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04/26/08, 9:53 PM
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#151 (permalink)
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Von Kaiser
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Originally Posted by Gonkish
They specifically made sure in retail beta that Multi-shot was not castable on the move. They didn't want Hunters kiting 3 or 4 things at once without extreme difficulty, I'd imagine. (Which is ironic if you consider the BT trash farming mayhem. Good times...)
So Multi-shot has a 0.5 second "cast" time. There's no casting bar, but you can't cast it on the run. There is, however, a very slight but noticeable delay in its firing, greater than what can be accounted for with lag. That's not to say that they can't make it castable on the run, they just won't and with good reason.
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Yes, this is exactly right. And Scare Beast works the same way on the current build of the PTR.
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04/27/08, 12:43 AM
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#152 (permalink)
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role != roll
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Originally Posted by Sajukar
*Sigh*
Let's just give everyone the same tools as everyone else, make all arenas a circular room devoid of objects and pillars, then it'll be balanced and fun.
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I really don't see how the person you quoted said that at all. I don't want to bring up class balance in this thread, but dismissing it as a cry for bland equality is pretty dumb.
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04/27/08, 5:46 AM
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#153 (permalink)
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Piston Honda
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What's the cast time on void shatter on the ptr? It has just occured to me that shattering a few stacks of crystals would be really burdensome at the current cast time, cooldown or not.
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04/27/08, 7:50 AM
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#154 (permalink)
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Great Tiger
Blood Elf Paladin
Lightning's Blade (EU)
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Originally Posted by Vandermonde
What's the cast time on void shatter on the ptr? It has just occured to me that shattering a few stacks of crystals would be really burdensome at the current cast time, cooldown or not.
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Just put a stack or 2 in your inventory, use 'create all' and go take a shower?
If you'r talking about the possibility that people will bring 4 voids for an 8 LPS enchant, just charge them for it and alt tab to EJ 
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04/27/08, 8:29 AM
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#155 (permalink)
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Mostly Harmless.
Undead Warlock
Eldre'Thalas
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Originally Posted by vorda
Just put a stack or 2 in your inventory, use 'create all' and go take a shower?
If you'r talking about the possibility that people will bring 4 voids for an 8 LPS enchant, just charge them for it and alt tab to EJ 
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Items created via Enchanting do not have a "Create All" option. It's been an annoyance since the day when Wizard/Mana Oil were introduced.
I sure am look forward to shattering 200 void crystals.
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"You live and learn. At any rate, you live."
~Douglas Adams (RIP)
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04/27/08, 8:39 AM
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#156 (permalink)
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Glass Joe
Undead Priest
Trollbane (EU)
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Originally Posted by vorda
Just put a stack or 2 in your inventory, use 'create all' and go take a shower?
If you'r talking about the possibility that people will bring 4 voids for an 8 LPS enchant, just charge them for it and alt tab to EJ 
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Enchanting doesn't have a "create all" button. You need to click for every shatter. As far as I know mods can't simulate a 'create all' button either, since every spell cast needs user input.
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04/27/08, 8:43 AM
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#157 (permalink)
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Great Tiger
Blood Elf Paladin
Lightning's Blade (EU)
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That was stupid of me.. I guess I'll use something mechanical and absolutely not against the EULA to shatter then.
Something like that Homer Simpson toy or my Knex construction.
Apologies for the misinformation.
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04/27/08, 9:10 AM
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#158 (permalink)
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Don Flamenco
Undead Priest
Whisperwind
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Enchanting is, however, affected by spell haste (at least on live). So clearly the solution is to stack all the spell haste you have, click skull of gul'dan and some LW drums and get your shaman buddy to give you bloodlust. Oh, and wear a helm with the cast speed meta since effects that proc off spells can be triggered by enchanting, too.
In all seriousness, just break down the ones you have when you're standing around shatt not doing anything, then keep a couple stacks of LPS in your bank and just trade when people ask you to break down their voids.
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04/28/08, 5:58 AM
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#159 (permalink)
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Piston Honda
Undead Mage
Earthen Ring (EU)
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Or bring a stack or two to raids and shatter them while waiting on slackers to come back from AFK, or buffing, or positioning etc etc...
Like the good old [Evergreen Pouch] before TBC, but that had the possitive effect that people though you were heartstoning. :>
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04/28/08, 9:32 AM
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#160 (permalink)
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Von Kaiser
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Having used scare beast before, I'd have to say it is by far the least reliable form of fear. I'm not sure if its the lack of spell hit or an inherent spell modifier, but while priest and warlock usually seem to last the full duration, or at least a significant period (even while the target is taking damage via dots or melee/spell attacks), scare beast seems more like intimidating shout: as soon as I do something even as insignificant as wingclipping the target for 50 damage, the fear will break instantly.
Also druids have mark of the wild, which seems to make a consideranle difference in resist rates speaking from experience as both a hunter and a resto shaman with no spell hit gear/talents.
I'd arrange for some hard evidence, but my druid friend recently moved countries and his account is inactive atm.
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04/28/08, 9:53 AM
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#161 (permalink)
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Don Flamenco
Blood Elf Hunter
Runetotem (EU)
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Hortus has given some insight into the entire Growl change.
In effect nothing has been changed other than the pet's own AP doesn't have any impact on Growl. Previous testing has shown that Growl(8) needed 734 pet AP to begin scaling. If we remove the pet's own AP from that we end up with the Hunter needing 3337 AP to achieve the same relative amount of AP required.
Mania from Petopia has tested various AP numbers and it doesn't appear the 1200-1300 AP range is in effect.
So if Hortus is correct and the pet's AP have been removed and nothing else, then we are looking at something that only theoretically scales. Effectively it doesn't.
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04/28/08, 11:40 AM
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#162 (permalink)
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Chairman Meow
Blood Elf Hunter
Mal'Ganis
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Originally Posted by Trifle
Having used scare beast before, I'd have to say it is by far the least reliable form of fear. I'm not sure if its the lack of spell hit or an inherent spell modifier, but while priest and warlock usually seem to last the full duration, or at least a significant period (even while the target is taking damage via dots or melee/spell attacks), scare beast seems more like intimidating shout: as soon as I do something even as insignificant as wingclipping the target for 50 damage, the fear will break instantly.
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This is probably more psychology than an actual issue with the spell. Having played a warlock for a long time, I observed that the spell does not usually last as long as people tend to say it lasts. But that one in 5 times that it does, that person immediately gets frustrated and remembers that it lasted oh so long on them, and forms the opinion that fear lasts way too long. And it works in reverse. The caster only notices it not working when it breaks really quick. So it seems underpowered to them. Such is the nature of random + human psychology. See: Onyxia deep breathes more this patch, my <x item> hasn't dropped in <y time>.
Now, having said that, I have not used scare beast on the PTR, so you may have something concrete here. And it may well be intended. I would want to see some numbers though, with a fairly large sample size.
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04/28/08, 3:01 PM
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#163 (permalink)
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Piston Honda
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I'm kind of surprised they haven't put Hearts of Darkness on badge vendors. Guilds that have been able to knock bosses down in HS/BT with some speed are probably going to get hung up on the SR based fights (Shahraz).
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04/28/08, 3:12 PM
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#164 (permalink)
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Potential Lunch Winner
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Originally Posted by Cloudgatherer
I'm kind of surprised they haven't put Hearts of Darkness on badge vendors. Guilds that have been able to knock bosses down in HS/BT with some speed are probably going to get hung up on the SR based fights (Shahraz).
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Hundreds of guilds prior to 2.4 cleared BT without having to buy hearts, I don't really see the issue with leaving at least one obstacle to check progress in BT.
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04/28/08, 3:26 PM
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#165 (permalink)
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Don Flamenco
Night Elf Druid
Alterac Mountains
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By far the easiest way to implement pvp balancing without affecting pve is through implementing class specific balancing things. Druids are too powerful and hunters are too weak? Give them a fix that makes druids weak to hunters. Blizzard has said over and over again that they don't feel the need to make all specs viable for all game roles so the fact that its a bigger nerf to feral druids than resto druids makes no difference to them. PVE balance between all specs and classes is probably better now than it ever has been before, and anything that changes that is met with huge outcries.
I play both a hunter and a druid in arenas and this is a huge huge gain for hunters. In a 2v2 match basically the entire game is the hunter trying to run the enemy druid out of mana while the enemy druid tries to either los the hunter, or sit on the hunter. Nearly the entire game is decided by how many ticks of viper sting you eat over the course of the game. Because of scorpid pets and a resistance to dispel from a marks talent, removing the poison isn't reliable enough, so you either shift into bear form to prevent getting viper stung at an inopportune time, or you shift into bear form instantly when the viper hits you so you don't eat the drain ticks. When I'm playing my druid its almost a complete joke to see a hunter cast scare beast. Allowing hunters to instantly fear the druid greatly limits the druid's ability to mitigate mana drained from viper. If he ever is caught in cheetah form with both viper sting and fear beast cooldowns up he's going to eat a full duration viper sting. If he goes into bear form to not eat the viper ticks, the hunter can just fear the druid right as viper would wear off, then trap him, then as the trap ends, and he shifts out to heal, having not healed for 20 seconds and gets hit by a viper sing again. That's not a minor annoyance, that's a huge deal.
Lastly, using the argument that giving one of the least represented classes a direct buff against one of the most represented classes at high levels isn't going to limit the overplayed class because there aren't very many of the lesser played is an incredible logical feat. Makeups that can consistently beat other highly rated makeups, become high rated makeups.
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04/28/08, 4:08 PM
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#166 (permalink)
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Piston Honda
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The deciding factor between scare beast being overpowered and scare beast being mediocre will be whether or not they leave in the current auto-shift-out-of-form bug.
Everytime I've cast a scare beast on live the druid has auto shifted to caster, leaving them wide open for a viper or just plain old damage.
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Just a troll with a bow 'n too much crit
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04/28/08, 4:15 PM
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#167 (permalink)
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Piston Honda
Tauren Shaman
Burning Blade
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Uh, that's not an automatic bug from my experience. You're probably seeing your foes attempt to shift out before you get the spell off, and time it poorly.
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04/28/08, 4:21 PM
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#168 (permalink)
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Von Kaiser
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Originally Posted by Tunch
Uh, that's not an automatic bug from my experience. You're probably seeing your foes attempt to shift out before you get the spell off, and time it poorly.
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Yeah, I've never heard of any bug like that before. I played a couple 20 minute games against hunters last night on my druid alt and never got shifted out by scare beast.
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04/28/08, 4:47 PM
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#169 (permalink)
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Piston Honda
Tauren Warrior
The Venture Co
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Originally Posted by McInaction
The deciding factor between scare beast being overpowered and scare beast being mediocre will be whether or not they leave in the current auto-shift-out-of-form bug.
Everytime I've cast a scare beast on live the druid has auto shifted to caster, leaving them wide open for a viper or just plain old damage.
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This bug is called "user error", as druids can shift out of feral forms, but not into them, when feared/stunned/etc.
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04/28/08, 5:48 PM
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#170 (permalink)
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Bald Bull
Gnome Mage
Argent Dawn (EU)
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[Nightfall] - has one done some tries or tests how badly this axe performs now versus higher-level enemies?
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04/28/08, 6:02 PM
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#171 (permalink)
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Banned
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Originally Posted by Roywyn
[Nightfall] - has one done some tries or tests how badly this axe performs now versus higher-level enemies?
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Someone in the prot paladin thread swung over 1000 times on random lv 68-70 mobs in netherstorm and got ONE proc. And he had a usual proc rate/uptime on the blastedlands servants.
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04/28/08, 6:05 PM
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#172 (permalink)
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Glass Joe
Blood Elf Paladin
Cho'gall
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Marshmallow tested Nightfall over in the Class Mechanics forums, result was something incredibly low like 0.1% chance against a level 68 mob. They made sure to nerf it enough to where its essentially totally unusable now.
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04/29/08, 3:46 AM
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#173 (permalink)
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King Hippo
Tauren Druid
Twisting Nether (EU)
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Originally Posted by Melufa
Marshmallow tested Nightfall over in the Class Mechanics forums, result was something incredibly low like 0.1% chance against a level 68 mob. They made sure to nerf it enough to where its essentially totally unusable now.
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....just like every other good proc ever implemented  Man, I miss my [Green Whelp Armor]
Originally Posted by lairpie
...the fact that its a bigger nerf to feral druids than resto druids makes no difference to them.
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To say "bigger" is underestimating the effect. It basically makes Ferals unplayable against Hunters.
Last edited by Daboran : 04/29/08 at 3:57 AM.
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04/29/08, 10:25 AM
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#174 (permalink)
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Appliance of the Skies
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Scare Beast has a 30 second cooldown and lasts a maximum of 10 seconds. Honestly, how is it any more broken than regular fear?
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04/29/08, 10:42 AM
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#175 (permalink)
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Piston Honda
Tauren Druid
Steamwheedle Cartel
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Originally Posted by flyingtoastr
Scare Beast has a 3 | | |