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Posts with tag life-tap-nerf

Bornakk speaks on the whole esports thing

So a while back, Tom Chilton talked about turning WoW into a "viable Esports platform" in an interview with Gamespy, and lots of players did not take it well. Some time later, the fire has still not died down. Darqchild of the Perenolde server posted another complaint about this the other day, expressing a belief that the creation of a 2nd rule set and the domination of the esports concept had already gone with the implementation of a Tournament server.

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Filed under: Analysis / Opinion, Blizzard, News items, PvP, Classes, Buffs, Arena

2.4 for Casuals, Warlocks and Mages

It seems like an odd mix, but all three of these categories, Casuals, Warlocks and Mages haven't had much change since our initial write ups. Sure Warlocks went through the whole life tap nerf roller coaster ride, but that worked out in the end, eh?

Mages on the other hand got pretty much everything that went on the PTR. The only change is that Improved Mana Shield won't cost the same as the old one. The mana cost will scale with your spell damage.

That being said, check out what 2.4 has in store for Casual players, Warlocks and Mages. And let us know what you think of them.
Patch 2.4 sounds great, but what's in it for you? Find out on our Sunwell Isle page where we list the impact on classes, professions, PvP, Raiders and many other playstyles and interests. Looking for more great info? Check out the WoW Insider Directory for the best of our guides and analysis.

Filed under: Mage, Warlock, Patches

Blood Pact: Why people hate warlocks

Between Arenas, V'Ming spends his time as a lock laughing ominously in AV, tanking Olm with his own minions and pondering troll fashion from Zul'Aman. He's recently started to plumb the depths of SSC with his 0/21/40 build and bragging about 8k shadow bolts.

This progressive patch is a roller coaster ride; is Blizzard toying with our emotions? I can imagine the folks at Irvine playing WoW as a grand social experiment: "Let's put in this class-changing nerf and see how they respond, muahahahaha!" The Warlock community certainly responded, and the mood is somewhat settled, now that the Life Tap change has been rolled back and Kalgan has confirmed that "No other Warlock nerfs are planned for 2.4."

I do not see this as a "victory" for warlocks, as the change was uncalled for to start off with. A PvP-driven change to a class-defining mechanic that affects PvE more than PvP simply defies logic - although some insisted that it was a storm in a teacup. Without arguing (again) how BIG this Life Tap change was really going to be, this episode brought one aspect of the WoW community into clear relief for me.

We are very passionate about the classes we play, and react strongly to all changes - good AND bad. While many non-warlock players saw the implications of the Life Tap change, others simply gloated and cheered that their most hated PvP opponents were nerfed. Understandably, players engage in different aspects of the game, and even PvE players have varying degrees of experience playing with warlocks. However, there's been a plethora of rational discussion, from warlocks and non-warlocks alike, on why the LT nerf was uncalled for. There shouldn't really any grounds for hating (the class, hopefully not the players) out of sheer ignorance.

So why does the class trigger such a negative emotional response with some players?

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Filed under: Warlock, Analysis / Opinion, PvP, Classes, (Warlock) Blood Pact, Arena

PTR Notes: Shaman buffs, Life Tap "change," and more

The PTRs just came back up about an hour ago from a new build being applied; some people were able to get on earlier, but any information they found is liable to be buggy. Here's what's been found since the realms came back online for real:
  • Shaman:
    • Flametongue weapon puts a 50% healing reduction on the target for 5 seconds, refreshing with every hit.
    • Toughness: each point in the talent now reduces the duration of movement-impairing effects by 10%, in addition to the previous effect of increasing armor. This means 50% reduced duration at 5/5.
    • Shamanistic Rage changed; now reduces all damage taken by 30% and gives a chance to regenerate mana equal to 30% [was 15%] of your AP. Lasts 15 s [was 30 s].
    • Global cooldown on dropping totems reduced from 1.5 s to 1 s.
  • [Warlock] Life Tap (rank 3) converts 20% of your maximum health to 20% of your maximum mana. Still terrible, and not very much of a change from the 15% it was at before.

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Filed under: Shaman, Warlock, Patches

March of the Warlocks

The World of Warcraft community has pounded it into our heads that the recent Life Tap change was pretty lame. Luckily, Hortus has let us know that there will be additional changes coming to Lifetap, as Eliah told us a bit earlier.

I'm not here to hit you with the shovel of logic, detailing the Life Tap change yet again, so don't worry. My question is on the methods of giving feedback that the WoW community has displayed. Most specifically: Protests.

The Warlocks were a little more creative in their griefing than the Shaman have been. While it hasn't happened on all servers, many of them saw Warlocks summoning, enslaving, or kiting many powerful demons into the heart of Shattrath. Uvuros, Pit Lords, et cetera. Did this non-peaceful protest have anything to do with the devs' decision to make further adjustments to Life Tap? Personally, I somewhat doubt the protest was a direct contributor to that decision.

I don't think that a protest has ever directly changed something in WoW. I don't believe it strikes fear into the heart of Blizzard. However, it does bring the fact that there are issues into the spotlight. Is this the best way to do that? No, probably not. It does seem to get noticed, at the very least.

[EDIT: My apologies for any misunderstanding: I am aware that this protest was unofficial and not widely organized amongst the Warlock community, and I do not mean to trivialize the feedback the Warlock community has given on the topic. It is merely something that accompanied the Life Tap incident that I wished to supply thoughts on, and see the views of others.]

Filed under: Warlock, Patches

Life tap changes coming

This just in: many players are unhappy with the Life Tap changes that have come on the PTR. But in all seriousness, Blizzard has evidently taken notice, and they promise that more changes are to come. Specifically, Hortus just posted the following in the test realm forums: "Some changes are going to be made to lifetap in an upcoming PTR build. Until that time I think we've got enough feedback." So now it's time to just sit tight and see what happens, I suppose. That doesn't mean we can't talk about it -- how would you deal with Life Tap to fill Blizz's goals of making it hurt more in PvP, while not totally breaking it for PvE?

[Thanks, Fortine Gorganash - H]

Blood Pact: Locks tapped out

Between Arenas, V'Ming spends his time as a lock laughing ominously in AV, tanking Olm with his own minions and pondering troll fashion from Zul'Aman. He's recently started to plumb the depths of SSC with his 0/21/40 build and bragging about 8k shadow bolts.

This has been a sad week for warlocks, ironic given that I was just celebrating the summoning changes two weeks ago. Life Tap - a class-defining spell for locks - has been overhauled on the PTR to return 15% mana for 15% health a few days ago. The Warlock community was incredulous at first - "No way, this will be rolled back like the drain mana change" - that quickly turned to dismay when Eyonix clarified how Improved Life Tap will work with respect to this change.

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Filed under: Warlock, Patches, Analysis / Opinion, PvP, Raiding, (Warlock) Blood Pact, Arena

What does the Warlock lifetap nerf mean?

Ok, if you're going to take my Lifetap, at least let me keep the giant pumpkin.
We've mentioned it in passing, but it's considered by some to be a pretty massive change in the way Warlocks will be played in the future, and thus deserves a closer look. Life Tap will now take a certain percentage of your max hp (26% at the highest rank on the PTR currently), and give you a certain percentage of your max mana (26% at the highest rank on the PTR currently, as well). Before, it took a set amount of your max hp and gave all of it to you as mana.

But what exactly does that mean? How does it change Warlocks, and why do so many Warlocks hate it? Let's look at it closer after the break.

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Filed under: Warlock, Patches, Analysis / Opinion, Blizzard, News items, PvP, Raiding, Talents, Battlegrounds, Arena

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