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Buffs / Debuffs and Raid Composition in WotLK
We don't know yet which buffs / debuffs will stay class specific. Class-specific buffs mean that if you're the player, you're happy and get invited to a lot of raids. If you're the raid leader, you may be less happy because you have to stack the raid with the perfect set of buffs.
Ideally around 2 of each class should be in a raid. It can't be 2.5 because most raids require 7-8 healers and not 5. Changing this would be pretty difficult as it would mean adding stiffer enrage timers and other penalties for bringing too many healers. Shamans, paladins and druids (and maybe priests) are probably going to be closer to 3 per raid because their specs are so different and one of them can heal. The question remains of who goes home if the DK comes in? Though a just as valid question is who goes home if the moonkin comes. (Source)
Casting interruption changes in WotLK (See this news)
If you avoid pushback from the first two hits there is still a chance pushback will occur. This change is simply a guarantee that you will not get pushback more than twice during any cast or channeled spell.
With this being said, the existing talents (such as fel concentration for Warlocks) that increase the chances a player will resist pushback are in the process of being reworked in light of this change. We'll provide more information on this as development progresses. (Source)
Blizzcon Ticket Sales
We have appreciated everyone’s patience as we've worked to address issues with the BlizzCon ticket sales today. To avoid having people stay up into the early hours attempting to make ticket purchases, we will take ticket sales down and continue implementing optimizations through tonight and tomorrow morning.
There are still plenty of tickets available, so if you weren't able to purchase tickets today, please check back tomorrow. We'll continue to provide updates on the World of Warcraft forums here. (Source)
Hunter (Skills List / Talent Calc. (8770))
Pet Abilities focus cost changes
I like the idea of removing more pet abilities from Focus. It's kind of a weird energy source since it fills so quickly in most cases. Growl and Cower might be trickier, but perhaps they could just be really cheap. Making the Focus dump abilities (Bite etc.) relatively expensive could do unpredictable things to threat or dps, especially very early in a fight. It's worth considering though since then they would typically only get used if the other autocast stuff was on cooldown. Leting some specials be free would help balance utility specials with pure dps specials (which could still have a Focus cost).
The next build will look something like this:
15 Focus
* Growl
20 Focus
* Anything you want to prioritize, like Demoralizing Screech
* Any family ability with a short cooldown, like Fire Breath
25 Focus
* Claw, Bite, Smack
* Family abilities with a decent damage component and no cooldown, like Gore
* Family abilities that represent a decent dps increase, like Savage Rend
Free
* Most abilities with cooldowns of 30 sec or more
* Cower
* Most pet talents Mage (Skills List / Talent Calc. (8770))
DPS / Utility balance in spells
Players are right that Mages are in some cases getting more utility now with new talents. We'll evaluate the strength of classes utility when we tweak DPS output numbers. If a Mage spell is giving more utility than a Warlock spec, obviously the Warlock should be doing more DPS. (Source)
Priest (Skills List / Talent Calc. (8770))
Raid-Wide Vampiric Touch
We're still in talks about how to consolidate buffs/debuffs between classes. Making VT raidwide is a possibility, but yes it would mean the value of multiple Shadow Priests in a raid is somewhat diminished. In a lot of ways we're okay with that (you shouldn't *have* to have multiple specs of one class in a raid), but there are a lot of other side effects we're not sure about right now. (Source)
Vampiric Touch nerf to 2.5%
To be honest, 2.5% still might be too high. In our tests, Shadow Priests were still providing around the same amount of mana to their party (if not more) than before because of their increased damage output. Not to mention the Priest wasn't going out of mana at all because of Spirit/Improved Spirit Tap. (Source)
Shaman (Skills List / Talent Calc. (8770))
Static Shock
I think the talent's design is fine. Whether it does enough damage or not, that can be tuned later. (Source)
Eye of the Storm not working
Data was pulled before we got this implemented, should be working in the next build... (Source)
Warlock (Skills List / Talent Calc. (8770))
DPS / Utility balance in spells
Players are right that Mages are in some cases getting more utility now with new talents. We'll evaluate the strength of classes utility when we tweak DPS output numbers. If a Mage spell is giving more utility than a Warlock spec, obviously the Warlock should be doing more DPS. (Source)
Haunt Hotfix
We had to do a hotfix for Haunt which will unfortunately probably break the spell again. It should be all fixed up soon.
Imp's Firebolt Coefficient
Coefficient wasn't changed for Fire Bolt. (Source)
Imp's Firebolt casting time nerf
Not sure if we're going to keep this or not. I was toying with it's cast time because there was a huge discrepancy in the Imp's regen/throughput when you a 2.0 cast time vs a 2.5. So much so that you'd you want to have a 2.5 cast time instead of the improved 2.0 because it would run OOM. (Source)
Affliction spec damage output
I think Haste and Crit benefit Affliction as is because Shadow Bolt is still a good % of your DPS output. I understand the scaling issue that Affliction had in BC where it was good in the beginning because of the lack of crit/haste on gear, then worsened as you got more crit/haste towards endgame. We'll do DPS parses and if we find it not scaling as well as other specs we'll address that. (Source)
Death Knight (Skills List / Talent Calc. (8770))
Attack Power ScalingI couldn't find the post that asked this question, but death knight abilities such as Pestilence still scale with attack power. Some of the tooltips were getting cluttered with the whole "depending on AP" spam. We don't put "scaled with spell power" on caster spells, so we figured maybe by this point players would know or quickly learn not to put a caster belt on your DK.
One of our longer term plans is to have smarter tooltips that could update dynamically based on things like improving your AP or even talents. (Source)
Agility / Intellect stacking
If the question was does stacking Int or Agi increase the crit chance of a spell like Death Coil, the answer is no. If that ends up being a problem though it's easy to fix (with Agi, not Int). Any gear with +crit, hit or haste on it will help weapons and spells. (Source)
Aura Talents
We decided to untie them presences. If you get Blood Aura, it's just always on now and doesn't matter what presence you're in. Ditto for Frost and Unholy.
Blood Aura -- When you heal yourself though spells or abilities, your party / raid is also healed.
Frost Aura -- Increases spell resistance (or maybe spell damage reduction) of the party / raid.
Unholy Aura -- Increases movment speed of the party / raid a little, but stacks with other movement bonuses.
Note that since Blood Aura doesn't benefit the DK when she's in Blood Presence and Unholy Aura doesn't benefit the death knight in Unholy Presence (because you already have the effect), Frost Aura is slightly more useful when solo. The movement speed benefit in Unholy Presence was an intended change.
Note that since Blood Aura and Unholy Aura don't benefit the death knight **IN BLOOD PRESENCE OR UNHOLY PRESENCE RESPECTIVELY** at all (yes, the movement speed in Unholy Presence is an intended change), Frost Aura is slightly more useful when solo. (Source)
Necrosis
We're still working on Necrosis. If death knights did 100% of their damage with autoattacks, and Necrosis was a 25% bonus to that (and even more with the right other talents), then that is pretty generous for 5 talent points.
On the other hand, if autoattacks are 10% of death knight damage, then Necrosis only adds 2.5% dps for 5 talent points, which is pretty stingy.
We can make Necrosis 25% of the damage you do, unmodified by anything else, or we can make it scale from Black Ice, Impurity or even AP (though you're kind of double dipping here). We have a lot of knobs to turn. (Source)
Death Knight Tanking
If you read the death knight forums, many of them are convinced they'll never be able to tank anything because warrior mitigation is so much higher.
Frost Presence is designed to partially make up for having a shield, true. But death knights still lack any kind of block, and don't benefit from the often awesome defensive stats that shields have on them. They don't benefit from defense as much, and don't really want to use tanking weapons (unless they want to dual wield, which is risky vs. bosses). Their sigils will also more than likely not have the same kinds of stats as a Gyro-Balanced Khorium Destroyer.
We are trying to move all 4 tanks a little closer together so that, for example, warriors don't have to tank heorics without pants on in order to have enough rage, and to make maintaining threat on multiple mobs less frustrating.
We still would like all 4 tanks to have their own niche, and unless we change something down the road, the design is still for the warrior to be the best tank for single bosses that hit hard for physical damage (which to be honest, has tended to be most of them so far). (Source)
Disease Damage
The damage should be a lot higher. As others have pointed out, Crypt Fever wasn't working at all and Frost Fever was doing 1 damage. Depending on the delivery mechanism of the disease, the damage could also be different, which feels odd.
Assume Blood Plague should tick for around 150 to 200 depending on gear and level, and Frost Fever should be about 70% of that. At L80 with blue or better gear, it is liable to be much higher. (Source)
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