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Old 08/04/07, 3:38 PM   #526
Shadout
Don Flamenco
 
Undead Mage
 
Twisting Nether (EU)
The easiest solution for lvl 1-60 would simply be to increase the xp from quests. Reducing the reason to grind.
Might also give permanent rested bonus for those lvls? (Doubt they would do it)
 
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Old 08/04/07, 3:39 PM   #527
songster
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I think we'll see almost exactly the same degree of gear reset as we did in TBC, for the same reasons.

Let's define two hypothetical people: the "average player" and the "bleeding edge raider".

Level 71-72 will bring everyone's gear up to the level of the "average player". That means everybody levels on an even playing field, allowing them to balance the quests and provide a reasonable degree of difficulty during levelling.

At level 80, after completing all group quests, everyone will have gear up to the level of the current "bleeding edge raider". That means that everyone will be entering the starting raid dungeons at about the same level of itemisation, allowing them to balance the raid game.


Think about it. Think how fast the bleeding edge ripped through all the raid content within a few weeks (obviously bugged encounters aside). Hell, look how much whining there is right now this second about how we'll all have completed BT and have nothing to do for ages before the expansion. And you want to have less of a reset, and rip through the raid content even faster?

Just imagine what would have happened if Tier 3 had been on a par with Vashj drops (which is what you're asking for). Either they tune SSC assuming Tier 3 quality gear, which screws over everyone who didn't get into Naxx - or they tune it lower, and the bleeding edge blows through it even faster and never ever plays a challenging encounter that isn't actually bugged.

So no. Level 72 greens will be the equivalent of T4, and level 80 blues will be T6. And rightly so. There's no way round it. In order to produce tuned encounters in a gear-centred game, they need to know what level of gear you're taking into the encounter. That means everyone needs to start with the same level of gear when they hit the raid game, which in turn means you need a complete reset from the previous raid game.

Asking for your gear not to be reset is asking for encounters that provide no challenge and offer no upgrades.

Last edited by songster : 08/04/07 at 3:43 PM. Reason: Clarification
 
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Old 08/04/07, 3:40 PM   #528
Diogo
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Tauren Shaman
 
Gurubashi
Originally Posted by Mizerok View Post
Not to mention that this isn't a 2h enchant, and is simply a weapon enchant...that's a lot of armor...but can we really expect people to drop one or possibly both of their mongoose enchants for it?
if we believe that the formula for damage reduction 60+ mobs and players is:

DR= Armor / (Armor+400+85*(Level+4.5*(Level-59)))

Armor - WoWWiki, the Warcraft wiki

than 840 armor less for a 73 lvl mob would mean about 6% LESS damage reduction

so I think that unless its a mob with very little armor to begin with, this enchant is much better than mongoose
 
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Old 08/04/07, 3:43 PM   #529
Skulli
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They posted stats from 2 ZA weapons:
1h dagger, 98.6 dps, 21 agility, 40 atp and ignores ~190 armor
2h sword, 128.4 dps, ~50 sta and 2 equip bonuses
 
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Old 08/04/07, 3:44 PM   #530
ebbv
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Originally Posted by Trouble View Post
They just stated on the itemization panel that they plan on somehow combining healer gear and dps gear by giving free stats or something? They just said that a moonkin druid would want the same gear a resto druid would want and this would help solve itemization problems for less played specs.
Was there any mention about Feral/Enhancement?

Because if it's just Balance/Elemental wanting the same as Resto, then it could be something I thought about a long time ago; getting rid of +healing and just upping the coefficient on healing spells to like 180%.
 
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Old 08/04/07, 3:46 PM   #531
Trouble
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Originally Posted by ebbv View Post
Was there any mention about Feral/Enhancement?

Because if it's just Balance/Elemental wanting the same as Resto, then it could be something I thought about a long time ago; getting rid of +healing and just upping the coefficient on healing spells to like 180%.
They first introduced the idea with healing priests. I can only assume this is going to be a more sweeping itemization change that covers a lot of different specs.
 
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Old 08/04/07, 3:47 PM   #532
 Playered
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-armor is better the closer it brings you to 0.

Going from 10000 -> 9000 is not as much of a DPS upgrade as going from 1500 -> 500 unless things have changed without my knowing so.

This is why Rogues used to use EA in PvP on clothies because it effectivly made them have 0, or close to 0 armor and it massivly enhanced their damage.

re: the ZA weapons

1h dagger, 98.6 dps, 21 agility, 40 atp and ignores ~190 armor.
Fang of Vashj, 98.6 dps, 19 sta, 54 atp and 21 dagger rating.

Item from a 10 man zone with a 3 day lockout equal or better to one from the final boss of a 25 man zone with a week lockout, time will tell but this annoys me more than the power of the PvP weapons.

Not to mention how this will effect Blacksmithing weapons...
 
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Old 08/04/07, 3:52 PM   #533
Diogo
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Originally Posted by Playered View Post
-armor is better the closer it brings you to 0.

Going from 10000 -> 9000 is not as much of a DPS upgrade as going from 1500 -> 500 unless things have changed without my knowing so.

This is why Rogues used to use EA in PvP on clothies because it effectivly made them have 0, or close to 0 armor and it massivly enhanced their damage.
yeah, sorry

got my math messed up, but still: unless its a mob with incredibly HIGH armor, this is much better than mongoose. at 20000 armor, its about 1% decrease in mitigation, making about the same as mongoose in overall increase in dps. at 10000, its 2%. at 1k, then its 6%
 
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Old 08/04/07, 3:57 PM   #534
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Originally Posted by Mizerok View Post
So what do we think they will change about the 1-60 game? More quests? Higher EXP gain?
Itemization is easily the most glaring fault in the "old world" quests. Everybody who's levelled a draenei or blood elf past 20 knows the feeling; The quest rewards in Bloodmyst and Ghostlands are coordinated and have great stats, but when you move onto Ashenvale or Hillsbrad or what have you, you're suddenly confronted with Agi and Spi sharing an item. If you've touched Outland at all at this point, your main goal when levelling an alt is to get Azeroth done and over with so you can get to the smart items. It's great that they're going over Azeroth again to make it more appealing, but you'll probably always be able to feel the difference in dev experience when you move to Outland.

Speaking as a horrible altaholic, the fact that Death Knights will start at high level makes me ecstatic. All "hero class" bluster aside, Blizzard could make DKs start at level 1 and have millions of people playing it up to level 20ish as well as hundreds of die hards power levelling one for their raid group. The fact that they've decided to let people skip an already completed and comparatively flawed part of their game feels like a decision to keep customers interested and happy rather than just playing and paying.

The overall idea of "unlocking" an additional class with your high level character feels somewhat swiped from CoH's Epic Archetype content update too. Seems Blizzard still isn't too proud to garner inspiration from competitors!
 
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Old 08/04/07, 3:59 PM   #535
 Falk
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Frostmourne
Originally Posted by Playered View Post
re: the ZA weapons

1h dagger, 98.6 dps, 21 agility, 40 atp and ignores ~190 armor.
Fang of Vashj, 98.6 dps, 19 sta, 54 atp and 21 dagger rating.

Item from a 10 man zone with a 3 day lockout equal or better to one from the final boss of a 25 man zone with a week lockout, time will tell but this annoys me more than the power of the PvP weapons.

Not to mention how this will effect Blacksmithing weapons...
You don't actually believe these will be any where near that easy to get, do you? Especially after Tigole's opening comment re: PvP rewards during the R&D panel?

I'm willing to bet those would be the cream-of-the-crop loot, i.e. from the optional challenges.
 
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Old 08/04/07, 4:08 PM   #536
Kytrarewn
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Kil'Jaeden
Originally Posted by Shadout View Post
The easiest solution for lvl 1-60 would simply be to increase the xp from quests. Reducing the reason to grind.
Might also give permanent rested bonus for those lvls? (Doubt they would do it)
That was one of the biggest things that bothered me my first time through 1-60 as well as the 1-40 I did during Open WoW Beta.

There are quests like the Bear Skin/Wolf Blood one in Tarren Mill, where it's possible, or even probable, that you'll level once, at least, while killing the mobs for the quest.

You do a quest in redridge or what not, for 1200 experience, and you make 8,000 grinding the mobs for the quest.

Increasing quest rewards in such a way as to reward questing rather than the whole "I might turn it in when it's time to buy more water, but for now it's more worthwhile to just keep killing these fuckers" paradigm that I think many of us slip into while leveling our characters.

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Old 08/04/07, 4:10 PM   #537
Dejablue
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Originally Posted by Trouble View Post
The way I understood the workings of the rune system is that any given spell would have a "rune cost" associated with it which puts those runes on a cooldown. The cooldown could be defined by the rune, defined by the spell, or potentially modified by the spell (this wasn't clear). Much like Fire Blast has a 6 second cooldown, imagine a Fire Blast with no cooldown, but linked to a Fire Rune that activates an 8 second cooldown when used. They also mentioned there might be something like spells that use the cooldown on one rune to clear the cooldown on another rune (I think this is what it meant, interpreting here).

Rune "management" would be one of the primary skills of a Deathknight as you juggle these various cooldowns to maximize whatever you're doing with your deathknight. One of the big things that differentiates this from the system we currently have (various abilities with cooldowns and shared cooldowns) is that you get to pick what type of runes and how many, thus having control over the cooldowns. Going back to the Fire Blast example, aside from talents it's ALWAYS an 8 second cooldown. For a Deathknight, he could simply choose t o equip 5 fire runes and he could spam Fire Blast every global cooldown. This also of course would be further complicated by spells that require multiple Runes to operate, each potentially with different cooldowns.

A short anology would be a non-turned based Magic: The Gathering game where Land (Mana) = Runes and instead of them becoming untapped after each turn, they become untapped after a certain period of time. So you're constantly casting different spells with whatever available pool of runes you have, or potentially using spells to clear various cooldowns.

(Apologies for using a mage spell to describe Deathknight mechnics, just needed an idea for a spell with a short cooldown)
This sounds pretty cool. So like say you have a spell that requires frost runes of 2 and a spell or ability that requires shadow runes of 4. You use the spell with shadow runes putting 4 of your shadow runes on cooldown and can now only use the frost rune spells that requires 2?

Pretty neat. It opens up the everquest system of meding where you have to choose your spells beforehand and are locked into them for the duration of combat. But a bit more dynamic as you could use 2 spells requiring 2 shadow runes. I like it a lot
 
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Old 08/04/07, 4:11 PM   #538
 Playered
Debitum Naturae
 
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Night Elf Druid
 
Ravencrest (EU)
Originally Posted by falkon2 View Post
You don't actually believe these will be any where near that easy to get, do you? Especially after Tigole's opening comment re: PvP rewards during the R&D panel?

I'm willing to bet those would be the cream-of-the-crop loot, i.e. from the optional challenges.
As said, time will tell, however the R&D panel was wrong because PvP weapons for melee are easier to get, equal if not better to T5 level ones, so the system is flawed there.
 
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Old 08/04/07, 4:19 PM   #539
Trouble
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They did say they wanted to put rating requirements on some arena items in the future.
 
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Old 08/04/07, 4:21 PM   #540
Sapp
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Detheroc
Originally Posted by Diogo View Post
yeah, sorry

got my math messed up, but still: unless its a mob with incredibly HIGH armor, this is much better than mongoose. at 20000 armor, its about 1% decrease in mitigation, making about the same as mongoose in overall increase in dps. at 10000, its 2%. at 1k, then its 6%
AFAIK, armor reduction is supposed to be the same % increase at all points, same as a given armor gain is a given amount of increased mitigation when compared to the armor you had before.

So while 840 armor off that 10000 armor dude is only -1% armor mitigation, you were only doing ~50% damage to him in the first place so that 1% mitigation reduction increases your relative damage by more than 1%.

...

...


ANYWAY
What other talent changes are there besides that Enh stuff? I am very specifically interested in Retribution, Paladin Protection, WARRIOR protection, Priest holy, and Druid Balance trees.

Anyone got anything?
 
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Old 08/04/07, 4:22 PM   #541
Phlis
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New cooking recipes from the Profession Live Blog:



Can anyone read them?

It's apprently a melee one, spell crit, something like dragonbreath only lightning? I can't really tell
 
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Old 08/04/07, 4:23 PM   #542
Zygot
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Originally Posted by Sapp View Post
ANYWAY
What other talent changes are there besides that Enh stuff? I am very specifically interested in Retribution, Paladin Protection, WARRIOR protection, Priest holy, and Druid Balance trees.

Anyone got anything?
I think its happen later on Classes panel
 
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Old 08/04/07, 4:26 PM   #543
Kytrarewn
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Originally Posted by Trouble View Post
They did say they wanted to put rating requirements on some arena items in the future.
If so, that would fuck those of us grinding away for 10 weeks in a shitty 1450 rating 2v2 double rogue team just for the chance to eventually get a decent mainhand dagger to replace their Whispering Blade of Slaying (Because Prince and Moroes are assholes) something awful, thus making it so that only those teams that stand a chance would arena.

That, or there would be a lot more market for "Hey, just let me join your team. I don't even want to PvP with you guys, just give me the rating". Not exactly a wonderful change.

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Old 08/04/07, 4:27 PM   #544
jusion
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Originally Posted by Kytrarewn View Post
If so, that would fuck those of us grinding away for 10 weeks in a shitty 1450 rating 2v2 double rogue team just for the chance to eventually get a decent mainhand dagger to replace their Whispering Blade of Slaying (Because Prince and Moroes are assholes) something awful, thus making it so that only those teams that stand a chance would arena.

That, or there would be a lot more market for "Hey, just let me join your team. I don't even want to PvP with you guys, just give me the rating". Not exactly a wonderful change.
God forbid only good PvP teams get good items.
 
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Old 08/04/07, 4:29 PM   #545
 Playered
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Originally Posted by Kytrarewn View Post
If so, that would fuck those of us grinding away for 10 weeks in a shitty 1450 rating 2v2 double rogue team just for the chance to eventually get a decent mainhand dagger to replace their Whispering Blade of Slaying (Because Prince and Moroes are assholes) something awful, thus making it so that only those teams that stand a chance would arena.

That, or there would be a lot more market for "Hey, just let me join your team. I don't even want to PvP with you guys, just give me the rating". Not exactly a wonderful change.
They can still get season 1 or season 2 gear, which as said is better than or equal to T5 level items, so they wont have access to BT level pvp items if they are blue geared alts or offspec raiders playing poorly for free points, shame.
 
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Old 08/04/07, 4:30 PM   #546
Kytrarewn
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Originally Posted by jusion View Post
God forbid only good PvP teams get good items.
Umm, God forbid only good PvP teams get good items in 3 weeks. 10-12 weeks waiting for an item that takes you 3 doesn't exactly seem like an "unreasonable ease of attainment". Especially given that, other than searing sunblade, there are *0* 1.4 speed or faster epic weapons until Mount Hyjal.

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Old 08/04/07, 4:30 PM   #547
Earthhoof
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Originally Posted by Phlis View Post
New cooking recipes from the Profession Live Blog:



Can anyone read them?

It's apprently a melee one, spell crit, something like dragonbreath only lightning? I can't really tell
The lower middle one is a pet food. The left one is "Spicy Hot Talbuk" - it might say that it gives Hit rating but I can't read it. :o{

The upper middle one is the lightning, can't read the name but it's Clefthoof Meat + Lightning Eel. The rightmost one is really blurry.
 
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Old 08/04/07, 4:33 PM   #548
Hozz
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Originally Posted by Mizerok View Post
Not to mention that this isn't a 2h enchant, and is simply a weapon enchant...that's a lot of armor...but can we really expect people to drop one or possibly both of their mongoose enchants for it?
Assuming the proc rate is the same as Mongoose, I think it is better than Mongoose on the main hand for a DW Fury.

What exactly did they say about Agility on the T6 DPS Warrior set? From the second hand translation I got it sounded like they said 'Yes we know Agi is not a good stat for DPS Warriors but dont worry the ZA set will be better'
 
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Old 08/04/07, 4:36 PM   #549
 Playered
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Originally Posted by Earthhoof View Post
The lower middle one is a pet food. The left one is "Spicy Hot Talbuk" - it might say that it gives Hit rating but I can't read it. :o{

The upper middle one is the lightning, can't read the name but it's Clefthoof Meat + Lightning Eel. The rightmost one is really blurry.
Stormchops - acts wierdly when its raining, chance on hit and when hit to deal nature damage/lightning graphic to target/attacker.

And yes theres food with melee and spell hit.
 
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Old 08/04/07, 4:36 PM   #550
Kinv
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Originally Posted by Hildegard View Post
There seem to be plans to deal with problems in Alterac Valley of being 40% afk all the time. I wonder how this will actually work. Either an intense amount of GMs will be needed or most likely there will be tricks to work around this system in no time. But let's hope for the best, I would really love this change working.



Overheard at BlizzCon: Changes to the bgs? - WOW Insider


Also someone told about a new Gnomish city with an airstrip. So I hope that these planes, standing in Gnomeregan and many other places will finally take off. But no news on that until now...
On PTR there's a report button (similar to the goldspam 1) under whisper when you right click someones portrait.
 
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