- The upcoming item squish is detailed, both in terms of the reasoning behind it and the effects it will have. In order to ensure old content will still be soloable, you'll even see a buff implemented when higher level characters clear older content to make them even more powerful by comparison.
- Base damage on player spells and abilities is being removed - all abilities and damage will scale with spell or attack power.
- Racial traits are being adjusted - high outliers (like, perhaps, Every Man For Himself) will be reduced in power, while obsolete abilities will be removed entirely.
- In terms of the ability purge (called 'pruning' here), one big target is Cooldowns. Various classes with multiple cooldowns will see them removed or combined.
- Crowd Control is seeing a significant overhaul and reduction, with a complete list on the blog post - examples include interrupts no longer having added silences, certain CC's like Cyclone now being dispellable, and all stuns now sharing the same DR.
Posts with tag Changes
But the changes noted in @AlteracValley's screenshot above are not yet on the patch notes. What are we looking at here? Well, the eagle-eyed observer will note the removal of some hills outside the Horde base, which previously allowed Alliance players to jump over the wall and avoid the usual entrance. As @AlteracValley also noted on Twitter, the hole in the Frostwolf fence has been repaired.
Are these changes going to swing the battleground back in the Horde's favor? As recent win-loss ratios indicated, Horde have a hard time in Alterac Valley. While all balance changes are great, I doubt it's going to have a big impact. It is, after all, a couple of minor changes that many casual PvPers will not even notice. But time will tell, and it's great to see change happening at all in the game's least popular battleground.
Filed under: PvP
There are, indeed, a great many things I miss. Some of them I get to see whenever I want, like Blackwing Lair and Un'Goro Crater, others are players who stopped playing, playstyles that are no longer valid (I loved and will always fondly remember the days of fury tanking Stratholme for my guild Eldritch Way over on Kilrogg, then taking the technique into raiding on Azjol-Nerub with Sworn, fury tanking in MC, BWL and AQ before finally speccing prot to tank Naxx) and even places that are just plain gone now. The other day, while doing my weekly scouring of the Barrens I realized that ever since Cataclysm, the zone I remember is gone, baby - Mankrik's wife is buried, and the days where I rolled a horde and leveled it to 60 just so I could attack my own guildmates when they raided the Crossroads are just as buried as she is.
Cynwise at Cynwise's Warcraft Manual is playing his warlock. He writes
I want to enjoy playing a Warlock as they are now, flawed yet challenging, before they go away.I can understand this sentiment. For many, it's like their classes are changing so much that it's not the same class. Even if the changes are for the better, it can be hard to accept so many differences from the character you know and love.
Personally, I'm impatient. Now that I've seen what's up in the MoP beta, I want it. I want it now. I love my red panda and mistweaver monk, and I don't want to play anything else. I think that my attitude is unfortunate; however, as I'm not taking advantage of the game I'm paying for as much as I should.
Are you savoring the now-ness of your main? Will you miss your class as it is? Or are you anxious for the changes that will come in Mists of Pandaria?
Filed under: Breakfast Topics
For example, MoP has AoE looting: just one right-click and all the nearby corpses are relieved of their valuables (or organs as the case may be). I have seen some people in general chat confused by this change. "I can only loot one body!" But once this change goes live, all new players will consider AoE looting the norm.
Filed under: Breakfast Topics
I have a troubling relationship with the concept of playing an alt. First off, I don't really get alts. I know people who have four or six or even eight level 85 characters, geared and kitted out for raiding or Arena/RBG play. One woman I know has completely filled up two servers with level 85 characters (full character window, a server she plays Horde on and a server she plays Alliance on) that can at least run a random Hour of Twilight heroic. I accept that this exists, but I can't imagine doing it.
See, I'm middling at best about my achievements in game, but there are things I've done that you can't do anymore. I mean, every time I ran the 5-man Zul'Gurub, I kept thinking about how I'm a hero of the Zandalar tribe. Shouldn't they at least try and talk me out of killing them? Shouldn't I at least have the option to say, "Hey, guys, it's me, can we chill out on this?" and then we could express our sorrow at having to come to blows?
I can't do that on an alt. Well, OK, I can do it on the other two warriors who are also heroes of the Zandalar tribe, but you get my point. An alt's not going to have all those titles I barely realized I was earning, or my Mimiron's Head, or a Sulfuras in the bank laughing at me every time I got to the trasmogrification ethereal and get a hit of sweet, sweet gear changery.
Sharp-eyed Alewen reports that interaction has been changed. Ji now simply greets characters by saying, "You seem poised and ready. I can tell we are going to be good friends." This means Ji is no longer concerned about physical attractiveness; Ji remarks only on all characters' readiness for battle.
Epic gems will come in patch 4.3. They'll not be prospectable from Pyrite or anything else -- instead they will drop from geodes on raid bosses. This may not be the final design, but it's what Blizzard has decided so far. The people who need the gems most are going to be the source for the uncut gems, and the quantity available will be very low.
Every time I've talked about this before, I've hedged my bets that Blizzard might drastically change the design for epic gems compared to the last expansion. As things turn out, it did, and we're going back to a design reminiscent of epic gems in The Burning Crusade, which were mostly available to raiders. Everyone who stockpiled Pyrite now has to decide what to do with it.
The video shows a lot of promise and effort. They clearly scripted out the movie and put a lot of time into learning how to animate WoW characters in machinima. The voice track was challenged, however, and the dialogue was a little muddied. Improving the vocals would go far in improving the film.
There's definitely talent and potential here. I especially liked the use of the Azeroth outhouse as a TARDIS. I hadn't seen that gag before, and I felt it was absolutely brilliant. That bit alone was enough to make me send the video to a few friends.
Despite several bright moments, though, I think the script could have used a little tightening. It's important in machinima to have a strong narrative whose plot points almost leap out from the screen and punch the viewer. I think stronger narrative conflicts would have helped hold audience attention, letting payoffs like the TARDIS stand as stronger punch lines.
Overall, this video was a lot of fun. I sincerely hope The Raven Bristow keeps creating videos, honing their craft, and improving their skills. There's a whole lot of potential here, and I'd like to see it realized.
Interested in the wide world of machinima? We have new movies every weekday here on WoW Moviewatch! Have suggestions for machinima we ought to feature? Toss us an email at email@example.com.
Filed under: WoW Moviewatch
- Rallying Cry is a new ability that seems to work like Last Stand for the entire party or raid.
- Colossus Smash now only lowers armor by 70% for 6 seconds, down from 100%.
- Intercept stun is reduced to 1 second. In addition, Juggernaut will no longer increase the stun duration of Charge.
- Whirlwind will now reduce its cooldown by 6 seconds if it strikes four or more targets.
- Several arms abilities have had their damage increased, from Mortal Strike (175% weapon damage) to Overpower (145% weapon damage) to the talented Improved Slam (increases slam damage by 20/40%, up from 10/20%). These are most likely intended to compensate arms for losing Colossus Smash's armor penetration, indicating that nerf was aimed at fury DPS.
- Finally, Improved Hamstring will now also reduce the global cooldown on Hamstring by half a second for 1 point and a full second for two. Less stunning for warriors and more snaring seems to be the order of the day.
When people talk about raiding in Wrath of the Lich King, a lot of the complaints often boil down to Naxxramas. It was out too long before a new tier of raid content, the fights were too dumbed down from the original raid's difficulty and it was too easy. It was an unimaginative way for Blizzard to cut corners and save time developing Wrath. While I'm personally critical of Naxxramas as a raid instance in its current implementation, let's look at these points and discuss their validity.
- Naxxramas was out too long before a new tier of raid content. This one's pretty subjective, but we can consider two factors. First, Naxx went live with Wrath's release in November 2008, alongside Malygos (Eye of Eternity) and Sartharion (Obsidian Sanctum). Malygos' itemization was half a tier superior to that of Naxx itself, so that items that dropped in the 10-man version of Eye of Eternity were equivalent to those that dropped in 25-man Naxx. Malygos-25 drops were superior to anything that dropped in Naxxramas off anyone but Kel'Thuzad himself. So while we could say that this entire tier of raiding lasted from launch until the release of Ulduar in April 2009, it's unfair to single out Naxxramas as the sole offender. Furthermore, Trial of the Crusader launched in August 2009, meaning that Ulduar's duration as the top tier of raiding was only a month shorter than that of Naxxramas/EoE/OS. Are we really arguing that the 20 bosses of those combined three raids had so much less raiding potential that an extra month or so wasn't at least subjectively justifiable?
- The changes with the Frozen Orbs being greed only and the new uses for it? Excellent.
- Auction house updates and cooldown removals? Nice. I'm a tailor myself. Free raid buffs just by being able to manufacture the specialty cloths anywhere, right?
- Changes to the way raid buffs function? Score!
- I haven't tried out the new Random Battleground system yet, but I think I'll be sold on it as well.
- The changes to the healing priest tier 10 4 piece bonus. (Redesigned. This bonus now increases the effectiveness of the caster's Power Word: Shield by 5% and Circle of Healing by 10%.)
- The ability to skip the Culling of Stratholme introduction dialog. In my dungeon runs, I'd always see players who drop group upon finding out that was the instance we were in. Truly awesome!
Filed under: Breakfast Topics
- Block will be heavily redesigned. There will be no more block value of any kind and all blocks will remove 30% of a blocked attack's damage. Block rating will still improve your chance to block as it does now, but if you do block an attack, rather than the current system where you block (as an example) 2000 damage because you have a shield block value of 2000, you'll block 30% of whatever the damage would have been. This means a gimmick block set won't make you invulnerable to trash mobs, but also that block will be more useful against bosses who hit for 50k. (A boss who hits for 50k now would hit for 48k using our hypothetical block value. He'd hit for 35k with the new system, as 30% of 50k is 15k.) This also means that Shield Slam will need some other method of calculating its damage.
What does this mean? No idea, but it appears as though the various class changes and tweaks that were announced for patch 3.3.3 aren't set in stone just yet, which is what Ghostcrawler said late last week. This fluidity should be expected, after all, as it is a public test realm. Players on the PTR may want to keep an eye out for the changes, and possibly expect some sort of minor patch this week. When an announcement is made about the changes, we'll let you know!
Filed under: News items
- Revenge: Damage done by this ability (base and scaling) increased by 50%.
- Rampage: This effect is now passive instead of being a proc from critical strikes.
The Rampage change, on the other hand, is what the ability always should have been. While a talented Leader of the Pack will still be better with its healing benefit, Rampage is now exactly as good as the baseline ability. I never understood making Rampage, an ability you have to spend quite a few talent points to get, inferior to one 10 points cheaper. Sure, it's nothing that's going to make or break the spec and it really should have been what we always had, but at least it's finally here.