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Old 02/25/08, 3:42 PM   #2776
spiderella
My internal monologue has Tourette's Syndrome
 
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Undead Mage
 
Khadgar
Originally Posted by PSGarak View Post
I find it odd that they want players to be able to game a better effect by having a lower stat.
Agreed, and it leads to some bizarre conclusions - in a mirrored 2v2 arena match, all other things being equal, a warlock with less stamina has a mathematical advantage over the other one.

In terms of PvE impact: essentially life tap nerfs will hurt other mana users as well as it changes the shadowpriest math for stacking groups (certainly for our average raid and I'm sure a lot of others), and this basically represents net raid DPS loss larger than a warlock's personal DPS loss from life tap downtime.
 
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Old 02/25/08, 3:43 PM   #2777
Akj
Piston Honda
 
Orc Warlock
 
Suramar
Originally Posted by Tyrana View Post
Sure in PVP it is a noticable nerf, but that was the intend.

Do we really need to have more than 10 pages of whining about a little less effective Mana per Health, which is negligible most of the time?
It is not about the impact but can you not see the conceptual flaw in this change? Would you not complain if stamina reduced your energy regeneration rate?
 
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Old 02/25/08, 3:45 PM   #2778
Tyrana
Glass Joe
 
Night Elf Rogue
 
Mug'thol (EU)
Originally Posted by Akj View Post
It is not about the impact but can you not see the conceptual flaw in this change? Would you not complain if stamina reduced your energy regeneration rate?
That would be something entirely different, it would lower my DPS. The scaling of Life Tap with sta does not.
 
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Old 02/25/08, 3:47 PM   #2779
thorin5
Von Kaiser
 
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Draenei Shaman
 
Hellscream
Originally Posted by Tyrana View Post
That would be something entirely different, it would lower my DPS. The scaling of Life Tap with sta does not.
Having to Life Tap more frequently does lower your DPS though.
 
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Old 02/25/08, 3:47 PM   #2780
Gumibear
Piston Honda
 
Human Death Knight
 
Medivh
Originally Posted by Tyrana View Post
That would be something entirely different, it would lower my DPS. The scaling of Life Tap with sta does not.
It does hurt our DPS because the mana return on test is so much lower than it is on live. Solo, my life taps return 1730 mana on live. They return 1404 mana on test. The gap remains once raid buffs are introduced, and we cannot feasibly increase our maximum mana to combat this change.
 
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Old 02/25/08, 3:49 PM   #2781
Chirality
Don Flamenco
 
Night Elf Warrior
 
Greymane
Originally Posted by Tacitus View Post
I've been thinking for a while that the Arena was a big, big mistake and Blizzard seems to be comfirming my thoughts with every passing patch. They're doing nothing but brewing a huge shitstorm with this.

I'm seriously hoping that they see the idiocy in this change or redesign our gear like they did to Retadins.
Now just imagine rebalancing the entire game *again* for WotLK. A few more abilities per class, ten more talents? Trivial to balance, right. I'm actually constantly impressed with how close to balance arena is considering each class has some 10-20 abilities they can use. When a nerf to a single ability of a single class (Warlock Lifetap) causes this much of a shitstorm (have you seen the Test Realm Forum?) it really makes me fear for the future of this game.
 
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Old 02/25/08, 3:49 PM   #2782
Rouncer
Deeper Shade of Blue
 
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Orc Shaman
 
Mal'Ganis
Originally Posted by richard View Post
Not only is it odd, it's very counter intuitive to be more effective with less stats.

I'm just gonna jump on the "omg stupid change" bandwagon.
except that its really not a PvE nerf, if you look at it the right way.

You need a certain minimum amount of health to survive encounters, which is actually pretty damn low (I've run with 9k hps buffed through every encounter in the game besides the mage-tanking ones), and then you have to take into account the need to lifetap. Then you look for pieces with more intellect on them and suddenly you are getting back more mana with every tap.

The 2 things have been completely separated by the change. Bigger mana pool equals less need to tap, less need to tap means your health pool can be a lot lower without sacrificing your ability to tap more often. Lower health pool equals less healing necessary to top you off. Sure you will want to keep a tanking set available with a lot of stamina but if you are tanking then they will be focus healing you and the additional damage from life tapping with all that health is nothing compared to what the boss will be smacking you for anyway.

Basically, welcome to the land of PvE cloth where everyone is squishy, please equip enough stamina to survive the encounter and then stack the rest in intellect to maximize your dps potential. Since once you have enough hps to survive the encounter any additional stamina is a complete waste of ibudget.

I'm wondering if this change will actually be enough to cause intellect to be valued over other traditional caster dps stats, since the more intellect you will have the more mana you will get with every tap and the less often you will have to tap to maintain your dps which means more time actually spent dpsing.

I bet a really good lock could use this change to boost their personal dps significantly, since 1 less tap every 30 seconds is an additional 100dps for a lock that is doing 2000 dps.
 
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Old 02/25/08, 3:50 PM   #2783
Tyrana
Glass Joe
 
Night Elf Rogue
 
Mug'thol (EU)
I didn't say the Life Tap change overall does not hurt your DPS, I said the Life Tap uses a percentage of your Health part of the change does not have an impact on your DPS.
 
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Old 02/25/08, 3:50 PM   #2784
Pyros
Always carry a white flag
 
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Undead Death Knight
 
Twisting Nether (EU)
Originally Posted by thorin5 View Post
Having to Life Tap more frequently does lower your DPS though.
Yeah I think that was the issue with the change, that locks have to tap more for the same mana. At this point I don't think any lock would care if life tap wasted more health, but gave the same mana returns per GCD than currently, but it seems not to be the case.

Clearly confirms what I thought though, they nerfed lifetap and lifebloom in pve, based on pvp changes.
 
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Old 02/25/08, 3:52 PM   #2785
 Suggestive
Trying too hard.
 
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Draenei Shaman
 
Proudmoore
What theoretical intellect gear are you talking about, because i'm sure not seeing it anywhere right now?
 
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Old 02/25/08, 3:54 PM   #2786
Tacitus
Don Flamenco
 
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Undead Warlock
 
Wildhammer (EU)
Originally Posted by Chirality View Post
Now just imagine rebalancing the entire game *again* for WotLK. A few more abilities per class, ten more talents? Trivial to balance, right. I'm actually constantly impressed with how close to balance arena is considering each class has some 10-20 abilities they can use. When a nerf to a single ability of a single class (Warlock Lifetap) causes this much of a shitstorm (have you seen the Test Realm Forum?) it really makes me fear for the future of this game.
They should just do two things, in my opinion:

1) Make different rulesets for PVP and PVE
2) State that sorry, 1VS1 World PVP will never be balanced and we'll be using PVE rulesets for normal (or contested) zones.

Originally Posted by Rounced View Post

*snip*
Ahh... but what about our talents, such as Demonic Embrace, Fel Stamina or our favourite pet, the Imp and his Blood Pact buff (maybe even improved?). This is just a backwards change (I cooled down now, had to rant a bit).

Edit: oh and Fortitude, great.

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Old 02/25/08, 3:57 PM   #2787
Malan
postcount++
 
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Malan
Tauren Shaman
 
No WoW Account
Originally Posted by Chirality View Post
Now just imagine rebalancing the entire game *again* for WotLK. A few more abilities per class, ten more talents? Trivial to balance, right. I'm actually constantly impressed with how close to balance arena is considering each class has some 10-20 abilities they can use. When a nerf to a single ability of a single class (Warlock Lifetap) causes this much of a shitstorm (have you seen the Test Realm Forum?) it really makes me fear for the future of this game.
Well if they just make any new ability in WoLK on a timer exceeding the arena cooldowns they solve the problem easily.

Shitting up every single thread on EJ since '06
 
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Old 02/25/08, 4:02 PM   #2788
Akj
Piston Honda
 
Orc Warlock
 
Suramar
Originally Posted by Chirality View Post
When a retarded change to the core ability of a class (Warlock Lifetap) is justified as a PvP change it really makes me question the sanity of the developers and fear for the future of this game.
Fixed.
 
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Old 02/25/08, 4:06 PM   #2789
Furio
Piston Honda
 
Orc Warlock
 
Mal'Ganis
Originally Posted by Chirality View Post
Now just imagine rebalancing the entire game *again* for WotLK. A few more abilities per class, ten more talents? Trivial to balance, right. I'm actually constantly impressed with how close to balance arena is considering each class has some 10-20 abilities they can use. When a nerf to a single ability of a single class (Warlock Lifetap) causes this much of a shitstorm (have you seen the Test Realm Forum?) it really makes me fear for the future of this game.
An additional byproduct of the Life Tap nerf that I haven't seen discussed is the removal of the various ranks. Currently on Live, if I only need 400 mana, I can use Rank 1 and trade 400 life for that 400 mana. But, on PTR with the Nerf, there is only one rank. It is always 16% health for 16% mana. This has far reaching impacts in Arena because now a warlock whose current health is below 16% can not Life Tap for even a meager amount of mana return. Said warlock, unless healed, is effectively out of the match. While the same can be said of mages, realize that mages (and all other mana users) have superior passive mana regen options and greater mana efficiency.

I can learn to live with Life Tap scaling based on max hp and mp, but the removal of my ability to balance health loss, mana gain, and GCDs leaves a bitter taste in my mouth. "Balancing" an ability through removal of decision making further reduces "skill" required to excel.
 
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Old 02/25/08, 4:10 PM   #2790
 Praetorian
Mike Tyson
 
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Orc Shaman
 
Mal'Ganis
Originally Posted by Rounced View Post
except that its really not a PvE nerf, if you look at it the right way.

You need a certain minimum amount of health to survive encounters, which is actually pretty damn low (I've run with 9k hps buffed through every encounter in the game besides the mage-tanking ones), and then you have to take into account the need to lifetap. Then you look for pieces with more intellect on them and suddenly you are getting back more mana with every tap.
Less than 10k hp buffed when you can help it is a terrible idea for all Sunwell fights seen thus far.

A full-t6 warlock ends up at around 10k mana buffed. That leaves them strictly worse off than they were before this change. A tailoring-geared warlock ends up much, much worse off since they have barely less +dam than a t6 warlock, but much less +int.

Can you give examples of these amazing high-int alternative gear choices that are out there that don't involve a massive sacrifice of DPS?
 
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Old 02/25/08, 4:14 PM   #2791
swills
Von Kaiser
 
Tauren Warrior
 
Shadowsong (EU)
So we're all on the same page, and so we don't have people claiming it isn't a DPS nerf, can a Warlock who knows please confirm how much of a DPS loss a current T6 geared Warlock will take over say 5 min, 10 min & 15 min fights (I assume the longer the fight the worse the effect)? I'm sure there must be a spreadsheet somewhere that you plug numbers into and figure it out?

How much a nerf is this? 20 DPS? 50? 100?
 
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Old 02/25/08, 4:19 PM   #2792
 Playered
Debitum Naturae
 
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Night Elf Druid
 
Ravencrest (EU)
Why would you waste a GCD on a non-max rank LT when you dont need to? for Locs it seems to be "only use LT GCD when I have to as it lowers my DPS" thus downranking has no role in a PvE situation.

You can understand the reasoning on PvP with downranking, and having a higher hit to HP is perfectly 'fine', but including a much lower return on mana at the same time is... not that great, especially as in PvE you have a 2:1 ratio of sta/int on Warlock gear.

In PvE theres no real 'reason' to provide any significant boost to DPS, aside from potentially Affliction - thus making it give more mana than now (at a 1:1 conversion) would not be wise, unless there are other changes in the works.

Last edited by Playered : 02/25/08 at 4:28 PM.
 
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Old 02/25/08, 4:20 PM   #2793
Krazen
Don Flamenco
 
Blood Elf Warlock
 
Turalyon
Originally Posted by swills View Post
So we're all on the same page, and so we don't have people claiming it isn't a DPS nerf, can a Warlock who knows please confirm how much of a DPS loss a current T6 geared Warlock will take over say 5 min, 10 min & 15 min fights (I assume the longer the fight the worse the effect)? I'm sure there must be a spreadsheet somewhere that you plug numbers into and figure it out?

How much a nerf is this? 20 DPS? 50? 100?
For me, Leulier shows about a 10-15 dps loss over a 6 minute stand and nuke fight.

I have openoffice, and the spreadsheet tends to bug out a bit for me, but that's probably a good ballpark figure.'

My current gearset has about 11k mana with Int and Kings.

Originally Posted by Rounced View Post
You need a certain minimum amount of health to survive encounters, which is actually pretty damn low (I've run with 9k hps buffed through every encounter in the game besides the mage-tanking ones), and then you have to take into account the need to lifetap. Then you look for pieces with more intellect on them and suddenly you are getting back more mana with every tap. .
Because warlocks have ice block, blink, and other survival talents/spells?
 
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Old 02/25/08, 4:20 PM   #2794
Cohren
Von Kaiser
 
Gnome Warlock
 
Antonidas
The outcry about life tap comes from two sources. The first being the group of people who will always be there, those that cry just because a negative change to their class is occurring. This group has no real knowledge as to how this affects their class and they can not comprehend as to why this change was even introduced. The other group is educated player who spends his time actively taking part on these forums and other theorycrafting sites and tries to learn as much as possible about their class. Talking strictly about the second group of people I described, our main problems as Warlocks is that in its current state using stamina negatively effects the returns from life tap which to my knowledge is the only skill/spell in the game that as your gear improves, it gets worse. I keep seeing some people say "just stack intellect instead of stamina like all of us other casters" I just laugh when I see this because they say it as if it was an easy thing to do. Without Blizzard going back and re-itemizing basically everything including our T6 we have no real choices that will not greatly affect our DPS. These people want us to drop our 4 pieces of T6 while we try to farm up the 3 new pieces from Sunwell? This does not make any sense as the DPS loss would be too big and might even be detrimental to Raid DPS in Sunwell. Also there is a fundamental flaw in our talent tree's with this change and I think people especially of other classes overlook this. The flaws are that we have no talents that grant a Clearcasting state, return mana on crits or hits. There is only 1 talent that affects mana and that is a measly 5% reduce in mana cost to spells.

If the change had been 26% maximum hp converted to mana(1:1 ratio), hell even 30%, I am sure a majority of the community wouldn't even know there was a change to life tap. In fact I am sure there is a fraction of the Warlock community that would like to see the % even higher as that means less life tapping. What irks me is that there have been well thought out posts made by other Warlocks and non-Warlocks alike which clearly address the issues that a change of this nature cause and even have proposed great ideas such as making resilience increase the % amount of health taken and reducing the % mana received by life tap yet be it for bureaucratic reasons or others, Blizzard has kept the word mum and a lot of us are stuck in limbo so to speak as to the state of our class.
 
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Old 02/25/08, 4:20 PM   #2795
Tacitus
Don Flamenco
 
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Undead Warlock
 
Wildhammer (EU)
A warlock in my guild claims a loss of 20 DPS, but we're nowhere near the "perfect" gear since we have about a month of Illidan kills under our belt.

Brotherhood, Peace, Unity

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Old 02/25/08, 4:21 PM   #2796
tedv
Bald Bull
 
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Undead Priest
 
Mal'Ganis
I don't think we should worry so much about this nerf, because it's far too ludicrous to go live. Remember, this is just the test server. How many other abilities are there in the game that scale NEGATIVELY with your stats? That is, they get worse as your gear improves. The whole concept is so blindingly, obviously bad that I'm certain it will never get pushed to a real server.

If they want to nerf life tap in PvP, they should just increase the spell damage coefficient and lower the base mana returned. Since PvE gear has much more spell damage than PvP gear, this means in a PvP setting a warlock will have to life tap more often than in PvE. Rather than pegging a PvP nerf to something PvP players have a lot of (resulting in negative scaling), they could just peg the nerf to something PvP players are relatively low on (for positive scaling).
 
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Old 02/25/08, 4:22 PM   #2797
Tacitus
Don Flamenco
 
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Undead Warlock
 
Wildhammer (EU)
Originally Posted by Playered View Post
Why would you waste a GCD on a non-max rank LT when you dont need to? for Locs it seems to be "only use LT GCD when I have to as it lowers my DPS" thus downranking has no role in a PvE situation.

You can understand the reasoning on PvP with downranking, and having a higher hit to HP is perfectly 'fine', but including a much lower return on mana at the same time is... not that great, especially as in PvE you have a 2:1 ratio of sta/int on Warlock gear.
If you are tapping while running, or usually in PVP to avoid getting gibbed by a DPS train. I personally always use max rank in raid PVE, but I've sometimes plucked a few downranked LTs after a pull or when doing BGs.

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Old 02/25/08, 4:24 PM   #2798
Trouble
Bald Bull
 
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Blood Elf Warlock
 
Turalyon
The dps loss is very different depending on whether you have a shadow priest or not. It'd be wise to include this fact along with your numbers.
 
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Old 02/25/08, 4:26 PM   #2799
Kasi
Spymaster
 
Karnadas
Draenei Shaman
 
No WoW Account
Well I'm not sure if your idea would be taken any better Hope. Less mana returned on life tap for sure would be a nerf in both pve and in pvp. The idea here is that you'd get the same mana back, but have a bigger cost in health lost. Thus as long as you're getting heals in pve it would not be a nerf, it would just mean you'd have to heal more. Not really that big a deal considering how much extra mana druids and priests will have to play with in 2.4. What I wonder is why didn't they just change lifetap and all its current ranks to just drain 10 or 20% more health on each tap and leave it at that?
 
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Old 02/25/08, 4:26 PM   #2800
Natrozim
Von Kaiser
 
Human Death Knight
 
Burning Legion
Honestly I don't think it will affect the dps of warlocks in high end guilds provided most guilds put them with shadow priests now. With 1 shadow priest and mana pots you usually barely lifetap anyway. Though this is probably not the case for every guild and its seriously stupid that as your health goes up due to gear/buffs you hurt yourself more for the same mana return... They should have simply upped the amount of health burned for the mana given back instead of a % scaling return.
 
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