2.1.0 raid changes: Rogues, drops, trash and pots!
Raid developer Tigole posted today on the official WoW forums with some news about the changes to raiding in 2.1.0. The original topic was accidentally (and temporarily) deleted from the forums, but the smart folks at Elitist Jerks and Worldofraids have saved copies of his post. All of Tigole's post can be found after the cut, but the highlights include:
- Melee DPS and Rogues: All sweeping strikes and 360 degree cleaves have been removed from Burning Crusade bosses. The "glancing blows" mechanic has been reevaluated to reduce the loss of damage on mobs 1 to 3 levels higher than the player (i.e. everything in instances.) This will have a "significant effect" on endgame melee DPS.
- Raid itemization: Raid drops will be buffed. He uses a warrior tanking breastplate as an example.
- Trash: Trash mobs in many zones have been made easier to clear and have had their respawn time increased. He explains that they're still going to have respawning trash in instances as a "pacing mechanic", but says they've fixed some bugs where it was respawning too quickly.
- Consumables: No details here, but "substantial changes" to the way flasks and elixirs work. He notes that they don't want to hurt alchemists, but they do want to "remove the tedium and cost" from consumable farming. "More information soon."
Full quote behind the cut.
"Lately, I've been seeing a lot of posts about the same subjects – subjects that have been addressed in an upcoming patch – so I wanted to let you guys know where things stood.
The Rogue Situation
We've done a tuning pass of many of our dungeons/bosses/encounters to ensure that nothing overly punishing occurs to "melee DPS' that would lead people to favor ranged DPS over Rogues/DPS Warriors etc.
Also, we've changed the NPC cleave mechanic so that it's now a frontal cone ability rather than a 360 degree chain attack. Sweeping Strikes has been removed from all Burning Crusade NPC's. We're also reducing the Glancing Blow damage penalty for creatures 1-3 levels higher than the player. This will have a significant effect on melee DPS as it relates to endgame melee dps. More details on this at a later time.
End Game Itemization
As we've stated before, we made a lot of improvements to endgame gear progression. To put it in perspective, take a look at this Warrior Tanking Breastplate from before and after.
Destroyer Chestguard – Currently
+24 Strength
+22 Agility
+39 Stamina
Blue Socket
Yellow Socket
Red Socket
Socket Bonus +6 Stamina
Equip: Increases Defense Rating by 23
Equip: Increases your dodge rating by 16
Equip: Improves hit rating by 18
Destroyer Chestguard – Patch 2.1.0
+21 Strength
+22 Agility
+51 Stamina
Blue Socket
Yellow Socket
Red Socket
Socket Bonus +6 Stamina
Equip: Increases Defense Rating by 23
Equip: Increases your dodge rating by 20
Equip: Improved hit rating by 20
"Trash" Concerns
Equally interesting yet non-epic-dropping non-bosses (or "Trash" as he community likes to call it) has been of concern lately on these forums. In all of our 25 person raid zones we've made a number of bug fixes and tuning adjustments. For example, the trash should be significantly easier to clear in most cases – and take less time. Also, we've lengthened the time between respawn on a lot of the trash. Yes, trash will respawn in some cases. It's a pacing mechanic and one that works well when tuned correctly. For example, the trash before the Prophet Skeram or the trash before Attumen the Huntsmen or the Maiden of Virtue works well. You get a couple of tries on the boss, and if you fail, you spend a short time re-clearing. Yes, there are cases of the trash respawning too fast or the trash being too difficult or too lengthy. Those are the cases we hope to fix. We've also fixed some bugs that were allowing the trash to respawn after the boss for a certain area was dead.
Consumables
We're making substantial changes to the way certain consumables work . In particular, Flasks and Elixirs are going to undergo major changes. More information will be available later on. We want Flasks and Elixirs to be a part of the game. We want alchemy to be a cool, needed profession. But we want to remove the tedium and cost from the massive consumable farming that's going on for endgame raiding. We'll provide more information soon – but for now, expect big changes to Flasks and Elixirs.
Boss Tuning
We're looking at the boss tuning from dungeons to heroics to raids. Your feedback is being listened to.
To Summarize
We're making big improvements to the game. Whenever possible, we hotfix changes to get them to you as quickly as possible. Unfortunately, there are many changes that require a patch and cannot be hotfixed. Many of these changes are coming in Patch 2.1.0. The patch will be on PTR's in the upcoming weeks. You'll be able to see them there and try them out for yourselves. You'll also be able to test Black Temple. We're also looking into ways of making Hyjal accessible on the PTR as well to get more testing on that zone.
I can assure you that we're aware of the issues you guys are discussing on the boards and we're listening closely. We're also dedicated fans of the game ourselves. We play it every day =D We will affect change as quickly as we can. Patch 2.1.0 will be on the PTR soon enough and you'll all have the opportunity to comment and make suggestions on the changes."
So what do you guys think about this? Looking forward to the raid changes? As a rogue, I give a "woo hoo!" to the clancing blows change.
Filed under: Analysis / Opinion, Blizzard, News items, Instances, Raiding, Bosses, Buffs






Reader Comments (Page 1 of 1)
BaboonNL Apr 2nd 2007 4:18PM
Great, thumbs up for Blizzard.
Just because they don't reply to every single thread, doesn't mean they're not listening.
Derbeste Apr 2nd 2007 4:33PM
If nothing else, the communications shows they are trying not to be out of touch with their own product.
All in all............
good job, Blizz.
But a game plan is only 1/4 of the battle.
Let's see the execution.
nubular Apr 2nd 2007 4:49PM
Great changes all around, too bad I'm not in a raiding guild =(
Case Apr 2nd 2007 4:46PM
Tigole reposted the thread:
http://forums.worldofwarcraft.com/thread.html?topicId=89378961
BitWarrior Apr 2nd 2007 5:06PM
I'm a little disappointed to see that again the Priest concerns aren't reaching the attention of the developers. They are not massive concerns, in regards to the work required to fix the problems, but they are fairly "game breaking" as far as removing the ability for a Priest to have fun.
A Priest can heal just fine, but his survivability is absolutely in the trash right now. PW:S's only shield for 1300 damage (less than a single, non-crit Frostbolt) and can't even sustain a single hit from any boss in any raid zone. Their Inner Fire has reduced their buffed armor value by 10%, making the Priests even juicer targets. Finally, Priests have entirely weak and rarely-taken (and even more rarely used when taken) 31-point and 41-point talents.
Lightwell is still untaken since using it is more of a burden than anything, and Circle of Healing just doesn't' work with the mechanics of any raid fight.
I know the entire Priest community was hoping to see some changes here to make the class _fun_. However, it seems like, once again, Blizzard is pushing this class into extinction.
cheesebanana Apr 2nd 2007 5:30PM
As a rogue...Best...changes...ever
bob Apr 2nd 2007 5:21PM
does this mean that dark nether will no longer be bop?
exodus Apr 2nd 2007 5:28PM
Once again, Shaman concerns are ignored. I appreciate the changes to end game raiding because it's very painful atm and not fun however it's hard to raid when your class is brocken. Holy Priests could also use some help.
Derbeste Apr 2nd 2007 5:43PM
To #5 and #7
There is MUCH more to 2.1 than just these notes.
These are just the latest additions. So I have two reasons to chill for the time being.....
1) Most class changes are announced in official patch notes that always get published the same day they go live on the PTR. They do this so there is no speculating what affect this will have on gameplay. You read about them and go see if they are great/bad for yourself. So you're changes may still be looming.
2) Even if the the class changes aren't on the PTR. Blizz has hinted several times now that the concerns are being looked at. Do you want them rushed...or right?? Virtually every class has had their time in sucksville. Take your time in pergatory and it'll be another class griping they are underpowered or "unfun" soon enough.
Scruffy Apr 2nd 2007 5:48PM
Ah, I see exodus and BitWarrior beat me to the punch.
Still no fixes for priests.... Dunno what shammies are facing but I feel for them (my priest has a pair of shammy buddies I often group with).
You know cynicism is settling in when you feel relieved to just be ignored rather than getting another set of nerfs and utterly worthless "buffs". :(
Quoi Apr 2nd 2007 6:19PM
It's ok, 5 + 7. Mages suck now too, and we haven't gotten a response from the Devs as to even what our intended role is supposed to be.
Halicante Apr 2nd 2007 7:04PM
Top casting dps of course, quoi, just like it says in the book and on the webpage! We have more dps than any other casters in the game, just like we were told when we started the characters!
:-/
Rich Apr 2nd 2007 7:19PM
I have a feeling they are going to be doing something similar to the way mage's # offood/water increases with level. Probably a "For each X points above the minimum skill required to make a pot/exlir/flask, creates an additional pot/exlir/flask up to a max of 20" They'll probably increase the number of mats required to keep the market going.
So say its for every 10 its an additional potion. At 205, its one greater mana pot, 2 at 215, 3 at 225, 4 at 235, 5 at 245, etc.
Crypt King Apr 2nd 2007 9:29PM
Incoming nerf to the ability to use consumables. I.E. Instead of fixing the raids, we'll remove the ability to have you use consumables.
Tyler Apr 2nd 2007 10:53PM
On the topic of ALCHEMISTS
2 questions:
1. Anyone else out there Transmute spec? (duh, yes)
ok...
2. Anyone else had over 30 days worth of transmute/cooldown time and had ONE or less proc from your "transmute spec" that cost you 4x primal might to attain?
Blizzard, thanks for stealing my primals. That second earthstorm diamond was really worth 4 primal mights. (big middle finger)
Add this to your bigasslist of fixes.
FLoppyWesL Apr 3rd 2007 9:58AM
That Final Boss in Heroic Ramparts is a true POS that fight is def. not in tune with other bosses and most of my groups don't even want to bother with him.
HiWay Apr 3rd 2007 10:21AM
cry and moan more? it's not a simple click here click there to fix these bugs. they have to find the root cause, then fix it while tracing what else that fix may have an impact on. IE: what else did that just break. lh2code
Souljah62489 Apr 4th 2007 11:03PM
Fix the hunter survival tree.
Quoi Apr 3rd 2007 4:44PM
@ 15
I was on a Shadow Lab run where a party member and guildmate had his cooldown pop. He immediately transmuted a primal might and got THREE extra. It was amazing.
Pünnanni Apr 11th 2007 9:31AM
As a mage I just wish the "good" mage gear wasn't also great for everyone else. Spellcloth sets aside most single pieces fall into either suitable for Priest or Warlock categories. We're left kinda battling with one side or the other depending on spec/Pv-? choices. I didn't want to have to be a tailor but I've been left with little choice when anyone else can start grinding out a purple in a week or 2.
Honestly not all of us need stacks of +hit/crit/pen/res... Just gimme a big, full mana bar and all damage gear and let me go to work hopping DPS and Threat meters until the raid is over.