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Old 08/08/08, 12:41 AM   #6376
 Intermission
Spiral out, keep going
 
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Undead Mage
 
Frostmourne
If 90% of the guild had it installed, and it updated on each time one logged out (and closed the game), that would still be impressive.

But an easy copy-paste interface would be nice for a limited number of people (officers) in charge of updating it.

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Old 08/08/08, 3:45 AM   #6377
Bullshot
Don Flamenco
 
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Night Elf Hunter
 
The Maelstrom (EU)
Regarding debuff slots: WoW Forums -> Debuff slots

Originally Posted by Koraa
We would like to increase the number of debuff slots, yes, and we most likely will. Unfortunately, this is very complicated to do tech wise. It greatly increases the amount of bandwidth for the server, for example, and also for the client (you).

When designing new talents, we try very hard to not add more debuff slots, though with the addition of a brand new class it's sort of unavoidable. In a nutshell, yes we realize the debuff slot stuff is an issue now and will be in the future and we're working on it.
With the new debuffs available, I really can't see how the current 40-debuff limit is enough in WotLK. Here's hoping they do take the plunge and increase it.

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Old 08/08/08, 4:06 AM   #6378
baghwan2
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Night Elf Priest
 
Alleria
Great news

I wonder if they could turn multiple of the same debuffs into the one slot and add the little charge counter, like Shadow Weaving has but for every debuff. So if you have more then 1 priest, SW:P all take up 1 slot, with how many their are up and the inbuilt DoT timer recording yours. Would fix slot problems, but will it cause greater bandwidth I don't know.

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Old 08/08/08, 4:56 AM   #6379
Tunch
Piston Honda
 
Undead Rogue
 
Detheroc
I very much doubt that's possible. From what I can tell they have their system designed so that anything that's stackable is normalized for one value. I don't think their system can take a 5-stack of SWP and know that it came from 5 different priests, all with different damage values. Not to mention durations wearing off at different times. As of now, if a 5-stack fades via duration, the entire stack goes (the only exceptions being charge-declining stacks like earth shield and inner fire, which are unrelated to the matter at hand).

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Old 08/08/08, 12:38 PM   #6380
Wafzig
Glass Joe
 
Troll Shaman
 
Gorgonnash
Wouldn't that just be like the old "rolling" ignites for mages pre-TBC?

I can't remember exactly why they did away with that, but didn't it have to do with not being able to assign the threat properly?

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Old 08/08/08, 1:52 PM   #6381
ZeroWashu
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Draenei Shaman
 
Eitrigg
Originally Posted by Bullshot View Post
Regarding debuff slots: WoW Forums -> Debuff slots

With the new debuffs available, I really can't see how the current 40-debuff limit is enough in WotLK. Here's hoping they do take the plunge and increase it.
I would like to see a system where the debuffs were done by type instead of named. Yes it would lead to duplication across classes but it would mean we would not necessarily need all classes all the time. It should also simply their work as they don't have to account for so many types. It is a little difficult at times to ensure everything you can have up there is up there, let alone figuring out who is slacking

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Old 08/08/08, 6:18 PM   #6382
Vaeys
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Draenei Shaman
 
Khadgar
That's what they're aiming for - death knights now have a replacement for a malediction Curse of Elements, as well as a slightly lesser version of the new shaman haste totems, and judging by the blue comments recently they're looking at extending this further. It won't be - oh, we need <x> class for this, it will be, we need <y> ability, which can be given by classes <a>, <b>, <c>.

But I think the main problem is if the up the debuff slots, it will up it for all units in the game - and (most) outdoor units don't need that many debuff slots. Which is probably where the technical issues come in for them just blinding increasing the cap.

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Old 08/08/08, 6:46 PM   #6383
PSGarak
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Undead Warlock
 
Hyjal
I expect that the new version of Improved Scorch (10% to fire, frost, arcane) doesn't stack with CoE either, nor would I be surprised if any or all of those don't stack with the druid Earth and Moon (6%? to nature/arcane) or shadow weaving. What I do like is that there's still one that's better than the rest (CoE with malediction), so there is a reason to bring class X over Y, and affliction warlocks can still keep a "debuffer title," but the difference between having one and not isn't so severe. It does rather throw current raid balance out the window though. Patch 3.0, if it's done before WLK, may neuter many raid forces by unstacking previously-stacked abilities.


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Old 08/08/08, 6:54 PM   #6384
Devouress
Glass Joe
 
Undead Mage
 
Nordrassil (EU)
Originally Posted by PSGarak View Post
I expect that the new version of Improved Scorch (10% to fire, frost, arcane) doesn't stack with CoE either, nor would I be surprised if any or all of those don't stack with the druid Earth and Moon (6%? to nature/arcane) or shadow weaving. What I do like is that there's still one that's better than the rest (CoE with malediction), so there is a reason to bring class X over Y, and affliction warlocks can still keep a "debuffer title," but the difference between having one and not isn't so severe. It does rather throw current raid balance out the window though. Patch 3.0, if it's done before WLK, may neuter many raid forces by unstacking previously-stacked abilities.
Why would anyone expect that? At the moment imp scorch is 15% to fire and stacks with coe perfectly fine. It gets changed to 10 and suddenly has to stop stacking? They have never mentioned that they intend to change the way it stacks. In fact, if it worked like you think, it would encourage raid stacking, as people would only take best debuffer e.g. lock and not moonkin or mage. But now, with different debuffs all over the place they encourage different classes and specs in a raid. E.g. at least one mage with winter chill for debuffs, one with imp. scorch.

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Old 08/08/08, 6:56 PM   #6385
 s4dfish
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Skyl
Goblin Shaman
 
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So, if the various debuffs don't stack would they not take up seperate debuff slots? Isn't' this how Sunder Armor works with Expose Armor?

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Old 08/08/08, 7:14 PM   #6386
Vaeys
Von Kaiser
 
Draenei Shaman
 
Khadgar
Warrior demo shout overwrites druid demo roar, and druids can't apply demo roar while demo shout is up. Not everything works that way (and it's annoying if one has a lesser duration or is about to wear off), but that's one example. It does depend on how far they go with preventing stacking of debuffs, though - but even so it'd still be likely to hit the debuff limit.

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Old 08/08/08, 7:15 PM   #6387
Pyros
Bald Bull
 
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Undead Death Knight
 
Twisting Nether (EU)
Originally Posted by s4dfish View Post
So, if the various debuffs don't stack would they not take up seperate debuff slots? Isn't' this how Sunder Armor works with Expose Armor?
Even if they don't stack, I pointed out in the DK thread that some of those new mechanics also have side effects that will make keeping up both necessary. For example with Icy touch and Thunderclap, while Thunderclap provides a better melee speed reduction, it won't overwrite Icy Touch because icy touch also provides a casting/ranged debuff. That and well, they added one whole class with at least 2-3debuff, and each of the member of this class needs its own debuffs since they're dot related, while every other class have gotten a few new debuffs(and a few less with the stacking changes). As someone said though, if they could just increase raid mobs displays, and actually lower current non raid mobs, it wouldn't be an issue. You don't need more than 12debuff slots on non elite mobs. You don't need more than 24 for instance mobs. You definitely want a big bunch of them for 25mans, and arguably 10mans.

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Old 08/08/08, 7:24 PM   #6388
Celebrindal
Glass Joe
 
Goblin Shaman
 
Outland (EU)
Originally Posted by s4dfish View Post
So, if the various debuffs don't stack would they not take up seperate debuff slots? Isn't' this how Sunder Armor works with Expose Armor?
It is. However Sunder/Expose never stacked, and dropping CoE, Imp Scorch, Misery etc. would be about the same dps decrease as stacking sunder and expose would increase melee dps, either case it would drop quite a few "debuff stacking" classes to sub-par dps and throw melee a mile ahead. It's not too far off the lock-stacking everyone was complaining about with sunwell. Locks got more debuffs to improve their dps than mages and pulled ahead based on multipliers, add in the raid utility and you raid with one mage and 5 locks. I doubt this would be something Blizzards repeating, I'd rather see them reducing the class dependency on debuffs by making them more generic (all schools of magic instead of one) than plain removing stacking buffs. This way the raid utility from one class' talents won't make another class/specc useless but rather have them complement each other.

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Old 08/08/08, 9:24 PM   #6389
Axanor
Don Flamenco
 
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Tauren Druid
 
Area 52
Couldn't they program it so that only Boss mobs had the increased # of debuff slots? Would seem like that could reduce the problems created by everyone and everything walking around with that much information.

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Old 08/08/08, 10:55 PM   #6390
Addled
Piston Honda
 
Draenei Shaman
 
Moonrunner
Originally Posted by Axanor View Post
Couldn't they program it so that only Boss mobs had the increased # of debuff slots? Would seem like that could reduce the problems created by everyone and everything walking around with that much information.
I'm sure Blizzard would have done so earlier if they could, we were running right up against the 40 debuff limit even in early BC raiding (honestly 40 debuff slots isn't a lot, especially if you pack more than a few debuff specs like shadow priests, aff locks, etc).

More than likely, there's another technical limitation that we're not thinking of. [Speculation Here] Perhaps adding more debuff slots would increase the amount of data being sent to the client, using up more bandwidth than Blizzard has. Perhaps Blizzard wants to limit the amount of debuff specs and encourage guilds to build a raid that is weighted heavily towards direct damage classes. Perhaps the computation required to process the DoTs is too much. We don't know unless some dev wants to comment on their setup.

Or, Blizzard could move more debuffs into raid buffs. For instance, the Misery Shadow Priest talent could become, "On casting a shadow damage based spell, all allies within 50 yards have a chance to gain Misery, increasing their magic damage by 5%".

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Old 08/08/08, 11:08 PM   #6391
Playered
Soda Popinski
 
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Tauren Druid
 
Twisting Nether (EU)
Spell casting and spell channeling pushback has been changed to the following:

* When casting a spell:
o The first and second hit will add .5 secs each to the cast time.
o All hits after the second will have no effect.

* When channeling a spell:
o The first and second hit reduces current duration by 25% of total duration each.
o All hits after the second will have no effect.

Source

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Old 08/08/08, 11:10 PM   #6392
Axanor
Don Flamenco
 
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Tauren Druid
 
Area 52
Originally Posted by Playered View Post
Spell casting and spell channeling pushback has been changed to the following:

* When casting a spell:
o The first and second hit will add .5 secs each to the cast time.
o All hits after the second will have no effect.

* When channeling a spell:
o The first and second hit reduces current duration by 25% of total duration each.
o All hits after the second will have no effect.
Would seem to dovetail nicely with most interrupts being off the GCD now.

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Old 08/08/08, 11:15 PM   #6393
Benita
Don Flamenco
 
Tauren Druid
 
Dentarg (EU)
- Zul'Drak got quests now (and the shortest fp ever)
- Maps start uncleared (except for areas you cant enter)
- Storm Peaks got a proper map, but still getting ported when entering
- Wintergrasp got a proper map
- Dalaran got names for the subzones, lots of NPCs got moved from their piled up placement before.
- Blacksmithing got updated (blacksmith only bracer and glove sockets, belt socket for everyone)

Last edited by Benita : 08/08/08 at 11:24 PM.

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Old 08/08/08, 11:24 PM   #6394
• Vulajin
Vula'jin the Void, blessed by the loa
 
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Undead Mage
 
Mal'Ganis
Originally Posted by Benita View Post
- Zul'Drak got quests now (and the shortest fp ever)
? Zul'Drak already had quests, we've been complaining about it for weeks... :p

Originally Posted by Enervate
Yep, still a fucking idiot.

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Old 08/08/08, 11:31 PM   #6395
Pyros
Bald Bull
 
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Undead Death Knight
 
Twisting Nether (EU)
UI changes, at least stuff I noticed. There's a little gem indicator near the threat now, that displays color for various threat state. Red=you have aggro, Orange=you're gonna lose aggro. It doesn't seem to show when someone else has aggro your own aggro, until you reach those same caps however(around 80% of the threat). Also one thing I hadn't seen before, when I used Strangulate on a caster, the scrolling text said Silenced in an orange color on the mob I silenced. There's also new rune graphics.

Also on login screen, there's now a frostwyrm flying around and interacting with the screen somewhat. Like, the screen will shake when it flies into the screen, or when it roars.

Not sure if it's new, first time I notice, there's a Show all Spell Ranks option in your spellbook.

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Old 08/08/08, 11:56 PM   #6396
Ultramax
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Troll Warrior
 
Mal'Ganis
Originally Posted by Vulajin View Post
? Zul'Drak already had quests, we've been complaining about it for weeks... :p
There's new quests at Light's Breach.

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Old 08/09/08, 1:30 AM   #6397
Illundai
Bald Bull
 
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Orc Death Knight
 
Talnivarr (EU)
New Hairstyles in, although it seems recycled mostly from other races. Examples for Draenei:

http://img293.imageshack.us/img293/5...8052121ah8.jpg
http://img293.imageshack.us/img293/1...8051316hx2.jpg

And another one for Humans:

http://img221.imageshack.us/img221/5...8050646om0.jpg

Also it seems that Death Knights will have their own hair colours and skin tones, making them look more "dead" (a few of the skins look really ugly, especially the draenei and gnome ones). Example:

http://img147.imageshack.us/img147/2...8035105ll2.jpg

Wrath of Air is now 5% spellhaste instead of 10%.

http://img514.imageshack.us/img514/5...8061650zr5.jpg

Lastly, it appears the glyph interface has been changed to 3 Major and 3 Minor glyphs, seems cosmetic glyphs have disappeared (?):

http://img110.imageshack.us/img110/1...8063416th5.jpg

Last edited by Illundai : 08/09/08 at 1:37 AM.

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Old 08/09/08, 3:11 AM   #6398
Bekah
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Goblin Hunter
 
Mal'Ganis
Behind the bug that Belfs can't see themselves on the barbershop chairs lies the sweet goodness of new hair! We got a couple of Draenai styles =D

Normal Belf styles stop at 14. 15-19 are new.

15 a new long cut, slightly curled.
16 High ponytail with the frill thing on top.
17 updo, sortof.
18 Pig Tails! Squee!
19 Medium cut with bangs.

I had pictures, but I fail at hosting outside of the benefactors bar =P

Last edited by Bekah : 08/09/08 at 3:44 AM.

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Old 08/09/08, 3:23 AM   #6399
Illundai
Bald Bull
 
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Orc Death Knight
 
Talnivarr (EU)
Only Benefactors can see those =P.

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Old 08/09/08, 3:27 AM   #6400
Bekah
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Mal'Ganis
Originally Posted by Illundai View Post
Only Benefactors can see those =P.
Well fiddlesticks. I'll see about fixing it in a few.

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