I would hazard a guess that whatever follows WoW in the series (possibly another RTS one day?), they'll amend the storyline to show that certain heroes defeated the various bosses we've overcome (Ragnaros, Nefarian, C'Thun, Kel'Thuzad, Magtheridon, Vashj, Kael*, Illidan).
* remains to be seen whether he dies off for good or not (here's hoping...).
I'm thinking they'll say a band of heroes from the alliance and horde without giving any specifics
Have you kept up with the theorycraft threads? Mages and Warlocks, at least, should be happy with spell haste. Anything Blizzard can do to give upgrades a fresh, exciting feel is welcome. New ideas are one of the biggest reasons trinkets are such a big deal to everyone I have raided with.
At 60, the ToEP and ZHC were 2 of the most sought after trinkets, and in TBC, we've seen those effects added as procs in individual pieces of gear and sets. The DST and Quagmirran's Eye (pre-spell haste nerfs especially) are/were incredibly popular trinkets with results to back them up, so it seems natural that a stat made popular by trinkets would find its way onto other gear in some form.
Did you read what I said? I explained everything in this post in my original post, just in fewer words. (incidentally: I don't care how popular something is. McDonald's is popular, there's still better food out there.)
If your spell haste is granting you 100 dps as a lock, you lose 20 of that because it also forces more lifetaps. So even for destro, it's not as good a stat as it is for mage/moonkin.
If you are demo, your pet and your dots gain absolutely nothing from haste. (eying our demo lock on Anetheron last night, that means haste affects ~40% of his damage, which can't crit.)
If you are affliction, your dots gain absolutely nothing from haste, just shadowbolt (40-50% again.)
Shadowpriests are in the affliction boat: it only affects mindflay for them (30-40% of their dps.)
Elemental shaman who have the gear to run a CL/LB rotation have issues because it pushes the LB casts out of sync with CL.
Haste is *not* a great stat for you unless you're a mage/moonkin. It's decent if you're destruction (I am and I have some, though not much), but it's still about 20% worse for you than it is for mage/moonkin.
If you're destro and always have a shadow priest and it's a fight that involves enough movement that you can squeeze in a lifetap every 20-30 seconds while you move and are willing to burn pots the times you're OOM but need to move anyways.... then yeah, it's as good for you as it is for a mage/moonkin.
Incidentally, last night I was running with Quag's equipped on a boss because I forgot to swap gear, and Quag's + my haste gear + the Drums of Battle + the bloodlust put me extremely close to hitting the gcd on my shadowbolts. Too many incidental haste boosts and that will start happening more and more. First ele shm will get it (2 seconds). Then locks/frost mages at 2.5 seconds. Again, fire mages get the longest lead time with a 3 second fireball, so haste remains relevent for them for longer.
(edit) before you answer "lolz like warlocks need more dps" -- I don't care what warlock DPS is. I really don't. I care that there are 3 caster stats (haste, crit, and damage) and warlocks are served pretty much solely by stacking +dmg (even destruction, since our dps is heavily influenced by how much mana we get back for each gcd spent on lifetap so we still want to just stack dmg.) Spriests are in the same boat. That's silly and is why spriests and affliction warlocks fall behind in T6. It's not fun getting gear upgrades and going "Cool I get +5 dmg and... a bunch of stats I get far too little use out of."
Elemental shaman who have the gear to run a CL/LB rotation have issues because it pushes the LB casts out of sync with CL.
Theorycrafting and sims have shown that ele sham who stack haste and switch to LB spam can achieve comparable DPS as CL LB LB LB rotation with less mana used. So it simply requires an a small adjustment to play style but can still yield large DPS increases.
This piece of information is quite pathetically anemic, but it's the only honestly new information about 2.4 we've gotten in quite a long time. WoW Forums -> Banned for sitting on top of a battlemaster?
In 2.4, battlemasters will stand on raised platforms making it harder to stand on top of them and block their model. Yeah. =P. Isolated change, or part of a larger geometry overhaul or response to player wants?
This piece of information is quite pathetically anemic, but it's the only honestly new information about 2.4 we've gotten in quite a long time. WoW Forums -> Banned for sitting on top of a battlemaster?
In 2.4, battlemasters will stand on raised platforms making it harder to stand on top of them and block their model. Yeah. =P. Isolated change, or part of a larger geometry overhaul or response to player wants?
Apparently showing/clicking nameplates was far too difficult.
They should really just make an interact command, so that if you have an NPC targeted you can initiate the dialog by a / command rather than right click, unless I am missing something.
If history is to change, let it change. If the world is to be destroyed, so be it. If my fate is to die, I must simply laugh.
Apparently showing/clicking nameplates was far too difficult.
Even with nameplates, trying to click on the battlemaster in the middle of 100+ idlers is not a very fun thing to do. This is an easy fix to reduce player irritation.
Originally Posted by CheshireCat
Eh, my nostalgia goggles aren't as good as they used to be.
If your spell haste is granting you 100 dps as a lock, you lose 20 of that because it also forces more lifetaps. So even for destro, it's not as good a stat as it is for mage/moonkin.
This is not really true. Let's imagine you can cast 20 Shadow Bolts before going OOM. Let's assume you lifetap 3 times (and someone else heals you for simplicity). Now, haste has no impact on the number of shadowbolts you can cast just how long it takes. Let's assume your haste lets you cast them in 2.275 seconds instead fo 2.5 (Lets assume 2000 average damage shadow bolts)
Without haste the sequence takes 20X2.5+3X1.5=54.5seconds (734DPS)
With hast the sequence takes 20X2.275+3X1.5=50seconds. (800 DPS)
So a 9% reduction in cast time for is worth about a 9% increase in DPS even accounting for lifetaps. It is less than 1 for 1 haste for DPS as Lifetaps are not impacted by haste but it is a still pretty solid for shadow bolt spammers. It just isn't good for DoTs.
So the haste is in effect giving you 3 "GCD free" lifetaps every 50 seconds. The fact that you have to do them "sooner" than you would have without haste doesn't really matter. In any given period of time even taking into account the need to lifetap you will cast more shadowbolts.
EDIT: The real problem is not having to lifetap sooner, it is that lifetap doesn't scale with haste. If we had 3 second cast time "double lifetap" that haste made faster then there wouldn't be any problem. As it stands now as you get more haste, haste scales less well as lifetaps take a larger portion of your cast time in a cast seequence. I suspect for most achievable levels of haste for a warlock this isn't a particuarly signficant effect.
Even with nameplates, trying to click on the battlemaster in the middle of 100+ idlers is not a very fun thing to do. This is an easy fix to reduce player irritation.
A lot of the problem/issue with nameplates is they move in sync with character movement. So its extremely frustrating trying to pick out one name plate in a mass of things when they're all moving.
This could be solved by just changing the nameplate system to a static frame with "in-range" targets listed on it.
They should really just make an interact command, so that if you have an NPC targeted you can initiate the dialog by a / command rather than right click, unless I am missing something.
I can think of some really, really ugly automation I could add to <REDACTED PRIVATE MOD> were this to be added. I'm pretty sure they didn't include a /interact command because of worries about automating interaction with the 3D world, something that's always been on their list of no-nos.
Melador> Incidentally, these last few pages are why people hate lawyers.
Viator> I really don't want to go all Kalman here.
Bury> Just imagine what the world would be like if you used your powers for good.
Except when people are moving in and out of range frequently, causing the frame contents to flicker.
This is exactly the same problem that already exists with regular name plates. At least the static frame stops the plates from moving around constantly.
This is exactly the same problem that already exists with regular name plates. At least the static frame stops the plates from moving around constantly.
Well, I just don't think they're going to implement solutions to problems that don't actually fix the problems!
If the name plates were actually displayed in 3d instead of mashed together in 2d with no depth, so they are scrambled around when anything moves, then there would be no issue.
I'm just curious as to why we would campaign against Kael at the Sunwell, summoning Kil'jaeden (theoretically the 2nd-most powerful being we're aware of, next to Sargeras), but then abandon that campaign in favor of retreating to Northrend to tango with Arthas. For characters that level up post-WotLK, will it make any sense to them for the NPC's to say, "Kil'jaeden is not yet defeated - he continues to command hosts of Burning Legion demons! But, while I have your attention, can you hop a portal back to Azeroth? I guess they want you to go kill some walruses or something, forget about the teeming horde of satanic minions here."
I believe it will be more along the lines of "Kil'jaedan's gamble has failed, and he has been banished back to the Twisting Nether! With all his mortal pawns slain and all demonic footholds in Outland destroyed, it will be many years before the Legion manages to launch another offensive of this scale. Meanwhile, in your own world, the Lich King's forces are preparing for a genocidal campaign that will utterly extinguish all life in Azeroth, unless you intervene immediately. Go forth to Northrend, heroes, and don't worry about us - our NPC guards will handle the few remaining lesser demons."
Probably just setting a high limit, for future content.
Though it seemed fair to me that the amount of dailies you could do was limited, so you had to choose.
How many more dailies are they adding? Moving the daily quest log to 25 now. Hell I barley do 7 dailies aday >.<.
It really depends on how much you need and what kind of time you want to spend tho. I hit the daily limit on my warrior today for example, and I still have 2daillies to turn in. I did 3 in blade's edge(not honored yet so no banishing), 2 in skettis, 2 in netherwing mine, booterang, then I found I had enough ores and crystals for those 2 too. Then we started an heroic guild group for alts, and I did the daily heroic, and the normal dungeon dailly in heroic mode, but I couldn't turn those in. You could add to that the hellfire dailly for thrallmar/honor hold rep, the pvp one, and more netherwing, some of which are annoying as hell(poisonned mutton one and crystals on flying orcs) but some which are decent(portal and the revered scryer/aldor one).
Currently you can easily hit the cap. They can add a bunch of them, and afaik they didn't say they would only add daillies to sunwell, they could very well add other hubs, like netherstorm daillies(there's plenty of not very populated areas, or they could just add some floating islands).
Probably just setting a high limit, for future content.
Though it seemed fair to me that the amount of dailies you could do was limited, so you had to choose.
I remember reading a blue post that the 10 daily limit was simply a product of the server's inability to track large amounts of things.