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News Roundup: Blizzard on Recent Warrior Nerfs, Cultivation, Faded Wizard Hat Change and more!
Live
Опубликовано
15.02.2011 в 15:41
Miyari
We've got quite an assortment of Blizzard posts today, mostly coming from our friends on the European official forums!
Topics include:
Justice Point Vendor Selections
Cookie's Tenderizer (Heroic) Model Change
Faded Wizard Hat Change
Tauren's Cultivation Herbalism Racial
Azeroth's Invisible Ceiling
Warrior's Raging Blow / Fury Nerf
Talent Tri-Specializations
Elemental Death Animations and Epilepsy
Check out the full Blizzard posts after the break!
...on Justice Point Vendor Selections
All well and good but how about adding stuff worth buying to the vendor? Examples would be trinkets and weapons. I appreciate the enchanting materials being added but they are not trinkets and weapons.
We do not intend for all variations of weapons or gear to be purchased with Justice Points. For example, we don't intend at this time to have multiple variations of offhand items available. We do appreciate the feedback though, but unfortunately we can only reiterate what we've said before. We want Justice Point gear mostly to complement the gear you can get from raids, heroics, dungeons, crafting and quests.
perhaps (if you're still reading this) you'd like to suggest what Ranged Weapons warriors are supposed to use?
As always, we are listening to your feedback and it is quite possible that we'll look into providing additional ranged weapons suitable for warriors in future content patches, though not necessarily via the Justice Point vendor.
...on Cookie's Tenderizer (Heroic) Model Change
I ask, WHY was this change so important to implement? It is a heroic weapon, one that wont be used for long if you raid, and you got tons of other weapons, even from heroics, to replace it with (if the looks really horrify you that much). But you just had to ruin the fun and uniqueness of this weapon by making it a (lame) spiked mace.
Скалка Пирожка
is a rather unique item indeed... Currently it is considered a pre-raiding best-in-slot item and therefore we feel it important that it can be sheathed and that any enchants on it are shown, which is something that currently isn't possible with the rolling pin model. It would take quite a bit of work to make the rolling pin work properly, so although the model for the heroic version has been changed, one should never dismiss the possibility that we may see the rolling pin model return.
If you are interested in this item just for the rolling pin looks, you can still get the non-heroic version: Cookie's Tenderizer
...on the Faded Wizard Hat Change
The faded wizard hat (
Выцветшая шляпа волшебника
) from the final quest in Azshara used to be able to be equipped, used (therefore changing your model into some random race) then then be de-equipped and the model-changing buff would still hold for 30 minutes.
Now the buff is removed as soon as you de-equip the helmet, is this intended? Because this makes this VERY fun item completely useless in any combat situation.
Or is it just a bug?
Actually, it was a bug that the buff wasn't removed when you took off the hat, a bug which we have now fixed.
We totally understand that this must be quite upsetting to some of you guys who have been used to the functionality of this hat until now, but we are most likely not going to revert this fix. It is our intent that all transformations of this type are limited to either a duration or tied to an item that must be equipped.
It should hopefully come as good news that we plan to include more transformation items in patch 4.1, and I also shouldn't forget to mention that we did already put an item,
Заколдованный медальон Калифы
, on a vendor in Azshara... this item is available to players of both factions and it can to turn you into a Night Elf ghost.
...on Tauren's Cultivation Herbalism Racial
We see that some feel Tauren herbalists are overpowered. We understand the frustration when someone else gets to a herb before you. We know that it can also seem worse if they can also gather it faster you, because of their racial ability. We've got herbalists ourselves and we do empathise.
But we didn't feel that +15 Herbalism skill was really good enough for Taurens and we wanted them to have something a bit more useful, especially once they've reached the cap. They've got a 0.5 second advantage on other herbalists, and while yes that can be an advantage we are relatively satisfied with how it is at the moment.
Yes, sometimes it can seem like they swoop out of nowhere and take the herb before you've even seen them flying in. But that's more to do with how the game client deals with very fast moving flying mounts than anything else. It's probably quite likely both players saw the herb at about the same time and the Tauren just got in quicker. It's the same kind of thing for Worgen and skinning, though herbs are often more hotly contested.
Though we do hear the feedback and have taken it into consideration, we wanted to make Cultivation a bit more interesting and useful and we feel we've achieved that. So we do not, at this time, have any plans to alter this racial ability.
...on Azeroth's Invisible Ceiling
Sick of hitting invisible walls while flying? We agree that the sky being a bit uneven in places isn't great. We would like to adjust the sky height and generally ensure it's a bit more even than it currently is. It's one of those things on our "to do... sometime" list, however.
...on Warrior's Raging Blow / Fury Nerf
After 4.0.6 went in, Fury was doing more damage than projected, and higher dps than we wanted for the spec. Essentially, the 4.0.6 changes for Fury weren't intended to be a damage buff to begin with - we just wanted to make the mastery more appealing and de-emphasize Heroic Strike. Instead, we saw Fury damage jump up more than could be accounted for from factors like the metagem change. It also seems that Raging Blow had become very strong after the mastery change. So, we made the decision to reduce Fury damage, and Raging Blow became a good place to make that adjustment, since that allowed us to address both the PvE damage issues and the PvP burst concerns at the same time.
We think the verdict is still out over whether Single-Minded Fury has become a clear choice over Titan's Grip. All the evidence available right now is theory crafted, but we still want to see how performance shakes out in actual play. If the theory crafting turns out to be correct, then we'll consider adjusting Single-Minded Fury then, probably a reduction. In the meantime, it's probably best to stick with whichever play style you find the most fun, or at least, have the most appropriate weapons for. It's good to keep in mind that there are more two-handed weapons with strength on them than there are strength heavy one-handed weapons, though there's also probably more competition for those two-handers as well.
no offense... but how did you not account for this?
No offense taken. World of Warcraft is a complex game, and due to all the factors involved, predicting performance changes over the whole playing population and in every feasible scenario can be challenging. We run the numbers to predict dps under several different conditions and then compare those estimates to empirical data (generated in house and collected from live games). Most of the time, that data gives us a pretty accurate picture. Still, there are a lot of Fury warriors out there with various mixes of gear, talent specs and skill levels, and despite the projections, damage went up for a lot of those players more than we expected.
...
Some of you have expressed some concerns regarding Fury AoE, so this is a good time to mention that we're looking at area of effect damage for a lot of specs, Fury included. So, it's on the radar.
We feel that warrior dps is about where it should be, and that the class continues to bring valuable output to a raid and will scale well in the future as well.
Single-Minded Fury and Titan's Grip were really close in the wake of 4.0.6, which was a good place. Now it's possible that SMF is doing better than TG by a wider margin than we're comfortable with. We don't want to eliminate choices and see a rush on SMF, and we'd rather see players choosing the weapons they'd prefer. If that means bringing SMF back into line with TG, then that might be the course of action we take. Nothing is necessarily guaranteed or imminent though.
...
My only "beef" with this nerf, is that the PTR had been up for a month and a half, and Raging Blow was nerfed once during the PTR (about halfway through), and then there was no word on a nerf despite the amount of time the PTR had been up. Four days after the release of the patch, Raging Blow received a 20% damage nerf. Why was this not done before the patch was released? It's understandable that you guys either miss something like this, or miscalculate something, but Raging Blow was clearly still a problem after the initial nerf to the first damage increase to Raging Blow, it just wasn't voiced because not many people were playing the PTR. Did you guys just not pay attention, or were you waiting for enough people to voice their opinions on the changes to Raging Blow so you could see if Raging Blow really needed a damage reduction?
A lot of players on the PTR correctly predicted the problem, yes. But players always predict problems, many of which never materialize. The feedback from the PTRs is valuable, but we don't expect it to result in a perfect assessment, and we've learned that we can’t and shouldn’t just accept everything at face value. Players that post concisely, objectively and provide a lot of verifiable evidence of their claims tend to provide the most valuable information, and the kind of feedback that we're far more likely to heed. When concerns are raised, we discuss them and run tests of our own, and decide whether a change is warranted or not.
In this case, we were aware of the concerns being raised about Raging Blow burst damage in PvP. We agreed with the arguments that it required a lot of cooldowns and stacked mastery to get going, and even then enrage could easily be removed by several classes. We didn't believe that this would lead to Fury dominating PvP, and we didn't change it at the time because we didn’t want to nerf Fury’s PvE damage over a (possibly overstated) PvP concern. We also didn't want to risk making mastery a poor stat again, which was the most significant issue we were trying to fix. When Fury’s PvE dps proved higher than our target, then Raging Blow was the obvious candidate to decrease since a reduction there was likely to solve all the issues that we were hoping to address.
Going live and making people take gear, invaliding it a couple days later then making them take different gear, then invalidating that gear... I mean is this reasonable game design to you guys? You realize that Warriors are pissing away raid drops and arena points due to all this nonsense, yes?
None of the gear in question was "invalidated". Made marginally less efficient, perhaps, but certainly not invalidated. Hyperbole doesn't help the discussion, and makes it more likely that valuable feedback is lost in the shuffle.
...on Talent Tri-Specializations
Dual spec gives variety, but tri spec would ruin it.
Having tri-specs would certainly make talent trees rather trivial and talent builds less meaningful.
We implemented dual specs in order to make it less painful to switch and play multiple aspects of the game, which was especially a concern back in the day for hybrid classes and people who enjoy both PvE and PvP. We want the game to be fun, but we still want some choice and decision-making and deliberation to be involved when building your character.
...on Elemental Death Animations and Epilepsy
Your game is relatively epileptic friendly, as your spell effects rarely cause the entire screen to flicker. However, this animation stands out as the unavoidable exception. (They're everywhere.) So all that I ask is that you look into a possible remedy for this one animation from this enemy type.
Thanks for the post. We've actually seen a number of forum posts, and received a few letters on the elemental death effects. We have a task set to remove the flashes from the death effect, although as the work hasn't begun I couldn't accurately state when the change might make it in.
In any case, we agree and we're going to be changing them.
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