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Summary of Blizzard's Warlords of Draenor Reddit AMA, 12/4 & 12/5 Hotfixes
由
perculia
发表于
2014/12/04,18:33
Today on Reddit's
r/WoW
, several of Blizzard's lead developers are doing an AMA -- an Ask Me Anything for those not familiar with Reddit. The devs are covering everything from Garrisons to PvP in Warlords of Draenor. We're highlighting the most interesting questions and answers below.
Answering the community's questions today are:
Kalgan
- Tom Chilton - Game Director
WatcherDev
- Ion Hazzikostas - Lead Game Designer
Mumper_Blizz
- Cory Stockton - Lead Game Designer
Desvin
- Brian Holinka - Senior Game Designer
zarhym
- Jonathan Brown - Community Manager
bashiok_foreal
- Micah Whipple - Community Manager
devolore
- Josh Allen - Community Manager
Also don't forget to check out our
Highmaul Giveaway
--comment on the
giveaway post
with your favorite
Warlords Dungeon or Raid guide
on Wowhead to win a
魔法鸡蛋
!
December 5th Hotfixes
Rygarius
December 5
Garrisons, Followers, and Outposts
Garrison Buildings
渔夫小屋
: Completing a daily
钓鱼
quest now awards 15 skill points to
钓鱼
(up from 1).
Gnomish Gearworks / Goblin Workshop
: Overcharged Demolisher should now be usable only in the areas it was intended for.
Gnomish Gearworks / Goblin Workshop
: "Skyterror" Personal Delivery System should now be usable only in the areas it was intended for.
Quests
Corrected an issue that could cause Bloodmaul Stronghold, Shattrath City, and the Pit to sometimes not drop
埃匹希斯水晶
s despite being an active quest area for the day.
Creatures and NPCs
命运扭曲者提拉尔
has relocated to a more prominent location closer to the Apexis Traders in
战争之矛
.
Dungeons, Raids, and Scenarios
Raids
悬槌堡
The Butcher
: The boars
碾槌
and
猛击
now deals less damage with their
野猪冲刺
ability and should no longer kill players in one hit.
泰克图斯
: Players should no longer be able to use their bonus rolls twice after defeating
泰克图斯
.
PvP
阿什兰
To address a potential pathing issue,
范加尔
,
克鲁努斯
, and faction Captains now continuously push towards the enemy faction's base.
Players entering
阿什兰
from a PvE realm should now be correctly flagged for PvP.
Characters should no longer be able to resurrect at the King's Road graveyard if their faction isn't in control of that point.
Resolved an issue where faction Captains may not be spawning correctly.
Battlegrounds and Arenas
Resolved an issue where if a Flag Carrier was standing in the area where their team's flag would be when it is returned, they'd be unable to capture the flag until they leave and return to the area again.
阿拉希盆地
: Characters on the Alliance team in a Rated Battleground should now be able to be resurrected by their
灵魂医者
at the Blacksmith graveyard if their team is in control of it.
风暴之眼
: Characters in a Rated Battleground will now return to their team's starting position when releasing, regardless of what bases their team controls.
吉尔尼斯之战
: Resolved issues where
灵魂医者
s may sometimes not spawn in correctly when a point has been captured.
Professions
抗菌绷带
no longer requires
海蝎子体节
s to craft.
珠宝加工
塔拉迪特爆击水晶
should no longer incorrectly require a
塔拉迪特水晶
to craft.
Items
Consuming a Draenor potion, elixir, or flash should no longer cause the character to break out of stealth.
螳螂妖药剂
now provides a more reasonable increase to armor.
原祖争斗者的静思大氅
now provide a bonus to Multistrike instead of Critical Strike to differentiate it from the Drape of Meditation.
原祖角斗士的静思大氅
now provide a bonus to Multistrike instead of Critical Strike to differentiate it from the Drape of Meditation.
December 4th Hotfixes
Rygarius
Garrisons, Followers, and Outposts
Resolved an issue where players may become stuck or be disconnected while attempting to visit other
s.
Garrison Buildings
角斗士圣殿等级3
: The Coliseum scenario now requires 15 players to start (up from 10).
药圃等级3
: The Draenor fruit tree should now always bear fruit even if no Followers are assigned to work there.
Classes
Player pets should now correctly rejoin the player after taking a flight path or using a vehicle.
圣骑士
General
's initial healing has been increased by 25% for Protection and Retribution Paladins.
圣光闪现
's healing has been reduced by 20% for Protection and Retribution Paladins.
's healing has been increased by 25% for Protection and Retribution Paladins.
牧师
General
群体驱散
should no longer be incorrectly dispelling
旋风
without a
equipped.
真言术:盾
critical hits should now correctly absorb only 150% of normal in PvP.
Discipline
Divine Aegis' should now correctly absorb only 50% as much in PvP.
Dungeons, Raids, and Scenarios
Raids
悬槌堡
Tectus
: If Tectus enters Beserk mode while in the process of shattering, the resulting Shards of Tectus and Motes of Tectus should now correctly enter Beserk mode as well.
Tectus
: Resolved an issue where Tectus could have no loot if the entire raid dies before his death event was complete.
Twin Ogron
: Resolved an issue where credit for completing the achievement Brothers in Arms was being incorrectly awarded.
PvP
Critical Heals should now correctly heal for 150% of normal in PvP (they were incorrectly healing for 175% of normal).
角斗士的荣耀
, the 2-piece set bonus now reduces damage taken from players by 15% (up from 10%).
Being attacked in PvP combat and triggering the secondary item level on PvP gear should no longer cause the player's health to decrease by more than intended.
Battlegrounds and Arenas
Battleground Flag Carriers should now correctly have a 45-second delay before their location is revealed to the enemy team (was incorrectly revealing their location immediately).
复活术
times in Rated Battlegrounds has been corrected to be 25 seconds (was 15 seconds).
UI
Guild news should no longer be displaying (and getting spammed with) entries for characters looting items for the Legendary Ring Quest Line.
Bug Fixes
Recruit-a-Friend characters should now be correctly receiving a 300% bonus to the experience awarded for completing a Dungeon (was incorrectly awarding 900% instead).
New Pandaren Hunters that use the Level 90 Character Boost should now start with a turtle pet.
General
Heirloom Collection System
We are currently planning to have this system ready for patch 6.1.0.
Transmog System Next Expansion
This is something we hope to do do in the next expansion.
Success of New Versatility Stat
Yeah I'm not sure that we actually accomplished that goal TBH. We're trying to strike a balance between the goal above and also the goal that we have enough variety in items, but I think we wound up with more secondary stats than we really need. This will be something we continue to refine in the future.
No Flying for 6.1
Overall, we’re happy with how ground travel in Draenor has played out thus far, and we’ve heard a lot of feedback to that effect as well, though we of course recognize that there are players who feel differently. We’ll have more to announce about our 6.1 patch plans in the very near future, but as the focus of our endgame outdoor content remains in the main Draenor zones, our reasons for disallowing flight in 6.0 continue to apply in 6.1. Whether you’re navigating your way to Orumo the Observer in Shattrath Rise, trying to reach a treasure cache atop a column in Spires, or working your way around the ledges encircling The Pit, you’re engaging in gameplay that simply would not exist in a world with unfettered flight. It was never our intent to make large-scale navigation of the world inconvenient, and in 6.1 we’re going to be improving our flight path system to always take the most direct route between two points, even if you have not discovered some of the intermediate nodes. Please keep the feedback coming – if you’re unhappy with the design, some of the most helpful feedback would be specific examples of situations or systems that feel frustrating without being able to fly in Draenor.
Mob Pathing Changes
We actually didn't change mob pathing directly -- we made a ton of improvements to server responsiveness, which means the server (and thus, the mobs) have a more precise idea of where your character is currently standing than they have in the past. The end result is that there's a noticeable difference in the feel of how certain mobs move around, especially for tanks. There really isn't a quick fix for this, but it's something on our radar for sure.
Apexis Gear with Random Stats
Fair point, probably would have been a good idea to do so in retrospect.
Class Accessories
The idea is still alive! We actually just had a meeting about this a few weeks ago. It's not on the table for Warlords, but we are certainly discussing it for a future expansion.
Garrisons
Garrisons Easier for Alts
We agree with you on this. We are going to try and find ways to make Garrisons easier on alts though the patch cycle.
Lack of Garrison Missions for L100 Followers
We were hoping not to have a bunch of irrelevant missions spamming up your mission list. We didn't plan well enough for the fact that those missions aren't really irrelevant when the salvage yard is OP. It's definitely an issue we talk about here, but solutions are complex and can have a lot of ripple-effect consequences on the rest of the system/game.
Garrison Art Variations
The art resources for this definitely come directly at the expense of other new content like dungeons or raids. So, while we all totally 100% agree this would be awesome, and we'd likely steer more in that direction if we could, it's not likely for the WoD garrisons. If we were to do an updated version of garrisons in a future expansion, it's much more likely (and would probably be an important goal for us).
L3 Salvage Yard Loot
A common misconception is that large tables necessarily mean more randomness, or that items are competing with each other. There are lots of ways of constructing treasure tables to avoid this. After many reports from players concerned with seemingly poor yield of follower rewards from Level 3 salvage crates, we took a really thorough look through the data and tested extensively to make 100% sure we weren't missing something.
A level 3 salvage crate actually gives you a guaranteed direct pull from the level 2 salvage loot table, PLUS additional chances to get transmog, legacy, or current items for your character to use or sell. The loot table is large to offer tons of variety, and there are definitely some jackpot items in there (Everburning Candle says hi), but it's not coming at the expense of the core follower items or resources you got from level 1 and level 2.
Chance of Follower Upgrades from Salvage Yard
I promise that the chances of getting a follower item are identical from a level 3 vs. a level 2 crate. The other stuff is all just a bonus.
Garrison Content
We plan to add some form of Garrison content in every patch, we want to keep it fresh too.
Garrison Music and Tech
We are working on a way for you to have custom music in your Garrison. Hoping to get this into patch 6.1.0. I am personally super stoked about this!
Thanks for the kind words! In regards to Garrisons carrying forward, we need to wait and see how it plays out. We designed the system in a way that it can be left behind, but we could also choose to take certain parts or technology and carry them on to new expansions.
Working More Orders Credit Bug
This is a bug, we are working to hotfix it ASAP.
No Garrisons in Mobile Armory
Not likely. It's a really cool idea (one we've heard a lot), but as the Garrison is intended as a Warlords-only feature, there are several other potential improvements we could make to the mobile app that would have more long-term use, if we decided to expand its feature set.
Mining Carts without Followers
Carts showing up without a follower parked is a bug on our end. The carts are bonus you get based on having a Mining follower parked at the Mine. We reduced the overall number of carts but increased the amount of loot you get from each one. Thanks for the questions!
Character Models
Character Models
We are planning to make some additional updates and tweaks to the new character models, yes.
Night Elf Run Animation
Yes, I believe that's on the list of things to refine, potentially in patch 6.1. Don't quote me on that though. =]
Updates to Pets, Moonkin, and Bear Form
We hear you - primary focus for Warlords was on the main player models, but this is definitely something we want to do.
Classes
Restoration Shaman
Ancestral Vigor was honestly a stopgap measure at a time (mid-Cata) when Resto Shaman was by far the dominant arena healer, but the weakest healer in raids. We used AV to prop the spec up and help ensure they'd usually have at least a single raid slot while we tried to sort out the thornier balance issues with the spec. At this point, however, we feel that the overall Resto healing toolkit holds up against other specs head-to-head, and there's no longer a need for Vigor.
Shaman Design and Balance
Alright, shaman.
1) Do you agree that the Shaman class has lost much of it's identity over the years?
Probably the biggest blow to shaman identity came in Wrath (2008) when most buffs were changed to raidwide and were generally standardized among classes as a result. There was certainly something cool about bringing unique buffs like Windfury, and having a large number of those buffs that you could call uniquely your own. But it was quite a bit less cool being the Fury warrior who was only a viable endgame raid DPS with a shaman in your party, or being the raid leader playing party Tetris and cycling Bloodlusts through the melee group, or the elemental shaman who didn't get a raid spot because the spec's damage output was mediocre and they were only worthwhile if there was an open spot in the warlock/warlock/warlock/spriest group. I don't think returning to that would be the answer.
So, yes, the shaman is no longer a buff-bot. What, then, is the shaman identity? We do see totems as remaining a large part of that identity, and tried in Mists to remove passive buff totems and refocus them as more concentrated and intense effects that do something powerful in the short-term -- Capacitor, Tremor, Grounding, Healing Tide, etc. (not going to argue that Searing fits into this model or is particularly sexy, though). I'd be curious to hear (from you, from everyone) what it is about the shaman class that most resonates (or resonated, in the event that you've lost that lovin' feeling) with you.
2) Do you feel that Shaman-balance should take the form of number tweaking, or is the sudden outcry for an all-out rework justified?
We've already made some numbers tweaks, and we'll make some more as needed. There's no question that Enhance and especially Elemental were weak during the initial days of Warlords, but at this point we're seeing both specs performing very solidly in dungeons as well as a range of encounters in Highmaul. We'll of course continue to watch balance as gear and strategies evolve, and watch PvP representation and success as the arena/RBG season really gets underway. In the short term, I would not expect a drastic overhaul. Drastic overhauls of classes are something we do rarely, and then almost exclusively with expansions and not patches. There are plenty of shaman out there who are having fun who don't want to log in to find their class completely changed overnight. But that doesn't that there isn't room for improvement. A number of the points above regarding talents are very valid, and there's definitely room for more differentiation through that avenue. And the Call/Persistence/Projection row is terrible.
3) What would you like to tell Shamans who feel like second class Druids?
Druids are cats/bears/turkeys/trees; you are mail-clad warriors of the elements. Have faith, and try to focus feedback in a constructive way that focuses on specific areas of discontent. We're listening.
Elemental Shaman
I really should have said "abysmal" rather than mediocre. When DPS shaman brought a suite of unique buffs in TBC, their damage was routinely 30-40% behind "real" damage-dealers, not the 10% that is often bemoaned today.
In any case, the numbers don't entirely bear out that assertion (Elemental has very strong single-target DPS, as Butcher parses will attest) though there was regrettably some real damage done in terms of overall community perception during the first couple of weeks before the hotfixes. We are keeping an eye not just on damage, but on representation.
Earthquake Visuals
Very much so. The current situation is an unfortunate stopgap measure until our next patch - without an alternate toned-down visual to show other players (an oversight on our part), the base Earthquake visual was making melee gameplay pretty miserable for people who had to fight and perceive hazards in the middle of that graphic. So we hid it temporarily, recognizing that it's clearly a problem for tanks who want to position mobs inside the Earthquake. Will be fixed, though.
Charge System for Spells
We're pretty happy with that system. The major advantage of that system is the way it allows for more open-ended decisionmaking in spell use that doesn't penalize a player for not using an ability the instant it comes off cooldown. It also lets you deliberately plan ahead and pool usage. I'm not sure we'd want to extend it to ALL abilities, but for abilities that commonly run into the two issues I just outlined, it can really improve usability without needing to add additional mechanics.
Talent Variation
One thing we like about the talent trees is the variety they provide. But often, it's a matter of picking the right tool for the job. WoW is a very big game, with a lot of different activities. As a result, some talents perform far better in certain situations (dungeons vs. raids, battlegrounds vs. arenas) and we're okay with that. In the end, every talent doesn't have to be equally viable for all activities. But it is certainly something we try to do when we can.
Healing and Spirit in PvE
No problem - it's always fun to chat about this stuff.
1) It's your best secondary stat as a healer, similar to what Armor is for tanks. Early on in beta, you actually could get Spirits gems/flasks/food, but we found that it undermined part of the point of consumable philosophy. We removed primary stats from gems and enchants in order to add some player choice and allow players to customize their secondary stats in a post-reforging world. If you want to try a crit-heavy build or want to stack mastery on your healer, you can use our profession system to accomplish that. But if Spirit were an option, it would clearly be the correct choice, and you'd never for a moment consider using any of those other secondary stat options. So in the interest of preserving some interesting choice, we removed Spirit and Armor food/gems/enchants and balanced healers around that change.
2) We're keeping a very close eye on healing overall as raiding begins. From personal experience, observation, and talking to other healers, a lot of what we're seeing is a mix of learning new fights (and thus people in general taking large amounts of avoidable damage) and healers getting used to not panicking when someone is at 60% or 70% health. Both of those are things that should improve over time. We recognize that it's one of the risks of a more deliberate healing pace: in Mists mistakes might have been instantly lethal due to spikier damage, while in Warlords they're survivable in the short-term, but are bleeding healers try in the long term. If you aren't cleaning out the stands on Kargath, or people are triggering arcane mines on Mar'gok, that might not instantly wipe you, but it'll absolutely lead to your healers running out of gas eventually. That said, raid healing in particular tends to lend itself towards more specialization, and raid leaders may find that it makes sense to have their paladins focus a bit more on single-target healing, which is a clear niche thanks to Beacon, while other classes blanket the raid.
Old Spell Visuals
The time required can vary quite a bit depending on the particulars of the spell. We'd definitely like to take a look at some of the older spell visuals and update them though.
Rate of Class Changes
We'll be tuning classes throughout the season. Early on in the expansion, we realize we've made a lot of big changes to classes and balance will be rather volatile. So, you could expect more changes early on and then the rate of change tapering off towards the expansion's end.
Spec-Based Avenging Wrath
We felt like both the Guardian and Wings were cool and wanted to keep them but thought it was a good opportunity to have some spec variation.
PvP
Healing in PvP
We don't think healing -in general- is OP. We do think that certain specs and spells are too strong. We recently removed the healing benefits of Predatory Swiftness from Ferals and halved the benefits of Heart of the Wild in PvP. Today, we have a hotfix to reduce the healing of Paladin Flash of Light by 20%.
But at the same time, I think people often get overly fixated on the scoreboard. Healing is one type of defense a player can use in PvP, but there are a lot of others that don't show up on the scoreboard. For example, we have no "damage mitigated" column to show that a Warriors Defensive stance is effectively reducing a significant amount of damage being done to them. We also can't quantify the defensive benefit of a Warlock teleporting behind a pillar when they get in trouble. Some classes do not have strong escapes and their only strategy is to heal through the pressure.
Now, this doesn't mean we won't continue to look at healing (specifically self-healing and off-healing) as way to tune PvP balance. We want every class to feel like they can compete.
Racial Balance
Thanks for the question. We realize this is always a hot topic for players. But, it isn't simply a question of racial balance, there are significant social elements at play. Specifically, you cannot play arenas with someone from the opposite faction. A lot of top PvPers tend to play together and as such, they will all end up on the same faction. Collectively, they are going to make a decision on which set of racials is better and then all move to that faction. Last expansion, the NA region all played Horde. In EU, they all played Alliance. The racials were the same in both regions, but the high end players collectively made the decision to be one or the other.
It's very easy to mistake high-end representation as strong evidence one way or the other with respect to game balance. But there are a lot of other factors at play. Representation is a measure of popularity not necessarily strength.
Ashran Zone Design
Some things we've learned our: - We haven't educated players enough about the benefits of the outer parts of the zone. The best way to earn honor is collecting fragments and there are a lot of powerful buffs littered out there. - We could use a good system for automatic raid management in certain areas. We don't put everyone in a raid in Ashran because not everyone is in the middle. Players that want to focus on the middle usually take care of that themselves. But we could do a better job with this. - We don't have any "doppleganger" servers so trying to balance factions by pairing servers is hard. In China, there are a lot more Horde players than Alliance. In other regions, PvP servers are mostly Horde players. PvP servers tend to be far more polarized by faction than PvE servers. It creates a lot of problems bringing people together. But we really wanted Ashran to feel like a zone attached to your server more than just a battleground you go to.
Experience from Low Level BGs
Unfortunately, some changes we made to battleground rewards broke some of the biggest contributors to XP in low level battlegrounds. We're working on a fix but it may not be available until 6.1.
Our original plan was to use strongboxes at all levels, but we weren't able to get it done in time. We think this could make it a fun experience though.
Racial Balance
Thanks for the question. We realize this is always a hot topic for players. But, it isn't simply a question of racial balance, there are significant social elements at play. Specifically, you cannot play arenas with someone from the opposite faction. A lot of top PvPers tend to play together and as such, they will all end up on the same faction. Collectively, they are going to make a decision on which set of racials is better and then all move to that faction. Last expansion, the NA region all played Horde. In EU, they all played Alliance. The racials were the same in both regions, but the high end players collectively made the decision to be one or the other.
It's very easy to mistake high-end representation as strong evidence one way or the other with respect to game balance. But there are a lot of other factors at play. Representation is a measure of popularity not necessarily strength.
Kronos and Technical Ashran Issues
We're working on it! We tried some new things with the AI for NPCs in Ashran's center road. Unfortunately, a lot of those techniques haven't stood up to large player counts. We've been hotfixing them and simplifying their AI. Before, they would try to navigate to whatever capture point was active. Now, they'll just get pissed and head straight for the enemy base attacking any enemy they come in contact with.
Generally, we acknowledge Ashran has both design problems and technical ones (queueing). We're continuing to work to fix them.
Creating a PvP zone for 200+ people is a really unique challenge and the way that rewards influence behavior is pretty profound. We're seeing a lot of different problems than what we saw on beta.
Group Finder Improvements
We've slowly been increasing the number of groups sent down from the server and monitoring it's affect on server performance. Our primary goal with the Group Finder is to help players find someone who is interested in doing the same activity. A leadership system is an interesting idea and we'll monitor whether we feel it's necessary. We're also pretty cautious about providing too much information during the application process. While we want to minimize the amount of time someone will get invited to a group, then immediately kicked, we don't want to encourage discriminatory behavior.
We have enabled cross-realm raids in Ashran. We held back on this until we felt we could enforce faction parity more. Otherwise, people would just starting looking for the "all-alliance" ashran. Definitely feel you on the Broken Bones.
Thanks!
State of Warlords PvP
We had three big additions to PvP in Warlords: Skirmishes, Ashran and the Strongbox reward system. I think Skirmishes and Strongboxes have worked out really well, but Ashran has some definite problems.
With respect to class balance in Arena and RBGs, we're evaluating it and making adjustments when appropriate. It's important that in each new expansion, we give classes cool new toys. The addition of new talents/abilities/glyphs and changes to tuning really rattle the status quo in terms of balance. Our first focus is to ensure that the general gameplay environment is fun (i.e. people aren't invincible or dying in a global). Then we move towards balancing out outlier classes. But, classes are going to have things that feel "too strong." We just need to make sure they have weaknesses as well.
Dungeons, Raids, Scenarios
Group Finder
We feel like it's crucial that we support both the "easy in, easy out" gameplay of dungeon/raid finder for players that are just in the mood to quickly run some content. However, the addition of the group finder is a first step toward improving the other side of the coin, as we also want the game to do a better job of fostering cooperative play and enabling longer-term relationships to be created. We have more stuff in mind for the future to continue to make this better/cooler.
LFR Removing Player Interactions
We feel like it's crucial that we support both the "easy in, easy out" gameplay of dungeon/raid finder for players that are just in the mood to quickly run some content. However, the addition of the group finder is a first step toward improving the other side of the coin, as we also want the game to do a better job of fostering cooperative play and enabling longer-term relationships to be created. We have more stuff in mind for the future to continue to make this better/cooler.
No Queued Scenarios in WoD
That was definitely one of the great benefits of the scenarios for sure. We don't anticipate having queued scenarios for WoD atm (although I wouldn't rule them out for future expansions), and we do have some ideas for how we can significantly improve dps queue times, but they will take some time for us to make happen.
Last Boss in WoD
There will be a surprise, and we're looking forward to players hearing more sometime "soon"!
Shorten DPS Queue Times
We could potentially allow another dps in a dungeon and use scaling tech to accommodate both 5 and 6 player groups for them.
Professions
Professions and Gathering Materials
Definitely agree we need more things players can use core gathering materials for. In retrospect, we would have liked for there to have been more crafted items that use those materials without requiring the time-gated resources, so this problem is something we're hoping to address going forward.
Alchemy Updates
We are working on some Alchemy updates, more info should be coming along soon.
Crafted Gear Upgrade for Tier 18
Still discussing if we want to do anything for Tier 17, but we'll almost certainly have some sort of upgrade for crafted gear with Tier 18.
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