Dungeons and Valor Pointswhat happened to 7 dungeon runs per week for valor, can we have this back instead of having to daily for 80 valor?
Old model: 7 per week but 8th useless. New model, 1 a day then as many as you want for less.this is so misleading. It was seven a week then you hit cap. It's now ~20 a week until you reach cap. Stop pretending.
You mean the cap is bigger? I understand what you're saying now. We felt larger cap critical to allow options. Else, 1 way wins.You know what won for me? I stopped caring about capping, it's so ridiculously out of reach for my 8 hours of play.
The system works better if players play at their own pace. We just need some kind of cap or someone would break everything.Players want to play at their own pace but won't get as much reward from their own pace. They get frustrated.
Here's the kicker: that pace is different for different players. How to not alienate those who want to play more vs. less?With trully optional content. And not "optional" content that gives huge benefits to other activities.
That approach doesn't work either. Players consider optional content optional and skip over it (not all of course). (View Original)The problem is the pace that players used to play to be able to keep up is not even close to current requirement
Used to from when? Cataclysm didn't ask players to play much... and they didn't. :( The catch is that people may realize they aren't using the gym much and cancel their membership. We want you to play WoW.so? Blizzard makes most $$ running the game like a gym-less time spent using membership=better, right? I'm playing much less now with boring dailies and always-out-of-reach valor cap. Feels pointless, not fun.
What if you just earned as much valor as you felt like and didn't target the cap. What if the cap was 20,000? (View Original)Rested Bonus applying to VP seems like a reasonable compromise. Could replace valor of ancients
We've considered that (and rep) but the game has no concept ATM of rest for anything beyond XP. (View Original)
Are encounters still designed *without* dual-spec in mind, as it was once claimed ? (Think 1-tank fights)
Yes, but during that time we've also seen the community shift from thinking a 10% dps delta is unacceptable to a 5% or 1%.
10/5% is indeed unacceptable. 1% delta is fine. And need to switch specs for single vs. multi-target encounters is same bs.
I suspect 1% is unachievable on actual diverse encounters so long as specs use different buttons. (View Original)
Healinghave you thought about adding some sort of mouseover heal setting, not just macroing everything?
Yes, we've considered it as an option, since it's a popular one.Resto Druids got hurt so bad with the increased 전투 피로. Troubling you still think them on par with RS/Pala. Explain?
If everyone's healing goes down by the same percentage, how does one healer get hurt more? Relative healing should stay the same. (View Original)Justify why there are no nerfs on hunters & shadow priests in 5.2 please?
Assuming you mean PvP, we're not hearing much on hunters since 쇄도
fix. Shadow is a concern. Worried they're under the radar. (View Original)what is the intent behind mage and lock blanket removal but hunter still retains blanket? I really don`t see a distinction …
We did nerf
. We were worried that mage/lock still bring a lot to the table & don't want hunter to just be "I burst!" (View Original)
All the raiding mages were Fire BC Fire was best in every situation. Now we see more Frost and Arcane, but still lots of Fire.the Player like to play Fire, but why you dont want it, you nerfed it to the ground on singelataget?
Last I looked, Fire is 90 to 100K on a single target fight like Feng. That's to the ground these days?try looking at the average players not the top raiders. avg player is at 40-60
And isn't Arcane around there as well? Or maybe a better question: what is not to the ground for normal players? Hard to say for Frost. Sample size is low, and my guess is most raiding mages are Fire/Arcane. (View Original)
We always try to buff as a first resort. Sometime that's not possible because it would drive too many other changes.Lots of respect for the challenges your team faces. Seemed like 불태우기 weaving was a fun mistake? Why not harness it?
Can you explain why you thought it was fun? It just seems like a way to get around Arcane's intended mana management. So under that logic if you found a way to keep your crit rate at 100% and we fixed it, that is scorning you? You found a way around the design intent, which is that mana is precious and 6 stacks hard to maintain. When have you ever told us the design intent of Arcane? We've been begging you to tell us for expansions now.
Feel like we've discussed it a lot. Try to use AB without running OOM. It's a nuker that uses a healer resource model.<blink> <blink> and how exactly is scorch weaving circumventing THAT stated design concept?!불태우기
was free in 5.1 so it felt mandatory and allowed more AB stacks, which made Arcane damage too high. (View Original)Please comment on the abomination of a spell, 평화의 고리
We think monks need pretty drastic buffs to get them into PvP. Player not used to seeing them. If RoP's too powerful we can adjust. (View Original)I feel if you removed 정의의 망치 from Ret AoE DPS and replaced it with 천상의 폭풍 our AoE Rotation would feel better. :)
When we had 천상의 폭풍
in the "builder" role before, its damage was puny and Rets asked for it to hit harder. (View Original)Since in raids takes more skill then pure 여명의 빛 spam, would you mind slightly buffing or slightly nerfing LoD.
We didn't want every Holy paladin to have to take
though, which is how it was trending. Talents should be a choice. (View Original)Whats your standing on resto shamans after silence nerf. They seem to be more vunerable than most healing classes like pallys
We think Resto shaman are less overpowered now. Paladins probably still too good. The Q was about silence so I assume PvP. Holy paladins are where they should be in PvE. (View Original)Could also be a case of dmg being too high , but Disc is too far behind before all that is factored in. Thanks for your time.
We would like to see more Disc priests. Just want to make the right changes and not break anything. (View Original)
What necessitated the 신의 권능: 위안
changes? Will new 신의 권능: 위안
= cur. glyphed HF+ 환각의 마귀
We had to nerf 신의 권능: 위안
so much to make it non-mandatory that nobody used it. Trying a different approach now. (View Original)
I dont think +4% damage boost on
can be enough to compete against assassination
What % do you think Combat is behind Assassination? (You can't just compare Raidbots or WoL because of sampling bias.) Say X is 2% higher DPS than Y. All the best skilled and geared players go X, further inflating X to maybe 10% higher than Y. Players sometimes view logs as how much DPS everyone *can* do. That's not what logs measure. That's the bias. (View Original)
Rogues are doing well on almost every fight. The problem we're trying to solve is promoting diversity not giving out more DPS.Which is a bit conflicting isnt it? Cleave gave combat some diversity, but tunnled the way players speced in a sense
Yeah, that's what we're saying. Ideally "I might do a little more damage as Combat on this fight," not "I must have a Combat spec." (View Original)Now i have a question...i thought hit and run was removed and replaced with cloak and dagger...didnt see CnD on Ptr
It sounds like the patch notes (Cloak and Dagger) are more up to date that the PTR (Hit and Run). That happens. (View Original)On rogue "fun" levels.Imo theyfeel maintenancey.Keep up 난도질, 파열, 독살.Takes away the feel of the actual attacks you use
should only be one spec? (View Original)Do you think there might be just a bit too much passive damage going on with rogues now? That's what personally turned me off.
To use FPS terms, the high auto+poison damage keeps rogues feeling like an SMG instead of a shotgun. Maybe time for a change?if you're going to use fps terms don't you think a rogue should be more like a sniper rather than a shotgun ;)
Snipers have very low ROF though. They also tend to be complained about in FPS for the same reasons - uncounterable burst. (View Original)us.battle.net/wow/en/forum/topic/7593399468 … PLEASE read this, I would love to hear your argument against this terribly designed glyph (까맣게 탄 문양)…
The goal wasn't to create a great glyph, it was to remove a glyph that was so great it was mandatory. (View Original)Sorry for bringing up old question, but why is 흑마법서: 희생 in locks talent trees if we are to always use pets? I like Sac speccing :(
Locks are pet classes. It's fine for 흑마법서: 희생
to let you opt out of that, as long as not every lock takes 흑마법서: 희생
. (View Original)New is utter Shit, no one in their right mind will take it. And seriously why nerf destro dps? It's already crap
competes with def talents and needs to be defensive. 흑마법서: 희생
competes with other demon talents and can't be the only choice.흑마법서: 희생 for Destro is all about Havoc. For single target, talents compete fine.
We agree Havoc plays a big part of it. (View Original)
Warlocks are supposed to use pets and all pets are supposed to be viable. That's the problem, not
.If warlocks are supposed to use pets and are instead sacrificing them, where is the disconnect in design?
It probably means 흑마법서: 희생
is too good or
isn't good enough. :)Well now you realize this, any chance on buffing s so it's viable and we can use pets again?
Planned for 5.2. Last I looked, 90% of Affliction and Destro had 흑마법서: 희생
in PvE and 90% of Destro had 흑마법서: 희생
in PvP. That doesn't feel like a choice. Destro is good on some fights. Regardless, having a mandatory talent prop up a low dps spec isn't good design. (View Original)Is there any plans to make bloodsurge and 분노의 베기 useful in 5.2 instead of being a last resort move.
When would you not use 분노의 베기
? If you mean
, 분노의 강타
and BT are better, that doesn't make Bloodsurge bad.I think he means that outside of , it is better to have dead GCDs and pool rage(for spam in ) than use 분노의 베기.
, but then a lot of warriors have some relearning to do.I think the solution is in changing 분노의 베기, not in breaking something that works well (heroic strike).
But what would you change 분노의 베기
to? Ultimately it's a priority question of whether it beats HS, 분노의 강타
etc.I thought the intent was to just beat (like Slam does) except in rage bleed-offs? Does it not accomplish that?
That is the intent, but it sounds like Fury just ignores the BS proc often, which is unfortunate. It is low dmg and awkward to use. Making it proc a stronger free 분노의 베기
might be too similar to new Overpower though. 분노의 베기
is always going to be low priority compared to all else but we can try to make Bloodsurge worth using. (View Original)
Haste typically provides resources for melee. Warriors get good rage now and we'd hate to nerf that just to make haste good.The problem for Arms is every stat provides very little benefit. Haste + mastery are abysmal. Crit + str decent.
Primary stats (Str) are largely irrelevant because they are on your gear anyway. Crit is very good, which makes other stats less so.Haste being undesirable is fine at current rage generation. This is why you reforge. Not every stat should be awesome
Agree in theory, but haste is really bad for warriors. (View Original)Have u guys considered leavin 충격파 as is minus damage. But restricting avatar, reck, and or banner from stackin together?
We have considered it. It takes a lot of unfun management to cycle your cooldowns though. Why not just cut 1 and recude CDs? (View Original)