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Posts with tag resolve

Warlords of Draenor: Tank changes

Tank
Technical Game Designer Chadd Nervig, aka Celestalon, has been answering some inquiries on Twitter lately, and hinted at a few of the changes we can look forward to with tanking. It seems all tanks are up for tweaks, in some fairly overarching ways.

If you're not familiar with Resolve, it's essentially what Vengeance has become in Warlords of Draenor, albeit with some changes. Currently, Resolve improves self-healing and absorbs done by the tank to the tank and partially converts mastery to attack power. How it will be further tweaked in Warlords remains to be seen, but the overall change itself should help tanks be tanks without overshadowing the DPS.

The rest of the tweet is much more intriguing, but does fit with the overall theme of scaling down we're seeing in Warlords. Lowering tank health and mitigation seems risky, but if boss damage is also reduced, then it shouldn't be a problem. For a long time, Blizzard has made noises about how they wanted to slow down the pace of boss fights, especially in the final tiers of an expansion. Damage that's less devastating, healing that is slower pace and choices that are more meaningful. To me, these changes read as being in line with that philosophy. I will be interested to see them implemented, and how they affect gameplay in the beta.

Filed under: News items, Warlords of Draenor

Warlords of Draenor: Vengeance is now Resolve

This is one of the bigger changes (and one closest to my heart now that I'm tanking again) - Vengeance is gone in Warlords of Draenor, replaced with Resolve. Resolve is basically Vengeance minus the stacking buff to attack power, because of the way Vengeance interacted on certain fights. To put it into perspective, last night was my first night seriously tanking, and I was number four on total DPS - it would have been far higher had I not forgotten I was tanking for the first fight. At present, with Vengeance and tank AoE for purposes of picking up threat (plus, I admit, some fairly beefy Shield Slams once Vengeance stacks all the way up) you can see some ridiculous tank DPS, easily surpassing dedicated DPS players.

The solution being implemented here is to overall increase tank DPS without an unreliable mechanic like Vengeance adding different attack power depending on how much damage the tank takes. This also removes the temptation for tanks to deliberately take more damage in order to get Vengeance stacked up faster. So Vengeance is gone, and Resolve is implemented. How does it work?
  • Resolve improves self-healing and absorbs done by the tank to the tank (so no, it won't buff priest bubbles) based on the damage taken (ignoring avoidance and mitigation, same as Vengeance now) within the last 10 seconds, and your Stamina. This means stuff like Death Strike, Shield Barrier, things of that nature. If you cast a heal on someone else, Resolve won't buff it.
  • Each tank class' tanking mastery will now add 12% attack power, and the amount of attack power will scale with mastery as well. This is in addition to current affects, not replacing it - your tanking mastery will do what you're used to it doing, it'll just also do more.
  • Brewmaster monks will no longer deal less damage. That 15% damage penalty? Gone.
The goal here is for tanking damage to remain meaningful without overshadowing dedicated DPS players, something I feel is profoundly fair. Whether or not it works out for all classes we'll see when we get a chance to test it out, but the basic principle is sound - with tanks now using crit and haste (and the new stats Readiness and Multistrike as well - see Blood Craze here for just one potential use of Multistrike for tanks) we're in a situation where tanking DPS will likely go up just because they're wearing the exact same gear as DPS players. The age of Vengeance's unpredictable scaling probably needed to end.

The section of the patch notes detailing the change is, as always, behind the jump.

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Filed under: Druid, Paladin, Warrior, Analysis / Opinion, Death Knight, Monk, Warlords of Draenor

Interview: Technical Game Designer Chadd "Celestalon" Nervig talks Warlords of Draenor

I was lucky enough to head over to Blizzard Campus this week to talk to Technical Game Designer Chadd "Celestalon" Nervig. Chadd is a huge part of the class design team, key to a lot of the changes we saw in the recent Warlords of Draenor patch notes, which is just what we discussed. We were also joined by Senior Community Representatives Zarhym and Lore. You can also find a much-abbreviated summary on Wowhead.

Olivia: First up, is there anything you really wanted to clarify and get out there?

Celestalon: I've tweeted about pretty much everything. This was the first version of the patch notes, there have been more changes since then, those patch notes are about a week old or so?

Zarhym: Yeah it's like, tons of changes. [Rygarius] said he had a huge list of changes.

Celestalon: There's another five thousand words that aren't up there yet, which [Rygarius] is working on now.

There have been different amounts of patch notes released for different classes. Paladins have been complaining that they haven't got enough, rogues have been really happy that not much has changed. Is it safe to assume there's more to come? This is just step one?

There's definitely more coming. Like, for example, paladins had relatively few patch notes, and a lot of that is we were relatively happy with how things played out, at least for ret and prot, with the exception of a few things we can solve with tuning – changing numbers. So a lot of what you see in the patch notes now is what we call design changes, so the mechanics that we want to change so we can get to some design that we like.

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Filed under: Interviews, Warlords of Draenor

Dispel resistance mechanics changing in 3.0.8

Here's a mechanics change that's been sort of sitting in the 3.0.8 patch notes that deserves a closer look: Dispel resistance mechanics via talents are being changed.

As Ghostcrawler describes it, essentially resistance mechanics will now only protect your harmful damage over time spells and your buffs. Other types of Debuffs and Crowd Control effects, such as Fear, Psychic Scream, and Ebon Plague, will no longer be able to take any bonus from dispel resistance talents such as Silent Resolve, Contagion, and Virulence.

It seems like it's one more way in which, since Wrath of the Lich King came out, Blizzard's been shying away from crowd control mechanics as anything more than a stop gap measure, in both PvP and PvE. Whether this will hold up in the long term remains to be seen, but crowd control artists, be prepared to recast those spells just a bit quicker.

Filed under: Patches, Analysis / Opinion, News items, PvP, Talents, Buffs, Battlegrounds, Arena

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