World of Warcraft

Upcoming Patch 3.0.2 - Information shared

Quote from: Zarhym (Source)

With the release of upcoming content patch players will see a change in the way we allow buffs and debuffs to stack exclusively in a raid. For the most part, what this change means is that many buffs and debuffs that were previously allowed to stack together no longer can, and that many buffs and debuffs that only a single talent specialization could bring can now be brought by multiple different specializations. The philosophy behind this change shows up in many of the changes we have made in Wrath of The Lich King, such as when we made almost all buffs raid-wide. We want players to be able to form raids and parties based on who they want to play with, rather than who has the correct talents and abilities to min-max their raid performance.

Raid composition will still matter to some extent, but without this change, it would have overwhelmed every other aspect of raid planning (as we added new capabilities to each of 30 different talent trees). You no longer need to rigidly control the melee/spellcaster balance of your raid, or make sure every group has all the critical buffing classes, etc. This change has many class balance implications.

IMPORTANT! Before we are done, we will thoroughly test the performance of every class. It should not be assumed that one class' current performance relative to others in beta is final. Some classes (and specializations) will need to be reduced in power and some increased. Many may feel the change has more impact on class X than class Y. We will address all of those concerns via our internal testing and community feedback.

There are thirty or so different categories into which buffs and debuffs fit. Here you will find a comprehensive list of the changes made broken down by category and which spells/talents are in that category.


  • Armor Debuff (Major): Acid Spit (exotic Hunter pet), Expose Armor, Sunder Armor
  • Armor Debuff (Minor): Faerie Fire, Sting (Hunter pet), Curse of Recklessness
  • Physical Vulnerability Debuff: Blood Frenzy, (2nd Talent Spec TBA)
  • Melee Haste Buff: Improved Icy Talons, Windfury Totem
  • Melee Critical Strike Chance Buff: Leader of the Pack, Rampage
  • Attack Power Buff (Flat Add): Battle Shout, Blessing of Might
  • Attack Power Buff (Multiplier): Abomination's Might, Trueshot Aura, Unleashed Rage
  • Ranged Attack Power Buff: Hunter's Mark (only Hunters benefit, so no need to exclude against other class abilities)
  • Bleed Damage Increase Debuff: Mangle, Trauma
  • Spell Haste Buff: Wrath of Air Totem
  • Spell Critical Strike Chance Buff: Moonkin Aura, Elemental Oath
  • Spell Critical Strike Chance Debuff: Improved Scorch, Winter's Chill
  • Increased Spell Damage Taken Debuff: Ebon Plaguebringer, Earth and Moon, Curse of the Elements
  • Increased Spell Power Buff: Focus Magic, Improved Divine Spirit, Flametongue Totem, Totem of Wrath, Demonic Pact
  • Increased Spell Hit Chance Taken Debuff: Improved Faerie Fire, Misery
  • Percentage Haste Increase (All Types): Improved Moonkin Aura, Swift Retribution
  • Percentage Damage Increase: Ferocious Inspiration, Sanctified Retribution
  • Critical Strike Chance Taken Debuff (All types): Heart of the Crusader, Totem of Wrath
  • Melee Attack Speed Slow Debuff: Icy Touch, Infected Wounds, Judgements of the Just, Thunderclap
  • Melee Hit Chance Reduction Debuff: Insect Swarm, Scorpid Sting
  • Healing Debuff: Wound Poison, Aimed Shot, Mortal Strike, Furious Attacks
  • Attack Power Debuff: Demoralizing Roar, Curse of Weakness, Demoralizing Shout
  • Stat Multiplier Buff: Blessing of Kings
  • Stat Add Buff: Mark of the Wild
  • Agility and Strength Buff: Strength of Earth Totem, Horn of Winter
  • Stamina Buff: Power Word: Fortitude
  • Health Buff: Commanding Shout, Blood Pact
  • Intellect Buff: Arcane Intellect, Fel Intelligence
  • Spirit Buff: Divine Spirit, Fel Intelligence
  • Damage Reduction Percentage Buff: Grace, Blessing of Sanctuary
  • Percentage Increase Healing Received Buff: Tree of Life, Improved Devotion Aura
  • Armor Increase Percentage Buff: Inspiration, Ancestral Healing


In each category, you can only benefit from the most powerful spell granting that effect. For example, Fel Intelligence grants spirit and intellect, both weaker than Arcane Intellect and Divine Spirit. If a player has Fel Intelligence and receives a stronger Arcane Intellect buff, he will gain the intellect value from Arcane Intellect and the spirit value from Fel Intelligence.

In most cases, fully-talented players will have exactly equal power on the strength of these buffs and debuffs. Fel Intelligence is an example of where one ability is weaker than others. The buffs in the "Increased Spell Power Buff" category are also not all the same potency, as they scale and grow in radically different ways. In virtually every other case, however, the buffs are equal. This means, for example, that fully-talented Battle Shout and Blessing of Might now grant the exact same amount of attack power.

In addition to this change, we also needed to address the "mana battery" roles in a raid. The mana regeneration effect they grant is no longer limited to their own party, and it no longer depends on the amount of damage they deal. Each time they trigger the mana regeneration effect, 10 people in their raid group will receive a buff which causes them to regenerate 0.5% of their maximum mana each second. This buff, Replenishment, will be given preferentially to raid members with the lowest mana, but will re-evaluate which raid members receive it each time it is fired. Replenishment is provided by Shadow Priests, Survival Hunters, and Retribution Paladins.

Finally, we have modified Heroism and Bloodlust to affect the entire raid. However, all affected raid members will be unable to cast or benefit from Bloodlust/Heroism for 5 minutes.

Below you will find a list of the changes to abilities which exhibit new behavior regardless of the exclusive categories. The changes usually mean the old behavior was removed and replaced by the new behavior. Numbers listed are for maximally-talented versions. Here is that list of changes:


  • Improved Scorch: Increases spell critical strike chance against the target.
  • Winter's Chill: Also increases spell critical strike chance against the target.
  • Elemental Oath: Grants 5% spell crital strike to raid members.
  • Improved Moonkin Aura: Grants 3% haste of all types.
  • Earth and Moon: Increases spell damage taken from all schools by 13% on the target.
  • Misery: Causes spells cast at the target to have +3% spell hit.
  • Shadow Weaving: Buffs only self.
  • Improved Shadow Bolt: Buffs only self.
  • Expose Weakness: Buffs only self.
  • Shadow Embrace: Buffs only self.
  • Blood Pact: Grants health instead of Stamina.
  • Fel Intelligence: Has replacement ranks that grant flat values of Intellect and Spirit.
  • Frost Aura: Excludes properly against all other resistance buffs.
  • Grace: Reduces damage taken by target by 3%.
  • Rampage: Increases melee and ranged critical strike chance by 5% for the raid.
  • Improved Faerie Fire: No longer benefits melee and ranged hit chance, only spell hit.
  • Hunter's Mark: No longer increases attack power bonus from attacks against the target.
  • Improved Hunter's Mark: No longer grants melee attack power.
  • Sting (Hunter pet): Now acts as a minor armor debuff.
  • Waylay: Attack speed reduction changed to 20%.
  • Icy Touch: Only slows melee attack speed (not ranged or spell).
  • Tree of Life: No longer grants healing based on spirit, grants 3% increased healing received to raid.
  • Demonic Pact: Now buffs raid instead of debuffing monsters.
  • Focus Magic: Now buffs raid instead of debuffing monsters.
  • Totem of Wrath: Now grants a flat amount of spell damage, and all enemies in its radius have an increased chance of being struck by criticals.
  • Heroism: Cannot be recast while caster has Exhausted debuff, and those with Exhausted debuff cannot be affected by it.
  • Bloodlust: Cannot be recast while caster has Sated debuff, and those with Sated debuff cannot be affected by it.
  • Vampiric Touch: Grants Replenishment mana regeneration buff to up to 10 raid members on dealing damage.
  • Hunting Party: Grants Replenishment mana regeneration buff to up to 10 raid members on specified shots.
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  • Fri, Aug 29 2008 1:27 PM ()

    Blizzard is only interested in pleasing the masses. The masses that don't stand out in any way except for being mediocre. They might as well change the number of classes and races to 1 tank, 1 healer, 1 melee and 1 ranged. Why introduce a new class in WotLK when all they seem to be wanting is every class to be interchangeable with the other? I think it's totally lame to be wanting the worst of players to be able to access the same content as the best players. This change, the introduction of badges, removing attunement, etc etc.. It's all starting to blur ... maybe time to move on ...

  • Fri, Aug 29 2008 1:27 PM ()

    "IMPORTANT! Before we are done, we will thoroughly test the performance of every class. It should not be assumed that one class' current performance relative to others in beta is final. Some classes (and specializations) will need to be reduced in power and some increased. Many may feel the change has more impact on class X than class Y. We will address all of those concerns via our internal testing and community feedback"

    I just wanted people to reread that part. I think a lot of people at the end of reading this automatically assumed that it is final.

    Yes it sounds like a very unwanted change. I don't raid, but even I know the ways that it could completely change raiding and group make ups. But i'd rather wait it out and see what the final product is before I freak out. Just the fact that they are saying that "some will be increased" is a sign of hope in my opinion.

    I would say don't quit a game you love just yet.

  • Fri, Aug 29 2008 1:27 PM ()

    EPIC :(

  • Fri, Aug 29 2008 1:27 PM ()

    F-Bliazzard !! Imp Scorch should stay as +Damage, that is why there is Winters Chill. WC adds +crit and IS adds +damage

  • Fri, Aug 29 2008 1:27 PM ()

    # Hunter's Mark: No longer increases attack power bonus from attacks against the target.
    # Improved Hunter's Mark: No longer grants melee attack power.

    why would you want a hunter in your party/raid any more if all didn't benefit from having those items on a target, when was the last time a Tank bitched " I hate getting more attack power when you cast your talented Improved Hunter's Mark on the Boss!"( or insert any melee based attacker)
    Or when Other Ranged players get extra Attack Power from your Mark...
    One of the few additions i can bring to a party/raid, beside making peeps run faster to their wipe spots, or gaining less than a pallie's attack power bonus; again via talents( might go raid wide but why would you bring two hunters in a raid then it doesn't stack)

  • Fri, Aug 29 2008 1:27 PM ()

    if they take away the melee attack power bonus of improved hunters mark and the stacking effect, then they should just make it non dispellable for anyone willing to waste 3 points in it. I still think the AP should stack with multiple hits however. Bliz needs to revamp chimera shot to grant to all hunters for mana issues.

  • Prism said 
    Fri, Aug 29 2008 1:27 PM ()

    I agree. I don't mind the changes. Gives you a different way of playing things.

  • Fri, Aug 29 2008 1:27 PM ()

    Well done, Blizzard, thanks for ruining the game faggots

  • xal said 
    Fri, Aug 29 2008 1:27 PM ()

    If they leave them as two seperate buffs raids will simply insist on either: one fire + one frost mage OR (and more likely) one frost mage who has specc'd enough into the fire tree to get IS. Note: You cant be effective in fire AND get WC as the BETA trees currently stand. Bottom-line is you screw the fire mages over badly.

    What people seem to miss is that its ALWAYS better for a classes dps NOT to be dependant upon talents/buffs because to remain competive our "base" damage needs to be raised and this is a GOOD thing.

    When crying nerf remember you need to compare your class with other classes in the BETA and not as they currently are on LIVE

  • Fri, Aug 29 2008 1:27 PM ()

    Hey Blizz, I have an Idea. Why not just have one class that does it all. Then we really won't have to think about it. We can do /roll to see who will be the tank/dps/heal.. etc. I hope everybody catches the sarcasim here. We need to make the classes more distinct, not less. I know it hasn't gotten to that yet but the statement "We want players to be able to form raids and parties based on who they want to play with, rather than who has the correct talents and abilities to min-max their raid performance." has me worried that they are heading in that direction.

  • Fri, Aug 29 2008 1:27 PM ()

    Stop trying to stuff up the game and start trying to fix server issues and lag problems

  • agespan said 
    Fri, Aug 29 2008 1:27 PM ()

    I agree with you, its not final, so don't complain about the changes. Point the second point refers to understanding the big picture. Unless you are a developer in WOTLK, no one understands the big picture. It is really funny to see everyone complain about the changes made that affects their particular class, without any concept regarding the big picture. Even if you are in the Beta, your structure of interpretation is extremely limited.

  • agespan said 
    Fri, Aug 29 2008 1:27 PM ()

    I agree with you, its not final, so don't complain about the changes. My second point refers to understanding the big picture. Unless you are a developer in WOTLK, no one understands the big picture. It is really funny to see everyone complain about the changes made that affects their particular class, without any concept regarding the big picture. Even if you are in the Beta, your structure of interpretation is extremely limited.

  • agespan said 
    Fri, Aug 29 2008 1:27 PM ()

    Sometimes, in order to rebuild, you must breakdown and simplify. Blizzard has said that they are not through with the Shadow Priests. Don't be so negative minded. Your reaction is the reason why Blizzard tries to keep their developments secret. Be patient its only Beta...

  • agespan said 
    Fri, Aug 29 2008 1:27 PM ()

    20% haste was probably op....for moonkins, additionaly it was based on your crit instead of an across the board haste buff to our form. They gave us other talents to balance. Also, you will get hit (if you raid) from other classes (i.e. shadow priests [misery]). Also, if you didnt expect them to change those initial moonkin talents, then you were expecting to have been disappointe

  • agespan said 
    Fri, Aug 29 2008 1:27 PM ()

    But it does nothing for your dps as moonkin, granted I don't know why they changed it to affect spells only. My only guess is that there will be melee classes in the raids that will increase their hit! - Keep in mind that casters are "currently" spell hit capped - 10 levels and gear itemization features can change that.

  • agespan said 
    Fri, Aug 29 2008 1:27 PM ()

    Gone too far? Would you have preferred the game to have stayed the same? How is it going to far when the game hasn't even been launched? In a way, Blizzard is trying to demonstrate that no class is more special, more powerful. or more preferred over another. We differ enough to provide a distinct experience, but a player shouldn't feel like they are worth less (to a raid/group) because of their spec.

    if you think about it, by blizzard homogenizing the classes, will cause players to stand-out even more.

  • Fri, Aug 29 2008 1:27 PM ()

    by doing this bliz eliminates the entire reason why we chose our class, to be able to do our own thing and be original, we spec exactly so we can be specialized in that class, so that people looking for our spec will want us, now that u do this, i leveled a 70 prot pally for nothing cause now a warriors buffs will be just as good as mine, but i chose a pally cause some of his buffs are better than a warriors, this is probably the worst decision bliz has ever made with WoW

  • Fri, Aug 29 2008 1:27 PM ()

    You exactly hit the spot. This is my concern also. It has nothing to do with individual changes or nerfes. The big picture is that no class or particular spec should is supposed to stand out in any way. That is what that statement from Blizzard means. And it's certainly NOT a good way to go. Why even introduce a new class if that class is gonna be just the same as others when it comes to raiding viability?

  • Oggi24 said 
    Fri, Aug 29 2008 1:27 PM ()

    Blizz should really eliminate all classes but 1 make that class do everything from tanking to healing and get it over with. Yes these changes may change or class tuning may be done but still, let classes be different and needed. Let us the player decided how our raids are made and how to spec, we've done it all this time why change it now?? I've been playing with the people I want to play all this time, never had a problem with that.

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