A complete list of the class changes will be posted after the jump.
Posts with tag Nerfs
A complete list of the class changes will be posted after the jump.
@Divine_Namjoo We agree. I'm not sure that design angle has payed out well.- Greg Street (@Ghostcrawler) July 16, 2013
The abilities are particularly problematic in PvP, where players can chain several attacks or crowd control abilities together within a short period of time. What do you think? Do cooldown resetting abilities belong in the game? Are they overpowered?
Filed under: News items
The hotfix for yesterday was a nerf to the Lei Shen encounter in the Throne of Thunder for Raid Finder groups. Lei Shen's overall hit points have been reduced by 10%, and the Static Shock effect from the North Conduit now deals only 300,000 damage at zero energy, down from 650,000. That's a big change, and hopefully will make that encounter a little simpler for struggling Raid Finder groups.
Bashiok adds to his post, explaining how, in Mists, Blizzard is essentially trying to strike a happy medium between previous expansions' attitudes to gear progression. Cataclysm's gearing model devalued old content progression too quickly, allowing players to effectively jump straight into the current raids, while previous expansions had been criticized for their linearity.
Mists retains an element of that linear nature, with Bashiok saying that new characters will have to go through Mogushan Vaults, Heart of Fear and Terrace of Endless Spring, but that drop rates will be increased and the content made easier. He does note, however, that this 10% nerf is currently slated as a one-time reduction, rather than step one of a set of progressive nerfs.
What do you think of this? Hit the break for Bashiok's full post, explaining the philosophy behind the changes.
Rogues? Nerf. Mages? Nerf nerf. Shaman? BUFF. 4th Shaman spec uses HATS instead of totems. Done.- Dave Kosak (@DaveKosak) January 27, 2013
Lead Systems Designer Greg "Ghostcrawler" Street recently tweeted the following:
.@rick97950219 We are concerned that trinket nerfs were not sufficient in curbing mage and warrior burst. Discussing options.- Greg Street (@Ghostcrawler) December 7, 2012
Given Ghostcrawler's tweet, it seems that warriors and mages are still putting out too much damage, in Blizzard's eyes at least. While it may be the case that specific actions are required to address these classes, any attempts to improve the situation in PvP are appreciated.
Mists of Pandaria is here! The level cap has been raised to 90, many players have returned to Azeroth, and pet battles are taking the world by storm. Keep an eye out for all of the latest news, and check out our comprehensive guide to Mists of Pandaria for everything you'll ever need to know.
The question is, though, have you ever thought "man, this class I'm playing is way too strong. I really need a nerf." I had a moment of this in the Mists of Pandaria beta, when I chose the talent Call of the Elements, which, at the time, reset the cooldown of every totem except the elemental ones. I knew it was way too strong to be able to drop a healing tide totem, then a mana tide totem, then use Call of the Elements, and drop both one after the other again. It was too much, too easy, and while it was lovely, I knew it needed a nerf. Unfortunately it was nerfed pretty much into uselessness, but these things happen.
The question is, have you ever, particularly on live servers, looked at your main or any of your characters, and thought "I need a nerf"? Have you ever posted on the forums that your class is far too strong? Have you ever supported another poster's call for nerfs to your class? Do you need a nerf right now?
Filed under: Breakfast Topics
But there's more to the slowbie playstyle than alts making the occasional frolic through pre-Mists raids. Many players don't have the schedules, game knowledge, group coordination, or individual skill strength to push through an entire tier of raiding before it's nerfed. If you just opened your mouth to protest "But everybody can get through LFR or normal-mode raiding nowadays!", then you're in for a whole world of surprise. Many players find it more rewarding to play with friends and family than to progress without them, which can be challenging for groups with a bad group composition, scheduling snarls, or player weaknesses in key positions. The game is just as fun and rewarding for these players -- but it doesn't move very quickly.
So if you're one of those happily playing along behind the curve, do you take advantage of the raid nerfs, or do you plug along without them? What about small-group or solo content and achievements that get the nerf bat before you can work your way through them -- how do you plan for and handle those? Are you even aware of the differences in the content as it was launched and as you're playing through it today, and do you care? What content are you playing through now, and do you foresee catching up to Mists in the near future?
Filed under: Breakfast Topics
Again, these aren't verbatim quotations from Ion and John, as I simply can't write that fast, but the overall statements are accurate representations of their responses.
Are there any encounters Blizzard have had to alter or leave out due to technical constraints?
There was a boss leading up to the Lich King who you had to heal (Valithria Dreamwalker), and that was a huge challenge for their existing technology. If you think about it, Ion explained, up to that point, every healing spell in the game was designed to be cast on a friendly target, that is to say, a player. So the devs were faced with the task of reworking every healing spell in the game. They didn't want players to only be able to use certain spells on her, as that would have been bad, so they redid every healing spell. The technical team changed the game's design so that the boss basically became a raid team member. Ion and John explained that it's all about working out creative ways to implement the designers' ideas.
Well, it seems I was wrong, for in the very next tier of content Blizzard released, we saw progressive nerfs to these difficult fights. Personally, I prefer to keep these encounters the way they are, at least until a new tier is released. Something just feels wrong to see the hardest fights available made easier through a series of hotfixes. Even with respect to my own guild's progression, having sweeping nerfs hit Firelands just as my guild was putting in some really good attempts on Ragnaros felt like Blizzard moved the finish line, taking what would have been a very gratifying kill and turning it into an accidental one-shot that contained none of the catharsis we had felt during previous boss kills.
What do you think? With the Raid Finder now a reality and a new expansion looming on the horizon, do you think the difficulty of heroic raid encounters should be static, like those from tier 11, or should they be more flexible?
Normal difficulty bosses Shannox, Beth'tilac, and Rhyolith took 15% decreases to health and damage, whereas all of the other bosses in Firelands took a 25% hit. Certain trash packs have had their proverbial bite removed, and Alysrazor's tornadoes will now move more slowly. All adds in these encounters have had their health pools and damage decreased in the same proportions to their corresponding bosses'.
On heroic difficulty, all bosses' health pools and damage, along with adds' corresponding health and damage, have been reduced by a blanket 15%, which is a huge nerf for heroic modes. Alysrazor also drops more feathers on both difficulty settings, and her Wings of Flame buff is now a static 30 seconds.
While many players will be upset with these nerfs, I can only imagine the many raid groups that will happily charge forward to finally defeat the encounters that they have been banging their heads against for the better part of the patch. Blizzard has said that there will be more nerfs coming, as this is just the first round, so make use of this time to get as many of the bosses as you can while the getting is hot.
Bashiok does say that servers will take a bit to gain the momentum and general fluency with the encounters, but that it is entirely able to be pugged. Further, he says that from here on out, Blizzard has adopted the mantra of one cutting-edge tier, with the previous raids nerfed to allow players an easier time to complete them.
Personally, I am a huge fan of this type of content shift, and I think we've reached a pretty good compromise with regards to content accessibility and raid design. Raiders get their challenge while the content is relevant, hard modes are still skill-based encounters that do not get the nerf bat, and the previous tier of normal mode content is much more accessible to more casual raiders. Much as Ulduar drakes still presented a challenge in execution during Wrath even though we outgeared them, hard modes in Cataclysm are the execution challenges that will still prove to be tricky for meta achievements. Count me in.
Follow us after the break for the full list of patch notes.
Even though I wasn't responsible for it, its nice to believe that my little story in last weeks column might have influenced the Mana Tide change. What is the change, you ask?
It won't be an overpowered mana reset ability anymore. I have to admit, I do miss having that synchronizing aspect that all the healers share. Having a shaman give a 3-second warning that he is going to drop a Mana Tide cued the rest of the healers to activate their spirit trinkets. I thought that was a neat little interaction. I wouldn't mind seeing more of it somehow later on -- little ways that help promote (but not so much require) healing coordination would be a cool addition. I'm just not sure what other ways methods can be explored.Mana Tide Totem has been redesigned. The totem no longer multiplies the Spirit of those affected by it. It instead gives a flat amount of Spirit equal to 400% of the casting shaman's Spirit, exclusive of short-term Spirit buffs affecting the shaman when the totem is dropped. In addition, its effects are now raid-wide.
On the bright side, I don't need to figure out which players have the lowest mana regeneration in order to stack them into the healing group.
But hey, enough about resto shaman already! Some additional healing changes (both nerfs and buffs) will be coming soon. No idea if any of this stuff is going to stick. Tell me what you think.
Like I said, it's an epic post, and we won't reprint the whole thing here. This, however, is the key takeaway:
All that being said, though, is Blizzard really satisfied with its dungeon designs and their current level of difficulty? Hard heroics are indeed hard, but the updated PTR patch notes for 4.0.6 (which went live just yesterday at almost the exact same time Ghostcrawler was discussing heroics) indicate that a series of nerfs is coming our way. That will no doubt lead to player rejoicing, but remember -- heroics are naturally getting easier as people get more familiar with them and players continue to compile better gear, which makes completion even easier still.
Filed under: Cataclysm