just used your last Frost and Unholy runes to kill a mob with Obliterate, and here come the adds. Outbreak. Or what about for dps. You're in a boss fight with a lot of movement, and your diseases fell of just as you got back to the boss, and you'd like to open up the dps a little sooner. This saves you 2 runes and 2 global cooldowns to get a jump on the other dps'ers. It's not a great ability, but it is useful in quite a few situations.

As far as the tanking part, I'm not exactly sure what you're trying to say. I'm not sure why we are slapping prot paladins in the face. We've always been able to tank. The problem was, we had to use three talent trees to do it. No other class that wanted to tank had to do that. Moving the tanking talents to one tree makes a lot of sense. I'm just not sure why they chose blood. Frost has the tanking presence and the majority of the tanking talents. I guess they wanted it to remain the dual wield and dps tree. Only reason I see for them to move it to Blood. Not really sure how I like this change, but I do like the fact that I won't be dipping into 3 trees to tank anymore.

As far as the rune system changes, I'll have to see it in action before I comment on it. In theory, it could be very good. As it is, if I miss a global cooldown, or if an attack misses, or is dodged or parried, it severely hurts my dps. We literally have to do something on every single GCD. This change could be a very good thing. Or it could be a very bad thing. No one will know for sure until we get to actually see it. But remember, they said that by changing things this way, it will allow things like haste to allow our runes to fill up faster. So it sounds to me like they want to move us away from a rotation type system, and more to a priority system. Could be interesting.

I'm willing to wait, and see how these changes actually work before I call them all douchebags and ask for their mothers to dutch oven the lot of them. Although it does make for good reading. Heh.

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PostPosted: Sat Apr 10, 2010 10:03 pm 
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(wth? why isn't frost the tanking tree? that doesn't make sense to me)


To my knowledge, Frost DPS is much more common (and generally effective except at extremely high levels of gear that include 100% Armor Penetration) than Blood DPS, and in general, Blood raid tanks are much, much more common than any other spec of DK raid tank. Unholy isn't even considered viable in ICC as a raid tank anymore, to my knowledge, while Frost is considered at least a little shaky.

Also, Frost having the majority of the tanking talents is somewhat contestable - Blood had a fair amount of its own tank talents. (Will of the Necropolis, Vampiric Blood, Rune Tap/Improved Rune Tap, Improved Death Strike, Mark of Blood, Veteran of the Third War, Blade Barrier (that one everyone takes)...)

I can understand the knee-jerk "Why not Frost" line, though.

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PostPosted: Sat Apr 10, 2010 11:28 pm 
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Dalantia wrote:
Quote:
(wth? why isn't frost the tanking tree? that doesn't make sense to me)


Also, Frost having the majority of the tanking talents is somewhat contestable - Blood had a fair amount of its own tank talents. (Will of the Necropolis, Vampiric Blood, Rune Tap/Improved Rune Tap, Improved Death Strike, Mark of Blood, Veteran of the Third War, Blade Barrier (that one everyone takes)...)


That's true, but many of those talents will be picked up by a dps blood spec, too. Simply because there's not much else to get at a particular tier. I know a few specs pick up Rune Tap/Improved just as a nice "Oh ****" button. Veteran of the Third War is generally picked up as a DPS talent for the Strength it adds. And Improved Death Strike is gonna be picked by either spec, too. Much like Guile of Gorefiend is picked up in frost dps and tank specs, because it adds 6 seconds to Icebound Fortitude, in addition to the extra crit dmg bonus.

But Frost does have Toughness (picked by all tanks), Lichborne, Frigid Dreadplate, Improved Frost Presence, Unbreakable Armor, and Acclimation. That's a lot of talents to lose from one tree, right off the bat. Likewise, I'm not sure how those will fit into the blood tree. Some will undoubtedly be changed and/or dropped.

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PostPosted: Sun Apr 11, 2010 2:35 am 
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My concern is they're going to make Frost into the dual wield DPS tree, and Unholy into the 2h DPS and largely PVP tree, with the result that Frost ends up being the best dps in a tier or two given typical fluctuations in balance.

So all those people who rolled a big fraggin 2h wielding class are now stuck doing subpar dps or dual wielding. Kinda lame if you ask me.

But I could be counting my chickens before they hatch, I suppose. We'll see. I'd not be super pleased to be a dps DK right now though, as it is kinda a big change if that comes to pass... and unless they intentionally try to keep Unholy 2h above Frost dual wield, I would say there is a good risk of being forced into becoming a dual wielder.

But this is coming from an old (original WoW char, and current alt) Rogue who hates even using swords or maces. I imagine some people don't care if they're dual wielding or using a 2h. I just don't like the change, especially given that it kind of takes away some unique qualities of a class.

Which reminds me that they said they're removing some Mage spells because they don't really have a specific purpose.

Worst reason ever to remove spells. Just leave 'em be! If people don't like them, they don't have to cast them. :p I use Dampen Magic and Fire/Frost Wards often when I play a Mages, and it's not my fault other Mages don't consider doing so... but because they don't, Blizzard is removing them. It's a bogglesome reason. Taking away options just for the sake of taking away options that stick out as a bit odd is bleh.

Oh well. Here's to hoping the revamped Tree of Life is worth being the only class/spec to not get a new spell at all. :p Blizzard is right that we have a good healing arsenal, but let me tell you guys just how fun it is to hear "you already have nice toys, so no new shiny toy for you!" :p


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PostPosted: Sun Apr 11, 2010 2:15 pm 
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Müs wrote:
Mage Preview wrote:
Time Warp (level 83): Grants a passive Haste effect much like Bloodlust or Heroism to party or raid members. It also temporarily increases the mage's own movement speed. Time Warp will be exclusive with Bloodlust and Heroism, meaning you can’t benefit from both if you’ve got the Exhaustion debuff, though the movement-speed increase will still work even when under the effects of Exhaustion.


Really? Mages.... Really?


As a mage that's currently raiding in a 10 man without a shaman, I say "Hell yeah".

In shaman talent tree, stealin' the bloodlust.


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PostPosted: Mon Apr 12, 2010 4:12 pm 
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Darkroland wrote:
Müs wrote:
Mage Preview wrote:
Time Warp (level 83): Grants a passive Haste effect much like Bloodlust or Heroism to party or raid members. It also temporarily increases the mage's own movement speed. Time Warp will be exclusive with Bloodlust and Heroism, meaning you can’t benefit from both if you’ve got the Exhaustion debuff, though the movement-speed increase will still work even when under the effects of Exhaustion.


Really? Mages.... Really?


As a mage that's currently raiding in a 10 man without a shaman, I say "Hell yeah".

In shaman talent tree, stealin' the bloodlust.



Yeah, makes sense to me. Most other buffs/debuffs come in multiple forms from different classes that don't stack when you've doubled up. Why not bloodlust?

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PostPosted: Mon Apr 12, 2010 5:34 pm 
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It looks like blizz is passing around the buffs so the raid group can be more diverse. Unfortunately in their latest blue they're saying rebirth will not be passed around, and they're increasing the cooldown back to 30 min so raids will not be "as reliant" on it.

Hrmmmmm.....


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PostPosted: Mon Apr 12, 2010 6:24 pm 
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Lot of bring the player, not the class attitude. Will be handy for the 10mans.

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PostPosted: Tue Apr 13, 2010 10:30 am 
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Blood is already the default tanking tree for end game content, if you actually have a DK Tank. But, DK's are squishy, have the lowest effective health, and the lowest armor of all tanks. And unlike Druids, actually tend to get their faces smashed in ICC. It's kind of silly, in all honesty, to sit there holding Death Strikes until you get hit, because no other tree is actually viable for tanking. And it doesn't help that in BiS Gear for Avoidance, Death Knights barely break EVEN for Dodge in ICC. Actually, that's kind of funny honestly ...

In BiS Avoidance gear for full Heroic 25 content, a fully raid buffed DK as 19.7% Parry, 2.8% Dodge, and 5.84% Miss Chance vs. an 83 in ICC. And they have ~4800 less Armor than either Shield Tank.

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PostPosted: Tue Apr 13, 2010 1:11 pm 
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Here I present proof of douchebaggery...
Quote:
Blizzard Stat and System changesGoing Away Completely


MP5 - This stat will be removed from the game completely. Holy paladins and Restoration shaman will be redesigned to benefit from Spirit.

Defense - Defense is being removed from the game entirely. Tanking classes should expect to become uncrittable versus creatures just by shifting into Defensive Stance, Frost Presence, Bear Form, or by using Righteous Fury.

Spell Ranks - Spell ranks will cease to exist. All spells will have one rank and will scale appropriately with level. The levels at which you can learn certain spells are being changed in order to fill in some of the gaps, and we will be introducing some new spells to learn along the way as well.

Weapon Skill - This stat will be removed from the game completely. Classes will start with all the weapon skills they need to know and will not need to improve them.


So why are they making the Blood Spec into the equivalent of a protadin... when the uncrittable presence will be frost presence? And with the way they are wording this... so will any DK really shift out of Frost? Won't we see a rise of Bear DPS? Or holy DPS?

I see this expansion becoming the Blizzard equivalent to the abortion which was Shadows of Luclin.

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PostPosted: Tue Apr 13, 2010 1:42 pm 
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darksiege wrote:
Here I present proof of douchebaggery...
Quote:
Blizzard Stat and System changesGoing Away Completely


MP5 - This stat will be removed from the game completely. Holy paladins and Restoration shaman will be redesigned to benefit from Spirit.

Defense - Defense is being removed from the game entirely. Tanking classes should expect to become uncrittable versus creatures just by shifting into Defensive Stance, Frost Presence, Bear Form, or by using Righteous Fury.

Spell Ranks - Spell ranks will cease to exist. All spells will have one rank and will scale appropriately with level. The levels at which you can learn certain spells are being changed in order to fill in some of the gaps, and we will be introducing some new spells to learn along the way as well.

Weapon Skill - This stat will be removed from the game completely. Classes will start with all the weapon skills they need to know and will not need to improve them.


So why are they making the Blood Spec into the equivalent of a protadin... when the uncrittable presence will be frost presence? And with the way they are wording this... so will any DK really shift out of Frost? Won't we see a rise of Bear DPS? Or holy DPS?

I see this expansion becoming the Blizzard equivalent to the abortion which was Shadows of Luclin.


Any DK that wants to DPS will certainly switch out of Frost, if they want to do any respectable amount of damage. That quote came before the announcement that:

Quote:
We’re not sure how we’re going to handle presences yet. We recognize the oddness of Blood death knights playing in Frost Presence and Frost death knights not playing in Frost Presences. We might rename the presences or take some other action.


So whatever the new "Tanking Presence" will be, will only be used by DK's that are spec'ed and/or geared to tank. No reason for any other DK's to be in the same presence.

Also, the Defense stat is a horrible mechanic anyway. Not only do I have to spec into Defensive/tanking talents, and get tanking gear, I also have to get above 540 defense so that the mobs can't crit me. And the worst part is, that when you are gearing up to tank, most of the "better" gear has less defense than what you're currently wearing. So even though your other stats go up, your Defense goes down, and it's very hard to shuffle your gear around to stay above 540 defense. Granted, I haven't tanked in a long time, and so some of the newer gear is probably better itemized. But it's something you have to constantly be aware of. Moving away from the current system allows tanks to spec and gear up to tank much easier than before. I'm really not seeing the "douchebag" element here. Maybe I'm missing something?

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PostPosted: Wed Apr 14, 2010 10:01 am 
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Pally Changes:

http://blue.mmo-champion.com/t/13180088 ... n-changes/


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In World of Warcraft: Cataclysm we’ll be making several changes to class talents and abilities across the board. While this list only outlines some of our plans for the paladin class, we want to give you a look at the new high-level abilities and an overview of how the new Mastery system will work with each talent spec.

New Paladin Spells

Blinding Shield (level 81): Causes damage and blinds all nearby targets. This effect might end up only damaging those facing the paladin’s shield, in a manner similar to Eadric the Pure's ability Radiance in Trial of the Champion. The Holy tree will have a talent to increase the damage and critical strike chance, while the Protection tree will have a talent to make this spell instant cast. 2-second base cast time. Requires a shield.

Healing Hands (level 83): Healing Hands is a new healing spell. The paladin radiates heals from him or herself, almost like a Healing Stream Totem. It has a short range, but a long enough duration that the paladin can cast other heals while Healing Hands remains active. 15-second cooldown. 6-second duration.

Guardian of Ancient Kings (level 85): Summons a temporary guardian that looks like a winged creature of light armed with a sword. The visual is similar to that of the Resurrection spell used by the paladin in Warcraft III. The guardian has a different effect depending on the talent spec of the paladin. For Holy paladins, the guardian heals the most wounded ally in the area. For Protection paladins, the guardian absorbs some incoming damage. For Retribution paladins, it damages an enemy, similar to the death knight Gargoyle or the Nibelung staff. 3-minute cooldown. 30-second duration (this might vary depending on which guardian appears).

Next you will find a list of some of the paladin spell and ability changes, followed by our intentions for improving each talent tree for the release of Cataclysm. There will be further changes, but those revealed below should offer some insight into our goals.


Changes to Abilities and Mechanics

* Crusader Strike will be a core ability for all paladins, gained at level 1. We think the paladin leveling experience is hurt by not having an instant attack. Retribution will be getting a new talent in its place that either modifies Crusader Strike or replaces it completely.
* Cleanse is being rebalanced to work with the new dispel system. It will dispel defensive magic (debuffs on friendly targets), diseases, and poisons.
* Blessing of Might will provide the benefit of Wisdom as well. If you have two paladins in your group, one will do Kings on everyone and the other will do Might on everyone. There should be much less need, and ideally no need, to provide specific buffs to specific classes.
* Holy Shock will be a core healing spell available to all paladins.



New Talents and Talent Changes

* We want to ease off the defensive capabilities of Retribution and Holy paladins slightly. We think the powerful paladin defenses have been one of the things holding Retribution paladins back, especially in Arenas.

One change we’re considering is lowering Divine Shield’s duration by a couple of seconds.
Having said that, Retribution does pretty well in Battlegrounds, and Battlegrounds will be a much bigger focus in Cataclysm since they can provide the best PvP rewards. Furthermore, the healing environment of Cataclysm is going to be different such that a paladin may not be able to fully heal themselves during the duration of Divine Shield to begin with, so this may not be a problem.

* We feel Retribution paladins need one more mechanic which involves some risk of the player pushing the wrong button, making the rotation a bit less forgiving. In addition, we want to add to this spec more PvP utility. Right now the successes of the Retribution paladin in PvP seem to be reduced to either doing decent burst damage, or just being good at staying alive.

* We want to increase the duration of Sacred Shield to 30 minutes and keep the limit to one target. The intention is that the paladin can use it on their main healing target. That said, we would like to improve the Holy paladin toolbox and niche so that they don’t feel quite like the obvious choice for tank healing while perceived as a weak group healer.

* We want to add to the Holy tree a nice big heal to correspond with Greater Heal. Flash of Light remains the expensive, fast heal and Holy Light is the go-to heal that has average efficiency and throughput. Beacon of Light will be changed to work with Flash of Light. We like the ability, but want paladins to use it intelligently and not be constantly healing for twice as much.
* Holy paladins will use spirit as their mana regeneration stat.
* Protection paladins need a different rotation between single-target and multi-target tanking. Likewise, we're looking to add the necessity to use an additional cooldown in each rotation.
* Holy Shield will no longer have charges. It will be designed to improve block chance while active, and will continue to provide a small amount of damage and threat.



Mastery Passive Talent Tree Bonuses

Holy

* Healing
* Meditation
* Critical Healing Effect


Meditation: This is the spirit-to-mana conversion that the priest, druid, and shaman healers also share.

Critical Healing Effect: When the paladin gets a crit on a heal, it will heal for more.

Protection

* Damage Reduction
* Vengeance
* Block Amount


Vengeance: This is the damage-received-to-attack-power conversion that all tanks share.

Block Amount: We want to keep the kit of the paladin as a tank who blocks a lot. So by contrast, the warrior tank will sometimes get critical blocks, but the paladin will absorb more damage with normal blocks.

Retribution

* Melee Damage
* Melee Critical Damage
* Holy Damage


Holy Damage: Any attack that does Holy damage will have its damage increased.

This concludes this Cataclysm preview for the paladin class. The development of these changes will continue to evolve in the coming months. Please be sure to provide any feedback and thoughts you might have on what was covered here.

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PostPosted: Wed Apr 14, 2010 10:26 am 
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I must say, I like the paly changes so far. I might actually make my alt spec holy if they're going to give them more abilities to use.


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PostPosted: Wed Apr 14, 2010 10:29 am 
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/sigh

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PostPosted: Thu Apr 15, 2010 9:41 am 
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Why is the Las Vegas contingent pitching a fit over this expansion? First, nothing is finalized; second, most of the changes are about balancing the classes and game in a more sensible manner.

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PostPosted: Thu Apr 15, 2010 10:54 am 
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Khross wrote:
Why is the Las Vegas contingent pitching a fit over this expansion? First, nothing is finalized; second, most of the changes are about balancing the classes and game in a more sensible manner.


I can't speak for DS, but rogues easily had the worst preview. A bunch of PvP crap and nerfs. While other classes get cool new mechanics or upgrades. Thanks Blizz.

I'll be in my corner popping useless smokebombs when all my new cooldowns are on cooldown. You know... the cooldowns they said they wanted to get away from? "We want to make rogues less reliant on cooldowns... ...So here's 3 more!"

I know nothing's set in stone, but with LK, how long were our abilities NYI right up until Beta was nearly over. One gets the feeling they don't know what to do with rogues, and would perhaps wish for us to all become fury warriors. The concept behind redirect is cool. The implementation sucks. Combat Readiness is strictly PvP... a PvE rogue that gets hit more than a couple of times is failing pretty hard.... and has evasion. Smokebomb will be nice for pulling LoS mobs. Other than that, its pretty useless.... which is to say totally useless. If you can't pull LoS mobs by now, I don't know what to tell you.

Thinking FoK being set to use our thrown weapon, and being able to apply poison is a buff? We already do that... with 2 (3 if you have deadly brew). GC himself called it a pretty hefty buff. CS-->KS going on DR?

Yeah :( I'm not impressed, nor am I hopeful that anything they have shown us (except for the nerfs) will be anything but awful.

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PostPosted: Thu Apr 15, 2010 12:25 pm 
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At... at least you weren't told that your toys from last year are still fine, so Santa's not going to bring you anything this year. Poor Resto Druids! :( :( :(

Blizzard's heart is made of coal. Icy, icy coal.

Though in all seriousness they are correct, and depending on what they do with the Tree of Life changes it may as well be a new spell (or it may be boring... we'll see) so it can be alright I guess. :p Healing's gonna be all different anyway so that change alone will make it a new enough experience for me. I don't need any awesome exploding-with-healy-goodness trees or anything I guess.

...sure would have been nice though! I hope I can make use of that group speed boost in bear form, at least. :p


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PostPosted: Thu Apr 15, 2010 12:56 pm 
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They should make a talent in the Resto Tree that turns the explody mushroom (really? Come on Blizz.) into a healy mushroom.

It just feels like there's something wrong over there. Its like there's a new dev team or something that's confused about the direction the game is going.

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PostPosted: Thu Apr 15, 2010 2:38 pm 
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one issue I have is balancing PVP, at the expense of PVE. I enjoy both, but since PVP is a small portion of the game, giving abilities just for POP, that will have no aplicable use to PVE ignores the fact that even on a PVP server... you still need to kill PVE style stuff.

Then there is the fact that they are changing the two classes I enjoy and saying "oh this will slow down your class in some cases, so we will increase the damage you do when xxx". But there are the same people who want casters to be closer to plate wearers and tanks in terms of endurance...

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