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Old 07/29/08, 8:48 PM   #6076
seminarca
Don Flamenco
 
Retired
Tauren Druid
 
No WoW Account
Originally Posted by sordee View Post
Have I missed anything?
Innervate T.T

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Old 07/29/08, 9:07 PM   #6077
madman
Von Kaiser
 
Human Rogue
 
Bloodhoof (EU)
Originally Posted by Emeraude View Post
There's a bug right now there has turned cities like Undercity/Ironforge extremely dark, even though it's probably not intended, it looks extremely cool(And is actually fitting for places Underground/In a Mountain). I'm hoping they salvage the effect for at least night time in these cities, but I doubt it.

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My guess is that they are reworking the lighting mechanics to make it more dynamic and up to date. If that is the case, it is definetly a good thing.

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Old 07/29/08, 9:14 PM   #6078
Hypatia
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Human Warrior
 
Lightbringer
Wow. Those images make Ironforge seem so... sad and empty.

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Old 07/29/08, 9:26 PM   #6079
Nurru
The beatings will stop once morale improves
 
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Nurru
Undead Priest
 
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Originally Posted by Copernicus View Post
Does anyone have the complete list of CC abilities that break on fixed damage? I'm pretty sure Frost Nova/Frostbite is as well.
Either Frost Nova has no upper bound, or it's so high that it's hard to hit it. I've basically been able to treat Frost Nova as unbreakable on beta.

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Old 07/29/08, 10:11 PM   #6080
Ja7us
Don Flamenco
 
Tauren Druid
 
Steamwheedle Cartel
Is it no longer a guaranteed break on the first crit? Surely that's a bug.

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Old 07/29/08, 10:13 PM   #6081
Jagiya
Don Flamenco
 
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Gnome Rogue
 
Blackrock
Originally Posted by Emeraude View Post
There's a bug right now there has turned cities like Undercity/Ironforge extremely dark, even though it's probably not intended, it looks extremely cool(And is actually fitting for places Underground/In a Mountain). I'm hoping they salvage the effect for at least night time in these cities, but I doubt it.

ImageShack - Hosting :: wowscrnshot072908000533dd6.jpg
ImageShack - Hosting :: wowscrnshot072908000538mo1.jpg
ImageShack - Hosting :: wowscrnshot072908000556yf7.jpg
Mmm, I noticed the dark and gloomy lighting when I returned to Ironforge to pick up a new mount from Kharanos lastnight. I figured it was somehow related to the "Razing of Orgrimmar" text we've seen. I'll chat to NPC's around Ironforge and see if anyone says anything similar. It's not just the lighting either; the entire city has a strange, green glow to it. Aftermath of an invasion? I guess we'll know soon enough.

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Old 07/29/08, 11:35 PM   #6082
Grizlor
Piston Honda
 
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Dwarf Shaman
 
Eonar
Originally Posted by Ja7us View Post
Is it no longer a guaranteed break on the first crit? Surely that's a bug.
It most certainly doesn't auto break on the first crit on live. About 2 weeks ago, we were fighting a RMP as War/Ret/Resto and managed to kill the priest, only to end up losing 3v2 because the following happened to me while my paladin was kidney shotted:


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Old 07/30/08, 12:06 AM   #6083
PSGarak
Bald Bull
 
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Undead Warlock
 
Hyjal
Frost Nova was reverted from always breaking on critical to sometimes (usually?) breaking on damage, with the break chance being related to the damage taken but not whether it was a critical. Always breaking on crit was only around for like a patch or two. Since the break chance is related to damage crits still have a larger chance to break it, but not an "unreasonable" extra chance.


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Old 07/30/08, 12:11 AM   #6084
Nurru
The beatings will stop once morale improves
 
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Nurru
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To clarify, on beta I can crit Frostbolt followed by 2-3 Ice Lances and still not break Frost Nova. I can think of maybe a single time it has broken early. But this happens on PTRs sometimes, so we can't tell if it's intended at this point.

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Old 07/30/08, 12:55 AM   #6085
Emeraude
Bald Bull
 
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Night Elf Warrior
 
Sargeras
Originally Posted by Nurru View Post
To clarify, on beta I can crit Frostbolt followed by 2-3 Ice Lances and still not break Frost Nova. I can think of maybe a single time it has broken early. But this happens on PTRs sometimes, so we can't tell if it's intended at this point.
This is in the patch notes, I think this is referring to the change that lowered nova's shatter burst, then brought it back up.

- Chance to break crowd control from damage: The increased chance for
a spell to break from taking a critical strike has been removed.
Instead, all targets over level 60 have a slightly larger chance to
break out of crowd-controlling effects when they take damage.

Of course, we've all been there when Frostbolt/Ice Lance double crit you, and then you're still nova'd in place for an extra Ice Lance crit to the face.

What is the most important thing to you? Won't you grant me the pleasure of taking it away.

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Old 07/30/08, 2:46 AM   #6086
zanmat0
Glass Joe
 
Undead Priest
 
Thaurissan
Is anyone else upset at how Blizzard is homogenizing abilities across classes? And in addition to that, trivializing group synergy by making certain buffs/spells apply raid-wide?

Here are some examples of how classes are becoming less unique in WotLK:
  • Shamans get Cleanse/Dispel (Cleanse Spirit) and Polymorph (Hex)
  • Warriors get Avenger's Shield (shockwave)
  • Hunters get Execute (Kill Shot) and Entangle (Bear Trap)
  • Druids get OOC rez (Revive), Last Stand (Beserk)
  • Priests & Druids get Chain Heal (smart raid CoH, Flourish)
  • Priests get Holy Shock (Penance)
  • Pallies get Prayer of Healing (Beacon of Light), Evocate (Divine Plea), Shield Slam (Shield of Righteousness)
  • Rogues get Disarm (Dismantle), ranged Whirwind (Fan of Knives)
  • Salv is removed, Tranquil air also- threat built into mechanics
  • Auras are raid-wide, so are totems
  • All AoE healing spells now apply raid-wide
  • Crushing Blows are removed, Shield Block becomes insignificant

Where are we going with this? I mean we might as well give every healer a HoT, an AoE heal, a direct heal and a Dispel/Cleanse/Abolish Disease. And then we could give all DPS classes a DoT, a direct damage spell and a Pet. And all classes than can tank get a Taunt, a Cleave and a temporary increase to Hit Points.

All these changes point to a lack of creativity at Blizzard. Not only that, but also at a general dumbing-down of the game itself. I've heard people say that its in order to bring balance to 10-man raids. But we do Kara and ZA just fine with raid compositions that vary wildly.

What are your thoughts on this, EJ? Do you welcome merging class abilities and simplifying raid mechanics to make gameplay more "convenient"? Or would you rather retain the individual flavor of WoW's classes, the strategic decisions that go into raiding at the "cost" of the game retaining some small ioda of complexity even if that means not every single person who buys it can experience it all?

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Old 07/30/08, 3:03 AM   #6087
Prinsesa
Bald Bull
 
Blood Elf Paladin
 
Echo Isles
I've heard people say that its in order to bring balance to 10-man raids. But we do Kara and ZA just fine with raid compositions that vary wildly.
Those people are correct. The fact that you can do Kara and ZA with all of the abilities right now just means they were designed with TBC abilities in mind.

Giving more diverse abilities to other classes will open up opportunities for more diverse fights, because you're no longer screwed if you can't find a specific class for some reason.

"We do want Sanctuary to be the tanking seal"

- Ghostcrawler

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Old 07/30/08, 3:05 AM   #6088
Kit Engel
Glass Joe
 
Undead Warlock
 
Kirin Tor
A lot of those skills mentioned don't much look like each other. I'm not quite seeing how Shockwave is like Avenger's Shield, or penance is like holy shock at all. Other things like the druid OOC revive are simply just good ideas - a druid healer in a 5-man currently is vaguely annoying if anyone dies and you don't have a secondary resser.

About the removal of crushes and things, I don't think it's a bad idea, since I believe that the basic mechanics of the game as a whole should be simple and things should be built on it, instead of having lotsa exceptions that have to be worked around, such as uncrit/uncrush (these aren't obvious to people that just pick up the game, or even experienced players that haven't done extensive testing), or how certain spells only affect parties in raids, and others affect the entire raid.

With that said, having everything have similar skills wouldn't actually homogenize classes unless those skills were all base skills. I'd be happier if a lot of the new stuff is talented, so that there's some sort of opportunity cost for taking a given set of skills, but as a whole, things seem to be getting better.

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Old 07/30/08, 3:05 AM   #6089
Rannasha
Piston Honda
 
Tauren Druid
 
Draenor (EU)
Originally Posted by zanmat0 View Post
All these changes point to a lack of creativity at Blizzard. Not only that, but also at a general dumbing-down of the game itself. I've heard people say that its in order to bring balance to 10-man raids. But we do Kara and ZA just fine with raid compositions that vary wildly.
ZA and Kara aren't really cutting-edge raiding though. In WotLK 10-man progression will go just as far as 25-man progression. And if you'd add in a fight with lots of random raid damage, you're almost required to bring someone with a "smart" AoE heal. Now that's only a Shaman, in WotLK you'll have other options. Hard-hitting boss? A Warrior for Thunderclap will make a huge difference, but you don't want to be forced to bringing a Prot Warrior. So Paladins and Druids have similar abilities/talents.

Right now, 10-man progression doesn't require much min/maxing (with the possible exception of the ZA bear run), but when the 10-man content is top-tier in WotLK, you don't want half your raid-setup to be forced by encounters requiring certain class/spec abilities.

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Old 07/30/08, 3:07 AM   #6090
Pyralissa
Von Kaiser
 
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Human Warlock
 
Llane
Originally Posted by zanmat0 View Post
Is anyone else upset at how Blizzard is homogenizing abilities across classes? And in addition to that, trivializing group synergy by making certain buffs/spells apply raid-wide?
I feel the uniqueness of classes is being maintained by staying within the thematic boundaries of each class. A good example if Warlocks and Mages, both classes are going through some heavy changes to "like" the same gear but at the same time the changes have kept the mechanics and play styles different. An even better example is Protection Paladins and Protection Warriors.

All your tanks having a melee slow is a good thing, all your tanks having a different way to apply the melee slow is a much, much better thing.

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