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Warlords of Draenor - Garrison and Zone Screenshots
Blizzard released a few new Warlords of Draenor screenshots at PAX. These include four garrison screenshots, along with one of Spires of Arak, Frostfire Ridge, and Shadowmoon Valley.




Warlords of Draenor Developer Interviews
There were a few developer interviews recently, so today we are taking a look at an interview from ConvertToRaid with Celestalon and Zarhym.

Blizzcon
  • Blizzcon 2014 is something that everyone would really love to do. If there is more information, it will be be shared at some point in the near future.

Alpha and Beta
  • The expansion has been in internal alpha for "quite a while".
  • The alpha is currently an employee take home alpha. It will remain alpha when friends and family are invited, as well as when a small amount of players are invited. After that some opt-in players will be invited and it will be beta.
  • The ramp up of invites will be slower than Mists of Pandaria beta, as there is the new filesystem to test.
  • The Warlords of Draenor beta will also have a more limited number of people invited compared to the Mists of Pandaria beta. There is no Annual Pass this time, so Blizzard isn't obligated to invite more than a million players as fast as possible again.
  • The alpha announcement was made because the build had to be uploaded publicly to let employees play from home, which would allow datamining. The notes and announcement helped to provide context for some of the reported changes.
  • The alpha patch notes were delayed in order to not step on D3 and Hearthstone's news. The alpha builds being produced were also somewhat unstable.

Blog Posts and Patch Notes
  • There will be a blog post on Professions at some point.
  • Garrisons will have four blog posts, starting with an overview sometime in the next few weeks. Other blogs will talk about how you interact with your garrison as you level and at level 100.
  • There is more information coming, as the notes that went up originally were slightly dated, and significantly more information has been added to the notes since then.

Garrisons
  • Garrisons have come a long way since Blizzcon!
  • Garrisons will be part of the leveling experience.
  • NPCs in your garrison will actually notice you and walk around you, as to not bump into you when they are walking down the road to work.
  • NPCs in your garrison will also wave to each other and dance with you if you start dancing with them.

Misc
  • Velen is not the new male character model for the Draenei, as he is older and more distinguished than the average Draenei.
  • WoW already feels very responsive, but the team is working on a way for it to be even more responsive. This means things like heals will take effect faster, or if you cast a shield it will have less of a delay.
  • Scenarios and Challenge Modes worked out well, so there won't be major changes to them, just small refinements.
  • There are no plans to do anything with guild levels or rewards.

Vengeance
  • Vengeance in Mists of Pandaria worked out well as far as the defensive value goes, but the offensive value of it was problematic.
  • The defensive component of Vengeance is staying and is now called Resolve.
  • Tank damage varied significantly based on the situation and the mechanic encouraged tanks to take more damage so that they could do more damage.
  • Encouraging tanks to take extra damage made healers upset and tanks being able to beat DPS on many fights because of the damage they took made DPS upset. When tanks weren't taking a lot of damage, it made the tanks very low on the meters and upset them.
  • Everyone was upset at the offensive component of Vengeance at some point!
  • Tank damage will be balanced just like DPS is now, rather than having it vary based on the amount of damage they are taking. The new bonus armor may give tanks offensive power as well.
  • Tank swapping at X stacks was not a great thing to see on so many fights, so in Warlords of Draenor both tanks will be actively tanking much more often.
  • The Saber Lash mechanic from previous expansions was fairly boring, as one tank could just stand there and do nothing for most of the fight. However, in current encounters, the other tank would actually have to use their active mitigation skills to survive, making it a viable mechanic again.

Healing
  • Healer's mana regeneration abilities are being nerfed and removed because they didn't add any gameplay value. For example, Innervate was just a button to press when it was off of cooldown. Base mana regeneration and mana costs were rebalanced to compensate.
  • Active mana regeneration mechanics are still being considered.
  • All of the challenging to heal parts of fights in Mists of Pandaria were handled by having the DPS use defensive cooldowns. Healing should be the healer's job, so the team wants to tone down the amount of stackable raid utility that DPS and tanks bring so that the healers are there to handle the challenging to heal moments.
  • Having a DPS using Healing Tide or Tranquility to heal the raid to full doesn't feel good for the healers.
  • A raid shouldn't feel like they need to bring a Warlock for Healthstones, which is why Healing Potions and Healthstones will share a cooldown and only be usable once per fight. DPS potions are not on the same cooldown as Healing Potions.
  • Caring about the efficiency of a spell or minimizing overhealing can be done without making healers run out of mana all of the time. For example, baseline mana regeneration is being significantly increased so that you have decent heals you can cast with just that base regen.
  • Mana regen will scale less over the course of the expansion than it did before, but the gain will be worth more as you will have more expensive and powerful heals to cast.
  • For example, Paladins will start the expansion being able to cast Holy Light as their slow and efficient big heal, similar to Divine Light now, and filling with a few Flash of Lights. By the end of the expansion, they will be able to cast a lot more Flash of Lights and fill with Holy Lights.
  • The point isn't to make healing harder, just less one dimensional.
  • If you can currently heal Flex raids fine, you should be able to continue to do so with the same level of success in Warlords of Draenor.
  • Thok would never exist in his current form with the new healing model.
  • Someone dying to a huge spike of damage before you can even react is not fun and these changes should help to avoid that.

Classes
  • Perks are intended to make leveling feel rewarding again. They are a mixture of static power increases and tweaks to your rotation that you earn in a random order as you level from 90 to 100.
  • Readiness won't affect all abilities and the current build's tooltips aren't updated yet.
  • Secondary stats will be closer in value to each other than they have been in the past.


Death Knight (Forums / Skills / WoD Talent Calculator)
  • Army of the Dead might come back for all specs as an instant cast rather than a channel.
  • Blood Death Knights will get some more active mitigation tools. Rune Tap as a big absorb and Rune Strike's small shields are two examples.
  • Dual Wield is going to remain Frost Death Knights only, as it doesn't fit the Unholy theme.
  • Frost might see Cinderglacier being the more attractive Runeforge in the future.

Druid (Forums / Skills / WoD Talent Calculator)
  • Symbiosis was a cool spell, but it was hard to understand and added a ton of button bloat.

Hunter (Forums / Skills / WoD Talent Calculator)
  • Hunters have different specs that don't feel very different. Their rotation was very similar between the specs, so some abilities are being removed from each spec to help with differentiation.
  • Marksmanship is going put more emphasis on higher damage cast time spells.
  • Survival is going to put more emphasis on DoTs, multidotting, and traps.

Mage (Forums / Skills / WoD Talent Calculator)
  • Prismatic Crystal will hopefully be targeted automatically when summoned. When you attack it, damage you do to it is replicated to nearby enemies, but stronger.
  • Fire mages didn't scale well, so the team tried to solve that with Inferno Blast. That ended up not being enough, so the Enhanced Fireball perk was added to help when you have a lower level of crit.

Monk (Forums / Skills / WoD Talent Calculator)
  • Mistweaver Monks needed some significant changes that couldn't be done mid expansion, so the changes were delayed until Warlords of Draenor.
  • Spirit isn't valuable to Mistweavers right now, as the majority of their healing is cheap.
  • Fistweaving is intended to be a split between damage and healing. It is intended for when you don't need all of your healing throughput and could use some extra damage.
  • Renewing Mist and Expel Harm will give you a nice baseline Chi generation.
  • Surging Mist and Spinning Crane Kick will give you more Chi generation as you get more Spirit. Surging Mist will be improved in Warlords of Draenor, it won't be as bad as it is now.
  • Rushing Jade Wind won't work with the Empowered Spinning Crane Kick perk.
  • Touch of Death doesn't work well in raiding, which is why they made it easier to use.

Paladin (Forums / Skills / WoD Talent Calculator)
  • Retribution is in a good place design wise, but their numbers are a little low. This will be addressed in a later tuning pass.
  • Shining Protector will give Protection Paladins extra healing.

Priest (Forums / Skills / WoD Talent Calculator)
  • Shadow Priests won't need completely different sets of gear for single target and AoE fights. They could swap out a few slots of gear to use for a single target fight though.

Rogue (Forums / Skills / WoD Talent Calculator)
  • Rogue specs are somewhat similar now, but not as bad as Hunters.
  • The team is removing some skills from each spec to make them more distinct.
  • Positional requirements were relaxed somewhat as a quality of life change. You still have a 3% chance to be parried from the front, so you still want to stand behind the boss.
  • Leeching Poison isn't planned to be a lethal poison.

Shaman (Forums / Skills / WoD Talent Calculator)
  • Mana Regeneration is being significantly increased to compensate for the removal of Healing Wave.
  • Enhancement Shamans should have some ramp up time for their AoE, but after the ramp up time it will be strong. The Tier 16 4pc bonus worked out well to help with this. Tuning of Enhancement AoE in the past wasn't great, but the team is going to be sure it is done right this time.
  • Crit will be improved for Elemental Shamans.
  • Lightning Bolt no longer being castable on the move is a big change, but it was done to make movement reduce the damage that ranged DPS does. There are other spells that you can cast while moving, such as Shocks and Unleash Weapon.

Warlock (Forums / Skills / WoD Talent Calculator)
  • Warlock Gateways were too strong this expansion, so the range is being reduced and cooldown increased.

Warrior (Forums / Skills / WoD Talent Calculator)
  • Berserker Rage doesn't Enrage you anymore, but the team is considering changing that, as well as changes to Berserker Stance.
  • Arms originally had Overpower removed, but it didn't work out well.

Interviewees
  • Celestalon has been at Blizzard for ~3 years.
  • Zarhym has been at Blizzard for ~9 years.
  • The WoW CM team has 9 members.
  • Celestalon works on the team that works on different systems of the game, including classes, perks, combat mechanics, and other things.


PAX Beta Key Redemption Issue
Originally Posted by Blizzard (Blue Tracker / Official Forums)
At PAX East in Boston this weekend we’re handing out Beta keys to those who wait in line and play the Warlords of Draenor demo at the show. As the expansion is still in an internal Alpha, the keys we’re handing out are inactive, with the intention that they are redeemable for a future test phase. However, yesterday we discovered that a small amount of people were actually able to claim their keys and log in to the Alpha.

We’ve resolved the key claim issue and no further key claims should be possible. Those who were able to claim a key will need to redeem it again once the proper Beta phase begins.

We’re not looking to take action against accounts or content involved in this unintended access. We know everyone is excited to play Warlords of Draenor, is looking forward to additional information about the expansion, and we hope you’ve enjoyed what you’ve seen thus far—keeping in mind, of course, that we are still at an early testing phase.

Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
How do you feel about warriors/pallies/bears being able to tank by just macroing in SD or Shield Block/Barrier/of the righteous?
It's probably a little too good to do that, but not much. However, simultaneously, I wouldn't say that the difference between an unskilled tank and a skilled tank is the wrong size. It's big, but that's good. (Celestalon)

with haste breakpoints being removed why would aff locks want any haste?
You probably misunderstood what removing haste breakpoints means. It still makes DoTs tick faster and spells cast faster. (Celestalon)
That confuses me, so we still get extra dot ticks?
Yes, absolutely. It's just smooth, not with breakpoints. (Celestalon)

Death Knight (Forums / Skills / WoD Talent Calculator)
wondered why DKs haven't been designed like monks for DW vs 2h
You mean having different rotations/priorities/strengths/weaknesses, but still balanced, like Frost DKs? Just different classes. (Celestalon)
Frost DKs having two different subspecs was an evolutionary thing. Masterfrost was an accident, but cool, so we formalized it. (Celestalon)
He was probably talking abt basing abilities on wpn DPS rather than dmg so 2H/DW are balanced and play identically.
We want 2H vs DW monks to play identically. We *don't* want 2H vs DW Frost DKs to play identically. (Celestalon)
How can you say that? One of the two will always be inferior. Historically, that is usually 2H Frost.
How inferior and in what situation? There have been many times they've balanced enough that it varies by fight/gear (Celestalon)

Paladin (Forums / Skills / WoD Talent Calculator)
Is there a chance seal of faith will make it into the game? Was looking forward to paladin melee healing
Maybe at some later point. It's on our "Shelf of Ideas That Have Potential But Aren't Ready Yet". (Celestalon)

Priest (Forums / Skills / WoD Talent Calculator)
outside of Divine Insight, is there a way for Shadow Orb generation to scale with haste? Only resource not to, seems off.
Haste already has high value for you, and you get more value per orb with more haste (haste = more DP ticks). (Celestalon)

Warlords of Draenor Stats
Are you concerned that without enough Readiness to get in an extra CD usage, Readiness Rating is wasted for the most part?
It'll effect more that just 3min CDs, and CDs earlier are always better. There'll be breakpoints, but they'll be really soft. (Celestalon)
(But to more directly answer, yes, it's a concern, but it's one we think we can mitigate and handle) (Celestalon)
Are you worried about people gearing around encounter specific breakpoints? For example-major CD for every belt.
It's a concern, sure, like I said. We actually don't mind if you end up in a situation where you keep a few (FEW, not 30)... (Celestalon)
...pieces of alternate gear around, and swap based on the encounter. (Celestalon)

PvE
Hey, are there going to be some 1-2 boss raids like in tbc? or did you scrap that concept? (or onyxia etc.)
None is planned for 6.0 - I wouldn't say we've scrapped the concept, though. (WatcherDev)

PvP
Thoughts on Tarren Mill vs Southshore BG?
certainly an idea we've tossed around a number of times. (holinka)

Professions
Well, in the interest of crafting having a more prevalent role. Instead of items primarily being on rep or currency vendors.
What would you want the role of rep/currency items to be in that world? (hwoome)
Perhaps reputation accesses content and narrative, instead of another item faucet?
You'd prefer no item rewards from reputation? (hwoome)

Reputation / Questing
WoD will have quests that "pop up" when you're around, will these scale up/down like we've seen with Public Quests in other games?
Rare spawns on IoT/TI scale with # of attackers, improving this in WoD so they don't blow up so fast. (Muffinus)

Garrisons
I disagree. I see “farm on 11 chars per day” as negative. Most players would agree. Doesn’t make your opinion invalid.
When doing things on an alt is a fun/different experience, it's good repeat gameplay. When it's not, questionable. (Muffinus)

Dark Legacy Comics - #436
DLC #436 reminds us that tax season is almost over!

This article was originally published in forum thread: WoD Screenshots, Dev Interviews, PAX Beta Key Redemption Issue, Blue Tweets, DLC #436 started by chaud View original post
Comments 73 Comments
  1. Jakins's Avatar
    I'm still questioning whether that is possibly night and day functions going on there, I mean...sure, Shadowmoon is dark, but the lighting in those screenshots.

    Also the new skybox instead of just painting in the moons, those are different stars.
  1. jellmoo's Avatar
    Garrisons will be part of the leveling experience.
    Oh crap... Please, please, please tell me that this is sort of thing you get introduced to, and then never have to deal with ever again if that is your inclination (like pet battles or farming). Out of everything I never wanted to do in this game, Garrisons is the absolute top of that list.

    Retribution is in a good place design wise, but their numbers are a little low. This will be addressed in a later tuning pass.
    As of right now in MoP? Yeah. A tad on the simple side, but at least they have a niche. With some of the pruning though, I am really not sure. Unless they have more changes in mind (which is certainly possible), I could probably set up two of those wobbling bird things (a la Simpsons) to handle the entire Ret rotation.

    Lightning Bolt no longer being castable on the move is a big change, but it was done to make movement reduce the damage that ranged DPS does. There are other spells that you can cast while moving, such as Shocks and Unleash Weapon.
    I just don't get *why*! It was a fun perk of being Ele. Considering that LB is hardly a massive source of damage, it just gave the Shaman a little something to do on high movement fights. It was a fun class perk. Pulling it and forcing Ele to play as an immobile turret just isn't fun. I don't understand why this change exists. Ele already struggles a bit with identity, stripping away a fun perk like this just hurts.
  1. arcaneshot's Avatar
    Quote Originally Posted by jellmoo View Post
    I just don't get *why*! It was a fun perk of being Ele. Considering that LB is hardly a massive source of damage, it just gave the Shaman a little something to do on high movement fights..
    Unleash Elements, Earth Shock. Spirit Walker's Grace if you really felt like it.

    Heck one of their reasons is because nobody was casting Unleash Elements anymore.
  1. mmoc8ab9858987's Avatar
    Could someone tell me why all ppl just hate warlocks? Why wlocks are considered as OP? And i mean in PvE. All the times we are getting nerfs... and when we manage to play well someone still says "nerf warlocks, they are OP"..
  1. Neoz's Avatar
    "Retribution is in a good place design wise, but their numbers are a little low. This will be addressed in a later tuning pass."
    GG RET, 3.0 Shall never be forgotten...

    =P
  1. Brewhan's Avatar
    Quote Originally Posted by Neoz View Post


    GG RET, 3.0 Shall never be forgotten...

    =P
    ah yes the day 3.0 hit I went from like 1750 2v2 to 2400 2v2 in a day good times.
  1. F-Minus's Avatar
    Quote Originally Posted by Chudy View Post
    There was a blue post already telling how they are not only reducing healing but also increasing survivability, so the health pool will be bigger relative to
    damage taken. We probably won't see as many 90% hits, hopefuly healing will become a more steady road one that takes strategic thinking, knowledge
    and skill to stand out but won't necessarily punish newbies and slackers. You're right about healing being the more challenging spec but having to put extra effort makes for a more interesting gameplay - at least in my book.
    There is always a blue post how things will change, for the better or worse, let's not mention that they said before Cataclysm and even before Pandaria that there wont be spike damage, yet it's still in the game, actually more as ever. This doesn't bother me however, what bothers me is that healers play a completely different game to other roles, and as said with each and every expansion healers are the only ones who have to re-learn how to play the game. There are spells being removed or modified from all classes and roles and new stuff added, but essentially they are doing the same thing, not so with healers.

    After playing a healer for 8 and half years, I don't care about how rewarding it is to keep your raid up and be the saviour, it becomes boring to watch bars dance up and down and that's the only thing you will see 80% of the time in a raid - that's why I decided to switch to DPS even tho I'd rather heal, but as DPS as said I can play laid back, press the skills in a sequence that mathematically equals bigger numbers, not have to worry about resources and get stuff done.

    If you ask me, TBC was the best healing experience I had followed by Wrath and then it went south. You had your big damage you needed to be wary of, and then you had spam fights where you could as a healer relax a bit and just spam your CoH or PoM and get shit done, I don't know why this was so bad - boring, sometimes yes, but it way more boring to be on your toes the whole time a new raid comes out and and being OOM 90% of the time, before you get adequate gear.
  1. Azrile's Avatar
    Quote Originally Posted by warcraftmew View Post
    Garrisons will be part of the leveling experience.

    bad idea blizzard forcing people to use garrisons just like google force you to use google+ when you sign up for youtube
    If it is integrated with questing, what is the big deal. You realize you did a lot of the same thing while leveling in MoP. For horde, in Jade forest, we took over an alliance airstrip, then in Kun-Lai, we liberated a village and turned it into a fort for the horde. In Dread wastes, we teamed up with the Klaxxi and then went and freed NPC so that they could come back and be quest-givers in the quest hub

    See any similarities yet... stop crying.

    - - - Updated - - -

    Quote Originally Posted by Kuja View Post
    Originally Posted by Blizzard Entertainment
    The alpha announcement was made because the build had to be uploaded publicly to let employees play from home, which would allow datamining. The notes and announcement helped to provide context for some of the reported changes.
    What a load of bullshit. Or then a concidence that one of the most hyped competitive MMOs was released on the same day.
    I cannot understand this. Do you really think there are people who did not buy Elder Scrolls Online because they wanted to read patch notes saying that Hunter´s Mark was being removed? One person.. I bet not ONE PERSON who was looking to play TESO failed to do so because of patch notes from WoD.

    Really, that is your argument, that TESO ´hype´ was so weak that just patch notes from a WOW alpha is enough to screw with it?
  1. ColbaneX's Avatar
    Quote Originally Posted by Farabee View Post
    They've been saying this for 4 years. Fact of the matter is, they are terrified of another 3.0 where rets ran around for 2 WHOLE WEEKS overpowered (oh the humanity). Ret will never get a proper damage pass until they remove almost all our burst and roll our damage into passives, something we've been asking for since WOTLK. Asking for, and not getting because of one certain crab-bastard insisting that RET BURST IZ AWSUM and then Blizzard failing at numbers passes because of it.

    Now that GC is out the door (good riddance) Blizzard can finally get over this stupid notion that rets want to do good DPS for 20% of the fight and hit like a wet noodle the rest. We don't wanna be warlocks, but at the same time I don't want to be out-DPSed by an elemental shaman (another hybrid) with 10 less ilvls than me on 90% of SoO fights.
    1. Ghostcrawler was part of a team.
    2. Ghostcrawler was part of a team.
    3. Ghostcrawler was part of a team.
    4. You are operating under logical fallacy.
  1. mmoc3514689de5's Avatar
    More translations of the priceless quips from Bliz:

    Perks are intended to make leveling feel rewarding again.
    They are a mixture of static power increases and tweaks to your rotation that you earn in a random order as you level from 90 to 100.
    Of course we won't be fixing 90% of levelling experience. Just buy that boost already, holinka has a rancho mortgage to take care of.

    Army of the Dead might come back for all specs as an instant cast rather than a channel.
    Well in fact we don't really expect THAT many unsubs, so you can just as well forget it.

    Symbiosis was a cool spell, but it was hard to understand and added a ton of button bloat.
    Finding a balance for various specs is so beyond us we thought Rejuvenate for a lock with a tanking pet, Plague Mushroom for a frost DK who doesn't want to waste runes on an AoE opener and Dash for those pesky hunters were as good as we could ever go. We can't do any better so it's getting scrapped.

    Hunters have different specs that don't feel very different.
    Now they will feel as similar as they ever were, just additionally gutted for you convenience. Oh, you haven't preordered WoD to boost a lock? You might not exacty enjoy the later announcements then.

    Retribution is in a good place design wise
    Oh, you missed the last time we denied fscking rets up beyond recognition. How many repetitions do you need to finally acknowledge the simple fact we know better how to play the class you played for 8 years?
    Also, you can always buy a fresh 90 fury warrior. Buy. Buy. BUY. We don't give a flying fsck about your issues but we sure love your monies.

    Shadow Priests won't need completely different sets of gear for single target and AoE fights.
    See, peasants? We truly are a generous master. Rejoice and pay us some more.

    Warlock Gateways were too strong this expansion, so the range is being reduced and cooldown increased.
    People much better than us made something really awesome and loved by everyone. We will never be 5% as good as them, so either we will break what they made or exit openings of our digestive tracks will explode like so many supernovas.

    Arms originally had Overpower removed, but it didn't work out well.
    GC texted me that I might want to seriously reconsider going beyond Mythic level in flaunting my retardation and manager agreed. Screw them both really, but here, rejoice peasants.

    ________________________________________________

    So much win I almost pre-ordered WoD immediately. Fortunately, the brain lockout caused by reading so much crap wore off before I hit the "pay pay pay PAY" button.
  1. Depakote's Avatar
    Quote Originally Posted by arcaneshot View Post
    Unleash Elements, Earth Shock. Spirit Walker's Grace if you really felt like it.

    Heck one of their reasons is because nobody was casting Unleash Elements anymore.
    lol.. Spirit Walker's Grace onlylasts 15 seconds.. wooo! all the shocks share a cd and I don't know any elemental shaman who doesn't cast Unleash Elements.. The Developers are just out of touch with the very game they're making.. nerfing classes that don't need it while buffing those that don't. Tired of their bullshit logic.
  1. Ogemaniac's Avatar
    "Healer's mana regeneration abilities are being nerfed and removed because they didn't add any gameplay value. For example, Innervate was just a button to press when it was off of cooldown. Base mana regeneration and mana costs were rebalanced to compensate."

    Sometimes Blizz says dumb things, and then sometimes they just blow me away with their wrongness. Spells like Innervate are entirely strategic. Does Blizz blow its innervate at the beginning of the fight? Of course not. But according to the "Its off cooldown, so use it!" logic, Blizz would do just that. In reality, knowing how long to wait until you use it the first time, and how to pace yourself before and after, was part of the strategy of defeating any difficult boss. And of course there is the option of using it on someone else, and a huge amount of strategy related to how to use it in PvP. That's all gone now. It's definitely a dumb-down of the game.
  1. Evlyxx's Avatar
    Quote Originally Posted by Ogemaniac View Post
    "Healer's mana regeneration abilities are being nerfed and removed because they didn't add any gameplay value. For example, Innervate was just a button to press when it was off of cooldown. Base mana regeneration and mana costs were rebalanced to compensate."

    Sometimes Blizz says dumb things, and then sometimes they just blow me away with their wrongness. Spells like Innervate are entirely strategic. Does Blizz blow its innervate at the beginning of the fight? Of course not. But according to the "Its off cooldown, so use it!" logic, Blizz would do just that. In reality, knowing how long to wait until you use it the first time, and how to pace yourself before and after, was part of the strategy of defeating any difficult boss. And of course there is the option of using it on someone else, and a huge amount of strategy related to how to use it in PvP. That's all gone now. It's definitely a dumb-down of the game.
    Of course having played through all the content in Warlords you speak from experience. Not saying you're 100% incorrect but you need to take everything into consideration before jumping to conclusions.

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