I'm sure you've noticed the new content topslot on the home page. This is intended to make it easier to access hot content on the site, and is one of a few changes coming to the home page to make things more simplistic and overall make the page more enjoyable to visit. There are currently some oddities with it on wide mode, due to releasing it a bit earlier than planned because of 3.2, but those will be fixed this coming week.
The Midsummer Fire Festival Begins
Quote from: Nethaera (Source)
Each summer, the arrival of the Midsummer Fire Festival (http://w
Blue Posts
Stopcasting macros (Source)
The intent is that macro will not work in 3.2 (for Ret paladins or Enhancement shamans). The intent is that you have to push the button at the right time, not just have the game push the button for you all the time.
Stopcasting a spell in this manner should reset your swing timer (at least for those two classes). We're not 100% sure at this time how the fix will work, but that's the intent or we would not have made this change.
Player versus Player
Spec representation on Arena teams (Source)
It is a priority to get under-represented specs to higher representation in Arenas. However, it is a higher priority to get under-represented classes up there. I'm sure you can understand why.
Also, while it isn't necessarily our vision for the PvP game, understand that many high-end players would be happier with a balanced experience with very few viable specs than an unbalanced experience with a whole lot of specs, and much of their feedback is given with this philosophy in mind. Obviously balanced and diverse is the ultimate goal.
Block changes and PvP (Source)
The change to the way block trinkets proc will make the rare gigantic Shield Slam much harder to pull off. That said, Prot warriors (or paladins) are not exactly destroying everyone in PvP right now so we're not super freaked about this. The resilience change will also make it that much harder to wade into a PvP environment in full tanking gear (since defense doesn't help against spell crits). No doubt none of this will stop the flood of LOLZ SHIELD SLAM IZ OP videos for the next few months.
Resilience in 3.2 (Source)
The only thing you have to remember is not to count the extra dot reduction that used to exist. Dots are now lowered by 12% just like crits and normal hits.
The only way this is a nerf to classes or specs the value crit is if a lot of your opponents start wearing more resilience now.
Death Knight
Frost as the dual wield spec (Source)
We're already trying to have Blood, Frost and Unholy tanks and Blood, Frost and Unholy PvP builds. Also having Blood, Frost and Unholy dual-wield builds just creates an impossible matrix. You have to support Blood 2H PvP, and Unholy DW tanking, and Frost 2H PvE. It just gets crazy.
Frost might still do okay with 2H. We didn't specifically nerf their 2H abilities. We just gave them a talent to make DW more viable. I don't honestly know how 2H Frost dps stacks up in 3.2 at the moment.
Where did Frost Strike's damage go? (Source)
We moved damage into Blood Strike.
Logic behind Desecration change (Source)
We split it into a PvP and PvE ability. It will cost more talent points to get both, so in that sense it's a nerf. It does however mean the Desecration graphic will be occluding the ground less often in PvE.
Why did Death Coil get a deep wounds effect with Unholy Blight? (Source)
Because we took away Unholy Blight's AE damage. Some of the "DK's do too much damage" claims from Ulduar were because of Unholy AE damage and a big part of that was Unholy Blight. Note that Scourge Strike received the same nerf as Frost Strike, so their burst did go down.
Blood Strike (Source)
I believe the Blood Strike numbers have already come down a bit from when we made those patch notes because it did seem like an all Blood Strike rotation might be feasible, which isn't something we want. But yet, we are going to have to see the numbers coming out of the PTR. We have learned our internal testing can only go so far.
Mage
Mage Q&A response (Source)
We knew that some players would approach the Q&As as a list of buffs for their class, and thus be disappointed. But that was never the intent, and we already have channels to do that. The Q&As were to address the kinds of questions we get all the time, such as "What do you guys see as the role of the mage class?" You can find a question like that about every day. I used to answer them, but then someone would ask it again the next week without looking to even see if there had been a previous answer. As such, the Q&As were designed to be more philosophical and long-term. We knew many of them wouldn't be up until after the patch notes for instance.
Given the huge numbers of questions that were asked, we knew it would be impossible to pick the set that would please everyone so we did the best we could. Just because the question wasn't of interest to you doesn't mean it wasn't of interest to someone or they wouldn't have asked it. But we would like to keep the series going long-term, so there is a chance that a question that didn't come up this time can come up again.
I'll just touch on two common themes:
We think mage PvE damage is fine. If you are routinely getting trounced by bad players in your raid, you might consider trying to figure out how some mages are getting really good numbers.
Some players have apparently misinterpreted my comments about mana. I was trying to say that the goal is that dps casters generally should not run out of mana, provided they aren't in over their heads and make reasonable use of their tools. We don't think those tools were adequate. However, we also didn't want to turn Evocate into Innervate, as is commonly asked. Instead, we went with the Ignite change (though I suspect the number will end up being something closer to 2% instead of 1% when all is said and done). We just thought it was a more interesting mechanic and felt mage-like. Since Arcane mages don't use Ignite, we dropped the Arcane Blast cost. Frost has some PvE damage problems, but Frostbolt is already a really efficient spell -- that isn't their big issue.
Mana gems being linked to Healthstones (Source)
We will try to get them unlinked. I can’t recall if this was done for reasons of balance or kit, but it seems unnecessary.
Spell Steal glyph (Source)
I was throwing that out there as a possible experiment. We intended Spell Steal to be a way to get a useful buff from an enemy. In practice it has become more of a generic dispel. Changing that could be both a buff or a nerf to mages depending on the situation.
Mana on boss encounters (Source)
You are supposed to have to manage your mana. You are not supposed to routinely run out. As an example of this if you are in a very short fight (like a hard mod with a fast burn) you should pull out all the stops. If you know the fight is going to go long, you should pace yourself. I would consider a mage who always did the same things in every given fight to not know their class mechanics as well as they could. Realistically, we have very few ten minute fights, and most are far shorter.
Paladin
Retribution DPS in 3.2 (Source)
Nobody has any idea of the numbers yet so they are guessing at best. PvP burst damage (say in the first 4 GCDs) should go down. PvP damage over time should be about the same (modulo the resilience changes). PvE sustained damage should go up.
Priest
3.2 Penance and how it affects PvE (Source)
When we looked at how much damage Disc was preventing with absorbs, it could equal the amount of healing done. That's a big number (though your mileage may vary).
Furthermore, some Disc priests were pretty much down to just casting PoM, PWS and Penance. Increasing the cooldown is much less of a nerf that decreasing the amount healed because you still have that time in which to use another spell, such as a Renew or Flash Heal. It's a fun spell and we don't think this change will make it any less attractive for PvP or PvE.
Rogue
Why Rogues were given the Axe skill (Source)
We have trouble dropping one-handed weapons in raids because there is so little overlap among the classes. Shamans can't use swords. Rogues can't (currently) use axes. DKs can't use fists. That means just about everyone gets maces.
We took an informal vote and everyone here thought shamans with swords went against a lot of the traditions of the class in the lore, and DKs with fists was kind of weird too. Rogues seemed like the class that would pretty much pick up any weapon in a fight -- they use a broken bottle in at least one notorious case.
Shaman
3.2 Ghost Wolf (Source)
The idea is that if snared, you can still run away (if you're a caster) or chase someone down (if you're Enhancement), but the ability is still more about movement and not a self-dispel.
Warlock
Arena representation (Source)
We think warlock representation is too low in Arenas. One solution to that is to nerf classes that counter them, which we have done.
We gave pets resilience and spell pen, which is a pretty significant change that affects one of the lock's biggest weaknesses. The Fel Dom change will help here too.
The resilience change is also a small relative buff to warlock damage. Your damage won't change all that much in PvP, while other classes will go down. Furthermore, as the average length of matches increases, classes with lots of sustainability can benefit, and locks don't typically have mana problems.
Player have a tendency to weigh class changes based on the number of bullets after their class name. Glass half-empty types see long lists of nerfs. But the quantity of the changes is usually unimportant.

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