- Resolved an issue where durations for periodic effects were not always being extended for the full amount when refreshed by another ability.
- Downfall Wing 4: Resolved an issue where Gnomish Gyrocopters may not be destroying Thresher Turrets for Alliance players.
- Razorfen Kraul: Groyat, the Blind Hunter's Drain Life ability should no longer damage or heal for an excessive amount.
- Isle of Conquest: Huge Seaforium Bombs no longer have a level requirement to interact with them.
Posts with tag pve
For me, this is also a great time to switch between overall play styles. Back in Burning Crusade I was a hardcore raider. 25 hours a week of raiding, our guild made it into the top 150 in the world, and I'd tank like an army drill sergeant. When Wrath came around I floundered and had enough, I went down to being "mid core" -- the gray area between casual and hardcore. I'd raid with dedicated groups, but I wouldn't do more than 10 hours a week.
Filed under: Analysis / Opinion
I wasn't kidding about PvP'ers having every reason to hate the proc weapons from Dragon Soul. Taking a fury warrior with twin Gurths into PvP was basically a giant middle finger to everyone who was primarily a PvP'er and didn't raid. And I admit that I flipped that particular middle finger as hard and often as I could, because why wouldn't I? If I were a primarily PvP oriented player, I'd be mad too.
Still, I love proc items. And Celestalon is talking about proc items.
@withkittens1 Potentially. We try to mix it up. Some tiers we go a little more crazy with trinkets, sometimes weapons, etc.- Celestalon (@Celestalon) May 30, 2014
Since cross-realm grouping is possible, we know the next step - something like oQueue that allows you to put together a group of 40 players and go destroy Ashram on an already imbalanced server. If a certain server is already heavily skewed towards the Alliance, putting together a 40 player group (since Ashram exists in the world and not in a raid instance) and just destroying any hapless Horde you come across, or vice versa. Even if you don't pick a server with a faction imbalance, it's still feasible that a big raid group could end up owning Ashram for an extended period of time, and using players that aren't even on the server.
Decisions in the game's design are always made between these two poles - between the ease of abuse, and the benefit it brings to individual players. Sometimes, even with the best of intentions, things don't work out like we'd hope. Reforging, as an example, falls into the 'possible player imbalanced use trumps player convenience' category.
First up is the Weakened Armor debuff. Essentially, this is the old-school Sunder/Expose Armor affect. It's gone entirely. Rogues no longer have Expose Armor, warriors no longer have Sunder Armor and the Devastate prot warrior ability no longer applies Weakened Armor. In addition, the druid ability Faerie Fire now applies Physical Vulnerability instead, increasing all physical damage taken by its target by 4% for 30 seconds. This is because it was thought that having both Weakened Armor and Physical Vulnerability was excessive, since they did basically the same thing. What this means in terms of how we play? Almost nothing. If you're a rogue, you won't use Expose Armor anymore because it's gone. A warrior tank will hit Devastate the same as they always did. Druids are still going to use Faerie Fire to debuff things. Hunter pets that had similar abilities will no longer have them.
Next up is the Weakened Blows ability that almost all tanks had - it reduced incoming damage. The abilities that provided it still exist, they simply don't provide it anymore. Thunder Clap is an example of an ability that currently provides the debuff, but won't in Warlords. Since all tanks applied this debuff, it basically wasn't very meaningful, and instead monsters will simply be tuned to do less damage to compensate for its removal. What changes for players? Nothing. You won't apply the debuff, but you'll still use those abilities that did once apply it.
This particular post is too dense for me to do it any justice, but just as a summation, Cyn explores the way faction imbalance affects random BG's in several ways - how perceived imbalance affects player choices, how the overall popularity of the factions plays out, and the way in which dividing players into factions in the first place causes instability in the representation. It's really a remarkable and remarkably well presented post, and I urge you to go read it.
We already knew that the game would be changing significantly in Warlords. Stats are being reduced (squished) across the board, but Blizzard has already said that while stats will be going down, your relative power won't -- back in September Ghostcrawler assured us that mobs will still take the same time to kill, even though the numbers involved will be different. And in this update, Blizzard let us know that they're still on track for that relative power idea... that is, unless you're a healer, specifically saying, "we're buffing heals less than we're increasing creature damage."
So just what does this mean for future PvE encounters? Let's take a look.
- Currently, with healers able to heal everyone so quickly, fight damage has to almost kill them instantly to get healer attention, which is a design they want to get away from.
- The goal is for every healer to have a triage-capable healing kit without feeling the same.
- No, they're not just trying to repeat Cataclysm's healing game.
- Shamans have too many smart heals. But they have less instant cast healing that other healers.
- The changes to crit damage and healing in PvP mentioned in the watercooler are indeed PvP only.
- These changes are intended to affect all healers - this is a start for beta iteration to follow.
- Healers may have time to put DPS attacks into their rotations while healing in the new healer paradigm.
- Baseline mana regen will be higher, but you'll still use spirit to boost it when you get it on gear.
Jack has done a crazy amount of WoW movies over the years. You can check out his Youtube channel for movies dating all the way back to the original vanilla 40-player version of Naxxramas. Sadly, we haven't seen any Mists-related content from Jack, and I don't know if we will at this point. But Burning Crusade The Movie remains one of my favorite kill-compilation videos to date, and it's always worth a re-watch.
Then, with Burning Crusade, back in 2006, the combat rating system and Resilience were both introduced, along with arenas. PvP gear was born. It's been through many different iterations since then -- too easy to get, too hard to get, too bad for PvE, too good for PvE, different effects, stat budgets, you name it. But history, while it merits repetition, shouldn't have too much bearing on this question in today's game.
I admit I especially like the idea that misclicks and such would never damage a flagged player, thus preventing a host of shenanigans I've seen over the years (mounted flagged players crowding on top of quest givers, stealthed players jumping while flagged in front of melee characters in order to get them to flag so that their friends can kill them, you know the ones I mean) and would put the decision to PvP squarely in the hands of the player in question.
I for one am excited for this. Keeping PvE-focused players able to absolutely refrain from PvP is fundamental to player enjoyment on both sides of the PvE/PvP debate, in my opinion.
bengstra would like PvE and PvP completely separated.
I have long held they need to keep their PvP out of my PvE. It is simply impossible to balance and one side or the other is constantly being impacted by the side they want, and have, no part in. This makes for constant ping ponging and frustration (think Stampede for a text book example of ping ponging).
Filed under: Analysis / Opinion
- Auchindoun and Laughing Skull
- Black Dragonflight and Skullcrusher
- Aegwynn and Gurubashi
- Balnazzar and Warsong
- Burning Blade and Onyxia
- Chromaggus and Garithos
- Dalvengyr and Dark Iron
- Dethecus and Detheroc
- Dunemaul, Maiev, Boulderfist and Bloodscalp
- Hakkar and Aegwynn
- Rivendare and Firetree
It looks like the Maiev/Bloodscalp/Boulderfist triad can expect another addition to their happy little family with Dunemaul. In addition, Hakkar will join Aegwynn, which was connected to Gurubashi last week. If you're a player on one of the realms slated for connection, you might want to keep an eye on the official thread for future updates.
- Balnazzar and Warsong
- Gurubashi and Aegwynn
- Dalvengyr and Dark Iron
- Garithos and Chromaggus
- Onyxia and Burning Blade
- Maiev and Bloodscalp/Boulderfist