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05/03/07, 1:53 PM
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#26 (permalink)
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These Arms Are Snakes
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Reading those old patch notes reminds me how much better this game is now.
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05/03/07, 1:54 PM
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#27 (permalink)
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i got a fuck lion now come fuck wit me
Undead Priest
Bleeding Hollow
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I almost cried seeing the mind soothe is now instant cast listed as an improvement (technically it is) after Blizzard gutted the spell earlier.
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05/03/07, 1:55 PM
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#28 (permalink)
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Von Kaiser
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I've added both the Mage and Priest pre-release notes (beta and release patch info). The rest as I get to 'em. I didn't add those to the total tally of changes as they don't exactly count; I'm just scoring things that changed since the game was released, so the older ones are there as a "Oh that's neat that they nerfed the hell out of Mages".
Or how about the huge Power Word: Shield Nerf to give it a cooldown of 30 seconds per player...
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05/03/07, 2:55 PM
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#29 (permalink)
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These are not the hammer.
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Originally Posted by Robespierre
I almost cried seeing the mind soothe is now instant cast listed as an improvement (technically it is) after Blizzard gutted the spell earlier.
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Well, at least Mind Soothe got re-improved. Soothe Beast got the same evisceration, but without any subsequent re-visceration.
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05/03/07, 3:16 PM
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#30 (permalink)
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What would you have me do?
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Originally Posted by CheshireCat
Well, at least Mind Soothe got re-improved. Soothe Beast got the same evisceration, but without any subsequent re-visceration.
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I still get mad every time I see the Soothe Beast skill on my druid.
To add some value. ShadowPanther has a similar list for Rogues.
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05/03/07, 5:26 PM
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#31 (permalink)
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Great Tiger
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I'm sure the question on everyone's lips (fingertips?) is "Which classes really have been buffed/nerfed the most?"
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There's always free cheese in the mouse traps, but the mice there ain't happy.
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05/03/07, 5:49 PM
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#32 (permalink)
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Great Tiger
Night Elf Warrior
Sargeras
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Wow, Rogues really are the least nerfed game in the class =o
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05/03/07, 7:52 PM
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#33 (permalink)
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Such a Cassandra
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Shaman the least buffed and the least looked at generally (fewest patch notes relating to shaman). Not a shock.
Of course, one of the biggest source of class buffs and nerfs generally is the talent overhauls, and they don't really show up on this list. That won't affect the shaman conclusion due to how little was done in our class "review", but I'm just noting the deficiencies in using this method to judge class buffs/nerfs since day 1 
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05/03/07, 7:56 PM
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#34 (permalink)
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Glass Joe
Night Elf Hunter
Detheroc
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*"Auto shot" will be automatically enabled if the Hunter steps out of melee range while in combat with target.
This is moreso a nerf than a buff. Often times, we freeze people, and then move away. With this, there's a chance of a freak autoshot firing, breaking a trap, and screwing you over.
I think Blizzard is putting a toggle on it, though, and that can be a buff.
Also, find the Lightning Breath hotfix. I don't remember exactly when, (March?), but it was a HUGE nerf.
You should probably include "Hidden" changes as well. The main thing I'm looking at is the introduction of trap resists (or call it a bugfix, although it was a nerf then) in 1.09, I believe. Never made the notes, but bam! It was there.
Last edited by Lenlalron : 05/03/07 at 7:58 PM.
Reason: Added stuff
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05/03/07, 8:08 PM
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#35 (permalink)
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Such a Cassandra
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Originally Posted by Lenlalron
Also, find the Lightning Breath hotfix. I don't remember exactly when, (March?), but it was a HUGE nerf.
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One man's nerf is another man's bugfix, though. That's another weakness of using this for real comparisons: what's a nerf, and what is fixing something unintended (see also those snake pets which were insane for a few days after TBC hit).
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You should probably include "Hidden" changes as well.
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And another weakness right there, given the amount of undocumented stuff that finds its way into each patch.
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05/03/07, 8:24 PM
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#36 (permalink)
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Von Kaiser
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Yep, I'm just making a good faith effort to categorize as much as I can so that it is something to point at for "proofs" in such discussions. Some people just arbitrarily talk about how much their class is nerfed or buffed or whatever, so I wanted to verify it. 
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05/03/07, 8:50 PM
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#37 (permalink)
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Glass Joe
Undead Warlock
Outland (EU)
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Originally Posted by RK
Shaman the least buffed and the least looked at generally (fewest patch notes relating to shaman). Not a shock.
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Not sure how you meant that but shamans were IIRC - atleast for a very long time - considered the most complete and finished class.
Atleast warlocks used to talk about the awesomeness that was the shaman talent tree whenever our own unfinished talents were discussed.
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05/03/07, 9:11 PM
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#38 (permalink)
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King Hippo
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Don't know what category this one should go under, but I think back around 1.02 Battleshout and Blessing of Might were nerfed to not add to ranged attack power. BoM was reverted to adding both types of AP in 2.0.1, I think, but not shout.
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05/04/07, 4:25 AM
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#39 (permalink)
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Bald Bull
Night Elf Rogue
Wrathbringer (EU)
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1.04
- Combo points will no longer be removed if the target is deselected. They will only be removed if a different target is selected.
I would consider this a buff.
1.05
- Combo points are removed when your target is dead.
This was a nerf in my opinion. Although also a bug fix, you couldn't activate SnD anymore when the target was dead and go for another one. Might be correct though to leave it as is.
1.07
- Shoot Bow/Gun/Crossbow - Should no longer cause a global cooldown on all other abilities.
and
1.08
- Shoot Bow/Crossbow/Gun - Fixed a bug where these abilities could be used faster than intended.
This was actually funny. First they changed it, messed up, and then changed it back again.
Though I *still* believe that their first change was correct. I did made tests back then, the "firing rate" of the ranged weapon was exactly what the tooltip stated for the speed of the weapon (meaning with a 2.0 weapon you would hit every 2 seconds).
Now it is again slower due to the cooldown on ranged weapons, making it one hit every 2 seconds + cooldown.
I remember some rogues did insane DPS with only ranged attacks during that time.
1.08
- Ambush - Now uses normalized attack power.
- Backstab - Now uses normalized attack power.
- Sinister Strike - Now uses normalized attack power.
This was one of the hugest nerfs not only to rogues, but to all melee classes as well (well... warriors).
Definitely deserves a red in my opinion.
And actually, for warriors, it is considered a nerf in your list.
1.09
- Slice and Dice - This ability should no longer miss.
and
1.10
- Slice and Dice - This ability can no longer be blocked, dodged, or parried, and cannot miss. If you attempt to use this ability when your target is dead, you will now receive an error message instead of displaying the spell animations.
I wouldn't consider this a buff, rather a bugfix. It happened so rarely that actually I didn't ever see it happen at all.
1.10
- Applying Rogue poisons will no longer break Stealth.
Whereas this was a really nice buff. No more having to search for a secure spot to be able to recast/switch poisons.
2.0
- "Evasion" (Rank 2) now reduces the chance that ranged attacks will hit the Rogue by 25%, reduced from 50%. It is now available at level 50.
Actually this was a buff. Before 2.0, Evasion did nothing against ranged attacks (only on the PTR it was 50% instead of 25%).
- Combo points added to a target should not be reset until you add a combo point to a different target.
Big buff in my opinion.
Overall very nice list. You should definitely check out ShadowPanther's site for more changes on rogues. Especially I'm missing the huge nerf to weapon skill in that list.
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05/04/07, 8:03 AM
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#40 (permalink)
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Banned
Night Elf Hunter
Earthen Ring (EU)
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Interesting for hunters, one could almost get a rosey picture here. But of course it sort of coats stuff over. The real issue for hunters between 1.7->2.0.1 was itemization and relative scaling (that was never addressed really during that stretch).
It also doesn't really give any scale to buffs and nerfs. For example the 1Agi->1AP change was part of a major revamp that can hardly even be categorized as buff or nerf because fundamental mechanisms got drastically altered, including base shot rotations, function of scorpid sting, trap mechanism and more.
Also how exactly does one compare some buffs/nerfs to others? For example the making of evocate and innervate into core skills?
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05/04/07, 8:14 AM
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#41 (permalink)
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Von Kaiser
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Ok, this is redundant and doesn't add anything to the thread, I just find it amusing and feel like sharing:
Rogue.
1.04 - Riposte - Fixed a bug that prevented the ability from being used when the target had no weapon or was already disarmed.
1.05 - Riposte - Fixed a bug where the ability was not usable against a disarmed or unarmed target.
1.06 - Riposte - Targets immune to disarm effects will now take damage from Riposte.
1.07 - Riposte - Will now initiate combat when used.
1.08 - Riposte - Now properly sets its cooldown.
I remember these changes as entertaining the first time around, wondering what they will do to riposte next. Seeing all the changes on a platter like that makes it even more obvious. Makes you wonder if they have interns that are assigned to single abilities, you know, as a learning curve.
Last edited by raal : 05/04/07 at 8:16 AM.
Reason: spelling
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05/04/07, 8:50 AM
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#42 (permalink)
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Von Kaiser
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Things that really were fun in beta:
Instant heal bandages with no channeling.
Being able to mind flay while moving. (this took a little technique to pull off but not hard to kite stuff in a circle around it)
+spell damage was applied 100% even to rank 1 spells, regardless of cast time.
Eat and drink in combat.
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05/04/07, 9:05 AM
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#43 (permalink)
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Great Tiger
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Originally Posted by Glayde
Eat and drink in combat.
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Think the fact that drinking produces aggro is a left over aspect of this, or just because it's mana regen?
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05/04/07, 9:27 AM
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#44 (permalink)
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Glass Joe
Gnome Rogue
Silvermoon (EU)
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Aaah this brings back memories for someone who was a druid main at the time:
1.09
Heart of the Wild - Previously, when shifting to Bear Form or Dire Bear Form, this talent would cause your current health to increase by the same amount as your max health. Now it will cause your percentage of max health to be the same before and after the shift, as well as shifting back to humanoid form. As a result, shifting in and out of these forms will no longer cause an increase in current health.
1.10
Bear Form and Dire Bear Form - It is no longer possible at very low health to die when shifting out of these forms.
1.11
Fixed an issue where players with the Heart of the Wild talent were losing health each time they shifted to Bear Form or Dire Bear Form.
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You're a tall one
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05/04/07, 9:30 AM
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#45 (permalink)
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Great Tiger
Blood Elf Paladin
Lightning's Blade (EU)
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Originally Posted by Cel
Think the fact that drinking produces aggro is a left over aspect of this, or just because it's mana regen?
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Comparing it with VT and Shamanistic Rage, I'd say its just the mana regen.
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05/04/07, 10:37 AM
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#46 (permalink)
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Glass Joe
Night Elf Hunter
Detheroc
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Originally Posted by RK
One man's nerf is another man's bugfix, though. That's another weakness of using this for real comparisons: what's a nerf, and what is fixing something unintended (see also those snake pets which were insane for a few days after TBC hit).
And another weakness right there, given the amount of undocumented stuff that finds its way into each patch.
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Well, in truth, it *was* a bugfix, although it pretty much was a kidney shot to hunters everywhere. So you can leave it as that, although the bugfix killed a lot of hunter's raiding dps, and left no recourse to fix it.
Secondly, yeah, I didn't expect him to get any of the hidden changes, although if he has time, they're probably out there somewhere. One of those "next level" sort of things.
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05/04/07, 11:55 AM
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#47 (permalink)
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Von Kaiser
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Well, the ultimate goal is to get it as accurate as it can be, and a lot of the time swinging the determination of "what is a bugfix" vs a nerf or a buff just comes down to how Blizzard phrased it. If they use "as intended" that's a bugfix; even if it comes out as a huge functionality nerf; that's a bugfix according to how they called it.
If nothing else, this isn't perfect, but it is better than nothing at all, and I'll shift things around according to whatever is reasonable. When I get a chance today, I'll update the Rogue changes.
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09/04/07, 2:37 PM
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#49 (permalink)
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Specced the Right Tree
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For warriors:
1.01
Taunt: removed rage cost and global cool down.
Hardly a buff. Prior to this change, the aspect of tanking was an entirely different beast than it is today. These were the widely hated 'awesome' patch notes, by the by. At the very best, it should be considered a design change.
Same with all of these:
Sunder Armor: Now available in all Stances.
Shield Bash: Now available in all Stances.
Hamstring: Now available in Battle and Berserker Stance.
Rend: Now available in Battle and Defensive Stance, damage slightly increased on some ranks.
Recklessness: Moved to level 50, moved to Berserker Stance, can be cancelled early, now causes the Warrior to take extra damage instead of decreasing armor.
Bloodrage: Available in all Stances, cool down increased.
Prior to this change, each stance had its own seperate abilities and vastly changed the style of play depending on the stance you fought in. Berserker stance was mostly unfinished with a few key abilities like Slam and Cleave, and not much more. It was always hinted at during beta that the Berserker tree would be fleshed out 'later' as new 'awesome' 40+ abilities were added for each different class. This never happened, and instead Berserker stance was just given abilities from other trees.
1.02
Berserker Stance: Now increases critical strike chance by 3% instead of granting 10% melee haste. Extra damage taken reduced from 20% to 10%.
Heh, pretty sure most warriors would give up 10% extra damage and 3% crit for a solid 10% haste. Berserker stance was pretty sick, and needed to be nerfed, but I don't think you can call this a buff.
1.03
Improved Sunder Armor - Now decreases rage cost by 1/1/1.
Definitely a nerf. Before this, the talent increased the amount of armor reduced by Sunder Armor by a decent amount. Not sure if testing was done on threat changes because of it (at the time it was assumed that threat increased from this talent), but the loss of extra -ac is a pretty big nerf.
1.06
Improved Hamstring - Design changed. No longer improves the movement slowing effect. It is now a 3 point talent that gives a 5/10/15% chance to immobilize the target for 5 seconds.
That is most definitely a nerf. Improved Hamstring used to increase the slowing effect by a pretty significant portion, if I recall correctly. Was one of, if not the best slowing ability in the game prior to this change.
Improved Berserker Rage - No longer increases the duration of the effect. The talent will now generate 5/10 rage when Berserker Rage is used.
I would consider this a nerf, since Berserker Rage then, and now, is used primarily as a fear breaking device than anything. The extra time to be immune to fear was pretty nifty for PvP, at the very least, and helped out on Onyxia at least somewhat.
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