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Old 08/10/08, 11:54 AM   #361
Malleus
King Hippo
 
Human Paladin
 
Bronze Dragonflight (EU)
Originally Posted by Marcos View Post
The debuff doesn't show, but the effect, apparently, is still there.
Cite, please.

Vihermaali: I don't see the increased capacity for regen through abilities combined with regular potion use being a bad thing. It seems to me that it would adjust the need for raid consumables without depreciating their power. A player whose mana-management skills are poor will still find them to be a necessity, while a player with good mana-management skills won't necessarily need them, but will have them as a luxury or a safety net. This system would be rewarding skilled players for grinding consumables without forcing them to do so if they want to progress, or making the fights too easy if they do grind.

Example: let's say a Healadin can obtain enough mana to see out Brutallus by chain-chugging mana pots or using a full Divine Plea. The fight won't be made appreciably easier if he can do both - it just means he finishes the fight with 60% mana instead of 10%. Alternately, he could take advantage of his skills to pop a health pot (or a haste pot during Stomp) and make the fight that little bit less stressful.

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Old 08/10/08, 12:11 PM   #362
Kazanir
Mr. Sandman
 
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Tauren Druid
 
Mal'Ganis
Originally Posted by Malleus View Post
Cite, please. [re: Potion Sickness]
Confirmed; just tested it. Drank a pot, stayed in combat for 2 minutes. Get a, "You cannot drink anymore." message when I try to pot after the cooldown is up.

The implementation seems to be broken though -- now I'm out of combat after writing the above and I *still* can't pot. It's been several minutes since leaving combat.

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Old 08/11/08, 3:57 AM   #363
Anedris
King Hippo
 
Troll Priest
 
Steamwheedle Cartel
Originally Posted by Malleus View Post
Vihermaali: I don't see the increased capacity for regen through abilities combined with regular potion use being a bad thing. It seems to me that it would adjust the need for raid consumables without depreciating their power. A player whose mana-management skills are poor will still find them to be a necessity, while a player with good mana-management skills won't necessarily need them, but will have them as a luxury or a safety net. This system would be rewarding skilled players for grinding consumables without forcing them to do so if they want to progress, or making the fights too easy if they do grind.

Example: let's say a Healadin can obtain enough mana to see out Brutallus by chain-chugging mana pots or using a full Divine Plea. The fight won't be made appreciably easier if he can do both - it just means he finishes the fight with 60% mana instead of 10%. Alternately, he could take advantage of his skills to pop a health pot (or a haste pot during Stomp) and make the fight that little bit less stressful.
If they go this route, they can never make an encounter that is challenging because of the mana management aspect. Because if more mana makes it easier, people will chain-chug mana potions on every pull until the boss is dead. It doesn't matter how weak or powerful they are - if using a consumable every two minutes improves someone's chances of winning, progression-oriented raiders will do it. And hate it.

Regards the Brutallus example, suppose the paladin does both and is able to chain a higher rank of holy light the entire fight, allowing his guild to take one fewer healer and one more DPSer. His guild is thereby able to beat Brutallus with weaker gear than would have been required had they needed 7 healers. Or another aspect - healers with extra mana (who can thus afford to spam higher ranks) can make up for an undergeared tank.

The consequence of this is that to make an encounter truly challenging to the bleeding edge (and Blizzard has shown a desire to do this, first in Naxx and then in Sunwell) this consumable use will be required. Because it's there, and if it wasn't required, poor players (the paladin who doesn't know how to sneak in his divine plea) would be able to beat the encounter simply by using the consumables.

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Old 08/11/08, 4:08 AM   #364
Melg
Glass Joe
 
Draenei Shaman
 
Shattered Hand (EU)
That's my opinion. Consumbles are needed because they exist. I for one would rather have them removed and boss encounters retuned accordingly. Problem solved. Perhaps that would also "force" them to adress mana efficiencies of certain classes or specs, if those cannot simply be avoided through chain-potting?

OT: sorry to have to ask about this but how does one get to post new threads? I've searched through the rules, FAQ etc. and can't find out. I have a PvP thread I'd like to start.

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Old 08/11/08, 4:29 AM   #365
dukes
Bald Bull
 
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Dukes
Tauren Druid
 
No WoW Account (EU)
Originally Posted by Melg View Post
That's my opinion. Consumbles are needed because they exist. I for one would rather have them removed and boss encounters retuned accordingly. Problem solved. Perhaps that would also "force" them to adress mana efficiencies of certain classes or specs, if those cannot simply be avoided through chain-potting?

OT: sorry to have to ask about this but how does one get to post new threads? I've searched through the rules, FAQ etc. and can't find out. I have a PvP thread I'd like to start.

The mana efficiencies seem to be being sorted through addition of abilities (i.e. paladin "evocation" style ability), a rework of particular talents for raid synergy (i.e. chance for mana back on rejuvenation ticks), changes to particular talents to make regen stats more desirable (i.e. shadow priest talent for 30% spirit -> dmg), and changes to the spirit formula.

It would appear that potion sickness is confirmed as not working as intended in the current build. I would expect that it will be fixed in the next push, so as per Juices post lets leave that topic alone for the moment and leave this thread for discussion about professions in general.

The posting issue is covered in this announcement.

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Old 08/11/08, 10:16 AM   #366
Zurgat
King Hippo
 
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Troll Rogue
 
Aszune (EU)
Originally Posted by aikiwoce View Post
Here are the spell, and the spell that proc's it's effect for the tailor embroidering patterns.

Lightweave Embroidery - Spell - World of Warcraft - 50% proc-rate
Darkglow Embroidery - Spell - World of Warcraft - 35% proc-rate
Swordguard Embroidery - Spell - World of Warcraft - 50% proc-rate

Click on the second link for each, and you can see the proc-rates I've listed next to them. These appear to be items that a Tailor will make for any class to use.
I suspect the tailor enchants will have an internal cooldown.
I also wonder whether these take the place of the leatherworker's equivalent of bigger BoP armor patches for legs.

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Old 08/11/08, 1:35 PM   #367
• Melthu
Confused
 
Troll Druid
 
Alterac Mountains
Originally Posted by Zamaar View Post
Hmm so leatherworking only got bop leg threads? that are just slightly better then boe threads or how does it work? considering tailoring getting stuff as big as 300 mana return on cast, and BS getting 2 sockets, I hope we get a little more...
Remember that Leatherworkers will still have drums. You won't be able to keep them up constantly with 4 drummers in your group, but they'll still be useful.

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Old 08/11/08, 3:05 PM   #368
Copernicus
Bald Bull
 
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Night Elf Druid
 
Tichondrius


BlizzCast Episode 4

Highlights-

* I’ll give you an example that we’re thinking about doing, is that Blacksmiths would be able to add sockets to a weapon, or Armorsmiths would be able to add a metasocket to armor. So, that kind of thing.

* Basically we have the tech to add on-use enchantments to things now, so, we’re going to be really running with that. Things like a Parachute Cloak enchant, or maybe you could shoot webs from your gloves, but there’s a little bit of a tradeoff too because that’s still your primary enchant on that item. If you put Rocket Boots on your boots you won’t be able to get the move speed or anything.

* The Golden Darters and the Spicy Crawdads, those really helped keep fishing relevant. We’ll do some more of those, although maybe not to that extreme of a swing.

* Alchemy discovery - So for fairly deterministic upgrades they’re ok, or for the fun stuff, and there might even be some other uses that we haven’t really thought of that are going to fit well with that unpredictability

* One of the system we’re considering as well is – so you have profession dailies for all of your professions, and what those end up being I’m not sure, but then when you do that daily you get a token. Then on this vendor there’s maybe 20 recipes, and they cost [maybe] 25 tokens each. So you’ll start making decisions on how you want to spend those tokens and that will help differentiate you from everyone else just by your decisions rather than what you happened to have found or bought off the Auction House.

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Old 08/11/08, 4:54 PM   #369
Zaniel
Piston Honda
 
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Night Elf Rogue
 
Aggramar
Originally Posted by Melthu View Post
Remember that Leatherworkers will still have drums. You won't be able to keep them up constantly with 4 drummers in your group, but they'll still be useful.
But this affects everyone in your group. It's hardly the same as an extra glyph or better gems or enchants... It's group utility, not (purely) personal benefit. As such, it shouldn't be measured toward what LW gives the player alone. So far, we get just the leg armors.

...Then again, those armors are pretty substantial upgrades from what I'm seeing.

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Old 08/11/08, 5:19 PM   #370
nataku
Piston Honda
 
Daigo
Dwarf Priest
 
No WoW Account
Allowing the other crafting professions to be able to specially modify the crafter's own gear is a nice step toward making the professions pertinent as some of the crafted gear is obsoleted. I felt the pressure to possibly pick up enchanting just for that extra edge from ring enchants, so being able to get a similar edge from tailoring will be welcomed.

On another note, anyone want to take a magic carpet ride with me??? :P

Last edited by nataku : 08/11/08 at 5:29 PM.

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Old 08/11/08, 5:26 PM   #371
Feist-Mok
Im***est.
 
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Human Rogue
 
Ysera
Originally Posted by nataku View Post
Allowing the other crafting professions to be able to specially modify the crafter's own gear is a nice step toward making the professions pertinent as some of the crafted gear is obsoleted.

Anyone want to take a magic carpet ride with me???
It will also contribute to people wanting to keep multiple versions of the same gear around for different situations, as the variety of unique new on-use and on-proc effects will have people wanting a set of boots with stats, and a set w/ runspeed or whatever - being able to do so without significantly gimping stats by wearing an underpowered blue (as is the case in TBC) is going to encourage this in a big way, and will probably help to reduce the amount of sharding that goes on hopefully.

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Old 08/11/08, 5:43 PM   #372
Shakes
Piston Honda
 
Tauren Druid
 
Nagrand
Originally Posted by Zaniel View Post
But this affects everyone in your group. It's hardly the same as an extra glyph or better gems or enchants... It's group utility, not (purely) personal benefit. As such, it shouldn't be measured toward what LW gives the player alone. So far, we get just the leg armors.

...Then again, those armors are pretty substantial upgrades from what I'm seeing.
It's still raid DPS you're adding, just as much as if you had some personal enchant somewhere. It's not sexy because you don't just help yourself win the e-peen meters, but it's still helping your group. To say drums aren't a positive reason to take a leatherworker to a raid is like saying bloodlust isn't a reason to take a shaman.

You can't use them in arenas which is a drawback compared to the others, but talking purely PvE, you have to take drums into account when talking leatherworking balance vs the other professions.

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Old 08/11/08, 5:55 PM   #373
Rerox
Piston Honda
 
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Dwarf Rogue
 
Proudmoore (EU)
Originally Posted by Shakes View Post
You can't use them in arenas which is a drawback compared to the others, but talking purely PvE, you have to take drums into account when talking leatherworking balance vs the other professions.
You're not talking PvE, you're talking pure Raid-PvE. What you miss is the whole part of soloplay or small groups play where you don't necessarily use drums all the time.

So drums are still a great help for the part of the game that is called Raid-PvE, but they are useless for PvP, quite useless for solo-play and seldom used in 5-man PvE.

While I enjoy LW, while I enjoy Raid-PvE and while I am looking forward to the cool BoP Leg Enchants, I DO whish very much that there will be more for LW than just Drums and Leg Enchants ... well at least Armor sets are to be expected, and they'll hopefully be better than the ones in BC.

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Old 08/11/08, 6:53 PM   #374
Prinsesa
Bald Bull
 
Blood Elf Paladin
 
Echo Isles
considering tailoring getting stuff as big as 300 mana return on cast, and BS getting 2 sockets, I hope we get a little more...
The embroideries are not a Tailoring-specific perk.

What's the deal with the Floral Foundations? I have no idea what's going on there.

Anyway, updated my summarizing post on what we know. Thanks Copernicus.

"We do want Sanctuary to be the tanking seal"

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Old 08/11/08, 6:58 PM   #375
Grogzor
Huntard Extraordinaire
 
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Orc Hunter
 
Draenor
* One of the system we’re considering as well is – so you have profession dailies for all of your professions, and what those end up being I’m not sure, but then when you do that daily you get a token. Then on this vendor there’s maybe 20 recipes, and they cost [maybe] 25 tokens each. So you’ll start making decisions on how you want to spend those tokens and that will help differentiate you from everyone else just by your decisions rather than what you happened to have found or bought off the Auction House.
Make the tokens exchangeable for materials needed for that profession as well and it sounds like a dandy idea. Flood the market with Herbs and reduce their price.

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