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09/06/08, 10:43 PM
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#7151
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Bald Bull
Orc Warrior
Burning Blade
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Originally Posted by kysta
Green geared level 70 tauren warrior = 18000 hp before racial, racial gives +900hp
Epic geared level 70 tauren warrior = 22000 hp before racial, racial gives +1100hp
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You seem to be suggesting that they're referring to "warrior in green tanking gear". I see no reason to assume that they're referring to tanking gear.
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09/06/08, 11:30 PM
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#7152
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Bald Bull
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Originally Posted by Haphnet
Well the Orc axe specialization is useless to an orc warlock and they aren't getting a counterpoint, so I'd imagine it may be more in the line of removing the human expertise racial on maces and moving it to another race.
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Actually no. Kalgan specifically stated:
"It's only a list of changes, anything not mentioned didn't change."
WoW Forums -> Orc Racial: Hardiness & New stun mechanics.
Given that nothing is mentioned about the human racial expertise being removed I don't think that is a fair assumption.
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09/06/08, 11:34 PM
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#7153
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Piston Honda
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Originally Posted by Nezralix
You seem to be suggesting that they're referring to "warrior in green tanking gear". I see no reason to assume that they're referring to tanking gear.
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First off, I wasn't making any assumption about the specific numbers, I was just explaining how it is a nerf, not a buff.
As far as what blizzard is thinking by "green gear" it's really a big unknown. Most green gear only has 2-3 stats, but you would assume that if they meant green gear without stamina they would have just said naked, so my theory is that it assumes greens of the bear or similar.
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09/06/08, 11:49 PM
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#7154
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King Hippo
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Originally Posted by mclem
I suspect this is a counterpoint to the existing "Gun specialization". That's useless for dwarf paladins like myself, so this means we aren't effectively one racial down.
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Well with the gun itemization in BC it was mostly useless to dwarf hunters too  Hopefully that gets fixed in this expansion. If they remove it from humans tho I'm sure there's going to be a lot of screaming.
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09/07/08, 12:02 AM
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#7155
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Great Tiger
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Originally Posted by kysta
After the change, both warriors would get the same +900 hp buff, so it's a nerf for the better geared tauren. Also of note, the racial will no longer stack with fortitude, flasks, or any other HP buffs. It is clearly a nerf.
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Where is the proof for that? I'm confused as to why they would do that, that seems a little drastic.
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Originally Posted by Caniki
Hey guys, I heard that Blizzard puts out these things called "patches" that contain "content"
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Originally Posted by Darkside
Yeah but it hasn't happened since Ulduar.
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09/07/08, 12:15 AM
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#7156
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Don Flamenco
Tauren Druid
Steamwheedle Cartel
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Originally Posted by Ashen
Where is the proof for that?
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You mean aside from the fact that he specifically stated it scaled from base health now...?
Personally, I'm glad it's changed. It was by far the strongest racial in the game for tanks, which was particularly unfair to non-tauren warriors. Racials shouldn't make such an immense difference.
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09/07/08, 12:26 AM
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#7157
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Great Tiger
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I should have been more specific, but I mean the particular statement about the Endurance Racial not stacking with Fortitude, Flasks, or any other kind of HP buff. I don't know where the person came up with that information, seeing as how I can't find it anywhere and it's too drastic to ever happen. That was what I was commenting on. I'm quite aware of the actual change, and I'm fine with it as well.
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Originally Posted by Caniki
Hey guys, I heard that Blizzard puts out these things called "patches" that contain "content"
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Originally Posted by Darkside
Yeah but it hasn't happened since Ulduar.
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09/07/08, 12:39 AM
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#7158
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Great Tiger
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I think he meant that it didn't scale those HP buffs (ie: 5% more HP from flasks, elixirs, fort), as opposed to not stacking. (not getting the benefit of the racial while under the effect of HP buffs)
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09/07/08, 12:44 AM
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#7159
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King Hippo
Gnome Warlock
Earthen Ring
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Originally Posted by flyingtoastr
Actually no. Kalgan specifically stated:
"It's only a list of changes, anything not mentioned didn't change."
WoW Forums -> Orc Racial: Hardiness & New stun mechanics.
Given that nothing is mentioned about the human racial expertise being removed I don't think that is a fair assumption.
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Apologies, I simply assumed incorrectly since you had previously said you didn't know if the Human Mace racial had been changed. Carry on!
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Originally Posted by Fellwraith
[Y]ou will tank 3 mobs, and only 3 mobs. 5 shalt thou not tank, nor shalt thou tank 4. Thou shalt not tank 2 mobs unless it is on the way to tanking 3 mobs.
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09/07/08, 3:12 AM
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#7160
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Piston Honda
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Originally Posted by Fiola
I think he meant that it didn't scale those HP buffs (ie: 5% more HP from flasks, elixirs, fort), as opposed to not stacking. (not getting the benefit of the racial while under the effect of HP buffs)
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Yes, I used the wrong word. I meant that endurance would no longer scale with HP or stamina buffs, it should still stack with them.
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09/07/08, 4:39 AM
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#7161
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Von Kaiser
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Doesn't 'base' usually refer to the stat before gear is taken into consideration? i.e. mana costs are now a percentage of the base mana pool before contribution from intellect on gear. My understanding is that this racial will now scale only with your level and not your gear, and will be tuned such that the flat HP increase to any tauren at some level will be about 5% of the expected hp of a green geared player at that level.
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09/07/08, 5:36 AM
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#7162
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Don Flamenco
Tauren Druid
Blutkessel (EU)
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I really doubt the human FD will make it to live... it seems they didn't put too much thought into this.
-less wipecosts (I think that's the only original intention)
-wiperecovery/content skipping thanks to Human Paladin and Priest
-dodge spells in arena
-drink faster in arena
-another vanish for rogues in arena
-another charge for Warriors
-switch tanks on taunt immune mobs with the press of a button
-hunters will feel cheated (which is fine from a game balancing viewpoint)
Apart from that I feel sorry for night elf hunters, since they seem to get the least racial benefits of all class/race combinations with the addition of camouflage, so I really wonder why they didn't change the dodge to 1-2% agility as it would be useful for every NE and it would be more fitting. I'm not too good at lore, however I'm not sold on the idea of Night elves being the alliance tanks, for me its always gonna be those tenacious dwarves.
My guess it that a lot of those racials will be changed again. Too bad that the discussion about racials on beta forums seems to consist of constant whining. Being the perfectionist I am I always hated the idea of strong racials and I think having players reroll for a race is bad design, so I guess its nice to know that a few of the most powerful racials got toned down a little (not enough for my taste, yet).
Edit: finally rediscovered my edit button
Last edited by Furion : 09/08/08 at 5:16 AM.
Reason: Spelling
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09/07/08, 5:58 AM
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#7163
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Von Kaiser
Blood Elf Paladin
Baelgun
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Originally Posted by flyingtoastr
This was also edited in recently for dwarves.
- Racial Passive "Mace Specialization": Expertise with Maces and Two-Handed Maces increased by 5.
I don't know if this means humans are losing theirs, don't ask.
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Hm, with dwarves receiving a mace bonus I wonder if blood elves will end up with a weapon bonus to give them something to replace mana tap. A bonus to swords or bows would go along well with the traditional weapons of elves (or to polearms since that is what blood elf paladins receive from their level 20 weapon quest). It also makes me wonder how they will change the blood elf starting quest Thirst Unending which has the young blood elf mana tap 6 creatures.
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09/07/08, 8:29 AM
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#7164
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Banned
Moo
Dwarf Priest
Bloodhoof
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Don't these racial changes basically leave Night Elves with the least amount of racials?
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09/07/08, 8:41 AM
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#7165
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Co-starring: The Egg
Ginakursia
Goblin Warlock
No WoW Account (EU)
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Originally Posted by Mikari
Don't these racial changes basically leave Night Elves with the least amount of racials?
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Still the same amount as before, Shadowmeld and Wisp Spirit are not mentioned because they're unchanged. The least amount of racials would actually go to Blood Elves, but on the other hand they get the most powerful of the spell resistance racials, and one of the few activatable racials which is good in practically any situation.
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buff /bÊŒf/ Pronunciation[buhf]
–verb (used with object)
- to reduce or deaden the force of
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09/07/08, 8:44 AM
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#7166
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Von Kaiser
Dwarf Paladin
Aggramar (EU)
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Originally Posted by Furion
I really doubt the human FD will make it to live... it seems they didn't put too much thought into this.
-less wipecosts (I think that's the only original intention)
-dodge spells in arena
-drink faster in arena
-another vanish for rogues
-switch tanks on taunt imnune mobs with the press of a button
-hunters will feel cheated (which is fine from a game balancing viewpoint)
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The arena problems could be solved by tuning the cooldown so it's inaccessible in arenas. It's not quite 'another vanish' since it doesn't have the threat reduction factor. That leaves the tank switch as the only major factor. I like it as a panic reaction to a resisted taunt (the way I currently use my bubble), but you're right in that in the taunt-immune situation it simplifies things greatly. However, if the cooldown is tweaked so it's inaccesible in arena, that's likely to make it only available once or twice during your average bossfight, so it's still not something you can expect to rely on.
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09/07/08, 9:39 AM
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#7167
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Bald Bull
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Originally Posted by Furion
I really doubt the human FD will make it to live... it seems they didn't put too much thought into this.
-less wipecosts (I think that's the only original intention)
-dodge spells in arena
-drink faster in arena
-another vanish for rogues
-switch tanks on taunt imnune mobs with the press of a button
-hunters will feel cheated (which is fine from a game balancing viewpoint)
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Does Feign Death work like Vanish when it comes to being the target of random spells? Avoiding Conflags on Twins or similar is pretty nice.
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09/07/08, 9:48 AM
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#7168
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Banned
Moo
Dwarf Priest
Bloodhoof
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Originally Posted by panny
Does Feign Death work like Vanish when it comes to being the target of random spells? Avoiding Conflags on Twins or similar is pretty nice.
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The Hunter version does, I'm assuming the Human version will also.
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09/07/08, 10:17 AM
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#7169
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Piston Honda
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Originally Posted by Xunwael
Strange how they're making the resist racials miss instead of pure damage reduction, considering how lame and unpopular RNG-decided fights are. 2% less on a mind flay is nothing, but mising a silence can spell doom.
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My guess is the intention to make the resistance buffs scale with level. It doesn't really increase the RNG effect, but it doesn't really remove it either.
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09/07/08, 10:57 AM
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#7170
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Von Kaiser
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PvP-wise if it is worth it to gear hit to counter the racial resists then having the undead racial be 1% makes no sense to me as you'll have to gear for 2% to deal with Draenai and Blood Elves anyway. (As a shadow user.)
PvE-wise I was actually hoping undead would get a little love but it's early days.
The scariest statement for me was that the 1% shadow resist for undead was to combat the perceived power of the undead race, I hope when they get a chance to test the changes that the actual data will do the talking and that they can balance the PvP and PvE abilities of every race to a reasonable degree.
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09/07/08, 11:48 AM
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#7171
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Don Flamenco
Tauren Druid
Blutkessel (EU)
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Nevermind I'm stupid...
Last edited by Furion : 09/08/08 at 4:42 AM.
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09/07/08, 12:29 PM
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#7172
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Don Flamenco
Undead Mage
Twisting Nether (EU)
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In this major racial overhaul I was expecting wotf to be removed, or at least changed, too. Anyone with a fear/charm spell has been complaining since the day I started playing this game and all that changed was a reduction from 10 second immunity. Perception is only really overpowered in arena, only for a rogue, and only against another rogue; any other place it's just as powerful as a racial should be.
When I see, in any pvp forum, people asking how to beat rogue/druid and be advised to reroll human rogue/druid, it just amazes me how much complaint this causes. For any priest/rogue mirror match, it's always been exactly the same. Undead team wins, if both teams have an undead, double undead team wins.
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09/07/08, 12:39 PM
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#7173
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Bald Bull
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Originally Posted by Furion
I really doubt the human FD will make it to live... it seems they didn't put too much thought into this.
-less wipecosts (I think that's the only original intention)
-dodge spells in arena
-drink faster in arena
-another vanish for rogues
-switch tanks on taunt imnune mobs with the press of a button
-hunters will feel cheated (which is fine from a game balancing viewpoint)
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Outside of PvP (where racials should just be disabled really) the FD doesn't really bring anything new to a raid. Paladins and Hunters have been reducing repair bills since the beginning (DI and FD) and Mages joined that group in TBC with Invis. Switching tanks on taunt immune mobs is relatively simple right now without this change. (for example on Bloodboil if one tank gets stacked too high without getting smacked we just have someone throw a Blessing of Protection on him, forcing Bloodboil onto the next highest tank for the duration). It's not terribly powerful or important in PvE, just a nice (and funny) little ability.
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09/07/08, 12:47 PM
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#7174
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Don Flamenco
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Originally Posted by flyingtoastr
Outside of PvP (where racials should just be disabled really) the FD doesn't really bring anything new to a raid. Paladins and Hunters have been reducing repair bills since the beginning (DI and FD) and Mages joined that group in TBC with Invis.
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That may be true, but of those three classes, only one has a meaningful form of wipe recovery - paladins with DI, which is on a long cooldown. Now, human priests and paladins will essentially be a source of infinite wipe recovery. Am I complaining? Not really, but I can see where it can be considered a little unfair to Horde-side raiders.
Last edited by typobox : 09/07/08 at 12:53 PM.
Reason: fixed a brainfart regarding how DI actually works.
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09/07/08, 12:54 PM
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#7175
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Bald Bull
Undead Mage
Bloodhoof (EU)
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Outside of PvP (where racials should just be disabled really) the FD doesn't really bring anything new to a raid. Paladins and Hunters have been reducing repair bills since the beginning (DI and FD) and Mages joined that group in TBC with Invis
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Erm, have you watched your mages in raiding? The number of fights in which a mage can use invis to get out of combat and escape a repair bill is so ridiculously small it may not exist. Not only does *any* AE or effect by the boss instantly sotp it working (5 seconds needed remmeber before invis kicks in), but any effect after the mage goes invis also brings them back into the real world and into combat. Also, if your mages are doing their job, when the tank dies the mage is generally near the top of the "must die next" list anyway.
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