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We didn't like the way Affliction played. There were players who liked having so many dots and players who didn't. It certainly wasn't the case that whoever QQ'd the most won (and I suspect it was the pro dot crowd who QQ'd the most). We wanted to make Affliction more about the Shadow spells and Destruction more about the Fire spells. We wanted each to have a core group of spells upon which they focused. That is happening now and I believe both specs are fun to play.

The John Madden thing for Feral is not an excuse to let their dps be high. The actual point is that there is a wide margin between theoretical Feral dps as told by a simulator and actual Feral dps. We balance around the real numbers, not the theoretical maxima. Feral druids do great on bosses that don't require any movement or re-targeting. There are plenty of bad druids too, just as there are plenty of bad warlocks.

Fair enough, but we're more likely to patch the cinematic than we are to change a class just because the cinematic promised you a pony^H^H^H^H demon.

We thought "difficult to control" would be a good cost to pay for "very powerful demon." We also thought it fit the kit of the warlock having to struggle to harness the demon's power. Guess what? We were wrong. It wasn't a fun implementation. We could easily change the spell to summon an army of Infernals, but they would all be individually weak. That's how numbers work.

I think there is some promise to the idea that warlocks might have permanent pets and guardians, with the Doomguard and Infernal as dps-timers in the second category, much like Force of Nature or Mirror Image. But we're going to have to think through that design and analyze the technical and balance implications. Maybe it will work and maybe it won't, but it isn't going to happen for 3.3. If you'd like, we can bump the Inferno cooldown back up if it bothers you so much. :)

I am pretty certain you guys are driving crazy the warlocks who actually want to discuss pets in this thread. Why don’t you let them instead of trying to use it as your moment in the spotlight to air all your grievances?


Assuming I'm understanding you correctly, we don't balance tank survivability around utility abilities like say Cleanse or Death Grip. We try to make sure all the classes have a certain number of those. We do balance survivability around cooldowns that affect survivability. My recent caution to not over-interpret effective health was that A) cooldowns matter, and B) it's difficult to quantify those cooldowns as part of EH. (Avoidance matters too. You may not gear for it, but it matters and you'd notice it if it was gone.)

I totally agree about the context part as well. I try and say often that the encounter is everything. Most of the time when players are posting from the point of view of who is the best tank or whether a certain tank is a liability to the raid, what they really mean is "on Sartharion +3, Mimiron hard, Vezax hard, Gormok hard or Anub'arak hard" because those are the most challenging encounters in which to keep a tank alive.

If Sindragosa is the hardest boss in Icecrown, and if she does a ton of magical damage, and if Unholy death knights have a much easier time tanking her because of this, then you'd see a lot of arguments over magical mitigation and cooldowns.


As the threats within Icecrown Citadel continue to take shape, so do the rewards for the brave souls who seek to face them. We've updated our Under Development page with high-resolution images of a couple more of the tier-10 armor sets ( http://www.worldofwarcraft.com/info/underdev/3p3/tier10sneak.html ) that wait to be acquired within the halls of Icecrown Citadel. As we add more classes' sets to the PTR, they'll arrive here for your viewing. Stay tuned!


Actually, we've adjusted mana and health regen at low levels (in the upcoming patch) so that food and water aren't really necessary right at the start. Believe it or not, it's not about someone being too "dumb" to figure something out so much as realizing that not everyone enters into playing the game with a knowledge of how MMOs work. Food and water is just one more thing for a new player to learn about very quickly when starting the game and we'd like to ease players into how things work as they go along. They'll learn all about food and water soon enough after.

Keep in mind, for many people, (even veteran players) they didn't realize they could drink and eat at the same time early on in the game. Imagine being brand new to MMOs and having to learn the mechanics and complexities of what are considered very simple things to experienced gamers.

Written by Michael 'chaud'
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