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Posts with tag tweaking

The two steps of ability development


After someone asks a question on the forums about the new Mage Tier 10 bonus and the numbers behind it, Ghostcrawler brings up a little interesting insight into the way Blizzard puts these abilities and attributes together. He says that there are two steps to implementing a new ability: mechanics first, and then numbers later. That may seem common sense (and to a certain extent, it definitely is), but it's interesting to note that it's always what the ability does first, and then numbers later. Blizzard is much less likely (relatively speaking of course, and there are plenty of exceptions to this rule) to put a new ability into the game than just tweak current numbers.

It makes sense, and if there's a new ability you've been waiting to see in the game, maybe the reason Blizzard hasn't tackled it yet is that they're working on tweaking numbers to try and fix it without starting up a new mechanic. Ghostcrawler also says that this is the PTR we're dealing with, and so of course those Tier 10 bonuses aren't set in stone yet, just like everything else being tested. They don't call it the PTR for nothing.

Filed under: Mage, Tips, Odds and ends, Blizzard, Expansions

Player reactions to dual specs

Just in case you haven't been following what people have been saying about the dual spec system lately, Slashhug has a terrific post up covering all of the concerns and thoughts about the new system and how it will affect groups and raids. It's long, but he covers all of the bases, from how hybrids with two specs will affect which players get chosen for groups, to loot and how that will work (the same -- main specs first, offspecs if needed), and even soloing and why dual specs will be a blessing for classes who are normally built more for group play.

There's not a lot of new complaints or answers in here -- lots of it has already been discussed on the forums and in our own posts. But Slashhug does a great job of wrapping it all up into one big tasty dual spec sandwich, so you can catch up on all the thinking about dual specs so far. The bottom line, in terms of player reaction, is that dual specs will allow you to do more with your class than you can with just one spec. If you want to heal, you can still heal, or if you're built for tanking, you can still do that. But in groups where things don't quite fit (you've got a few tanks and your DPS is a little low, or your Priest could use a little extra help healing for this boss fight), dual specs will let you make the necessary tweaks right then and there, and excel that much more.
Patch 3.1 brings us Ulduar, dual specs, significant changes to all the classes, and more! We've got you covered from top to bottom with our Guide to Patch 3.1.

Filed under: Patches, Analysis / Opinion, Classes, Talents, Wrath of the Lich King

Ghostcrawler: Healing is next for an update

Ghostcrawler just popped up on the beta forums with some good news for healers: while tanking has gotten the focus lately in terms of mechanics and tweaking, healing is apparently next on the docket.

It's nothing to hold your breath over (you'll pass out way before we see any changes on the realms), but Ghostcrawler says that healing is due for a revamp in terms of "fun," and while he says it'll be "a more challenging fix because what people think is fun about healing varies and some people are pretty happy with it already," he also hints that it'll be a pretty big change. Right now, healing is basically whack-a-mole -- when someone gets hurt, you cast a heal on them -- but Blizzard may be rethinking that mechanic completely. We'll have to wait (probably quite a while) and see.

It's also interesting to note that Death Knights are a tanking class, and tanking got the revamp in Wrath of the Lich King. While some healers probably won't want to wait all the way until the next expansion, could this be a hint that we're looking at an Emerald Dream expansion, with an Arch Druid healing Hero Class, and an accompanying revamp of healing mechanics? Obviously, that's a stretch, but it makes sense, doesn't it?

Filed under: Druid, Paladin, Priest, Shaman, Patches, Analysis / Opinion, Blizzard, Expansions, Classes, Buffs, Wrath of the Lich King

More item tweaking going down on the PTRs

If you thought the item stats tweaking was over, think again. When players were amazed that the new Tankatronic Goggles saw a nice buff (that could actually compete with Tier 6), Kalgan showed up with a firebomb: the current build on the PTRs only has about a third of the item changes coming down. He says "nearly every level 70 epic item in the game is in the process of being updated."

Curse has a few of the changes already-- blacksmithing weapons and armor have been boosted, arena weapons saw a buff, and (most exciting for me, since I'm not a blacksmith or a good PvPer), the Badge of Justice stuff has been improved a bit. So expect a lot of changes (for the better, so far) whenever the patch does come out. In fact, with all these buffs, I'm wondering if something is going to give. Hopefully, the devs decided to buff the high end stuff, rather than nerf the more obscure items.

Oh, and the look of the Mongoose enchant has changed yet again. I'm glad that whoever's job it is to design that enchant is really taking the time to make sure it's exactly right.

Filed under: Items, Analysis / Opinion, Blizzard, Enchants

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