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Old 09/07/06, 1:18 PM   #51
Copernicus
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Night Elf Druid
 
Tichondrius
Originally Posted by Drauk
Originally Posted by Northerner
Oh goody, the trend of +dam/healing with mana/5 appears to be continuing. /sigh at so much of my iValues going to a stat I really don't much care about.
Uhm, what ? After hit/dam/crit mana regen/spirit is most important stat for a mage.
Spirit is much more valuable than mana/5 for mages. We get 30-45% regen, plus each point of spirit is worth 15 mana for Evocation. Plus we have the chance of a spirit regen tick while clearcasting Fireballs/Frostbolts.
 
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Old 09/07/06, 1:20 PM   #52
Omelet
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Aggramar
I think the main point that is rarely factored into the comparisons and theory for the new abilities and talents is how health and armor are going to scale in comparison to damage in the expansion. As they won't scale parallel to each other we're going to be looking at longer engagements, less importance or viability in using crowd control abilities, and overall a bigger requirement for long term planning and tactics.
That was posted by Drysc, although I don't have (and can't find) the link.
 
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Old 09/07/06, 1:20 PM   #53
Kody
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Kilrogg
It also said rested bonus in the screenshot, so it was probably only like 600 xp for killing the boss. To give you an example, Doan gives a couple hundred xp when he's killed(compared to ~half that for normal mobs, maybe even less), so it's nothing new.

I've heard some values for 60-61 and it sounds fairly staggering, but I don't want to say the exact amounts until there's actual visual confirmation. But I've also heard there are plenty of quests even in the initial Outland zone so it seems like the content is there to support the increased xp needed.
 
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Old 09/07/06, 1:22 PM   #54
Nite_Moogle
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Mal'Ganis
I'm just happy to see the items are well done, and there are no glaringly stupid auto-disenchant loots. It doesn't look like it will take very long before people are replacing even some BWL gear if this is what we're seeing in the earliest, easiest dungeon in the game. That damn healing trinket would be a flat out upgrade for me :\ Also nice to see some better HP scaling on greens, not sure if that will carry over to blues and epics or not but I relish the thought of my freshly-leveled Paladin *not* getting one shotted by raid bosses just because he isn't walking around in Judgement.

Originally Posted by CheshireCat
Eh, my nostalgia goggles aren't as good as they used to be.
 
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Old 09/07/06, 1:24 PM   #55
impossible!
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Originally Posted by taylor
Originally Posted by impossible!
Of course I can't find the post, anymore, but blue clearly confirmed that the rate at which players' health will progress will exceed the rate at which their damage does. I'd asusme this is a pretty clear indicator of that. I get more wet over the expansion with each new bit of information.

:quagmire:
Confirmed that players health will progress will exceed the rate at which their damage does? You mean they will increase relatively equally, right? I can't see how any unbalanced scaling would be a good idea to throw at us again.
WHAM! Found it. My explanation was poorly worded; it had been a while since I read the post.

http://blue.cardplace.com/newcache/f...m/15403152.htm

Snippet:
Originally Posted by Dyrsc
I think the main point that is rarely factored into the comparisons and theory for the new abilities and talents is how health and armor are going to scale in comparison to damage in the expansion. As they won't scale parallel to each other we're going to be looking at longer engagements, less importance or viability in using crowd control abilities, and overall a bigger requirement for long term planning and tactics.

It's hard to imagine a color you've never seen before, but if you can at least acknowledge its existence you can begin to perceive outside of what you see in front of you.
 
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Old 09/07/06, 1:24 PM   #56
KalelScilla
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Stormscale
Originally Posted by frmorrison
That might be normal, I know a 59 gets around 300 xp for killing a level 60 mob, but I don't recall the normal boss xp amount, but I would guess that is about right.
You get around 300 for a level 60 mob, double if it's an elite. Double again if you're rested. Thats around 1200. Divided by 5 for the group? Plus a small group bonus. Is how it works now, which means at 59 you get like 80-100xp for each elite in strat or scholo.

1200xp for one mob in a 5-man group is... off the charts insane unless they've changed the xp system alot.
 
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Old 09/07/06, 1:24 PM   #57
 Karakas
/facepalm
 
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Dragonblight
Do the new items still follow old ilvl formulas, or do they use a different model completely?

As in, other than the reduced cost of sta on items, does it appear that the same budget points/system is in use as currently, or have they changed something so as to not have to ramp up to something like ilvl 120 epics for TBC endzones?
 
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Old 09/07/06, 1:25 PM   #58
Vhal
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Tichondrius
Originally Posted by Copernicus
The main issue with AP/Agility items (and by extension +dmg and +school items, or +str and +AP) is that they make maximum usage of the ilvl formula. From the point of view of the player, the only upgrade is either a minor item upgrade along the same line, or a massive upgrade that is ineffeciently statted.

I think most of the items in MC (plus Kazzak) that were statted that way took Tier 2.5 or higher to be a clear upgrade, and were close to Tier 2 overall.
Er, you're missing the point that strength costs twice as much as AP per point in the itemization formula, and for a rogue, AP is equally as good. AP is, point for point, twice as efficient as strength for rogue gear. Then you go AP/agi to maximize itemization usage because of the exponent. The bigger thing, though, is that every piece of rogue gear that has strength (and most epics do) but no AP could have had twice as much AP as it does strength for the same cost and yield more dps for the rogue.
 
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Old 09/07/06, 1:25 PM   #59
Farstrider
hates having a job
 
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Hellscream (EU)
Noone spotted the typo - the shaman mail legs are "leggaurds"

Possibly an authentic typo but equally possibly an elaborate fake.


John O'Groats to Lands End 2009 for Leukaemia Research
 
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Old 09/07/06, 1:27 PM   #60
Krug
Glass Joe
 
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Mal'Ganis
Originally Posted by KalelScilla
Originally Posted by impossible!
You gain a "group bonus" percentage of experience earned already. It's nothing new at all.
The thing that makes that screenshot interesting is apparently they got 1200xp for killing that boss..

process that for a second.

TWELVE HUNDRED XP!

Thats crazy.
I don't know if this is sarcasm or not, but with rested xp you can easily get 1200-1400xp off yellow/orange conned elites at 50+
 
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Old 09/07/06, 1:29 PM   #61
Kody
Don Flamenco
 
Night Elf Rogue
 
Kilrogg
Originally Posted by Farstrider
Noone spotted the typo - the shaman mail legs are "leggaurds"

Possibly an authentic typo but equally possibly an elaborate fake.
Err, Ritssyn's Ring of Choas? :P
 
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Old 09/07/06, 1:33 PM   #62
taylor
Great Tiger
 
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Mal'Ganis
Originally Posted by Dyrsc
I think the main point that is rarely factored into the comparisons and theory for the new abilities and talents is how health and armor are going to scale in comparison to damage in the expansion. As they won't scale parallel to each other we're going to be looking at longer engagements, less importance or viability in using crowd control abilities, and overall a bigger requirement for long term planning and tactics.
Why would overcompensating and having stamina/armor scale faster be a good idea at all? Yeah, longer PvE encounters is going to make farming a lot more fun, but unless I am missing something this could potentially further throw off class balance in PvP.

I do however like the idea of crowd control abilities being less important though.
 
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Old 09/07/06, 1:35 PM   #63
Oaken
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Uldum
Originally Posted by Farstrider
Possibly an authentic typo but equally possibly an elaborate fake.
In other words it tells you nothing? :D
 
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Old 09/07/06, 1:39 PM   #64
impossible!
Piston Honda
 
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Originally Posted by taylor
Why would overcompensating and having stamina/armor scale faster be a good idea at all? Yeah, longer PvE encounters is going to make farming a lot more fun, but unless I am missing something this could potentially further throw off class balance in PvP.

I do however like the idea of crowd control abilities being less important though.
I don't know about you, but I think NOT being two-shot in PvP would be anything but throwing class balance off even further.
 
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Old 09/07/06, 1:41 PM   #65
Vhal
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Originally Posted by impossible!
I don't know about you, but I think NOT being two-shot in PvP would be anything but throwing class balance off even further.
As a class who derives a lot of PvP utility from two-shotting, I'm scared :)
 
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Old 09/07/06, 1:41 PM   #66
KalelScilla
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Night Elf Druid
 
Stormscale
Originally Posted by Krug
I don't know if this is sarcasm or not, but with rested xp you can easily get 1200-1400xp off yellow/orange conned elites at 50+
In a 5 man group?
 
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Old 09/07/06, 1:42 PM   #67
henaki
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Originally Posted by impossible!
Originally Posted by taylor
Why would overcompensating and having stamina/armor scale faster be a good idea at all? Yeah, longer PvE encounters is going to make farming a lot more fun, but unless I am missing something this could potentially further throw off class balance in PvP.

I do however like the idea of crowd control abilities being less important though.
I don't know about you, but I think NOT being two-shot in PvP would be anything but throwing class balance off even further.
I disagree, healing classes can no longer succub to having an entire gameplan overcome through sheer luck anymore. If one were to shoot off a Shadowbolt, Shadowburn combo with Illidan gear and you die in a 2v2 or 3v3, not only did you not actually get to play to your strengths or weaknesses, you didn't even get to play at all.

Essentially, the balance currently is homogenized, everyone has the same essential strength and weakness, there is no variety in a world of everbody twoshots, it's just whoever gets the combo off first. Balance is a touch issue, but when there is no variety, what's the point of even playing a specific class in PvP?

Gur - Level 64 Undead Warlock on Hellfire
 
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Old 09/07/06, 1:44 PM   #68
 Drauk
Kamelåså med syggelekokle
 
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Drauk
Human Mage
 
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Originally Posted by Copernicus
Spirit is much more valuable than mana/5 for mages. We get 30-45% regen, plus each point of spirit is worth 15 mana for Evocation. Plus we have the chance of a spirit regen tick while clearcasting Fireballs/Frostbolts.
Well, 1 spi is 0.28 mp5 with 45% incombat regen. Now, in item budget 1 point of spirit costs 230 and 1 mp5 is 650. So mp5 is 30% more efficient, if you take item budget into account.
Yes, evocation using Spi regen is huge factor, but i hope that rumors are true and TBC evocation will be percentile.

Fun is for casuals
 
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Old 09/07/06, 1:50 PM   #69
Rabid Rob
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Originally Posted by KalelScilla
Originally Posted by frmorrison
That might be normal, I know a 59 gets around 300 xp for killing a level 60 mob, but I don't recall the normal boss xp amount, but I would guess that is about right.
You get around 300 for a level 60 mob, double if it's an elite. Double again if you're rested. Thats around 1200. Divided by 5 for the group? Plus a small group bonus. Is how it works now, which means at 59 you get like 80-100xp for each elite in strat or scholo.

1200xp for one mob in a 5-man group is... off the charts insane unless they've changed the xp system alot.
It may seem a lot, but it's still not enough. Look at your own numbers, going solo is still going to be a lot faster than hitting instances. I was hoping the group bonus would get buffed to be more exponential, but it doesn't look like hitting instances will ever be good for xp, unles you get major item/quest rewards to go with it.

Let me put it this way. In the time it takes to kill that boss, I can probably solo somewhere between 1200-2400 xp, depending on how involved killing the boss is, and not counting the need to learn the encounter, possibly wipe, pay repairs...
 
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Old 09/07/06, 1:51 PM   #70
taylor
Great Tiger
 
Murloc Shaman
 
Mal'Ganis
Originally Posted by henaki
I disagree, healing classes can no longer succub to having an entire gameplan overcome through sheer luck anymore. If one were to shoot off a Shadowbolt, Shadowburn combo with Illidan gear and you die in a 2v2 or 3v3, not only did you not actually get to play to your strengths or weaknesses, you didn't even get to play at all.
The reason it is like that now is because damage has been scaling up faster than health. If you face two classes off with blues or crappy epics, this won't happen. It's only when damage goes up by a ton and health doesn't move that this becomes a problem. They didn't say they were going to make the scaling equal with the original class design, they said that armor/health would scale faster. Hmm, maybe what he means is it will scale faster until class balance is how it's intended, then they will scale relatively equally to preserve that class balance?
 
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Old 09/07/06, 1:52 PM   #71
Nite_Moogle
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You're probably going to see instance bosses be longer, more complicated bosses not like what has been done with raid bosses in the last few releases. The single-tank/healalot with slight variations is pretty well out the window at this point, by increasing player HP they make encounters less reliant on a single stroke of bad luck causing a wipe. Endurance in 5-mans is a joke since you can eat/drink constantly, where in raids your endurance through fights is much more critical. This is one of those learned habits that can be hard to break, and is part of the reason that you still see a lot of new raid healers blowing their mana pools quickly in boss fights because that's how they did it in 5 mans. Longer fights with more mobs that don't hit as hard (see: ZG) makes your staying power more important than your alpha strike capability. There are certainly ways to do PVE with that model that aren't going to end up taking longer than a buch of single/double pulls that you can unload on and recover from.

The trend of one-shotting in PVP is probably one of the biggest criticisms in WoW's gameplay. You win the fight before you start based on if your cooldowns are up or not. Woo. Hoo. Heaven forbid they go to longer fights that require more skill than trinket macroing or ambush+backstab+lol. The really intense PVP fights are the ones where each side is really digging in to the toolbox to pull out a win, not the ones where you lose the silence war and get turned into atomic matter or Windfury/MS'd by a Ashkandi-wielding warrior. I'd rather see more skill play in to it, and I don't think the small increase in overall HP we'll see from this itemization change is going to break the game at all.

Originally Posted by CheshireCat
Eh, my nostalgia goggles aren't as good as they used to be.
 
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Old 09/07/06, 1:59 PM   #72
Oaken
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Originally Posted by Nite_Moogle
You're probably going to see instance bosses be longer, more complicated bosses not like what has been done with raid bosses in the last few releases.
I don't need bosses to be longer, thank you very much. More than ten minutes repeating the same pattern on the twin emps is more than enough for me. More complicated I can see and would like.
 
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Old 09/07/06, 2:04 PM   #73
duostrike
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Originally Posted by Nite_Moogle
The trend of one-shotting in PVP is probably one of the biggest criticisms in WoW's gameplay. You win the fight before you start based on if your cooldowns are up or not. Woo. Hoo. Heaven forbid they go to longer fights that require more skill than trinket macroing or ambush+backstab+lol. The really intense PVP fights are the ones where each side is really digging in to the toolbox to pull out a win, not the ones where you lose the silence war and get turned into atomic matter or Windfury/MS'd by a Ashkandi-wielding warrior. I'd rather see more skill play in to it, and I don't think the small increase in overall HP we'll see from this itemization change is going to break the game at all.
It is one of the biggest criticisms of WoW's gameplay. However, consider the 2 classes that you illuded to in the post. Mages and Rogues will suffer the most at the hands of higher hp pools all around. The longer these classes are in a fight the lower their chances of winning that fight are. That is the current design. Right or wrong that is what Blizzard put into the game. This is also why people complain about mages and rogues the most even though the current balance isn't that bad.

This is all speculation about how things will scale post expansion but if they don't consider these issues when balancing the inflation of HP then mages and rogues will get the short end of the stick in pvp.
 
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Old 09/07/06, 2:07 PM   #74
 frmorrison
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Originally Posted by duostrike
This is all speculation about how things will scale post expansion but if they don't consider these issues when balancing the inflation of HP then mages and rogues will get the short end of the stick in pvp.
I am sure the devs are testing stam/armor changes in PvP settings. Blizzard understands how their customers enjoy PvP (all their major games have some sort of multiplayer).

Remember that Mages and Rogues get the stamina increase too, so they will not be as weak.

DK - Ashbane Failure is the condiment that gives success its flavor.
 
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Old 09/07/06, 2:14 PM   #75
duostrike
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Originally Posted by frmorrison
Remember that Mages and Rogues get the stamina increase too, so they will not be as weak.
If you gave a 5k hp boost to every single player in the game right now and damage stayed nearly constant. Mages and Rogues would be significantly weaker in pvp than they are currently.

It has to do with a couple things

- the openers (polymorph/stealth)
- no heals.
- no dots (and no ignite doesn't really count)
- no dispel (decurse is very limited in the pvp arena 'curse of agony', 'curse of tongues')
 
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