World of Warcraft

Upcoming Warrior Changes, Daily Blue

Upcoming Warrior Changes

Quote from: Ghostcrawler (Source)

NOTE: These changes were in the works before the recent round of dps discussions. I hope to have some Arms and Fury changes to report soon.

Armored to the Teeth -- Changed to AP, but amount reduced to 1 per 360 armor (to compensate for the loss of Blessings of Kings etc.). We implemented this talent for dps warriors and didn't want it to feel like the ultimate Shield Block Value talent. It's still good for Protection, just not as good. Death Knights will get the same treatment.

EDIT: I meant 2 AP : 360 per talent point. My point was that we understand 1 Str > 2 AP for warriors.

Thunder Clap -- Increase in threat generation. No target limit. Swipe gets the same treatment. With these changes, all 4 tank classes should be able to generate very respectable AE threat. Consecration is still a little higher in threat to account for Thunder Clap's debuff.

Revenge -- Added to Sword and Board as a chance to proc Shield Slam. Increased its damage significantly. We want Revenge to be the button you push first.

Shield Slam -- Increased its flat damage to compensate for the Devastate nerf a few weeks ago. The Revenge change will help dps too, though only when you're tanking. We didn't want to increase the scaling portion of Shield Slam for fear that warrior threat becomes too high at ultimate gear levels, but we might still change it if they fall behind. We're not saying (for now) that Prot must do dps with a shield instead of dual-wielding Devastates, but this should make it more viable.

We're doing some more mitigation and survivability tests now. Our suspicion is that warriors are fine in this department and paladins might fall behind in the area of Shield Block Value at very high gear levels. But we'll see.


Blue Posts

Drak'Tharon Keep Heroic
Trollgore has been hotfixed. He should no longer Consume, land a melee swing, and perform the Crush ability for 20k+ damage all within 1 second of each other anymore. (
src)

Death Knight
Death and Decay's threat increased
We did several threat per second tests and decided to increase Death and Decay's threat in order to make DK's more effective AE tanks. You still aren't going to be able to spam it, but an initial D&D should get enough threat against the targets that you'll have time to Pestilence, Blood Boil or whatever else before losing targets. (
src)

Druid
Swipe's target limit removed
We are going to remove the target limit on Swipe. (
src)

Priest
Shadow tree still being worked on
Because we're not done. (
src)

Prayer of Mending threat
We've really buffed threat generation for tanks. Even when broken classes were doing 4500 dps in raids, they weren't pulling off the tanks. We're trying to back off threat management as a major component of grouping (though we're not removing it). Raid fights should be more about keeping people alive, knowing the fight, and coordinating with your group. As part of this philosophy, we are trying to make more consistent spells with odd threat rules, and PoM fell into that category.

When threat numbers are very low, then things like PoM going off or even a Renew tick can cause threat problems. We think this is a little sucky and are trying to come up with elegant ways to fix it. While the start of a fight can present this problem, I actually think it's worse once a fight is well undeway and there are adds and spawns of some kind that go right to the healer.

Another reason we changed the way spells like PoM healed was so the healing credit would actually go to the Priest in mods that track such things. (
src)

Ghostcrawler on Lightwell
I actually think Lightwell is borderline OP at the moment. :)
The inherent design of this spell suffers from a fundamental problem that we've been working forever to solve. That is, with the possible exception of the tank, the raid generally assumes that healing is the sole responsibility of the healers and that if they take any time to heal themselves, they will "lose" the damage meters.
Lightwell has always been useful. It's just most classes won't take the time to use it. To be fair, when they tried in the past, they weren't impressed with the results, or the charges went away as soon as they got close or whatever. It's a pretty sweet heal now, so if people would just get over the (deserved) lolwell reputation of the past, they'd find it's well worth the clicky.
Fortunately, Naxx, Chamber of the Aspects and Malygos do have several moments when you need to move, pause or otherwise hit a point in the fight when you can't dps. That's when Lightwell shines. (
src)

Prayer of Divine Spirit is not giving the spell damage buff
We'll look into it. (
src)

Rogue
Fan of Knives energy cost and cooldown
We picked that cost pretty much because it competes with Sinister Strike. If FoK is 40 or 30, we worry you would hit it every single time it's up. Now that depends a little on your weapons and poisons, etc. But that was the concern.
We want to use it in groups where you need to AE, to try to get a little bit around the rogue's inherent weakness at switching targets or having targets die with a few combo points up. It's not supposed to be a go-to ability. In fact, if you look at a lot of the new spells and abilities we added for a lot of classes, very few of them are core, rotational abilities and most of them are situational. Bacon of Light and Wild Growth help those healers heal when they aren't in an optimal situation.

We can talk about the cooldown some more. Some AEs are targeted and some aren't. I'm not sure there is a reason it has to be targeted. We'll look into that too. (
src)

Rogues in Raids
We tend to test single target dps because that is what most fights are, especially the boss fights that people care the most about.
But we definitely keep the AE capabilities of classes in mind as we adjust numbers.
We realize that a huge challenge of this new system is making sure that a raid doesn't just take 12 of one class. That's not what we want to see, and we'll just keep changing numbers to avoid that. (
src)

CoS not removing Chains of Ice/Mark of Blood
It seems like Cloak should remove Chains, maybe Mark of Blood, but probably not Death Grip. I'll look into it some more. (
src)

Developer Q/A (
src)
Given what we feel is a lack of group utility of the rogue class, what do you see as the value of the rogue in a group/raid setting now that their DPS is available from any other class? And will you be giving rogues more utility to balance this?
Bottom line is we want to see rogues in raids. We think you're going to be there, but if we've miscalculated we'll just keep working on it. This is a pretty big change to our raiding structure, and as nice it would be to declare it 100% done, realistically we are going to be tweaking it for a long time when we see what happens in the "real world." In terms of the big raid buffs, the ones we consider rogues bringing are Expose Armor, Wound Poison and Mind Numbing Poison. There are plenty of others more along the lines of Kick and Sap that are harder to quantify.

With that in mind can you tell us any plans that you have to better close this PvE to PvP gap that we're seeing with certain trees? How do you plan to make all three trees viable across the board?
Yes, this is definitely a priority. It is a lot harder with classes in which all specs are still focused mostly on dps. We understand that some specs are just going to be better for 5-mans, for PvP or for raiding. We're trying to equalize as much as possible, but we're also trying to be realistic about our chances.

How do you plan to deal with talents which ware still considered all too needed by rogues, particularly in the case of Relentless Strikes? Is there any possibility of making Relentless Strikes a core class ability we can all train?
Mandatory talents are tricky. There are certainly plenty of them in every tree. Every warrior spec without Cruelty is pretty experimental, as is every druid spec without Omen of Clarity. Part of the problem is we keep offering new character levels along with new talents, so each expansion ends up constraining you more and more to one tree. The real red flag, for me at least, is when a spec has so many truly mandatory talents (which is a funny thing to say, since it's still a little subjective) that they don't have any optional talents. Instead of a cookie-cutter build being something like 20 plus your choice, they become you must get these 24 talents. If that makes sense.

I will point out again as I have done so in the past. At the end of the day there will ALWAYS be a best spec. It is IMPOSSIBLE to create anything but carbon copies of abilities in each of the 3 trees and not have SOME variance. If you want the highest DPS there will ALWAYS be a max DPS...even if by 1 or 2% one spec will ALWAYS be better.
I think it is very likely there will be a theoretical max dps build. However:
1) It will probably vary from boss to boss.
2) It might depend a lot on the skill of the player.
3) Because there are so many variables (by design) it may be really hard to "solve the equation" for which actually is the highest dps build.
4) For 90% of players (maybe more) that kind of damage difference is in the noise. Very few players can do 2500 dps one night and then 2525 dps another night (a 1% difference). Usually the delta is much larger than that because of random elements including things as non-gamey as Internet lag, how tired you are and just bad luck. If taking the most optimal build can't gaurantee you dps higher than the random element in the equation, it may very well not be worth taking. Now if the dps gain is significant by taking the best build, then I agree with you.

If a Blizzard developer is saying Expose freaking Armor is one of the more important factors when considering rogues in PvE raid situations, I might just have lost all hope for our class.
Unless you have high level alts in other classes, this new thought process may sound foreign to you. In BC, you might sit down to build a raid by saying that you need X shamans for WF and Bloodlust, 3-4 paladins for all their blessings, a Disc priest for Spirit, 2 Shadow priests for mana, a warlock for Curse of Shadows, etc.

In LK, you can get all the "needed" buffs in a relatively small number of players. After that you take who you want. If rogues were clearly the best dps in most situations, you would fill up your raid with maybe 5-6 rogues. But now what you really want to do is fill up your raid with the best *players*. That may be rogues for some guilds, but it may be mages, Ret pallies or death knights for others. Any group that leaves really good rogues out in order to bring a bunch of redundant buffs does so at its peril. Much more of the emphasis will be on gear and skill now, and less on the magic buff that earns you a raid slot.

The only time I can see this being a problem is if A) you aren't a very good player (sorry) and you were just brought along before because there was nobody else to do Kings or WF, or B) you like to pug a lot and pugs can't evaluate your skill, so they take you for your class instead.

Shaman
GC on Enhancement & Future tweaks
We view Enhancement as a melee class that should be wearing melee gear. However, one of the interesting things about the shaman is throwing out some spells with that melee too.
Our view of things is that some smart theorycrafters started wondering if using two fast caster weapons with two flametongue enchants would end up being the right way to go. The way the discussion sort of ended up was "maybe, but it might be close" but a lot of the community took that as a mandate. Or maybe they were just shocked by the supposition because it felt wrong for a melee class.
We agree it feels wrong, so we're doing some tweaks to make it even less likely to be the most optimal set up. If you are saving up badges or arena points or whatever for your enhancement shammy, I would definitely NOT go out and get two fast caster weapons. (
src)

Warrior
Thunderclap's target limit removed
Done. (
src)

 

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  • drax99 said 
    Wed, Oct 1 2008 12:04 AM ()

    mmm... Bacon of Light...

  • Mon, Sep 29 2008 7:46 PM ()

    Not bad about the rogues, i still dont like the Expose Armor being a buff for rogues, but at least Blizz gave in some thought looking from these Q/A. Good to see we wont be needing atleast a lock to complete for example Kara. That sucked. Or 4 mages for sheeping first part of TK. Sucked aswell.

  • Kody said 
    Mon, Sep 29 2008 4:47 PM ()

    It being changed back to AP for Death Knights is rather odd. The parry gain from it was minimal in comparison to the gain Armored to the Teeth giving block value offered.

  • Mon, Sep 29 2008 4:37 PM ()

    Was looking foward to Armored to the Teeth giving strenght, but then again im even more happy about removing target limit from Thunderclap.

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