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Icewell Radiance is in!
![]() Frayya | http://forums.worldo Heh, after all the "We don't want it". Oh well, it does keep in line with what they wanted, for us to take smoother damage. The real interesting question is, was it inevitable and for a fun discussion, what do you think they could've done to prevent it? [ Post edited by Frayya ] |
# 9 - October 29, 2009, 11:19 am The Cataclysm design will keep tank avoidance at more manageable levels. The loss of defense skill counts for a lot right there. We are also considering giving bosses expertise or other ways of baking in Icewell Radiance -- basically the concept that bosses scale with gear rather than just hitting harder and taking more hits. Ghostcrawler Lead Systems Designer |
# 66 - October 29, 2009, 12:07 pm
You are making the common mistake in thinking that our goal for itemization is to give you the best possible gear that we can. Itemizing your character is supposed to be a choice. There will be better pieces and worse pieces. There will be pieces that combine stats your really want with stats you don't really need. Wearing the best gear for their character (which is not the same as wearing the best gear) is one way players have to demonstrate mastery of the game. This is also why I always preach to take BiS lists with a grain of salt. Merely reaching for the item declared to be BiS by a spreadsheet or system you might not even understand could lead you to making bad gear choices, often of the variety of passing over the good upgrade because it's not the best possible upgrade. Ghostcrawler Lead Systems Designer |
# 73 - October 29, 2009, 12:11 pm ? Yes. We would probably just let you see the numbers directly. I consider it a design flaw that players have to experiment to determine thinks like hit and expertise caps. We're all for experimentation and theorycrafting, but we don't think it's fair to require some players to go out and do a lot of work to generate specific numbers that all players feel like they need to know. Ghostcrawler Lead Systems Designer |
# 77 - October 29, 2009, 12:14 pm
That logic doesn't really work. It's like saying instead of nerfing armor pen, we should have just put less and less on higher level gear. If we had avoided avoidance on tank gear, then every piece of tank gear would have hit and expertise (and maybe crit, haste and armor pen). Stamina and armor are static amounts, and if they were not, then those pieces immediately become the only pieces players would pay attention to. Ghostcrawler Lead Systems Designer |
# 93 - October 29, 2009, 12:24 pm
We just don't think that works. If you put very unattractive stats on gear then players just go back the previous tier of gear and complain that we don't know how to itemize. If you put bonus stamina on the tier 10 gear, then that means the next tier of gear better have bonus stamina as well. If it has avoidance instead of that bonus stamina, tanks just shrug and go back to the tier 10 gear. This is not a tank only problem. Casters won't upgrade to gear that doesn't have more spell power on it, because spell power tends to trump everything else for purposes of their dps or healing. We put a little bonus armor on non-armor items (necks, rings, trinkets and the occasional cloak). We don't put bonus armor on gloves and chests because that gear would be too good. It's an item level problem. If we added another raid tier to Lich King, we couldn't just keep avoiding avoidance and avoid it for every tier going forward. We just need a system where you avoid a Naxx boss 30% of the time and an Icecrown boss 30% of the time, the same way the Icecrown bosses have e.g. 30% larger health bars and thus take 30% more damage to kill. Otherwise the stats don't scale and bad thing happen (in this case the boss having to land so much damage to account for the fact that it misses so often). Ghostcrawler Lead Systems Designer |
# 155 - October 29, 2009, 1:09 pm
There are some plate ones. There aren't leather ones any longer, and even the plate ones as you mentioned become so attractive that it's hard to get players to replace them. I'm not sure we'll continue to be able to do them in the future. We're going to continue to itemize different gear differently. We don't want the PvE gear to become even more like the PvP gear where all the stats advance in lockstep with item level. Fundamentally, we just don't buy the argument that if we didn't put avoidance on gear that avoidance wouldn't get too high. Stats increase because players power level increases, not because of the mix on a particular tier piece. Ghostcrawler Lead Systems Designer |
# 159 - October 29, 2009, 1:10 pm
We'd be more likely to just put it on the stats screen as a tooltip for your hit chance for example. To get the information from particular creatures will require a little more work on our part. Ghostcrawler Lead Systems Designer |
# 165 - October 29, 2009, 1:14 pm
It's not an oversight. The question is how many times are you prepared to use Rune Strike but can't because you haven't gotten a dodge or parry. If you are replacing most of your white swings with Rune Strikes, then you shouldn't see much of a difference. Ghostcrawler Lead Systems Designer |
# 168 - October 29, 2009, 1:15 pm
Yeah, per my previous response we are looking at Rune Strike. We're not convinced it will be a problem yet. Ghostcrawler Lead Systems Designer |
# 183 - October 29, 2009, 1:20 pm
I don't think so. We didn't decide until last night to do the Icecrown Radiance. Without the extra tiers that the Ulduar and ToC hard modes included, then the max gear level might have been more like ToC normal 25 is today, and we didn't add Jormungar Radiance. Ghostcrawler Lead Systems Designer |
# 289 - October 29, 2009, 2:58 pm
And your tier 10 gear looks exactly like your tier 9 gear with just 13 more stat points. Even worse, many tanks will decide that threat isn't their problem to solve or else they can't afford the luxury of threat since they need to survive, and those stats will be considered junk. Ghostcrawler Lead Systems Designer |
# 290 - October 29, 2009, 3:02 pm
I am pretty sure on day one of 3.3 going live this forum will be filled with tanks who died and respond with "I thought bosses weren't going to hit hard." It's Icecrown. It's not going to be Naxx. Naxx was but a setback.... Ghostcrawler Lead Systems Designer |
# 300 - October 29, 2009, 3:08 pm
I'm talking about an Icecrown boss being tougher than an Ulduar boss, not that the Ulduar bosses look at how much gear you have and scale themselves up accordingly. Bosses get more damage and health. If they also got more expertise, defense and maybe armor then as character item level grew their relative strength to boss stats would not increase. As it is they increase enormously, requiring the bosses to have even more health and even more damage. Shifting some of that health and damage to other stats would fix a lot of problems. Ghostcrawler Lead Systems Designer |
# 304 - October 29, 2009, 3:10 pm
If you conclusion is that anything that improves your avoidance is now bad as a result of this change, you should think through it a little more. If you didn't like avoidance before, nothing changes. If you liked avoidance before, nothing changes. You just have less of it now. The relative value should not change, unless you get to the point where bosses no longer two-shot tanks so much, in which case the relative value of avoidance increases.
Nerfing dodge does not make the dodge stat worse. It only makes the amount of dodge on your dude worse. Would you stop stacking stamina if we nerfed your health? [ Post edited by Ghostcrawler ] Ghostcrawler Lead Systems Designer |
# 320 - October 29, 2009, 3:20 pm
There are a couple of flaws in your argument here. DKs macro Rune Strike not because they suffer for threat, but because more threat is generally better for a tank and there is no real penalty for macroing the ability. Players tend to macro attacks when the macro performs for them, not when they are really, really desperate to use the ability. Second, you can't assume that less dodge turns into less Rune Strikes in such a simple manner. You have to look at how many white hits you convert to Rune Strike now and then how many you would convert to Rune Strike after losing dodge. If you have enough of a window in between dodges to still get a Rune Strike off, then you would see no effect. I suspect that's not the case, but I also don't think you'll see your threat plummet. We also don't see too many appropriately geared tank of any class having sustained single-target threat problems in cases where you aren't supposed to have threat problems. Yes your dps classes may sometimes get dangerously close to pulling. That is part of the game. We're a long way from when the warlock would crit on a Molten Destroyer and wipe the raid because he didn't wait for 5 Sunders. Ghostcrawler Lead Systems Designer |
# 328 - October 29, 2009, 3:24 pm
You "feel like you are getting the shaft" by just assuming this must be a nerf without really taking the time to understand if it is or how. This change does not change the relationship between dodge and parry. If it has been a nerf to parry, then it would have been a bigger problem. Ghostcrawler Lead Systems Designer |
# 333 - October 29, 2009, 3:28 pm
It arguably makes stam less important (though it will always be important for tanks). Many players are probably telling you right now that only stamina and armor are important because if you ever fail to avoid two boss hits in a row that you're going to die. Under that environment, avoidance loses a lot of value. If bosses hit for less in IC (which they will, since they will hit more often) then the value of avoidance for purposes of survival increases. I still expect many tanks will die in two hits until they get geared up a little. But they will, and then the ability to survive two hits in a row won't be as big an issue. Ghostcrawler Lead Systems Designer |
# 351 - October 29, 2009, 3:39 pm
I'll address this one more time and then leave it because I think players are more interested in trying to turn this into a huge tanking nerf than understand what's going on. We would not have this problem if Icecrown gear had been item level 245 or so, as we originally intended. We added a few extra tiers of gear to support heroic modes. We felt like we had to do that to have different difficulty levels and make raiding more accessible overall. We felt like we had to reward the harder modes with the better gear or nobody would have been very interested. The proportions of relative stats on your gear are not the problem. They are proportional, give or take a little, at every tier except for stats like hit that cap out. The problem is not the class and item teams being out of sync. In fact, they are the same team. Ghostcrawler Lead Systems Designer |
# 357 - October 29, 2009, 3:42 pm
No, picking and choosing is precisely the intent. If every new piece was always an upgrade, then loot would start to feel a lot less interesting pretty quickly. You also need to cut the conspiracy theories. They aren't appropriate here. Ghostcrawler Lead Systems Designer |
# 381 - October 29, 2009, 3:58 pm
The 20% nerf is applied after diminishing returns. That is why I am saying it won't affect the relative value of dodge and parry. The Icewell Radiance won't get you closer to diminishing returns by itself. The whole point of this change is so bosses can hit less hard but more often, for the same damage over time but with fewer deadly spikes. That should feel better to everyone overall. The reason I am reluctant to say that is because some players are going to go into Icecrown, find it hard, and then expect us to buff their class. It won't be Brutallus hard, at least most of the bosses and at least on normal mode. We're not going to be particularly sympathetic to players who find heroic mode too hard. Ghostcrawler Lead Systems Designer |
# 549 - October 30, 2009, 9:57 am
I will sit here with a straight face and say we like to balance around numbers, not hand-waving. :) Ghostcrawler Lead Systems Designer |
# 550 - October 30, 2009, 9:59 am
Banned for excessive QQ. If you can't help yourself, please just read along and don't feel the need to post. Ghostcrawler Lead Systems Designer |
# 551 - October 30, 2009, 10:01 am
When I find one, I'll let you know. Most of the raiders I have talked to who have beaten heroic Anub 25 consider him one of if not the hardest boss in WoW. Ghostcrawler Lead Systems Designer |
# 554 - October 30, 2009, 10:05 am
Of course it was "our fault." We're not blaming anyone. I was just explaining why avoidance still got so high despite our best intentions. You may have scaled the gear down had you been in our shoes, but we picked the numbers we thought would be enticing enough to get players to try the hard modes while still allowing everyone to feel like they could upgrade their gear. It wasn't inevitable either. We debated Chill of the Throne long and hard. We easily could have gone the other way. We think the encounters will be more fun with the current implementation though. Ghostcrawler Lead Systems Designer |
# 623 - October 30, 2009, 1:09 pm
I think what you are comparing here is a tank with high avoidance to one with lower avoidance. Your definition of "spiky" here is just that the tank with lower avoidance gets hit more often. That's usually not what players are talking about though. If you compare a tank with 50% avoidance to a tank with 0% avoidance, then the latter guy is taking a ton more damage, but he is taking the same damage every hit. For every unit of time, the incoming damage is the same, which is generally easier for healers and the tank himself to plan around. When people say high avoidance causes spikes, what they usually mean is that a tank who chooses avoidance over mitigation (armor) will avoid some damage completely but then suddenly get clobbered. That's a spike. By reducing the amount of attacks that a boss fails to land (because of dodge), we can lower the amount of damage that a boss does per hit while still keeping the same boss damage over time. We need to keep the same damage over time because that is scaled to healing over time. If we just nerfed dodge without adjusting boss damage, then we'd just be killing tanks more often.
Three points: 1) Bosses won't swing faster. More of their swings will hit. 2) Tanks that avoid less are generally easier for healers to heal (provided the numbers aren't just too great). 3) Tank healing was fun in Sunwell, IMO. Sunwell was challenging. That's what a lot of players are looking for in the final raid tier. If you don't like the challenge of healing a tank then I'm not sure why you'd want to be a healer. Now as I've said, we're not saying Icecrown is only for the Sunwell crowd. But I am pretty convinced there are going to be a lot of "Icecrown is too hard because my tank died" posts here when it goes live.
There were many things in your post I don’t agree with, but I’ll pick on just this one. Tanks don’t stack parry because it’s more expensive to gear for parry than dodge (and usually gearing for armor and health when available are superior to both). The reason parry > dodge (which makes it more expensive) is because parry gives you a slight threat increase over dodge because of the weapon swing speedup. The “parry gibs” phenomenon you are describing was a much bigger deal in the age of crushing blows (which ironically you are nostalgic for). Today, the increased damage that a parry-stacking tank would suffer from parry speedup is pretty trivial. Besides, we turn it off on many bosses for which it would cause a problem.
I may have quoted an inappropriate post above. My bad. I was trying to offer a response to all of the misinformed folks who said “You are nerfing dodge so now my +dodge gear is bad.” I agree the trinkets that proc on dodge will need to be buffed to compensate for the change. Rune Strike might need to be buffed to compensate for the change. Ghostcrawler Lead Systems Designer |


