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Old 08/14/08, 6:01 AM   #1021
Skytor
Von Kaiser
 
Tauren Druid
 
Aggramar (EU)
The issue with more health vs more avoidence / mitigation is:

Boss A does an attack for 15k (post equal mitigation) every 3 seconds - with the "idea" being that the tank dies in 2 hits if not healed between them

Warrior takes 12.6K, druid takes 15k - so for the fight to be "balanced" per the design druid needs 30k hp to the warriors 25.2k ... about 20% more (co-incidently the amount added by our +sta talent)

In addition to staying alive - we have to consider healer mana - if this fight lasts 10 mins the druid is sucking up 480k more healing (something over 48k mana at current conversion rates...) so we also need to either return mana when healed or take 20% more healing to maintain equality.

And thats just the damage reduction offered by defence stance - it gets much much worse when you start to add in avoidence strings...

If i get some time i'd like to work out the "chance of death" after X sec in the above fight with differing rates of avoidence, and how much extra health would be needed to make them equal at various avoidence levels.

This logical issue I can already see coming out of this is - if you set the death at 4 unhealed "swings" of which the warrior avoids 2 and the druid avoids 1 (50% vs 25% avoidence) the druid needs 45k health to the warriors 25.2K and therefore never dies in 2 hits while the warrior can (and will 25% of the time).

Last edited by Skytor : 08/14/08 at 6:07 AM.

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Old 08/14/08, 6:04 AM   #1022
Shakes
Piston Honda
 
Tauren Druid
 
Nagrand
It's only mid-August, which leaves 4 months of development to get it out "this year" if they need it. I also have no doubt they've got level 80 content they haven't pushed onto the beta server yet.

This is how betas are supposed to work: throw your work out to a wider audience and see what works and what you need to fix before release. I'd be a lot more worried if they weren't calling it a work in progress. All they're really saying is there's no point painting the detail until they get the broad brush strokes in place, they're not going to waste time adjusting abilities up and down a couple of percent when for various reasons it could all be invalidated tomorrow.

You've also got to consider theorycraft is fine, but encounters make a big difference. For the bears having a bigger health pool example, depending on encounters, perhaps healers might be able to save mana because they know they can heal purely re-actively with a bear vs pro-actively vs a warrior. The theorycraft in isolation can't show that, just that bears take more damage which needs more healing.

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Old 08/14/08, 7:05 AM   #1023
Skytor
Von Kaiser
 
Tauren Druid
 
Aggramar (EU)
Originally Posted by Shakes View Post
You've also got to consider theorycraft is fine, but encounters make a big difference. For the bears having a bigger health pool example, depending on encounters, perhaps healers might be able to save mana because they know they can heal purely re-actively with a bear vs pro-actively vs a warrior. The theorycraft in isolation can't show that, just that bears take more damage which needs more healing.
I agree that encounters make a big difference - but i'd say that an encounter where one tank can be healed re-actively and another needs pro-active healing co-ordination is effectively trivial for one tank.

We have been here before and the "gem for stamina" bears lost the argument

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Old 08/14/08, 7:10 AM   #1024
Duilliath
Great Tiger
 
Duilliath's Avatar
 
Duilliath
Night Elf Druid
 
No WoW Account (EU)
Originally Posted by Skytor View Post
I agree that encounters make a big difference - but i'd say that an encounter where one tank can be healed re-actively and another needs pro-active healing co-ordination is effectively trivial for one tank.

We have been here before and the "gem for stamina" bears lost the argument
And I say we're making a big fuss out of nothing - Ghostcrawler specifically stated it was nothing but an example, so I've got no clue why people are getting up in arms about something that hasn't even been committed to paper yet, let alone hit the beta.

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Old 08/14/08, 10:12 AM   #1025
Valerian
King Hippo
 
Night Elf Druid
 
Blackhand
With the changes to downranking I'd be very wary of speculating on any tanking "niches". The old "spam the tank" strategy may not be feasible anymore without running out of mana, which will require a shift on both the tanks side AND the healers side. Reactive healing (which tends to favour a larger hp pool) may become more prevalent. It really depends on the fight length, how hard the bosses hit and how mana efficient (or inefficient) the new spells are. All these can create "niches" that need to be filled, tank wise.

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Old 08/14/08, 1:46 PM   #1026
ionasej
Banned
 
Tauren Druid
 
Frostwolf (EU)
Originally Posted by Skytor View Post
...but i'd say that an encounter where one tank can be healed re-actively and another needs pro-active healing co-ordination is effectively trivial for one tank.

We have been here before and the "gem for stamina" bears lost the argument
Pro-actively healing can be replaced with a skillful chain setup of healers, stopping their casts and with VirtualHealth/IncomingHeals addons. I already decide if to use my Nightmare-Seed/Healthstone/Healpot-Macro based on that addon information. This almost entirely eliminates overheals while it still allows to let the tank go for more avoidance and mitigation and less health buffer.
I can only quote from my own experience having been an HT4-downranker in pre-TBC. We had nice setup and the spikes on lets say Nefarian were hilarious - still we managed it - and probably without much overheal, since staying behind 5 seconds (rule) by stopping casts gave you so much more additional regeneration (and healer regeneration was an issue in pre-TBC).

High avoidance tanks will thus allow to push progress on encounters that push your healers (mana, regeneration) to the limits.

Last edited by ionasej : 08/14/08 at 3:39 PM.

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Old 08/14/08, 2:00 PM   #1027
Mijae
Don Flamenco
 
Tauren Druid
 
Tichondrius
Glyph of Rip - Increases the duration of your Rip ability by 4 sec.
We get that extra tick now.


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Old 08/14/08, 2:13 PM   #1028
Kazanir
Mr. Sandman
 
Kazanir's Avatar
 
Tauren Druid
 
Mal'Ganis
Originally Posted by Nathariel View Post
Does anyone else feel that this is looking more like a major shift in our position?
Originally Posted by Skytor View Post
Yes it is a big shift - and a somewhat worrying one
You guys are speculating based on hypothetical example by a blue post. Please knock it off, this line of speculation is very very dumb.

Originally Posted by Duilliath View Post
And I say we're making a big fuss out of nothing - Ghostcrawler specifically stated it was nothing but an example, so I've got no clue why people are getting up in arms about something that hasn't even been committed to paper yet, let alone hit the beta.
Exactly.

Originally Posted by Valerian View Post
With the changes to downranking I'd be very wary of speculating on any tanking "niches". The old "spam the tank" strategy may not be feasible anymore without running out of mana, which will require a shift on both the tanks side AND the healers side. Reactive healing (which tends to favour a larger hp pool) may become more prevalent. It really depends on the fight length, how hard the bosses hit and how mana efficient (or inefficient) the new spells are. All these can create "niches" that need to be filled, tank wise.
A niche or a somewhat different style is different from a role that needs to be filled.

Currently on live, bear tanks and warriors are mostly interchangeable. Bears have advantages that warriors do not have and vice versa. That changes dramatically on fights like Illidan and Archimonde where warrior abilities are required.

Paladins have weaker mitigation/avoidance/threat than the other two tank classes but fill a role that neither warrior nor bear can successfully fill -- threat-safe AOE tank for 8+ mobs. Since two Sunwell fights basically require one, they have a role that needs to be filled.

That is what Blizzard is trying to get away from.

'War' is too small a word for what I'm fighting. Like a candle in front of the whole burning Sun. Now, I am not going to die today. I have other projects, and other options.

You can come with me. I can protect you.

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Old 08/14/08, 2:17 PM   #1029
kalbear
Bald Bull
 
Tauren Druid
 
Balnazzar
Currently on live, bear tanks and warriors are mostly interchangeable. Bears have advantages that warriors do not have and vice versa. That changes dramatically on fights like Illidan and Archimonde where warrior abilities are required.
We actually prefer having a druid tank archi since archi doesn't crush. We deal with the fears with having a fear ward rotation.

If WotLK has mechanics like that I'll be happy. Either you can go with tank A, who has innate ways to deal with one problem but has disadvantages, or you can go with tank B who can cover up one type of problem but has more overall advantages. I'm hoping that is what they're trying to do with having multiple classes do similar kinds of raid buffs, multiple tanks having similar powers, etc. It's still disheartening when they say that they don't know what the druid niche is but take the current druid niche and give it to warriors.

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Old 08/14/08, 3:17 PM   #1030
Mara
Glass Joe
 
Night Elf Druid
 
Cenarion Circle
Amphitheater Event - Final Quest - World of Raids Gallery

Is it any surprise that when the Developers don't have a clear picture re: feral tanks, that there is no feral weapon (tanking or otherwise) in the WotLK equivalent of the BC Ring of Blood Quest? [Sidenote: Armor Penetration Rating? on the dagger? Blizzard appears to be further tinkering with mechanics still].

To clarify. I did not post this to whine. However, I did think it was worthwhile contrasting and comparing Blizzard's BC treatment of Feral itemization and what we have seen of WotLK, especially given Blizzard's stated goal of consolidating gear across different specs so that they don't have to have 10 different quest rewards to make every spec happy.

Last edited by Mara : 08/14/08 at 4:58 PM. Reason: Clarity & Context

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Old 08/14/08, 3:28 PM   #1031
TheNameLessOne
Von Kaiser
 
Tauren Druid
 
Spirestone
Originally Posted by Mara View Post
Amphitheater Event - Final Quest - World of Raids Gallery

Is it any surprise that when the Developers don't have a clear picture re: feral tanks, that there is no feral weapon (tanking or otherwise) in the WotLK equivalent of the BC Ring of Blood Quest? [Sidenote: Armor Penetration Rating? on the dagger? Blizzard appears to be further tinkering with mechanics still].
Kind of silly to give hunters, hybrid casters and melee DPS at least 2 possible weapon choices there.

Feral Weapons Most very badly itemized, of course its not like everyone else has perfect itemization either.

Last edited by TheNameLessOne : 08/14/08 at 3:58 PM.

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Old 08/14/08, 5:29 PM   #1032
Enoon
Glass Joe
 
Tauren Druid
 
Skywall
Originally Posted by TheNameLessOne View Post
Kind of silly to give hunters, hybrid casters and melee DPS at least 2 possible weapon choices there.

Feral Weapons Most very badly itemized, of course its not like everyone else has perfect itemization either.
I hit up WoWhead after noticing a lack of a feral weapon in that quest and had the same thought. Though I had really hoped in LK Blizz would drop the FAP on weapons. The amount of FAP on feral weapons was staring to irk me and felt ludicrous in nature. Each weapon was just a bigger and bigger band aid.

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Old 08/14/08, 6:41 PM   #1033
ionasej
Banned
 
Tauren Druid
 
Frostwolf (EU)
Besides the mentioned SR being buffed from 25% to 35% AP
- Feral Instinct seems to have go form 5/10/15 to 10/20/30% increased swipe damage.
- Savage Fury seems to affect Maul and Mangle(Bear) (like pre nerf TBC ones)

Can one on beta confirm this?
Source: WoW-Europe.com Forums -> New Beta Build Feral Changes

Edit: sorry, I did not notice, and - wow, that's great, I really hope they keep up buffing the scaling and if nerfs are required nerfs basic damage output. ^^

Last edited by ionasej : 08/14/08 at 7:01 PM.

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Old 08/14/08, 6:49 PM   #1034
Astrylian
Rawr
 
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Night Elf Monk
 
Stormrage
Those changes are from the previous build, that's been there for a week.

Rawr!

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Old 08/14/08, 7:27 PM   #1035
Tappin
Von Kaiser
 
Night Elf Druid
 
Hyjal
Originally Posted by Enoon View Post
I hit up WoWhead after noticing a lack of a feral weapon in that quest and had the same thought. Though I had really hoped in LK Blizz would drop the FAP on weapons. The amount of FAP on feral weapons was staring to irk me and felt ludicrous in nature. Each weapon was just a bigger and bigger band aid.
I find the whole FAP thing a mess. They could much more easily implement it with something like a 'feral dps' stat. Cats would get 1 damage per 1 feral dps (1 second base swing). Bears would get 2.5 damage per 1 feral dps (2.5 second base swing). Then they could just make feral dps equal to the different in our base damage and weapon damage of other weapons of that iLvl.

That said, it might not be so bad to have more AP than weapon damage once we start getting 2000ish FAP on items. 35% AP from roar and +10% AP from enhance (without being in the dps group) should benefit the ridiculous FAP values on weapons?

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