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Member Since 15 Feb 2013
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Topics I've Started

Pruning now makes sense!

01 June 2016 - 01:01 AM

Apparently Celestalon is playing WoW with a Wacom Tablet.

This guy. LUL

4/8 PvP Alpha Dev Update

09 April 2016 - 11:42 PM


Hey everyone,

Once again, we want to start off by thanking you all for participating in the Alpha and posting here in the forums. It's extremely valuable to us to be able to play with you all online. We're constantly reading these forums and discussing your feedback within the team. It's been a great help!

At this stage of development, the class and PvP teams are spending more time on class tuning and balance. We've read everything you posted so far and look forward to hearing even more of your thoughts going forward.

Honor Level 50 Templates Incoming
We've gotten some great feedback on the new Honor system and we've made some adjustments to its pacing. Now, we think the time has come to focus on getting as much feedback as possible on the Honor talents themselves. In an upcoming build (sorry no specific ETA), we've set the Honor level to 50 on the templates used to create new characters. If you'd like to instead continue to test the Honor progression, you are more than welcome to Prestige. We'd love the feedback!

Class Tuning
Damage and healing tuning has begun for classes and as such we'll be monitoring its effects on PvP. One of the big additions to PvP in Legion is our ability to adjust character stats on a per spec basis to tune things like damage, healing and health pools for PvP. So if we feel like a class is doing too much damage, we'll decrease their Strength, Agility, or Intellect. We commonly run into the problem that for any number of reasons, a class could be doing a lot of damage in PvP but not enough in PvE. For example, we recently reduced the PvP Agility on Havoc Demon Hunters to counteract a buff they received to their spells for PvE. Another example is the increase of Stamina for all Warlock specs since they did not feel tanky enough.

PvP Spell Multipliers
We also have the ability to easily apply PvP multipliers to specific spells when needed. These PvP multipliers only adjust the spell when used on another player or, in the case of healing spells, when engaged in PvP combat. We'd prefer to limit the number of spells we adjust in this way as it can be difficult for players to keep track of which spells have been adjusted. But, we'd like to illustrate some examples of how we've used this capability so far in the Alpha.

Self-healing is valuable for giving players some degree of personal sustainability, but it can be problematic for the pace of gameplay in PvP if it is too strong. On the Alpha, we've recently used PvP multipliers to reign in the strength of Fury Warrior healing through Bloodthirst and Demon Hunter leech in Metamorphosis for just this reason.

Burst Damage
Many of our classes have instant cast spells that deal a lot of damage to create exciting inflection points in their rotation. But for PvP, where burst damage in kill windows matter so much, it can be problematic when one spell does too much damage. For this reason, we applied PvP multipliers to reduce the damage of Marksmanship Hunter's Aimed Shot and Marked Shot on Alpha. Of course, if the Class Design team adjusts the damage of either of these spells, we would adjust the PvP multipliers if we felt itsnecessary.

Thank you again, for all of your participation within the game and here on the forums. We couldn't do this without your help and we really do appreciate your support.

Tuning? Aren't a lot of classes upset with mechanics still? Are you guys going to still be adjusting mechanics while tuning? Edit - I ask this because tuning occurring for PvP can hit PvE, and vice-versa.
I feel you are reading too much into what I wrote. It would be best to take what was written at face value and not try to derive anything else from it. (Blue Tracker / Official Forums)

Cheating in Rated PvP
Blizzard please listen to us. We're doing this because we want you guys to know this is a huge issue and we don't think its getting as much attention as it deserves because it is causing multitudes of players to stop doing RBGs and arenas.
We take the integrity of the game very seriously. We have departments and technology dedicated to detecting cheats and punishing people that use them. We are constantly working to fix the problem but we don't discuss our plans or actions openly. Rest assured, it is as important to us as it is to you. (Blue Tracker / Official Forums)

What do you think of that?

Disc Priests, are you upgrading or replacing ?

16 November 2015 - 01:52 PM

What will be better?

725 upgraded Profession Stuff(Versa) or 740 ?
And on top of that, is the PvE Itemlevel rising with the new gear?
It's capped on 715, will it go higher up?

Legion Shaman Changes

11 November 2015 - 01:48 AM

Certain shaman have dedicated themselves above all else to forging a deep bond with the elements. They have peered beyond the Elemental Plane, gleaning visions of an ancient past where manifestations of volatile energies once raged unimpeded across primordial Azeroth. Through careful study and dedication, the elemental shaman is able to channel such power into destructive magical surges. Through the body of the shaman flows bolts of lightning, as if from storm, and bursts of fire, as if from molten earth. They manipulate the land itself and summon spirits of earth, fire, and storm to their aid. To battle an elemental shaman is to taunt the very forces of nature.

"Through the body of the shaman flows bolts of lightning, as if from storm, and bursts of fire, as if from molten earth"

Elemental Shaman already have a strong, thematic ability repertoire. We’re retaining much of that existing gameplay in Legion, while smoothing the rough edges. The previously mentioned switch to Maelstrom as a resource is most significant. Elemental Shaman will build Maelstrom through their Lightning Bolt, Lava Burst, and Chain Lightning, and spend it on abilities like Shocks and Earthquake. This change also allows us to remove the cooldown on Shocks, since they instead compete for resources. Shock usage is now more flexible for Elemental Shaman, such as using more of their Maelstrom on Flame Shock to DoT multiple targets. Another notable change is the return of Elemental Overload as their Mastery; Molten Earth never lived up to our hopes, being too non-interactive and confusing.

To give you an idea of the Elemental Shaman in action, here’s a basic look at their core combat abilities:
  • Lightning Bolt
    • 40 yd range, 2 sec cast
    • Fires a bolt of lightning at the target, dealing moderate Nature damage, and generating 15 Maelstrom.
  • Lava Burst
    • 40 yd range, 2 sec cast, 8 sec cooldown
    • Hurl molten lava at the target, dealing strong Fire damage. If your Flame Shock is on the target, Lava Burst will deal 50% additional damage. Generates 15 Maelstom.
  • Flame Shock
    • 0 to 20 Maelstrom, 45 yd range, Instant
    • Sears the target with fire, causing minor Fire damage and then an additional minor Fire damage every 2 sec. Lasts 10 to 30 sec based on Maelstrom spent.
  • Earth Shock
    • 10 to 100 Maelstrom, 45 yd range, Instant
    • Instantly shocks the target with concussive force, causing massive Nature damage, based on Maelstrom spent.
  • Lava Surge
    • Passive
    • Your Flame Shock damage over time has a chance to reset the cooldown of Lava Burst and cause your next Lava Burst to be instant.
  • Mastery: Elemental Overload
    • Grants a 40% (with Mastery from typical gear) chance for Elemental Overload to occur. Elemental Overload causes a Lightning Bolt, Chain lightning, or Lava Burst spell you cast to trigger a second, similar spell on the same target that causes 75% of normal damage and Maelstrom generation, and no threat.
Additionally, to provide a glimpse at how some talents may build upon this, here’s one example of an Elemental-specific talent:
  • Maelstrom Totem
    • 40 yd range, Instant, 30 sec cooldown
    • Summons a Maelstrom Totem near the target for 15 sec that repeatedly attacks an enemy within 30 yards for moderate Nature damage. Every time the Maelstrom Totem attacks, it will generate 5 Maelstrom for you.

Posted Image

Intense communion with fire, earth, air, and water isn’t exclusive to the elemental shaman. In many ways, enhancement shaman similarly bond with nature and leverage its power on the battlefield. What distinguishes them in their training—and in their connection with the elements—is their combat methodology. These shaman favor empowering their physical attacks with elemental energies and facing their adversaries up close. They don’t shy from the frontlines, wielding magically augmented weapons, potent elemental attacks, and totems that shape the tide of battle.

"These shaman favor empowering their physical attacks with elemental energies and facing their adversaries up close"

The identity of the Enhancement Shaman is cool, but we don’t feel that the mechanics do well to establish that. We want this spec to be more than a melee-range Elemental Shaman, while having a distinct “Battle Mage” feel. Enhancement’s niche focuses on dishing out devastating spells and punishing strikes at melee range to destroy their enemy. Rather than leaving you with a multitude of buttons, many of which are inconsequential, we’re emphasizing empowering your weapons and allies in the fray. Enhancement Shaman become increasingly deadly as they build their power through Maelstrom generation. They must be careful not to let it overflow, while maintaining enough to utilize their most dominant attacks at critical moments.

To give you an idea of the Enhancement Shaman in action, here’s a basic look at their core combat abilities:
  • Rockbiter
    • 10 yd range, Instant
    • Assault your target with earthen power, dealing moderate Nature damage, and generating 15 Maelstrom.
  • Flametongue
    • 10 yd range, Instant, 12 sec cooldown
    • Scorch your target with fiery power, dealing moderate Fire damage, and enhancing your weapons.
    • Each of your weapon attacks cause up to minor additional Fire damage, based on weapon speed. Lasts 16 sec.
  • Windfury
    • Passive
    • Each of your main-hand attacks has a 7% chance of triggering three extra attacks, dealing minor Physical damage.
  • Lava Lash
    • 30 Maelstrom, Melee Range, Instant
    • Charge your off-hand weapon with lava and strike your target, dealing strong Fire damage.
  • Stormstrike
    • 60 Maelstrom, Melee Range, Instant, 16 sec cooldown
    • Energize your weapons with lightning and deliver a massive blow to your target, dealing heavy Physical damage.
  • Maelstrom Weapon
    • Passive
    • When you deal damage with a melee weapon, you generate 5 Maelstrom.
  • Stormfury
    • Passive
    • Each of your attacks has a 2% chance to cause Stormfury, resetting the cooldown on Stormstrike, and causing your next Stormstrike to cost 50% less Maelstrom and to trigger no cooldown.
  • Mastery: Enhanced Elements
    • Increases the chance for Stormfury and Windfury to trigger by 5% (with Mastery from typical gear), and increases all Fire and Nature damage done by 40% (with Mastery from typical gear).
Additionally, to provide a glimpse at how some talents may build upon this, here’s one example of an Enhancement-specific talent:
  • Sundering
    • 60 Maelstrom, Instant, 20 sec cooldown
    • Shatter a line of earth before you, causing strong Physical damage and knocking enemies to the side.

Posted Image

Some shaman find a serene affinity for the restorative properties of water. These shaman do not necessarily seek the Light or turn to the divine, yet they feel a profound spiritual connection with the source from which all mortal life took root. So strong is their connection with water that the shaman is able to restore life and heal afflictions. They balance this with a command of the other elements, finding harmony in nature and purifying their allies as a tidal surge washes across a sandy shore.

"Restoration shaman feel a profound spiritual connection with the source from which all mortal life took root"

Restoration mechanics are informed well by the themes of the spec, and we want to avoid disrupting what healers already like about it. What has changed has primarily been in terms of tweaking their gameplay in more fun directions. There’s now slightly more emphasis on targeted healing, and slightly less on Chain Heal spam. We’ve also significantly improved their talents, offering more impactful and varied options. Additionally, Restoration gains the most from the removal of totem restrictions.

To give you an idea of the Restoration Shaman in action, here’s a basic look at their core combat abilities:
  • Healing Wave
    • 2.1% Mana, 40 yd range, 2.5 sec cast
    • A slow but efficient wave of healing energy that restores a moderate amount of a friendly target’s health.
  • Healing Surge
    • 4.1% Mana, 40 yd range, 1.5 sec cast
    • A quick but expensive surge of healing energy that restores a moderate amount of a friendly target’s health.
  • Chain Heal
    • 5.6% Mana, 40 yd range, 2.5 sec cast
    • Heals the friendly target for a moderate amount, then jumps to heal the most injured nearby party or raid members. Healing is reduced by 30% after each jump. Heals 4 total targets.
  • Riptide
    • 1.5% Mana, 40 yd range, Instant, 6 sec cooldown
    • Restorative waters wash over a friendly target, healing them for a moderate amount and an additional moderate amount over 18 sec.
  • Healing Rain
    • 4.3% Mana, 40 yd range, 2 sec cast, 10 sec cooldown
    • Blanket the target area in healing rains, restoring a moderate amount of health to up to 6 allies in the area over 10 sec.
  • Healing Stream Totem
    • 1.7% Mana, Instant, 30 sec cooldown
    • Summons a Water Totem at the feet of the Shaman that heals an injured party or raid member within 40 yards for a minor amount every 2 sec. Lasts 15 sec.
  • Tidal Waves
    • Passive
    • When you cast Chain Heal or Riptide, you gain the Tidal Waves effect, which reduces the cast time of your next Healing Wave by 40% or increases the critical effect chance of your next Healing Surge by 40%. Stacks up to 2 times.
  • Mastery: Deep Healing
    • Increases the potency of your healing spells by up to 60% (with Mastery from typical gear), based on the current health level of your target (lower health targets are healed for more).
Additionally, to provide a glimpse at how some talents may build upon this, here’s one example of a Restoration-specific talent:
  • Wellspring
    • 2.4% Mana, 30 yd range, 1.5 sec cast, 12 sec cooldown
    • Create a surge of water that flows forward, healing all friendly targets in a wide arc in front of you for a strong amount.

We hope you’ve enjoyed this early preview of our approach to class and specialization design in World of Warcraft: Legion. We’ll continue our review tomorrow with a look at Warriors, Monks, and Druids.

Blizzards typingstyle regarding new class changes.

09 November 2015 - 11:52 PM

Anyone noticed the hints on how much dmg stuff will do?

XXX is doing moderate damage.

XXX is doing massive damage.

XXX is doing minor damage.

for example:

  • 5% Mana, 40 yd range, 4.5 sec cast
  • Hurl an immense fiery boulder that causes massive Fire damage.

While :

  • 4% Mana, 40 yd range, 2.25 sec cast
  • Throw a fiery ball that causes moderate Fire damage.