Q: Sometimes it seems you try to fix 'underpowered' class specs by increasing numbers, rather than trying to solve the underlying issue (like RNG in fire spec: you just increased numbers rather than making the dps more stable)A, Ghostcrawler: RNG is what you are signing up for when you play Fire. We don't view that as a crippling problem that needs to be fixed. Now there is such a thing as too much RNG, but we don't think Fire is in that spot. Sometimes you'll get a lot of Hot Streak procs etc. and sometimes you'll get less. Our design intent is that if that bothers you, play Frost or Arcane instead. (Obviously the DPS needs to be similar overall for that to feel like a real option.)Blizzard confirms that they are idiots. "What's that? A spec has a major, overarching problem? No it doesn't. Don't be absurd."Fire's biggest problem is RNG. This is not something we should be "signing up for." RNG should not be a spec mechanic, ffs.Of course RNG is a spec mechanic. Fire's biggest problem is not "HOT STREEK ISN'T PROKIN FOR LIEK THE FIRST FIVE SECONDS OF THE FIGHT!1" I'd say Fire's biggest problem is Ignite munching, which can really screw things up. That, however, is a bug, and one that they've tried/are trying to fix. Furthermore, on the topic of Fire RNG, Fire has a way of reducing that very same RNG as they gain gear (through crit), while a lot of other mechanics have no such thing. For example, Paladins cannot simply stack enough of any stat to make their procs reliable. No amount of Mastery, Haste, or Crit is going to make Runic Empowerment proc any more reliably, only proc more.
Q: What about Windwalker Monks is gonna make us wanna play them? Like, what skills/abilities/buffs will they bring to the raid comp that's gonna make people wanna bring them along?A, Koraa: Here's one Windwalker mechanic. You can summon what are similar to Diablo III health globes with a maximum of 3-5 or so that heal players when they run through them. So you could setup a few of those in an area, and players who have to run from beams or fires can run through your orbs for some quick healing. Not "must have" but something other healers dont' exactly bring right now.Correct me if i'm wrong, but isn't the windwalker the DPS spec of the monk? so either there's an error on the transcript or the blizzard guy didn't answer correctly.But if there's no error, i'm not going to play a windwalker :p cause i don't want to heal on a dps spec unless is a passive stuff.(The mistweaver is the healing spec)
Frost tree currently has too many CC abilities.*gasp* NO SHlT Sherlock O_o it only took them 7 years to figure that one out.
Malefic Grasp is a channelled nuke which increases the damage of your DoTs on the target by increasing their tick rate by 100%.lol we're turning into Shadow Priests.Which is a point deserving a lot of attention, because blizzard have for the reason of too closely mirroring the shadow priest playstyle denied us drain life as a viable filler instead of shadow bolt, yet then go and do the very thing they were criticising by adding in a chanelled nuke, and one that will look like being our filler due to it being a shadow bolt replacement.It makes me wonder how nightfall procs, if still existing in any form would operate.As much as the warlock questions gave us answers, they gave us a lot more questions too.
A, Wradyx: One of our core design philosophies is "Make it Overpowered". As much as possible, we like to start with abilities being very strong, and then correct problems as they occur.ohh boy :S that doesn't sound good at all.
Frost tree currently has too many CC abilities.*gasp* NO SHlT Sherlock O_o it only took them 7 years to figure that one out.I think the bigger issue is that the root effects lack DR.
A, Wradyx: One of our core design philosophies is "Make it Overpowered". As much as possible, we like to start with abilities being very strong, and then correct problems as they occur.ohh boy :S that doesn't sound good at all.It's actually not a bad approach. Starting overpowered makes it very obvious what effects abilities have, whether they're cool and fun to play, etc., which gives a good starting point for further refinement.It's similar to the idea of the "rule of two" in game design (which suggests that, if you think that some game design parameter is out of balance, you double it or half it, instead of trying to nudge it 10% at a time).
No more totems for shaman because they have unnecessary restrictions after homogenization? So what? That's what makes them unique. Next thing you know, warlock and hunter pets will just become DoT's with an animation that makes it look like a beast or demon is attacking the mob because "other classes can do full DPS without worrying about their pets dying" or something like that.I believe they mean no more passive buff totems, rather they would prefer totems all provide an actual utility, so you'll see things like the new Repulsion Totem or the "Tranquility" Totem. Don't get your panties in a twist until you know what you're talking about.No, I understood that was what they meant. It's the principle behind the change: just because something is slightly less convenient for a class because it fits in with their gameplay style doesn't mean it should be changed so that it is exactly the same as other classes. I sort of feel the same way about rogues being able to use vendetta to allow maximum dps at ranged now. Sure, melee classes are inherently at a disadvantage when the target moves a lot, but they shouldn't have make it so melee classes can suddenly become ranged classes, however temporary.It's really just the continually taking this class homogenization to another level that is bothering me.On a side note, I love how people on these forums jump on the smallest chance to try humiliate or embarrass another person :) I appreciate the effort.
Malefic Grasp is a channelled nuke which increases the damage of your DoTs on the target by increasing their tick rate by 100%.lol we're turning into Shadow Priests.Drain spec existed...=PThis is also a rather different channel than mind flay specifically "Nuke" means going to tick hard so more like Drainsoul does in last 25% probably not quite as hard but will still scale with mastery like our other dots and speeding them up sounds like its going to be awesome
Why only 8 raid buffs when there are 10, soon to be 11 classes? Shouldn't every class have something that makes you go 'I'd love to have one of those too.'?Talent approach is still backwards. Less choices =/= more customization.Why do they want to bring Primary and Secondary stats closer in magnitude? I don't understand why that is an issue.I like the base resilience idea, no more need to build a PvP set if you aren't primarily a PvP player.Why have Int no longer directly increase mana pool? Wouldn't this be fixed with the 'stat squish' idea?Dunno about the Dispel change. It raises the stakes for hitting your Dispel on every CD, and Healers already have a fair number of CD issues.Thank goodness they finally realized Frost Mage PvP is OP. That only took a couple years. Ditto for the planned changes to Rogues. They are waay overdue.Don't like the 'RNG is part of Fire' statement. Smacks of previous examples of Dev hubris. Over-reliance on RNG is never good design.Monks are sounding cool. Assuming other factors allow, I look forward to rolling one.Skeptical of the 'streamlining' of Shamans, but I don't have one, so /meh.
No more totems for shaman because they have unnecessary restrictions after homogenization? So what? That's what makes them unique. Next thing you know, warlock and hunter pets will just become DoT's with an animation that makes it look like a beast or demon is attacking the mob because "other classes can do full DPS without worrying about their pets dying" or something like that.I believe they mean no more passive buff totems, rather they would prefer totems all provide an actual utility, so you'll see things like the new Repulsion Totem or the "Tranquility" Totem. Don't get your panties in a twist until you know what you're talking about.That IS what they mean. This has been stated by the devs a dozen times already and it's been all over the place for weeks now. Goodbye Strength of Earth as a totem. Hi to SoE as an aura buff. Hi to cooler utility totems.Yes, that is what they mean. The transcriber really messed up there. If ever they come up with the 'No Totems' idea', that would be the last day I'd even think about WoW.
Looking forward to warrior change!Some more stable rage generation would be Wonderfull
Just another nail in the coffin for me. I really just don't find any of these changes appealing for the classes I play. It's kind of a no win in some cases. Some people are bored with WoW and want this deviation from playstyle they are going for, others like me don't want it to change and like it just the way it is. Oh well, can't please everyone. Much like with Cataclysm, I'm not looking forward to this expansion based on playstyle and mechanics changes, rather than content (though I will go on record that I think Pandaren are ridiculous).
I've been a fairly constant defender of Blizzard when it comes to their design ideas for MoP, and I still think that the new talent trees and many of the other changes are good.But, I have to agree with people that a lot of these changes just seem really, really, really bad and not at all cool. Rogues doing damage at range? Why? Healing orbs for Windwalkers? Again, why? No one even likes Lightwell, and you only have to click on that, not run through it. Trying to shoehorn in more shapeshifting for druids? Again, why? What does that bring to the table? Warrior stance-dancing is monotonous and requires more keybinds for a class that already needs a lot of keybinds, and they think expanding that mechanic will be a plus for the fun of the game? I don't think so.That said, I kind of dig the shaman changes, and the warlock changes sound pretty damn cool. But overall... I'm kind of feeling more "meh" about the expansion than I was before. I've been pretty much constantly subscribed since vanilla, with only a few breaks. Even when I had a lot of stuff going on with school, WoW was still a fun distraction, and I still have a lot of fun making alt tanks and destroying some vanilla content. But, really, I think that this will be the end of my days as a WoW player, unless things start to look significantly cooler by the time the expansion nears.I actually have a lot of faith that Blizzard can pull it off, they've shown time and again that they're the A-team, they know what they're doing (for the most part), and they understand what makes the game fun. As of right now, though... I'll probably unsubscribe after a few LFD Deathwing kills, and won't resub until I can roll a monk. Then again, I do want to finish leveling my warlock. Plus, even if I don't, my plan is to buy Starcraft II and get my ass kicked because I suck at RTS games. So, basically, Blizzard owns my soul (except for the portions of my soul that enjoy blowing people up in TF2).
I gotta say, these changes have some good parts that seem kind of cool, and some really lame parts. I like the mobile mage idea for my Arcane, but it seems to me like DK's are getting the shaft. Druids are starting to look overly complicated too, and I have had no problems thus far with mine or any other healers, why fix what ain't broke?
Malefic Grasp is a channelled nuke which increases the damage of your DoTs on the target by increasing their tick rate by 100%.lol we're turning into Shadow Priests.You've got it backwards: Affliclocks are getting back to where they should've been all along, and if Blizzard doesn't want Afflic and Shadow to be so similar, they need to change Shadow more.
With Vendetta up, rogues can dps to their maximum capability at ranged.>::::ORanged rogues fiiiiiiiinally?
With Vendetta up, rogues can dps to their maximum capability at ranged.>::::ORanged rogues fiiiiiiiinally?I thought it was pretty cool.
Blizzard flip flops so much on Paladins. Makes one think they have no idea what the hell they're doing.
Blizzard flip flops so much on Paladins. Shamans Makes one think they have no idea what the hell they're doing.Fixed.