The Daily Blues

I don't think warriors need more sustained AE threat. You have Incite + Deep Wounds for Thunderclap and also Shockwave. Maintaining threat is supposed to take some effort. I don't think tanking would be anymore fun if you hit Tclap and never had to hit a button again.
The actual problem, in our minds, is threat scaling. Warriors (and all tanks) could AE tank just fine in Naxxramas.* It only became a problem overtime when the dps of the dps classes grew so much more quickly than the tanks, largely because the dps classes have so many dps stats on their gear while plate tanks have Strength. Tank damage was pretty close to 50% of dps damage in the first tier of content, which was our goal, but has slipped to 25 to 30% of dps (your mileage may vary) in Icecrown.
We need a system that keeps tank damage scaling at the same rate as dps damage. However, that system can't be dependent on gear stats (unless you're willing to see tank gear go away) and isn't as ridiculous as deep talents that say "You get 5 AP per point of Strength."
I think you just notice threat issues more on AE pulls because things like Tricks and Misdirect mask any problems on single target pulls. Separate problem.
And yes Paladin tank AE damage and threat generation is still too high, largely because of Seals and HoR, but long-term we're going to nerf that instead of making all tanks able to trivially maintain threat in all situations. Referencing the other thread on the threat a little, why as a tank would you even care what buttons you push if maintaining threat is a foregone conclusion?
* - AE tanking was fine in Naxxramas. AE damage was, and has remained, over the top. We prefer a model where the risk of tanking too many mobs is that the tank dies, not that you can't maintain threat on them all (within reasonable limits of course). We also prefer a model where the dps do AE damage on some pulls and switch to single target dps on others.
The actual problem, in our minds, is threat scaling. Warriors (and all tanks) could AE tank just fine in Naxxramas.* It only became a problem overtime when the dps of the dps classes grew so much more quickly than the tanks, largely because the dps classes have so many dps stats on their gear while plate tanks have Strength. Tank damage was pretty close to 50% of dps damage in the first tier of content, which was our goal, but has slipped to 25 to 30% of dps (your mileage may vary) in Icecrown.
We need a system that keeps tank damage scaling at the same rate as dps damage. However, that system can't be dependent on gear stats (unless you're willing to see tank gear go away) and isn't as ridiculous as deep talents that say "You get 5 AP per point of Strength."
I think you just notice threat issues more on AE pulls because things like Tricks and Misdirect mask any problems on single target pulls. Separate problem.
And yes Paladin tank AE damage and threat generation is still too high, largely because of Seals and HoR, but long-term we're going to nerf that instead of making all tanks able to trivially maintain threat in all situations. Referencing the other thread on the threat a little, why as a tank would you even care what buttons you push if maintaining threat is a foregone conclusion?
* - AE tanking was fine in Naxxramas. AE damage was, and has remained, over the top. We prefer a model where the risk of tanking too many mobs is that the tank dies, not that you can't maintain threat on them all (within reasonable limits of course). We also prefer a model where the dps do AE damage on some pulls and switch to single target dps on others.
That's just it...I mean I assume he KNOWS that Incite and Deep wounds only come into play on crits, and that TC/Shockwave only crit a small percent of the time, but his statement seemed to say that we're balanced around it.
Yes, you're balanced around it. Yes, I can read the tooltip on the talents. I'm saying the solution, in our minds, is not "I hit Thunderclap and it autocrits, applies Rend to everyone and then ticks for 10,000 K for the next 30 minutes." We might as well just remove the cooldown from Challenging Shout if that's how Tclap is going to play.
Dude pulled aggro does not represent a failure of class design any more than you sometimes dying represents a failure of class design. Both are going to happen sometimes unless you're absolutely at the top of your game. That's part of the challenge of playing your role. For our part, we'll make sure you have the tools to do your job, and for the most part you do. I don't think the tools are the issue, as I said above.
I'm talking philosophy here, because I assume that's usually more interesting to a wider audience. Philosophically, tank threat generation is working correctly (i.e. as we intend) with perhaps 4-5 exceptions that we would like to fix:
1) Paladins can do a little too much AE tanking "splash" damage, often without even setting out to do so.
2) Tricks and MD take too much of a burden off of the tank / hide issue #3.
3) Damage and therefore threat generation aren't scaling well at very high levels of gear. <-- this is the big one.
4) There is too much incentive to AE every pull, which puts a burden on the tank to AE tank every pull.
5) You could probably add that bears need a button to hit besides Swipe.
I don't think they're going to go back to the days of CCing every pull. I mean, I think they tried that with the new ICC heroics and we can see how well that worked out. What they'll do is make it attractive to want to CC, but it won't be mandatory. Holding aggro won't be the problem. It will be dying from the healer going OOM or not being able to spam heal the tank fast enough. Of course, once a tier or two passes and everyone overgears the instance it will go back to being an AoE-fest.
Yeah, overgearing the content is fine. Being able to zerg an instance is one of the fun parts of overgearing. We're not worried about that. But on content at appropriate level, it wouldn't be so bad if *some* of the pulls required more crowd control and single-target damage.
Can we please get some sort of definition of "long-term" in regards to goals? We're CONSTANTLY being told that you have all these "long-term" goals all the while, we're sitting here playing in an environment knowing that the people behind the game aren't happy with the current state of it. Couple that with the "we're keeping an eye on it" and you have yourself some really frustrated players when push comes to shove.
"Long term" is a way I try and caveat "soon." I can't give any more specific timelines than that or players get really upset if we change our minds or miss those timelines. There are players who get frustrated when we announce Cataclysm changes, because they want those changes *now*. Sorry. I try and be as honest as I can be about things given the realities of the situation.
Wait, what? Both ToT and MD work brainlessly well on AE moves (FoK / Volley) for producing often-amazing threat leads for the tank on every single mob in a pack. I'd argue that threat issues become more noticeable when you're missing Rogues/Hunters, which gets to my next point ...
Fair enough. My point was more that tanks would probably be complaining a lot more about single-target threat in Icecrown without rogues and hunters. Using Tricks or Misdirect on a pull or when new adds show up feels awesome for the rogue / hunter and tank. Using them rotationally to keep threat high feels crappy for both. The tank feels gimp and the dps dude is annoyed by the maintenance required. For sake of argument, imagine that Misdirect and Tricks have the taunt tooltip that specifies the threat transfer only happens if the enemy is not already attacking the target.
Yes, you're balanced around it. Yes, I can read the tooltip on the talents. I'm saying the solution, in our minds, is not "I hit Thunderclap and it autocrits, applies Rend to everyone and then ticks for 10,000 K for the next 30 minutes." We might as well just remove the cooldown from Challenging Shout if that's how Tclap is going to play.
Dude pulled aggro does not represent a failure of class design any more than you sometimes dying represents a failure of class design. Both are going to happen sometimes unless you're absolutely at the top of your game. That's part of the challenge of playing your role. For our part, we'll make sure you have the tools to do your job, and for the most part you do. I don't think the tools are the issue, as I said above.
I'm talking philosophy here, because I assume that's usually more interesting to a wider audience. Philosophically, tank threat generation is working correctly (i.e. as we intend) with perhaps 4-5 exceptions that we would like to fix:
1) Paladins can do a little too much AE tanking "splash" damage, often without even setting out to do so.
2) Tricks and MD take too much of a burden off of the tank / hide issue #3.
3) Damage and therefore threat generation aren't scaling well at very high levels of gear. <-- this is the big one.
4) There is too much incentive to AE every pull, which puts a burden on the tank to AE tank every pull.
5) You could probably add that bears need a button to hit besides Swipe.
I don't think they're going to go back to the days of CCing every pull. I mean, I think they tried that with the new ICC heroics and we can see how well that worked out. What they'll do is make it attractive to want to CC, but it won't be mandatory. Holding aggro won't be the problem. It will be dying from the healer going OOM or not being able to spam heal the tank fast enough. Of course, once a tier or two passes and everyone overgears the instance it will go back to being an AoE-fest.
Yeah, overgearing the content is fine. Being able to zerg an instance is one of the fun parts of overgearing. We're not worried about that. But on content at appropriate level, it wouldn't be so bad if *some* of the pulls required more crowd control and single-target damage.
Can we please get some sort of definition of "long-term" in regards to goals? We're CONSTANTLY being told that you have all these "long-term" goals all the while, we're sitting here playing in an environment knowing that the people behind the game aren't happy with the current state of it. Couple that with the "we're keeping an eye on it" and you have yourself some really frustrated players when push comes to shove.
"Long term" is a way I try and caveat "soon." I can't give any more specific timelines than that or players get really upset if we change our minds or miss those timelines. There are players who get frustrated when we announce Cataclysm changes, because they want those changes *now*. Sorry. I try and be as honest as I can be about things given the realities of the situation.
Wait, what? Both ToT and MD work brainlessly well on AE moves (FoK / Volley) for producing often-amazing threat leads for the tank on every single mob in a pack. I'd argue that threat issues become more noticeable when you're missing Rogues/Hunters, which gets to my next point ...
Fair enough. My point was more that tanks would probably be complaining a lot more about single-target threat in Icecrown without rogues and hunters. Using Tricks or Misdirect on a pull or when new adds show up feels awesome for the rogue / hunter and tank. Using them rotationally to keep threat high feels crappy for both. The tank feels gimp and the dps dude is annoyed by the maintenance required. For sake of argument, imagine that Misdirect and Tricks have the taunt tooltip that specifies the threat transfer only happens if the enemy is not already attacking the target.
its fine as a set number. You get the hit [rating]...and focus on dps.
As I've said, it doesn't really work that way though. Say you need 300 hit (using arbitrary numbers here) and your tier set provides 250 hit and you get the rest from gems and jewelry. Everything's cool. Now a new patch comes out and your tier set has 230 hit. No problem. You get rid of some of the gems and jewelry. Now a new patch comes out and your tier set has 240 hit. Now you curse Blizzard every time an item drops with hit on it.
In short, later gear has more of the same stat on it. When the stats are easily capped, the larger pools become hard to work around. I compared it today to playing Tetris with really large pieces. It's hard to make the puzzle work.
As I've said, it doesn't really work that way though. Say you need 300 hit (using arbitrary numbers here) and your tier set provides 250 hit and you get the rest from gems and jewelry. Everything's cool. Now a new patch comes out and your tier set has 230 hit. No problem. You get rid of some of the gems and jewelry. Now a new patch comes out and your tier set has 240 hit. Now you curse Blizzard every time an item drops with hit on it.
In short, later gear has more of the same stat on it. When the stats are easily capped, the larger pools become hard to work around. I compared it today to playing Tetris with really large pieces. It's hard to make the puzzle work.
On February 11, 2005, World of Warcraft launched in Europe. To celebrate our five year anniversary, we've teamed up with J!NX, Gunnar Optiks, NVIDIA, SteelSeries and ASUS to give out some truly epic loot! Over five weeks, we'll be hosting a series of photography contests. Each week, we'll announce the theme for that week and the sponsor. Don't forget to include yourself and the special 5th anniversary Horde logo in your picture to be eligible to win! Be sure to check out our Five Year Anniversary Contest page and the Terms and Conditions for entering!
http://www.wow-europe.com/en/contests/fiveyear/
Today marks the start of the fourth week of this contest. This week's theme is For the Horde and is sponsored by SteelSeries. Get your cameras out and send us your photos!
http://www.wow-europe.com/en/contests/fiveyear/
Today marks the start of the fourth week of this contest. This week's theme is For the Horde and is sponsored by SteelSeries. Get your cameras out and send us your photos!
We will be bringing down the PTR servers tomorrow (March 5, 2010) for maintenance at approximately 10:00 AM PST. Maintenance is estimated to last 4 hours.
This thread will be updated as more information becomes available.
This thread will be updated as more information becomes available.
Filed under: The Daily Blues






Reader Comments (Page 1 of 4)
I Like Cheese Mar 4th 2010 10:18PM
"We will be making one-handed weapons with Strength on them."
Finally !!
Noid Mar 5th 2010 2:16AM
I ran with this Lock that would Life Tap AS SOON as we entered a fight, and it was the most annoying thing if we were taking AoE damage because to be honest the tank was taking huge damage and there was no way I would heal a Lock over a Tank if it comes close. I know they get a buff for a while, but come on now, live or get a short buff and not live, its up to the Lock him/herself.
Fara Mar 5th 2010 8:11AM
So I heard post hijacking is cool.
Glyph of Life Tap gives Warlock's a substantial sp buff. It's such an essential thing that all three specs require the glyph. Period. If you don't want a lock to apply their buff, it's the same as if I asked a pally not to use BoW if they were healin. They're gimping themselves.
Either you're an idiot, and qqing about a miniscule amount of HP to apply the buff, or the lock is stupid and is using a max rank Life Tap to apply it. I can't think of a single instance besides H HoR that requires a lot from a healer when everyone's rocking t9+. And if it's HoR, mana is definitely a concern, so I wouldn't mind if he was keeping himself from oom'ing.
Umehte Mar 5th 2010 8:46AM
A couple of things...
1. I also like cheese... especially swiss (see op name)
2. My DK REALLY likes strength, and having some more on one handers makes me wanna go frosty!
3. In response to the Warlock HiJacking... I cannot speak for all locks, but I never expect a heal for my life tapping. I have never needed it. With corruption, drain life and haunt I get more life back than I tapped for. Dark pact and a felhunter also greatly reduce my need to life tap anyways. Oh wait, there are other TYPES of locks besides affliction? Don't we have enough hunters and mages out there?
Noctune Mar 5th 2010 10:18AM
i normaly just slap a Hot on the lock once he is down to -4k or more ... i don't care going OOM doesn't happen in HC anymore .. well if ppl stand in purple circles ... green goo or over aggro tank then its a problem but if ppl behave i only drink before bosses ...
i have even done a realy realy stupid thing once " told the tank my "Blue boordom meter was att 100%" witch resulted in a chain pull of 20+ mobs ... and i had to drink afterwards ;-) but the healing was so freaking job.
Noid Mar 4th 2010 10:24PM
Spirit not a component for Locks? How will they mana regen? What will it be through? Did i miss something a while ago?
Nazgûl Mar 4th 2010 10:25PM
Life Tap.
Noid Mar 4th 2010 10:27PM
As a healer i completely despise Life Tap. If you look on the forum about it you can see how much healers hate it. But to be honest i would do the same if i were a lock. Its just something healer (including myself) will have to deal with.
Task Mar 4th 2010 10:44PM
Paladins also have replenishment as well if you are in a party/raid with them.
Lucidien Mar 4th 2010 11:06PM
As a Priest, I find my hate of Warlocks may rival that of even Archmage Pants himself, let alone the rest of the Mage community. They steal my drops. They steal my Mana. They stand in the fire.
But the worst part is mana. Why is your mana more important than mine? Why should I be expected to fix you up when you fail at managing your mana? I'm sure life tap has its place in leveling, even in PvP. If you're in my 5-man PuG, if you're not a guildy who I can privately reprimand in my raid (i.e. you're some schmuck we picked up off the streets of Dal), and you life-tap when you're oom, you instantly fall to the bottom of my list of priorities.
I will be more inclined to heal the hunter's pet than you. I'll spare you a Renew, maybe even a pretty bubble if you're lucky and I have *nothing* better to do. Just pray that a loose Prayer of Mending hits you, or that the situation warrents a Prayer of Healing or a Hymn of some kind. Or hope the tank healer is bored enough, and over-MP5'd enough to heal you instead of me doing it.
Incidentally, my main is a Mage, in that it was my first, and is still active, and is my best DPS, but I prefer to heal. Unless we have Warlocks around. Then I miss my Mage who can remain blissfully ignorant of Locky shenanigans.
shakeylegs Mar 4th 2010 11:23PM
Really??? if life tap wasn't a necessary part of the rotation.. a major spell power buff glyphed, maybe you have a case (nah...you don't there either it's our only mana regen)..I just think some healers (not many mind you) can't handle more that one target..in a 5 man..really..c'mon man LTP
Tom Mar 4th 2010 11:26PM
Lots of things are changing for Cataclysm, including talents. How will they regain mana? Nobody knows.
Bronwyn Mar 4th 2010 11:26PM
re: Warlock Mana
Try to remember that Warlocks as a class are balanced around them being able to use life tap. That means their spells aren't as mana efficient as a healer or a mage or whatever other caster dps needs mana. If you are constantly having to drink between pulls to keep a warlock up, then yes, there is a problem. And it's very inconsiderate of a Warlock to just use LT between pulls rather than drink.
But please, make sure you make a distinction here between regaining mana in a single fight when you're out of mana and between pulls in a heroic or something. Because it really is a huge difference.
Unexpected EOF Mar 4th 2010 11:28PM
Lucidien, you sound like a pretty terrible healer.
Rob Mar 4th 2010 11:34PM
I guess i never understood the arguement that LT was detrimental to the healer ( play a tree most of the time). Lets think, locks will need to LT, that's a given. Now, they could sit and drink. Or I can throw a rejuv on them. At current level of gear, my rejuv costs literally nothing except a global cooldown and heals them for nearly their full health. Or i can sit and wait while they drink for 30 seconds. At bad levels of gear I'll have to rejuv them twice. Still not a big deal, still an instant cast, still very little mana. Honestly if you can't handle LT as a healer, then dont heal. Sorry.
The only thing that irques me is that sometimes they will LT just before a pull, i think there is a glyph that boosts dps. Or something. ANyway, they are an aggro magnet, and i share that burden when I heal them. That's the only issue i see.
thebitterfig Mar 4th 2010 11:36PM
Ideally, a warlock should be able to regenerate health equal to the amount of HP they loose due to lifetap. if things were perfectly balanced, fel armor combined with either siphon life and haunt or soul leach would provide the HPS needed to keep a raid-buffed warlock able to lifetap enough to not go OOM.
however, there are problems. first, demo locks get boned, due to both lower mana efficiency and a greater need to lifetap, and a lack of an extra HPS generator above fel armor. second, this isn't the ideal world, self-heals won't always keep pace or come at the right times, and there are a lot of reasons why locks need to be topped off in HP in order to not die in a raid or instance.
could this problem be fixed by giving warlocks stronger mechanisms to recoup health? not really, since that'd probably unbalance pvp. let's hope changes to lock mana regen help enough to allow locks to tap more moderately, and the higher hp totals in cataclysm allow healers to let a lock to float around 75% health with little risk of death.
Steve Tanner Mar 4th 2010 11:49PM
When running randoms on my healer, having a lock around is great, I actually need to heal them from time to time. Most groups and it's earth shield on the tank, riptide for spot heals and not much else. If you're a healer, heal people. Why complain about a core class mechanic that only requires you to do your job in a group?
Sleutel Mar 4th 2010 11:54PM
@Lucidien:
"Why is your mana more important than mine?"
Because Warlocks are designed around Life Tap: they have proportionately smaller mana pools, larger health pools, and higher mana costs for spells. Maybe you can try doing some research about basic class mechanics before you complain about them next time.
@thebitterfig
"Ideally, a warlock should be able to regenerate health equal to the amount of HP they loose due to lifetap"
No, that wouldn't be ideal at all. Infinite mana isn't good for the game balance.
Eturyu Mar 5th 2010 12:19AM
@Lucidien being an altoholic, i have a holy pally, A Tree, and a Holy priest ( i like to heal, and tank mainly) and i have never had any issue with a a warlock tapping, in fact i would encourage it...
As another reply has said, one renew/rejuv/FoL is no bigge to my mana pool, and i'm too ADD to have the entire group wait so a lock can eat some struuuuuuuuuuudel (which is always a fun word)
Robert Mar 5th 2010 1:01AM
To be honest, as a healer, I don't mind life tap at all. When I see a Warlock low on mana, I will go out of my way to fully hot them up so they can life tap.
What ticks me off is when the warlock waits until my hots have expired, THEN life tap. Or better yet, my hots expire, so I put more hots on them; then those expire, then I put yet even more hots on them. Then those hots expire, and I give up, and about 30 seconds later the warlock is completely OOM and can't cast, then they life tap once.
When I throw three stacks of lifebloom and a rejuv on you despite you not pulling aggro and with 100% health, that's your signal to life tap.