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11/04/08, 8:03 PM
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#3496
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Von Kaiser
Night Elf Druid
Frostmourne
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I think the AC change will help make bears better "natural" tanks. If they buff Bearform AC mutiplier and remove the need for specialised trinkets I would imagine the leap from quest gear to entry level raiding gear wont be as big as for some of the other tanking classes. We already dont have to worry about being uncrittable. Now, if i understand the change correctly, they are saying that we no longer need to seek out our most valuable stat since they will effectively be building it into bearform, though we dont know how yet. This is not unlike to the situation when BC launched and bears found themselves the best tanks straight out of the blocks, but once gear started getting better (and blizz nerfed us heavily) that position started to change.
I could see it all just ending up in crazy hunt for rare +dodge trinkets and rings unless - as someone has alluded to already - they go and change existing gear heavily.
On the question of feral staves. We do have to hope they convert the +AC to somthing usefull for bears, otherwise why would you not just always go for the dps staff now? They usually have agility on them so will likely end up giving more avoidance, (no numbers to back that up at the moment so feel free to flame.). They will generally give more threat. It's too ealry to know, but I'm hoping they spend a serious amount of time re-itemizing to give us some geniune "tanking" gear or else they might as well just remove those staves from the game and only give us dps staves.
on a side note: I miss maces and 1-handers. I know they are trying to simplify itemization but i would love to see some feral one-handers and decent off-hands so i could have some variation with my gear selection. something like +hit off-hand/+stam off-hand/+dodge or AC off-hand etc.
I agree with the view that some other base tanking stat would be nice. At least in BC i had to think about dodge + def + AC + stam. In LK, it looks like I will only have stam + dodge to choose from. I can see very little reason - at least at the moment - why bears would not all end up in exactly the same gear. There seems very litle reason to personalise playstyles since blizz seems to be removing the stat wiggle-room that allowed many of those personal choices
Last edited by gobbles : 11/04/08 at 8:07 PM.
Reason: spelling
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11/04/08, 9:12 PM
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#3497
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Von Kaiser
Tauren Druid
Alleria (EU)
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That would be another 3 mandatory points for a pure Bear specc, I'd rather have it built into PotP.
IIRC, nearly all of the jewelery with bonus armor I saw so far had the new common tanking stats on it (Stamina, Strength, Def-Rating, maybe Dodge/Parry rating). Although Strength and Def/Parry-Rating are less useful for Bears, we were desperate for these Items because the bonus armor more than compensated the lesser useful stats.
With bonus armor gone, I see me using DPS necks which most likely will have Stamina and Agility as defensive stats, rendering me even more vulnerable to Dodge-DR :/
Edit: Note to self, don't reply after refreshing half an hour ago -.-
Last edited by cana : 11/04/08 at 9:20 PM.
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11/04/08, 9:34 PM
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#3498
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Bald Bull
Blood Elf Paladin
Echo Isles
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As has been said before, it seems that the natural way of implementing this Feral armor change would be to (greatly) increase the Dire Bear Form's armor multiplier, well past even the TBC-release value of 450%.
Given the above, and given that only actual leather armor items will receive the multiplier, doesn't that mean that raw ilevel upgrades would be extremely valuable to a Bear tank, if only because of the large armor increase?
That is, I envisioned the possibility of rolling on Naxx-25 gear as an upgrade from Naxx-10 simply because of the higher ilevel and subsequently higher armor, without even looking at the stats.
I'm worried that instead of getting into a situation where Bears get armor capped by T4 and have to wear archaic armored jewelry, that they instead will need to roll on anything and everything that's a tier higher than their current gear.
Originally Posted by urotas
To me it seems feral ap as it is isn't really the problem, but rather needing weapons that are completely useless to other classes.
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Blizzard has no qualms with niche itemization even in the midst of their vaunted homogenization program. We still see block value on plate tanking boots (useless to Death Knights), tanking-specific weapons (useless to Rogues/Shaman/etc.) and an entire repertoire of Holy Paladin spell power plate (useless to all other plate-wearers).
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11/04/08, 9:35 PM
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#3499
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Don Flamenco
Night Elf Druid
Proudmoore
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Stamina is NOT mitigation. It's the stat i am very iffy about when it comes to playing with simulation. While I am not dismissing stamina at all, it will be nice to not overvalue stamina, which is something simulations do a lot (mitigation and survival points assume unrealistic situations, which while provide good numbers, need to be looked at with a grain of salt).
In regards to dodge, people need to stop avoiding it like the plague. The only reason it is in the game is to prevent avoidance from scaling too well. Regardless it still scales damage taken in an exponential method. The diminishing return just prevents someone from reaching melee immunity as well as make the exponential jump not as steep.
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11/04/08, 10:10 PM
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#3500
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Von Kaiser
Night Elf Druid
The Maelstrom (EU)
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Originally Posted by Prinsesa
As has been said before, it seems that the natural way of implementing this Feral armor change would be to (greatly) increase the Dire Bear Form's armor multiplier, well past even the TBC-release value of 450%.
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This would have to be implemented in a deep feral talent, or the TBC arena restoration druid supremacy would be repeated.
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11/04/08, 10:24 PM
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#3501
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Von Kaiser
Tauren Druid
Twilight's Hammer (EU)
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I have another concern. Even if Blizzard are to compensate theese armor changes, I think chances are small they will do it without talent specialization (changing armor contribution to 800% doesn' feel like a change to come). Changing talents also means viable dps/OT will be even harder to spec.
Not that I have a lot of end-game raiding experience, but certainly I feel there are a lot of situations even in 3.0.2 where you can off-tank or tank in heroics with a pure dps spec. Talent specialization will take a step further from this and make it harder to be viable as a tank in heroics with pure dps spec. Even without taking ring, neck, cloak and trinket armor in moderation, it will still be a step down in being viable as dps/OT since we can't quickly swap to a tank weapon anymore. Switching from a pure dps weapon to, let's say Earthwarden, will increase your stats as a tank pretty good for a heroic or off-tank situation.
Or am I way out of line here? Is this not a valid concern as well in your minds?
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11/04/08, 10:27 PM
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#3502
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Von Kaiser
Night Elf Druid
The Maelstrom (EU)
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Originally Posted by Mysticum
Or am I way out of line here? Is this not a valid concern as well in your minds?
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Dual spec.
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11/04/08, 11:53 PM
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#3503
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Von Kaiser
Night Elf Druid
Moonrunner
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Originally Posted by Davaeorn
Dual spec.
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We do not know how far down the road that is. It could be before after or at the same time as the feral changes.
That said the armor change would not be burden to DPS/OT viability if they tacked it onto a talent ferals are going to take anyway. LOTP for example no sane druid is going to skip, if they tacked the extra armor onto that talent it would boost all ferals with no impact on balance or resto.
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11/05/08, 12:07 AM
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#3504
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Piston Honda
Human Death Knight
Boulderfist
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Originally Posted by Davaeorn
This would have to be implemented in a deep feral talent, or the TBC arena restoration druid supremacy would be repeated.
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Whoa, let's be reasonable here. Yes, bear form is a powerful tool for restoration druids, but it was hardly the single determining factor. There have been many other changes to PvP balance and we shouldn't jump to conclusions about level 80 arenas.
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11/05/08, 2:10 AM
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#3505
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Mr. Sandman
Night Elf Druid
Argent Dawn (EU)
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Nevermind, beaten whilst I was sleeping
The protector of the pack change was much needed in my opinion though its intresting to see such drastic u turns on both points (armour too). The armour change I'm in two minds about. I've had a brief scan of rings, trinkets and necklaces and 99% of them I'm not going to change due to either the alternate tanking ones (with no armour) being itemised for shield users or the dps equivalents having anywhere from 50% to 66% of the stamina of a tanking item.
On the armour removal from feral weapons it certainly opens the door in the future to have ferals starting to share maces (and hopefully axes if they let us use them) with other classes removing the need for a feral only weapon sub type.
I guess the rest is just waiting to see what the formula comes in at for our armour and how it scales versus the other tanking classes, in particularly Deathknights.
Last edited by Vaccine : 11/05/08 at 2:17 AM.
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11/05/08, 3:32 AM
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#3506
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Don Flamenco
Night Elf Druid
Runetotem (EU)
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As I said in a previous post I dislike this change:
Before = Armor trinket were godly.
Now = Armor trinket are trash. Armor actually has less than double the TTL value of stamina or agility, with the change will be more than half = useless.
But if they really want to go that way, it's really better and more balanced to put an AP = 2-3 armor modifier (in full Naxx10 fully raid buffed you will have 6-6.5k ap) than a modifier to armor. With a modifier to armor you will value too much armor on leather, decreasing more than now the scaling choce.
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11/05/08, 5:09 AM
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#3508
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Bald Bull
Blood Elf Paladin
Echo Isles
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I believe that was only for a single item, Defender's Code. At one point, the On Use effect was written as something like: "Increases parry dodge by 455".
Not being in the beta, I can't tell what exactly it did, but apparently it increased your parry if you could, or your dodge otherwise.
Of course, it's been converted to just dodge now, making that point moot.
EDIT: Googling "Defender's Code Parry" reveals a forum discussion where all it ever did was to increase your Dodge, ala Moroes' Pocketwatch. Apparently the 'parry' was just a typo, and it still has a typo with the omission of the word 'rating'.
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11/05/08, 5:18 AM
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#3509
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Bald Bull
Kyral
Orc Warrior
No WoW Account (EU)
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Having a 2.5 AP -> 1 Armor conversion would "only" get us around 2.5k armor, which is not enough to make up for all the armor lost. Now this is good, because aving a drastic AP -> Armor conversion (Enough to make up for a 30% armor loss) would mean druids will be balanced around having every single AP Buff (Battleshout, UR, SoE, etcetera) and will severely lack surviveability in heroics or even 10mans with non optimal balance. It's not an elegant solution and it's not "better" then raising the modifier on Dire Bear. There might be some merit in combining the two, AP -> Armor conversion making up maybe 10% of our armor (Which your number would support) and the rest coming from a raised dire bear modifier, with hopefully the talents baked into PotP and RnT or something. Just saying that historically, KotJ was an armor modifier, and it might just go back to that, we'll see.
Now armor trinkets are useless, which isn't really our problem. I know I'll be passing all the armor gear to our DK now, it's by far the best for them. As for the concern that any ilevel upgrade is automatically an upgrade - While this is more or less true, it's not a huge factor. If you look at a full tier, we'll be gaining armor at the same rate as warriors and paladins do, because while we will get around 30% more armor increase from a normal item upgrade as them, warriors/paladins will correct that when they upgrade shields. Look at the upgrade from [Heroes' Dreamwalker Shoulderpads] to [Valorous Dreamwalker Shoulderpads] for example, an 11 armor upgrade vs 43 on the warrior version. This'll end up being around 80 vs 50 after modifiers, which is still not too bad considering it'll balance out with a new tier shield which is a 200-250 armor upgrade.
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11/05/08, 6:03 AM
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#3510
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Piston Honda
Undead Priest
Grim Batol (EU)
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Is it just me(having missed previous discussion on this) or is the 4piece bonus of the Dreamwalker set very bad?
It can't really be 3sec longer barkskin can it?
Last edited by sadistic : 11/05/08 at 6:11 AM.
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