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Thread: World of Warcraft

  1. Registered TeamPlayer Angelforge's Avatar
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    #411

    Re: World of Warcraft

    Quote Originally Posted by PizzaSHARK!

    The lore nerds seem satisfied. I guess that's good enough for me.

    I don't think the game really needed battlemages (that's exactly what DKs are - mages that wear plate and have some special melee attacks), but I guess the development team disagreed. I would have rather seen a new kind of combo-based spellcaster - especially a healing spellcaster.

    But then again, they're still having issues convincing enough people to tank and/or heal instead of DPS - it's one of the major reasons they've spent so much time invested in developing a cross-server LFG tool for 3.3. It's damned hard finding healers and tanks, even on high-pop servers... you can almost always find one, but then spend 30 minutes trying to find the opposite need so you can get the show on the road. The best part? You got a bunch of pricks playing classes that CAN tank or CAN heal (or both!) and they simply WON'T tank or heal... and then they bitch about not being able to find a healer/tank!
    ^.^ Roll tank or healer. I get groups on my prot paladin very quickly. And everyone will love you, assuming you know how to tank and how to heal.

  2. Registered TeamPlayer PizzaSHARK!'s Avatar
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    #412

    Re: World of Warcraft

    Some updates on the new patch for those interested:

    Ashen Verdict is the new Icecrown Citadel raid faction, and it works pretty much like how Violet Eye worked for Karazhan. As far as I can tell, you can't get rep with them without killing stuff in ICC. Lots of recipes available from them, and you can also buy your tier 10 set pieces with Emblems of Frost from them - though they're very expensive. Looking at about 60 emblems for some pieces, and all the way up to 90 pieces for others... and that's just for the entry-level pieces (ilvl 251 - they go all the way up to ilvl 277.) Still, it's a trend that Blizzard appears to be adopting lately, and it's really one I'm a fan of. For non-raiders, it means you can EVENTUALLY get a couple pieces of the newest tier set to take advantage of the set bonuses (and the set bonuses are DAMN nice), and for the raiders, it means you can still get all of your tier pieces even if your luck with drops sucks.

    On other notes, they increased the drop rate for Battered Hilt (the item that starts the quest chain for Quel'delar), though I haven't seen one yet. Still drops off most any monster in the heroic versions of Forge of Souls, Pit of Saron, and Halls of Reflection. I miss the hilarity of the early drop rates when you'd see like three or four hilts per run - won a couple and sold them for some quick cash (gotta get that motorcycle), so I'll probably redeem the next one I get and get my free weapon. Should be noted that Quel'delar itself (and the mace equivalents you can get) is a Unique-Equipped item. I guess that means you can do the quest more than once, but can't ever have more than one of the weapons equipped at a given time.

    The new heroics are pretty fun and most of the bosses have some great retard checks in them - Devourer of Souls craps void zones everywhere and periodically uses a damage reflection ability, Ick craps poison puddles and explosive mines everywhere and occasionally chases someone (like Big Bad Wolf in Karazhan) for a little while, and effectively one-shots them if he catches them (he hit my tank for about 29k after armor/defensive stance reduction.) Scourgelord periodically marks a target to get frozen and his frostwyrm shoots ice patches everywhere, too. Halls of Reflection bosses aren't particularly hard (really just tank and spank), but it's the trash that's hard - right now the prevailing wisdom is to either hide in a corner and pull the monsters to you, or to (gasp!) CC the ranged monsters while you kill the melee monsters.

    On the PvP side of things, I haven't noticed too many changes. Destruction Warlocks lost some of their burstiness with the Conflagrate nerf (changed a portion of the damage into a short-duration dot), but they still blow people up if you let them get casts off. Elemental Shammies seem to be about the same (though to be fair, it was their tier 9 set bonus that was making them overpowered.) Protection Paladins are becoming increasingly ridiculous, pumping out Retribution-like damage numbers while being quite a bit harder to kill, and Protection Warriors will probably become overpowered once we get our hands on either T10 2-piece set bonus (either 20% more damage from Shield Slam and Overpower, or a chance for Deep Wounds ticks to give us 16% more AP) and some of the ridiculously inflated PvE DPS items - with the right pieces, it'll be entirely possible for us to hit something like 65%+ base armor penetration and still be able to wear our four-piece Wrathful Gladiator set. 5200 AP, 65%+ armor penetration, and 950 resilience? Yeah, it's going to happen.

    Unfortunately, it's unlikely any significant balance changes (particularly in regards to Protection Warriors and Protection Paladins) will happen, simply because this is the last major content patch before Cataclysm and 4.0 hit, and I'd imagine Blizzard's plenty busy getting everything set for Cataclysm - and who can blame them? They got some things right and a lot of things wrong with Wrath of the Lich King, but I think it's safe to assume they've been treating it as a learning experience, and it does sound like Cataclysm will be fixing a lot of it. In particular, I like their plans to streamline item stats (all Attack Power will be derived from a primary statistic, either Agility or Strength or both, and there will no longer be +Attack Power on items), and they're also planning on getting rid of stat inflation - supposedly 25% crit will be AMAZING in Cataclysm, whereas 40% is barely noteworthy here in Wrath.

    We'll just have to see. I do recommend renewing to give the new patch a try, though - hell, the dungeon finder system alone is worth it. Know how it sucks to level up a new toon, since you could never find groups to do those lowbie dungeons with? Not a problem anymore.
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    #413

    Re: World of Warcraft

    Wow Cataclysm Stat Changes - This is a blue post highlighting some coming changes in the expansion.

    Cataclysm Stat & System Changes
    Quote from: Eyonix (Source)
    As many of you know from panels at last year’s BlizzCon and posts here on the forums since then, Cataclysm will bring about major changes to familiar character stats such as Intellect, Armor Penetration, Defense, and others, ultimately designed to make the effects of stats more easily understandable and make gear choices more interesting. As these changes will have a significant impact on how stats work and relate to one another, today we wanted to offer you a closer look at exactly what’s in store and explain some of the rationale before Cataclysm arrives.

    The most obvious question these changes raise is "Why are stats being changed, and why now?" As the game has matured, we've run into increasingly complex issues with the current stat system. Many stats are inherently confusing, and the way they interrelate can feel convoluted. Attack Power, for example, currently translates to damage, but so does Armor Penetration. Defense provides five different statistical benefits of varying utility. Mana regeneration involves understanding multiple stats and rules and often ends up being irrelevant anyway. In addition, the difference between a "good stat" for a class and a "bad stat" can be extreme. Some casters want Haste but not Crit; hunters want Armor Penetration but not Haste. There are other overarching issues, as well, such as Intellect not being very exciting for casters despite it being a core stat -- and these are just a few examples.

    Our ultimate goal is make gear a more interesting (and less confusing) choice by making each stat valuable to more players. While the reasoning behind some of the following changes may be clear, we understand that you may have questions about some of the less obvious alterations, and we'll do our best to answer any questions you may have here on the forums.


    What You’ll See on Gear

    Stamina - Because of the way we will be assigning Strength, Agility, and Intellect, non-plate wearers will end up with more Stamina than before. Health pools will be much closer between plate-wearers and other classes.

    Spirit - Come Cataclysm, this stat should only be found on healing gear. Non-healing casters will have other systems in place to regenerate mana, and we are designing special solutions for Elemental shaman and Balance druids who often share gear with healers (more on this below). Raid buffs that currently boost Spirit (such as Blessing of Kings) will only boost the primary stats of Stamina, Strength, Agility, and Intellect. We are also likely changing the five-second rule and other quirks of the current regen system.

    Intellect - Intellect will now grant Spell Power (more on this below). Intellect will also provide less mana than it currently does.

    Haste - Haste will become more attractive for melee classes by allowing them to recover resources such as energy and runes more quickly. Our intention is for Haste to let you "do stuff" more often.

    Block Rating - Block is being redesigned to scale better. Blocked attacks will simply hit for 30% less damage. Block rating will improve your chance to block, though overall block chances will be lower than they are today.

    Parry - Parry no longer provides 100% avoidance and no longer speeds up attacks. Instead, when you parry an attack, it and the next attack will each hit for 50% damage (assuming they hit at all). In other words, Dodge is a chance to avoid 100% of the damage from one attack, Parry is a chance to avoid 50% of the damage from two attacks, and Block is a chance to avoid 30% of the damage from one attack.

    Mastery - This is a new stat that will allow players to become better at whatever makes their chosen talent tree cool or unique. It's directly tied to talents, so what you gain from improving this stat is entirely dependent upon your class and the talent specialization you choose. We’ll talk more about specific Mastery benefits in the future.

    Armor - The way Armor mitigates damage is not changing, but the Armor stat has been rebalanced to mirror changes to the armor curve in Cataclysm. As a result, bonus Armor will go down slightly overall. We are also changing the mitigation difference among armor types so that plate doesn’t offer so much more protection than mail, leather, and cloth.

    Resilience - This will only affect damage done by players and critical damage done by players. It will not impact crit chance, mana drains, or other such effects.

    Strength, Agility, Hit Rating, Expertise, and Critical Strike Rating - These will all still appear on gear as well. Aside from situations mentioned elsewhere in this list, in general these will function similarly to how they do now, though the details -- such as how much Hit Rating you might need to effectively combat high-level creatures (more on this below) -- are likely to change.


    Being Removed from Items

    Attack Power - This stat will no longer be present on most items as a flat value, though it will still show up on some process. Strength and Agility, which will be present on items, will grant the appropriate amount of Attack Power (generally 2 Attack Power per point of Strength or Agility) depending upon which stat a particular class favors. Agility may provide less Crit than it currently does.

    Spell Power - Spell Power is another stat that you'll no longer see present on most items. Instead, as mentioned above, Intellect will grant Spell Power. One exception is that caster weapons will still have Spell Power. This allows us to make weapons proportionately more powerful for casters in the same way they are for melee classes.

    Armor Penetration - This stat will no longer be present on items. Armor Penetration will still exist in talents and abilities.

    Shield Block Value - This stat will no longer be present on items, since the amount blocked is always proportional to the amount of damage done. Talents and other effects might still modify the damage-reduction percentage from 30%, however.


    Going Away Completely

    MP5 - This stat will be removed from the game completely. Holy paladins and Restoration shaman will be redesigned to benefit from Spirit.

    Defense - Defense is being removed from the game entirely. Tanking classes should expect to become uncrittable versus creatures just by shifting into Defensive Stance, Frost Presence, Bear Form, or by using Righteous Fury.

    Spell Ranks - Spell ranks will cease to exist. All spells will have one rank and will scale appropriately with level. The levels at which you can learn certain spells are being changed in order to fill in some of the gaps, and we will be introducing some new spells to learn along the way as well.

    Weapon Skill - This stat will be removed from the game completely. Classes will start with all the weapon skills they need to know and will not need to improve them.


    What Else You Should Know

    Combat ratings - All ratings will be much harder to "cap out" at maximum gear levels. Ratings will be steeper in Cataclysm, and creatures in later tiers of content will be harder to hit or crit, similar to how level-83 mobs are harder to hit or crit than level-80 mobs.

    Reforging - While these changes will go a long way to making a wider variety of stats more attractive, we understand that sometimes you simply don’t want more Hit Rating on your gear or you’d rather have more Haste than more Crit. In Cataclysm, we are going to give players a way to replace stats on gear as part of the existing profession system. As a general rule of thumb, you’ll be able to convert one stat to 50% of another stat. While some conversions (like converting Stamina to Strength) won’t be permitted, the goal is to let you customize your gear more.

    Gems - We are changing the gem colors of a few stats as a result of these adjustments. For example, Hit is likely to be blue instead of yellow. We'll have more details on this in the future.

    Changes to Existing Gear

    As with previous expansions, we plan to roll out these changes and modify all existing gear shortly before Cataclysm launches, though it’s still too early to say exactly when. For the most part, the gear you have will still be good for you, though there will be exceptions, such as warriors using leather and mail armor.

    If you are a tank (druids excepted), expect to see:

    * No more Defense on gear. Existing Defense becomes Dodge, Parry, or Block Rating.
    * No more Block Value on gear. Existing Block Value becomes Block Rating.
    * You’ll have as much Stamina as you’re used to, though you may notice your tanking plate has a bit less Stamina than a comparable piece of DPS plate, since we tend to take the gem budget out of your most attractive stat.
    * Bonus Armor on gear will go down slightly.


    If you are a melee DPS class, druid tank, or hunter, expect to see:

    * A lot more Stamina. Bear-form Stamina scaling will be lowered as a result.
    * Strength if you wear plate. Agility if you wear mail or leather.
    * Existing Attack Power becomes Agility and Stamina.Armor Penetration becomes Haste or Crit.
    * No Intellect on melee gear. Hunters won’t need Intellect since they will no longer use mana. Shaman and Retribution paladins will get mana and spell damage in other ways.


    If you are a DPS caster, expect to see:

    * A lot more Stamina.
    * All of your Spell Power converted to Intellect and Stamina.
    * No Spirit. You won’t miss Spirit, though, because you won’t need it for DPS or mana regen.


    If you are a healer, expect to see:

    * A lot more Stamina.
    * All of your Spell Power converted to Intellect and Stamina.
    * Spirit instead of MP5. You’ll probably be happy with Spirit, though, because mana regen is going to matter more than it does currently. Healing paladins and shaman will benefit more from Spirit than they do currently.


    If you are a Balance druid or Elemental shaman:

    * You will still share gear with Restoration druids and shaman.
    * Your gear will have Spirit on it. It won’t have Hit on it.
    * You will have a talent that converts Spirit to Hit. We will adjust talents accordingly so that you want about as much Spirit as, say, a warlock wants Hit.
    * Hit on rings and other such gear will still benefit you.
    * Raid buffs will no longer boost Spirit, so you shouldn’t find yourself unexpectedly over the Hit cap because of buffs.


    Many lower-level items with nonsensical combinations of stats, such as Agility and Spirit, will be changed. We're also updating quest rewards, trade skills, and loot drops to support better itemization for class builds that weren't widely available or used prior to The Burning Crusade (such as Balance druids).

    We're aware this is a lot of information to take in, but this is still only a piece of the larger picture, and many of these changes rely on integration with other systems we haven't yet discussed in detail. In the weeks and months ahead, we'll continue to tell you more about these changes, along with all of the new and exciting features we have planned for Cataclysm.

  4. Registered TeamPlayer Cojiro's Avatar
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    #414

    Re: World of Warcraft

    link?


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    #415

  6. Registered TeamPlayer Cojiro's Avatar
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    #416

    Re: World of Warcraft

    this is very good for people that are retarded when it comes to this stuff. like me :2


  7. Registered TeamPlayer PizzaSHARK!'s Avatar
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    #417

    Re: World of Warcraft

    Quote Originally Posted by Cojiro
    this is very good for people that are retarded when it comes to this stuff. like me :2
    Yeah. If they actually deliver on half of what they're talking about, Cataclysm is going to make the game very, very fun. I believe them when they say that all the dumb shit they did in WotLK has been a learning experience - I'm just skeptical on whether or not they can apply this learning experience.
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  8. Registered TeamPlayer Keiron's Avatar
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    #418

    Re: World of Warcraft

    I'm not sure if I like the stat changes though for tanks. Sounds pretty stupid to me if block just reduces the dmg by 30%. And why the hell do tanks get less Stamina than DPS gear? That just sounds fucking retarded if you ask me.

    Since they say the tanks will have less Stamina in a trade off for gem slots, I can only hope the amount of Stamina you can get from those gem slots is enough.

    Perhaps I'm just ignorant in how the current system is, but this doesn't sound good for tanks at least.

  9. Registered TeamPlayer Cojiro's Avatar
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    #419

    Re: World of Warcraft

    maybe they will increase damage mitigation for tanks instead of just slapping a bunch of health on em.


  10. Registered TeamPlayer Keiron's Avatar
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    #420

    Re: World of Warcraft

    Block Rating - Block is being redesigned to scale better. Blocked attacks will simply hit for 30% less damage. Block rating will improve your chance to block, though overall block chances will be lower than they are today. Sounds like an overall nerf.

    Parry - Parry no longer provides 100% avoidance and no longer speeds up attacks. Sounds like a nerf again. Instead, when you parry an attack, it and the next attack will each hit for 50% damage (assuming they hit at all). In other words, Dodge is a chance to avoid 100% of the damage from one attack, Parry is a chance to avoid 50% of the damage from two attacks, and Block is a chance to avoid 30% of the damage from one attack.

    Armor - The way Armor mitigates damage is not changing, but the Armor stat has been rebalanced to mirror changes to the armor curve in Cataclysm. As a result, bonus Armor will go down slightly overall. We are also changing the mitigation difference among armor types so that plate doesn’t offer so much more protection than mail, leather, and cloth. Again, sounds like a nerf.

    So that combined with the decreased Stamina on gear, sounds like a huge overall nerf to tanks to me. Again though maybe I'm just not fully understanding the mechanics as they are now, but still they seem to be decreasing most of the tanks stats. Now unless they change the talents significantly to reflect this, it sounds pretty bad.

    To me it sounds like that stat that will want to be stacked most then would probably be dodge. If that is the case, then it sounds like Druids would be the new best tanks since they have great life as is and shouldn't be effected too much since I hear they were better at stacking Dodge already.

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