Plate DPS Classes Using Mail/Leather, Trinket Itemization,Talent Trees in Cataclysm, Blue Posts

by Worldofraids/Mmo-Champion on January 30, 2010

Plate DPS Classes Using Mail/Leather

 

Quote from: Bornakk (Source)

I wanted to address some of the points that have been brought up in this thread so far.

The original post was directed at the plate wearers because a mail-based class who is wearing leather going into Cataclysm won’t be at the same disadvantage as a plate-based class who is wearing leather or mail will be.

For an enhancement shaman or hunter, the mail will lose its Intellect, but the physical dps mail and leather will both have Agility that enhancement shaman and hunters want. However, we are also going to offer a small additional incentive for characters to wear “their” armor so it will encourage shaman and hunters to wear mail over leather, balance druids to want leather over cloth, holy paladins to prefer plate, etc.

We realize everyone will have lots of questions about what will happen to their gear, and we will eventually share all of that with you. We just wanted to post this reminder for plate wearers who are currently after leather and/or mail items to let them they will really not want it when we convert to the next expansion.

Part of the Cataclysm re-itemization will be to change all of the old (pre-Wrath of the Lich King) items, which will include doing things like actually having low level balance druid leather or holy paladin plate.

 

Quote from: Ghostcrawler (Source)

If you are focused on Icecrown progression right now, as you probably should be, then pick whatever gear makes the most sense for your character. All we wanted to point out is that once we get closer to Cataclysm, all of your gear is going to change. In most cases, a good piece will still be good for you. In the dps warrior, paladin and DK case, the now Agility leather and mail you might be wearing will be bad for you. If you plan to keep raiding after the conversion, that might be a problem. If you planned to use your Icecrown gear to help you level in Cataclysm, that might be a problem. It's just a public service announcement for players who might not be familiar with the Catalcysm stats plan.

---

If you are gearing up for Cataclysm though, I would not suggest plate wearers investing in leather and mail. If getting leather and mail help you beat the bad man with the big sword, then go for it. I posted this mostly in response to tin-foil-hat-wearers above who speculated we were trying to nerf warrior dps or change social norms or whatever by suggesting they stop rolling on leather.

This all may seem perfectly obvious to you, but I promise you we will still see plenty of "you pulled the rug out from under me" posts, which is why we are starting early with the information campaign. :)

 

 

Trinket Itemization

 

Quote from: Bornakk (Source
Our raid item philosophy has evolved a lot since vanilla. The tier sets were once considered a badge of honor. Someone stalking around (or mailbox afking) with their full set bonus might as well have been sporting a legendary item. These days, we virtually guarantee that any player with an interest in raiding is going to be able to complete at least the lowest level version of their set with just a minimal level of persistence. This ultimately serves as a powerful reward mechanism and is in line with our philosophy of letting more players actually see the content.

This design though also has its risks. One of the big ones is that item progression becomes very predictable and deterministic. Imagine (just as an example) a model where all bosses drop emblems and every item you want is for sale. That may sound cool for a few weeks, until you hit the point that without any kind of random element to progression that you can calculate to the day/week at which you will finish gearing up your character. The excitement of what the boss drops would be gone and we feel this would end up making the purpose of clearing new content very underwhelming.

Trinkets are really the one item (weapons are to a lesser extent) that we use to try and capture that old slot machine feel from the classic Molten Core days. Yes, completely random loot with huge loot tables can be frustrating but we are pretty far from being completely random these days. Trinkets however are still somewhat random, they can be hard to acquire, and there is often a lot of competition for them.

Trinkets are also tricky to design because we don’t want them to be just a pile of stats like other items. We generally want them to be unique by having a random proc or an on-use ability or something similar. These types of things are always trickier to balance, but this is also what makes them interesting. We also don’t necessarily want every trinket to be a guaranteed upgrade just because the item level is higher. Knowing what works or doesn’t work for your particular character and play style is one of the ways players have to demonstrate their mastery of the game.

There are some aspects of trinkets for which we think we can do better. For example, it’s annoying when a superior item is on a lower tier of content to where you feel like you have to argue with your guild to go back and farm easy bosses or run a 10 player version when everyone else wants to do 25. Many of the trinkets probably represent too big a dps (or equivalent) jump given how difficult it can be to acquire them. It’s also easy for us to fall into a rut of offering basically the same one every time (often because we know players like it) rather than experimenting with different things. We like to try new things to keep gear interesting for players as we know some have been evaluating trinkets for over five years now.

We also probably just need to drop more of them. That doesn’t mean they should be trivial to acquire, but when say a caster only has 2 good options in Ulduar and 1 requires a hard mode, then there is going to be ton of competition when they do drop. We know it’s rough when the trinket you have been wanting finally drops and you have to roll against 10 other people for it. Having more trinkets would mean more variety, which means players may want different ones and ultimately will be a little more different from their friends/guildmates.
)

 

Talent Trees in Cataclysm

 

Quote from: Ghostcrawler (Source)
I was going to bump this to the General forum, but I think the talent tree comment is worth addressing in the role forums, since it applies to class design.

1) We are changing talent trees, in some cases substantially. The major focus is pruning out boring but valuable talents that passively increase say damage or healing.

2) A secondary focus is to fix the clunky areas (e.g. warlocks having two conflicting range increasing talents). We're not going to remove old favorites or radically change the focus of the trees. You will definitely have to rethink your builds however.

3) Because you earn passive bonuses just for spending points in the tree, those fun, niche or utility talents won't seem as expensive as they do today. We want to create a lot more choices where you are choosing utility vs. utility. We want to see far more "cookie cutter" build guides that say "Spend the last 5-10 points where you want."

4) In some cases, trees will flat out get new abilities. These are in addition to the new level 81 abilities.

5) You will get 5 additional talent points for the new levels.

6) We are not deepening the trees. This actually unlocks some interesting opportunities. For the first time, you can reach a 51 point talent and a 21 point talent in another tree.

I'll also add that for Lich King we just brought Naxxramas back and adjusted the bosses for 10 and 25 raid sizes. The Cataclysm raids are new content with new maps and new bosses. We're just trying to hit the nostalgia button with mentioning old foes like Ragnaros. Ragnaros may be back, but he's not in Molten Core.

 

 

Blue Posts

 

Why is Invincible only available to 25-player raids? (Source)

Blizzard loves 10-person content guilds just as much as we love 25-person content guilds. The reason for having this mount in the 25-person Lich King encounter has to do with maintaining the proper distribution of such awesomeness. If it were available in the 10-person encounter as well, it may be come too prolific and lose some of its initial unique qualities.

Talent changes in Cataclysm (Source)

I was going to bump this to the General forum, but I think the talent tree comment is worth addressing in the role forums, since it applies to class design.

1) We are changing talent trees, in some cases substantially. The major focus is pruning out boring but valuable talents that passively increase say damage or healing.

2) A secondary focus is to fix the clunky areas (e.g. warlocks having two conflicting range increasing talents). We're not going to remove old favorites or radically change the focus of the trees. You will definitely have to rethink your builds however.

3) Because you earn passive bonuses just for spending points in the tree, those fun, niche or utility talents won't seem as expensive as they do today. We want to create a lot more choices where you are choosing utility vs. utility. We want to see far more "cookie cutter" build guides that say "Spend the last 5-10 points where you want."

4) In some cases, trees will flat out get new abilities. These are in addition to the new level 81 abilities.

5) You will get 5 additional talent points for the new levels.

6) We are not deepening the trees. This actually unlocks some interesting opportunities. For the first time, you can reach a 51 point talent and a 21 point talent in another tree.

I'll also add that for Lich King we just brought Naxxramas back and adjusted the bosses for 10 and 25 raid sizes. The Cataclysm raids are new content with new maps and new bosses. We're just trying to hit the nostalgia button with mentioning old foes like Ragnaros. Ragnaros may be back, but he's not in Molten Core.

Purified Lunar Dust (Source)

It is about 22 spell power under budget, and will be fixed.

Top DPS specs on Professor Putricide (Source)

I think one of the most interesting aspects is to look at those classes where one spec is generally perceived to be "the best."

For rogues, locks and hunters there are some players who choose the "second" spec even at a presumed dps loss. For mages, nearly all go Arcane even though Fire's damage really isn't that bad. (What I mean is that I don't think you can argue Combat, Survival and Destruction all trump Fire to explain why there are more of those specs on this fight). In all four cases, the third spec is pretty dead. (We'll assume the Demo locks are mostly there for DP, which as I've said before is not ideal).

Keep the encounter in mind, too. Putricide is a fight where standing still is heavily penalized, yet healing is also not as much of a bottleneck as is damage. We see a lot of groups have a healer go dps for example, which might boost e.g. the Elemental and Shadow numbers just for this fight.

Death Knight

Death Knight tank representation (Source)

There are still plenty of DK tanks in Icecrown.

The death knight was a new class with a lot of cool abilities, lore and a great starting experience. It doesn't surprise me at all that a lot of players flocked to them. When it turned out they were overpowered in dps, PvP and tanking early on in Lich King, that probably encouraged more players to pick them up or stick with them. So it's natural that the numbers have evened out a bit more, but there are still plenty of DKs and they seem to be doing just fine tanking Icecrown. We'll see if things look different when the hard modes unlock and if DKs (of appropriate gear and skill) struggle on those fights, we'll buff them.

We don't balance around representation. We do take notice when populations suddenly shift, but that hasn't happened in this case.

Mage

Best talent spec for raids (Source)

Some of you Fire mages are having too much fun ranting in this thread instead of focusing on what I was actually saying. :)

Is Arcane generally above Fire? Yes. The difference may only be 10% though, and Fire is still above many damage specs. Is Arcane so much higher than Fire than Marks is to Survival? Not really. Yet we see more Survival hunters (in this particular data set on one boss) than we do Fire mages. Clearly more is going on that players just gravitating towards whichever spec does the most damage. (The key word is "just." Players definitely like specs that deliver the most damage, but that does not appear to be the sole governing concern in this case.)

There are a lot of things contributing to Arcane beating other mages. Incanter's Absorption is probably way too good in conjunction with kind Disc priests. Arcane benefits a lot on movement fights like PP. Arcane benefits a lot from using those Innervates that the Fire mage can't really use and the healers (for the moment at least) don't really need. As Lhivera points out, Frost can do decent (not stellar) given the chance, but fights like Marrowgar really exploit (in a bad way) Frost's relative lack of pushback resistance.

We'd like to get the mages closer together, and that's something we're still going to work on. ("Wait until Cataclysm" is something snarky players like to say more than we do.) What we don't want to do is suddenly catapult Frost up ahead of Arcane such that every mage feels like they have to change... again. Close, without going over, is kind of the mantra at this stage. :)

 

The post above only represents the author's point,it has nothing to do with IGNWORLD.
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