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by Published on 2012-06-20 06:54 AM

Diablo 3 - Patch 1.03, Monk Inferno Guide, Legendary Drop Rates, Blue Posts, and Curse Weekly Roundup

Heart of Fear Raid Preview
The Heart of Fear raid has been updated again as we approach a more final version. There are a few comparison shots before the main gallery with before on the left and after on the right.







Beta Class Balance Analysis
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We want to provide everyone with a quick update regarding the status of beta class design and balance, as well as start collecting more detailed analytics from you. Since you’ve probably seen us say many times in the past that we’re not yet in a place to start dissecting the numbers, it’s worth calling out that we now want you to bring it on!

For the purposes of keeping this thread as valuable to the developers as possible -- they will be actively reading and likely replying to posts here -- these are some things to know before posting:
  • First and foremost, as a ground rule let’s keep this one thread free of pleas about ability feedback, DPS being too low or other subjective declarations. This thread should be about information sharing. If you aren’t a theorycrafter, this thread may not be for you.
  • We feel the numbers are in a pretty good place right now. If you’re a theorycrafter who has been waiting for things to stabilize before submitting your class balance analysis, this is your cue to have at it.
  • Make no mistake, we’re confident in our ability to balance the game. On the other hand, we greatly value player feedback. And reconciling our numbers with yours is part of that.
  • Don’t consider this thread to be evidence that we feel class design for Mists of Pandaria is pretty much done. It also shouldn’t be a sign that X issue you may have been posting about for the last month is going to be ignored, or that we just don’t agree with you.
  • The primary goal is to maintain a relatively stable class system for a healthy period of time in the beta, so the number crunchers among you can really start to get into the nitty-gritty details without worrying that everything will change in the next beta build.
  • If there are any mechanics that are proving particularly hard to understand, feel free to ask in this thread. We understand there is a narrow line between squelching and fostering the theorycrafting community, and we’re not trying to solve everything for you. On the other hand, we don’t want you to burn too much of your time trying to figure out how potentially confusing mechanics work under the hood (e.g. monk weapon normalization). That said, we won’t just dump the coefficient for every spell -- you should be able to figure that out. However, if you just can’t figure out how a spell is designed, don’t hesitate to ask. We appreciate honest questions.

I am VERY interested in seeing the community's Thoughts on how to equalize 2h and DW Frost. Not from a "damage on beta" But equalize it for the future. It is obvious how one sided the damage is currently.
In a future build you will find that we removed the increase offhand damage bonus of ToT.

This isn't about wishlisting, it's about analyzing what is currently in the beta. Theory-crafting.
We agree, but at least it was a post that was getting at damage differences. The intent of this thread overall is to provide players a place to post and discuss numbers and answer any questions that are preventing you from doing so. There are plenty of other places to discuss other design issues and this thread will be moderated a bit more heavily than normal with that in mind. Nothing personal.

What level of uptime is Haunt being balanced around?
Haunt is balanced around Nightfall procs. While it may currently be a small DPS upgrade (3%?) to swap Drain Soul and Malefic Grasp, the intent is that you use Drain Soul to generate shards when you need to hit a burst window or of course below 20%.

What on earth is going on with Brewmaster mitigation? I don't even want to start theorycrafting because it feels/looks so broken
We're changing it a bit and haven't updated the beta in a little while.

The basic idea is that you should care about converting energy to chi, then converting that chi primarily into Shuffle and Purifying Brew. In most cases, we expect it to be optimal to mix those two abilities, not just always prioritize one over the other. Additionally, Guard should almost always be worth using. The next build you get should have a fairly stable version of Brewmaster mitigation, which includes the following changes to Brewmasters:

  • Added 5% Parry to Swift Reflexes.
  • Ox Stance now reduces damage taken by 25% (up from 20%), and health by 15% (down from 30%).
  • Shuffle now increases Parry by 20%, down from 30%.
  • Mastery now increases Stagger by 0.3% per point, down from 0.5%, and no longer increases Parry chance.
  • Brewing: Elusive Brew – New passive for Brewmasters which gives you charges of Elusive Brew when you get auto attack critical strikes: You get up to 2 charges per crit, based on weapon speed. For 2Hs, you get an average of Speed/1.8 charges. For 1Hs, you get an average of speed/2.6 charges. Max stack size of 15. (Using unusually slow weapons, you can actually get 3 sometimes, but we’re ignoring that for the tooltip.)
  • For example, with a 3.2 speed 2H, you get an average of 1.778 charges per crit (77.8% of the time you get 2, otherwise 1).
  • Elusive Brew (the ability) consumes those charges to give you 30% dodge for 1sec per charge.

It should be apparent by the information present in this thread that multi-shot is in desperate need of a retuning.
We need to make some adjustments, but aren't sure buffing Multi is the right solution. As you point out, BM AE is fine. Marks is a little low and Survival is a lot low. These can all be fixed, but if we just buff Multi then we need to nerf BM elsewhere.

On behalf of the Paladin community on Elitist Jerks, I would like to re-post something here about Crusader's Zeal (credit to post goes to Exemplar):
We'll look at Crusader's Zeal again. Maybe the mechanic isn't even needed. We wanted it to be a source of crit, but we didn't want it to be a maintenance-y buff like Inquisition.

Most trinket procs have a generous proc chance with an ICD. Gurthalak was an exception, but had some wacky consequences as a result of our making it an exception.

We don't think the paladin 90 talents need to benefit from mastery. The healing component can be balanced around Holy healing and since all 3 talents are in the same boat, there shouldn't be talent choice consequences.

The Expertise to spell hit conversion is in and working (as far as we know). The UI may not be updated to reflect it yet.

Protection warrior rage is still flakey in the beta, assuming you want us to be in defensive stance. So I guess the first question, is are we intended to be using battle stance this much, with the potential of constant stance dancing there? Assuming thats not the case, with a fair chunk of rage generation coming from enrage ( ie critical blocks ) and revenge, the current clunky feel when off tanking or fighting magic only bosses on live has become exacerbated, as we're now also getting hit with a large rage income reduction in these situations.
You are going to make life hard for everyone if you try to tank in Battle Stance, so we'll make sure that isn't too attractive. If super optimized tanks want to slip into Battle Stance (or Berserker Stance) in some optimized occasions, we're fine with that, but it should be a rare and hardcore tactic. On the other hand, if you are off-tanking in the sense that you aren't the target for several seconds, you can safely go into Battle Stance then. We understand warriors will always want more rage, but Protection isn't balanced around 100% uptime of Shield Block and Barrier, and nearly everything else is free.

Holy priest mana regeneration seems really low. Compared to other classes, Holy doesn't seem to have the longevity to last in a heroic or raid, and feels much like early cata, where Priests were never considered until there mana regen was nearly doubled.
We find regen is pretty similar among the healers over the course of a fight. It will feel lower in leveling greens than it did at 85 in epics however. Do you have any more information?

Mastery is by comparison utterly horrible for Shadow at present. It doesn't help that the extra ticks don't function like real extra ticks (more chances to proc things) with the exception of the mana regen from a procced VT tick.
Do you have a specific example of something that is not proc'd? The extra ticks should function like real ticks.

I did make a bug report out of this though I am reposting this here just for future reference. there is currently a bug with Faerie Swarms' damage.
This is fixed in a future build.

Also what is the status of crit suppression? Is it totally gone? Just gone for spells? Or still there? It's something that is extremely painful to test in-game.
Crit chances of players against mobs that are higher level than you are reduced by 1% per level difference, in Mists.

With regards to Priest mechanics, the only two "difficult" things to measure accurately are the damage modifications due to range on Cascade on Halo.
Cascade does a % of its max damage/healing based on linear distance between the source and target of the bounce. It does 40% of its maximum damage at 0yd, and 100% at 30+yd, scaling linearly between those two points (anywhere between 30yd and 40yd will give 100%). It prefers farther away targets when it bounces.

Halo’s damage scaling is… a bit more complex. Sometimes the formulae that are under the hood are extremely complex looking, because we build in several knobs that we turn to get the tuning where we want it. Halo is one of those cases. The easy to understand way to think of it is that the multiplier on the max damage/healing is 10% at 0yd, up to 40% at 17yd, spikes up to 90% at 22yd, 100% at 27yd, then down to 60% at 35yd. The intent is that it is weak on targets near you, but there’s a sweet spot in a ring from 20yd to 30yd from you, and that the edges of that ‘sweet spot’ are smooth. The actual formula (warning, may seem scary!) is… 0.5 * (1.01)^(-1 * (((Distance-25)/2)^4)) + 0.1 + 0.015*Distance. I’m sure someone can post a graph of that pretty quickly. One thing to note is that the max range is 30yd, but that it includes creature’s hit boxes, so the distance between the caster and a valid target may be slightly larger than 30yd, which is why the formula makes sense out to 35yd. Again, you absolutely do not need to understand any of that to benefit from the heal!

We of course don't need direct coefficients for most spells as we data-mine them anyway (and then test). There are some coefficients that we don't have data for and are a bit harder to test. Mostly pet related abilities. Shadowfiend etc. I've come up with decent enough numbers for them though.
I’ll try to put together a post explaining details of how pet scaling works soon. The general idea is that pets now inherit a % of most of your stats, but that % varies by the pet and the stat.

Shadowy Apparitions have been a bit....strange. The coefficients in-game have never exactly matched what they actually do for their entire existence (I submitted bug reports about it during the *Cata* beta). At present their actual damage is *far* more than the tool-tip says. Any idea if the tool-tip on them might be fixed for MoP so we know which coefficient and base dmg are intended?
I’m not sure offhand which is correct (tooltip or damage); there may be a bug involved. We’ll double-check the tooltip on these, but the numbers I have in front of me at the moment say that they should do 97.8% of SP plus 554 at level 85, or plus 615 at 90 (and benefits from Shadowform’s multiplier). We’ll follow up on that and make sure that the tooltip and the damage match, whichever is right.

I know that modeling totem pets like the Fire Elemental has been annoying for the various Shaman theorycrafters. They seem to perform some actions randomly and they have an unexplained long "start-up" time. Any information you can give on how these things function under the hood would be welcome.
I believe there is a known issue that we’re currently working on, where many guardians that auto-assist you take a few sec to start assisting you after they spawn. We’re working to fix that, as we know that it impacts the performance of spells that summon these guardians.

In terms of number comparisons are you also "generally happy" with the AoE and multi-dotting/cleave numbers as well? We've only got a few classes implemented in SimulationCraft but there are some *wildly* different numbers when it comes to AoE.
Somewhat. There are still a few outliers that we’re working on resolving. Additionally, AoE is extremely dependent upon the exact situation. The classes that win at 10sec AoE bursts may lose at 60sec or 5min sustained AoE. Same with 2 targets vs 3 targets vs 10 targets, etc. We try to balance for a variety of scenarios, but keep some strengths and weaknesses to everyone, and make sure they feel different. That isn’t to say that if you are amazing at cleave, you must be useless on 50 target AoE, or anything like that, just that we expect some variance in performance on any given AoE situation (much more than we do on single target situations, anyway).

With Shadow Priest talent balancing, you've done a good job it seems getting Tier 3 talents to be a lot closer to one another now. Tier 6 talents still have a bit of a spread. Divine Insight seems the clear choice by the numbers on that tier unless you're able to "game" Twist of Fate to increase its uptime in which case the two become viable. If you're unable to game it then Twist of Fate is around the same level as Power Infusion which seems to be generally the worst option on that tier.
We’d be interested in seeing your analysis on this sort of thing (and other talent rows for other classes, etc). Balance of ‘power’ talent rows is something we’re trying to keep tight. I think in this specific case, we’ve been trying some new things with priest talents (the level 45 and 75 rows in particular) lately, and haven’t redone the balance on those rows since then.

While it's possible that our Retribution Paladin modeling *might* be off in terms of the exact usage of abilities, the damage range on the abilities used is something I've verified to be correct to +/- 1 damage in-game. That said, Retribution seems to be performing fairly poorly at level 85 compared to the other classes we've implemented. It has mana issues for one and I've got it Seal swapping to regen mana if it gets low, but even without mana issues its DPS still seems too low in comparison. How are they performing at 85 for you? (We've been waiting on the release of some level 90 PvE gear before worrying too much about level 90 balance for now).
We’re aiming for classes at 85 to stay roughly where they are. The mana constraint issue is something we’ll look into, as that sounds like particularly out of place. We have not noticed it in internal testing.

Will Detonate indeed not be affected by Solar Eclipse?
Correct. Mushrooms should not be affected by Solar.

Is Bloom intended to be used in AoE healing rotations? How will it affect Harmony?
It isn't intended to be used rotationally, and may be too good at the moment. It is fine for it to affect Harmony as long as it doesn't become a vehicle to keep Harmony up. If we can make it a small little bonus, that's fine.

The changes to talents have led to a pretty big change in hunter pet focus regen. Currently BM is the only hunter spec which has any talents which regen pet focus. Since pet base focus regen is fairly low, this means that the frequency of basic attacks for non-BM pets has dropped quite a bit. Even for BM the regen is pretty low (although that at least will improve with crit rate). I'm not sure if the intention is to make hunter pets do significantly lower damage or to tweak the pet melee attack to do a far larger portion of the pet damage, or if this is just a mechanic that hasn't really been worked on yet.
We essentially took some damage from the pet and gave it to the hunter. We think overall hunter damage is fairly balanced on beta, except for the AE issue noted above.

Blue Posts
Originally Posted by Blizzard Entertainment
Black Market Auction House
No one should count on this even being close to a viable option for gearing up a character. If you can raise that kind of gold in the game, you're going to have much better success paying your way into raids for gear than hoping the right items appear for you in the black market AH (which doesn't include set pieces), hoping you can afford to outbid everyone else on your realm, and hoping you're the last one to bid before the auction ends.

Sure, it'll have some of the best rewards for sale. But that doesn't mean it'll be remotely reliable for one person to gear up quickly. It's the black market, after all.

Ultimately the system is going to benefit the extremely wealthy and the extremely lucky. But in all likelihood the benefits won't at all be consistent, even for those who can pony up the gold.

Being ok with buying Raiding gear (for any price) with gold? Just seems inconsistent to me.

The two actually aren't mutually exclusive concepts. You're glossing over far too many details for this to be a valid argument.

The overwhelming majority of WoW players will not suddenly be buying their gear at the magic armor store. Taken in the context in which that quote was originally made -- where we were referring to players collecting tokens from bosses to shop at a magic store -- it still holds true.

So buying armor with a token from a boss was bad, but buying armor with gold is good?
No, my point was that those can't be equally compared. For that to be true, we'd first have to create a situation where the standard for all PvE players switches from spending tokens on powerful items, to spending gold on powerful items.

The BMAH can't be compared to the token system that way. As I mentioned before, that's glossing over far too many details about both systems.

Basically what this entire conversation is coming down to are arguments for and against buying BiS. You can swap out gold with money and have the same conversation.
No, you can't swap out the two so trivially as this. Most everyone else in this thread is arguing the positives and negatives of the BMAH. Your arguments are about what might follow the BMAH and are almost entirely conjecture.

What are those differences besides how frequently the gear can be purchased at the store?
The token system, which that original quote about the magic shop was referring to, was a means for virtually everyone to obtain their PvE tier sets. What we said was that this ended up not feeling as rewarding, 'cause you ended up just collecting a currency to spend at a vendor rather than grabbing your loot straight off the dead bodies of bosses.

The token system was implemented to try and make RNG feel a little less punishing, but it had some side effects.

The BMAH system can hardly be compared to that system. You never know when the BMAH will have something you can use, you can't buy anything out, items are BoP, and you're competing with everyone on your realm who might want/need the item.

That's much more RNG and isn't a system that, in anyway, will completely replace the act of killing bosses for loot. It will be randomly rewarding to a small minority of people who happen to have a lot of gold and are lucky with timing. But as I said originally, even then it won't be reliably or consistently rewarding. It's just a shoddy comparison.

For those speculating about the rate of gear gains from the black market auction house, here's how things currently work. Keep in mind it's still beta and this is all subject to change.

The chances that a tier-14 raid or PvP item of any given armor type will be listed each day is roughly 10%. Logistically, this means there will be plenty of days where no new armor is available to anyone. Some days, if the black market vendors are extra fortunate in their scavenging for goods, you might see a piece of gear for each armor type. The items under each armor type include belts, boots and bracers, and there will be a separate vendor offering jewelry.

Almost a better percentage of me getting some items to drop from bosses it seems though. In fact it took months to get the healing trinket from spine for anyone in the guild.
Just keep in mind you're competing against far more people than you were in your raid. You also have to be able to afford it and place your bid at just the right time. (Blue Tracker / Official Forums)

Vendor Filters
We are talking more about adding an "All" option for vendors for players who want transmog gear, RP gear or want to see what is available for friends or alts. We'd still default to showing just class gear because we think that's more useful for the typical case.

Talking? as in, it is 50% confirmed? 70%? 100%?
I keep toning down my language, because if I say "there is a very, very, very small chance we might do X" then when we fail to do X the reply is "GC breaks promise again!"

It's something we would like to do and are actively working on but the actual work hasn't been completed yet and in cases like that there is always a chance that a problem may arise forcing us to reconsider. (Blue Tracker / Official Forums)

Death Knight (Forums)
Shadow of Death
Shadow of Death wasn't removed for balance reasons really. It was removed because it was very hard to get working correctly. At some point when such a huge percentage of bugs are caused by one ability, it's time to take a serious look at whether or not that ability is cool enough to justify the attention it gets.

This is super rough to the point of inaccurate, but consider a matrix, where the first value is impact on the game and the second value is work involved to get it functional, bug free, and sans exploits.

Impact - Big, Work - Small = no brainer.
Impact - Big, Work - Big = painful, but worth the investment.
Impact - Small, Work - Small = eh, probably still worth the investment.
Impact - Small, Work - Big = kiss of death.

Now please don't infer that questioning the bang for the buck of "big work" somehow means we're lazy or cheap. (I personally qualify, but that shouldn't reflect on the team as a whole.) What I mean here is that there are a limited number of developers on the project and a limited number of hours in the day. Every hour we spend on feature X is less time spent on feature Y or else longer you have to wait to get any new features. (Yes we can also hire more people to a point, and we always are. If you're awesome, check our web page.)

Everything I said about Shadow of Death is also true of Divine Intervention.

A non-exhaustive list of examples of class abilities that are very hard to get working that we still support are Mind Control / Dominate Mind, Spirit of Redemption, Vanish, Blink and Heroic Leap.

Was it the fact that we weren't paying repair bills during a wipe part of it? That's pretty much the only thing I used it for, and I never had issues being rezzed afterwards.
No, that would be a balance issue, which as I said wasn't the problem. (It is a little lame that DI became more about saving repair bills than wipe recovery, but that's a different discussion.)

The problem with DI is that we didn't have a clean way to make an encounter reset. We were increasingly having problems with the boss (especially complex encounters with lots of moving parts) not recognizing that the paladin was still alive, but invulnerable, and so the encounter was over and the boss needed to despawn and reset. It is totally a solvable problem, given enough time and resources, but we thought there were more pressing matters on the paladin and encounter side to attend to. We even tried to bring the ability back in Mists as a simpler out of combat self rez, but even that was causing so many bugs that we made the tough call to scrap the work. (Blue Tracker / Official Forums)

Hunter (Forums)
Hunters and Expertise
Shots that cost focus should give a partial refund when they miss. If that isn't happening, we'll fix it.

We don't think Steady and Cobra Shot need to provide resources even when they miss. We're not going for a design where hunters can be certain to always have maximum resource income in PvP. As long as they have enough focus, they'll be fine. If we see evidence that hunters are focus-starved, we'll adjust accordingly, but we haven't seen that so far. There hasn't been a ton of PvP testing on beta yet. There has been a lot of speculation, and while that is still valuable feedback, it is understandably less valuable.

If Shred and Backstab were so reliable in PvP, I don't think there would be such a storied history of druids and rogues asking to buff alternatives to the positional requirements or just removing the positional requirements for PvP. In other words, I think "melee can nearly always attack from behind in PvP" is overstated.

If hunters get close to hit and expertise caps, they should do fine even against Agi users with high dodge chances. They won't do fine against a rogue that pops Evasion, but Evasion is intended as a survivability cooldown. Different classes are different and cooldowns and durations all vary, but I don't know that rogues have a great counter for Deterrence either.

The loss of minimum range is a huge hunter PvP buff. I don't think we've seen the full ramifications of it yet. (Blue Tracker / Official Forums)

Diablo III Patch 1.0.3 Poll
If you missed the 1.0.3 Patch Notes, you can find them over on Diablofans.



Trading Card Game Art
Blizzard has updated the Trading Card Game art gallery to feature ten new pieces.


by Published on 2012-06-19 07:26 AM

Diablo 3 - Patch 1.03, Monk Inferno Guide, Legendary Drop Rates, Blue Posts, and Curse Weekly Roundup

Beta Launcher Update
A new launcher version was released tonight that did away with the Mists of Pandaria logo and put the classic logo in its place.



Daily Quest Previews
Today we take a look at some of the daily quests available to you at level 90. Not all quests are included in this preview, as some are still in the earlier stages of testing or are not in game yet. This includes any of the cooking daily quests and the Cloud Serpent quest line.

You can expect roughly 50 daily quests available per day, with many of them rewarding 5 x Valor Points and roughly 20. This means that you can earn at least 150 Valor points and 500 per day, with more being possible as additional quests are implemented.

Originally Posted by Blizzard (Blue Tracker / Official Forums)
Daily quests are included as one of the new ways to earn valor in MoP. We don't expect many people will choose to cap their valor just by doing daily quests, but that is an option if you really like them. We expect to have around 50 dailys available from all the factions every day.

Like I mentioned before, those 50 would be randomly chosen from a much larger total pool of quests. This helps keep things feeling fresh for a long time.

Shado-Pan
The shadowy protectors of Pandaria's temples, the Shado-Pan are wrought with mystery. You can find daily quests for them in Townlong Steppes at the Shado-Pan Garrison. Currently they offer 4 quests and one followup quest each day.



Golden Lotus
The Golden Lotus is a mysterious society of Pandaren that intend to solve the Mogu problem once and for all. All of their quests are found in the Vale of Eternal Blossoms at the Golden Pagoda, Mistfall Village, Ruins of Guo-Lai, and Setting Sun Garrison.

At a Friendly level of reputation, you can access the Gold Pagoda quests and one additional area. At Honored you can access three areas and Revered grants access to all four areas. Each area has 4 quests and one followup quest.


The Anglers
The Anglers are a group of Pandaren fisherman that hope to feed their people and grow their knowledge of fishing. The Anglers have a small village off the coast of Krasarang Wilds with three daily quests and the possibility of one more followup quest. These quests do not reward Valor Points, only reputation and gold. As a bonus, you can find certain unique fish to become Nat Pagle's friend, allowing you to purchase Nat's Hat!


August Celestials
The August Celestials are brave Pandaren that defend the temples of Pandaria from the evils of the Sha. These daily quests can be found at the Temple of the Red Crane and Cradle of Chi-Ji in Krasarang Wilds, as well as at the Temple of the White Tiger in Kun-Lai Summit. Currently they offer three or four daily quests which involve fighting single or groups of NPCs.


The Klaxxi
The Klaxxi are Mantid Elders that are untouched by the corruption and insanity that has overtaken the remainder of the Mantid Swarm. They seek to work with the races of Pandaria to restore their Queen to glory. These daily quests can be found at Klaxxi’vess in Dread Wastes.

These quests are currently bugged, but should offer at least two or three per day. Some of the NPCs that you have to kill are more challenging than most mobs, so there are a few buffs that can help.


The Tillers
The Tillers are peaceful and productive pandaren, working with the land to feed the massive appetites of their people. These daily quests are found in the Valley of the Four Winds, in Halfhill. None of these quests are currently implemented in game, so there is no way to tell how the progression will work.


Finding Daily Quests
After reaching level 90, you can visit the many NPCs in the lower outdoor tier of Shrine of Two Moons to be directed to the various daily quest areas and scenarios.


Level Name Objective Valor Money +Rep
90In Sprite Of EverythingKill the Darkwoods Faerie.1984
250
90Riding the StormUse the Bronze Claws to mount 8 Shan'ze Cloudrunners. Attack them to free them of their corruption.1984
250
90When The Dead SpeakKill the Shan'ze Deathspeaker.1984
250
90Assault Fire Camp Gai-ChoKill 16 Gai-Cho Yaungol, Earthtalkers or Pitchthrowers.1984
250
90Assault Deadtalker's PlateauKill 8 Deadtalker Corpsedefilers and 1 Deadtalker Crusher.1984
250
90Spirit DustReturn 8 spirits to their remains at the Deadtalker Plateau in Townlong Steppes.1984
250
90Uruk!Kill Uruk at Deadtalker's Plateau in Townlong Steppes.1984
250
90The Deadtalker CipherCollect a Scroll of Spiritbinding Rites from the yaungol at Deadtalker's Plateau.1984
250
90The Enemy of My Enemy... Is Still My Enemy!Use Highly Explosive Yauingol Oil Barrels to kill 100 mantid or yaungol on the Gai-Cho Battlefield.1984
250
90Cheng Bo!Kill Cheng-Bo at Fire Camp Gai-Cho in Townlong Steppes1984
250
90The Bigger They Come...Kill any 4 elite mantid at Sra'vess.1984
250
90A Morale VictoryDestroy the Southern, Central, Eastern and Western Idols at Sra'vess.1984
250
90Destroy the Siege Weapons!Destroy the four mantid siege weapons at Sra'vess in Townlong Steppes.1984
250
90FumigationPlant Shado-Pan Gas Bombs within the 9 structures on Sara'vess.1984
250
90Friends, Not Food!Rescue a Shado-Pan Trainee in each of the north, central and south Kunchong feeding pits.1984
250
90Target of Opportunity: Sra'thik SwarmlordKill the Sra'thik Swarmlord at Sra'vess in Townlong Steppes.1984
250
90Target of Opportunity: Sra'thik HivelordDefeat the Sra'thik Hivelord.1984
250
90Sra'vess WetworkKill any 15 non-elite mantid near Sra'vess.1984
250
90The Mogu MenaceKill 12 Shan'ze Serpentbinders or Shan'ze Beastmasters.1984
250
90The Mogu MenaceKill 12 Shan'ze Serpentbinders or Shan'ze Beastmasters.1984
250
90Spiteful SpritesKill 30 Darkwoods Pixies or Darkwoods Charmers.1984
250
90Egg Rescue!Collect 8 Cloudrunner Eggs.1984
250
90Dark ArtsCollect 8 Shan'ze Tablets.1984
250
90Born FreeFree 6 Wild Cloudrunners from their chains.1984
250
90Bronze ClawsCollect 20 Bronze Claws.1984
250
90Illusions Of The PastKill 3 Shan'ze Illusionists.1984
250
90Grave ConsequencesKill 24 Shan'ze Ancestors. Shan'ze Ancestors may be found inside Mogu Burial Urns.1984
250
90The Mogu MenaceKill 12 Shan'ze Serpentbinders or Shan'ze Beastmasters.1984
250
90Little HatchlingsFree 20 Cloudrunner Hatchlings.1984
250
90Onyx HeartsCollect 4 Onyx Hearts.1984
250
Level Name Objective Valor Money +Rep
90Whitepetal LakeSpeak to He Softfoot at Whitepetal Lake.992
25
90Behind Our LinesKill General Temuja.2472
350
90Clearing in the ForestKill10 Shao-Tien mogu in Winterbough Glade.1984
250
90Mogu Make Poor House GuestsKill 12 Shado-Tien attackers in Mistfall Village.1984
250
90The Ruins of Guo-LaiSpeak to Angi Autumnlight at the Ruins of Guo-Lai.992
25
90Mogu within the Ruins of Guo-LaiSpeak to Leven Dawnblade at the Ruins of Guo-Lai.992
25
90The Ruins of Guo-LaiSpeak to Anji Autumnlight at the Ruins of Guo-Lai.992
25
90Setting Sun GarrisonSpeak to Angi Autumnlight at the Setting Sun Training Camp.992
25
90No ReprieveKill 8 Shao-Tien mogu near the Five Sisters.1984
250
90Fiery Tongue, Fragile FeetKill 8 Stillwater Crocodiles.1984
250
90Stick in the MudGather 12 Whitepetal Reeds.1984
250
90Under Watchful EyesKill 6 Shao-Tien Surveyors.1984
250
90A Weighty TaskRecover 8 Mogu Artifacts.1984
250
90Getting your Hands DirtyGather 12 Fresh Whitepetal Worms.1984
250
90Carved in StoneCollect 12 Guo-Lai Runestones.1984
250
90The Soul-GathererKill Shadowmaster Sydow and recover the beads from his corpse.2472
350
90Sprite PlightKill 12 Slateskin Troublemakers.1984
250
90Steer Clear of the Beer HereRecover 10 Stolen Mistfall Kegs.1984
250
90My Town, It's on FirePut out 30 Brazier Fires.1984
250
90Meating ExpectationsRetrieve 10 slabs of Fairlands Gazelle Meat.1984
250
90In Ashen WebsKill 10 Ashweb Spiders.1984
250
90That's Not a Rock!Kill 50 Ashweb Spiderlings. Use Kun's torch to burn them inside their pods.1984
250
90RunelockedRetrieve the Ancient Mogu Artifact.1984
250
90Runes in the RuinsCollect 12 Guo-Lai Runestones.1984
250
90Ferocious FeralmawKill 8 Feralmaw Wolves.1984
250
90Blooming BlossomsCollect 10 Eternal Blossoms.1984
250
90Lushroom RushCollect 12 Lushrooms.1984
250
90Cart RideRide a delivery cart to XXX Village.992
75
90Return to RestHonor 6 Pandaren Gravestones.1984
250
90Lao-Fe the SlavebinderKill the Spirit of Lao-Fe, the Slavebinder.2472
250
90Survival Ring: FlameEnter the Survival Ring and survive for 90 seconds without leaving.1984
250
90Enemy at the GatesUse a Shado-Pan Sky Serpent to kill 60 Krik'thik attackers, 3 Krik'thik War Wagons, and 3 Krik'thik Catapults.2472
350
90Sparkle in the EyeRecover 8 Shining Rubies.1984
250
90Bloodied SkiesKill 30 Krik'thik Swarmers using a Setting Sun Turret.1984
250
90Survival Ring: BladesEnter the Survival Ring and survive for 90 seconds without leaving.1984
250
90Mantid Under FireUse a Shado-Pan Hot Oil Bucket to kill 80 mantid near the Gate of the Setting Sun.1984
250
90The Ashweb MatriarchKill Bloodtip, the Ashweb Matriarch.2472
350
90Blood on the RiseKill 8 Shao-Tien mogu on Ruin's Rise.1984
250
90Wulon, the Granite SentinelKill Wulon, the Granite Sentinel.2472
350
90Burning Away the FilthBurn 6 Shao-Tien Banners.1984
250
90A Smashing ImpressionDestroy the Shao-Tien Ritual Statues.1984
250
90Troubling the TroublemakersKill 8 Stonebark sprites.1984
250
90Pomfruit PickupGather 12 Pomfruit.1984
250
90My Town, It's On Fire AgainUse Mistfall Water Buckets to douse 60 fires.1984
250
90Freeing Mind and BodyFree 6 Dominated Guards by killing their controllers.1984
250
90Stonebound KillersKill 8 Stonebound Quilen.1984
250
90Ruffling Some FeathersGather 120 Silken Feathers.1984
250
90GorejowlKill Gorejowl.2472
350
90VicejawKill Vicejaw and return Ren's Longstaff.2472
350
90Quid Pro QuoDefeat Quid, the Spirit of the Misty Falls.2472
350
90AethaDefeat Aetha, the Spirit of the Golden Winds.2472
350
90Gaohun the Soul-SevererKill Gaohun the Soul-Severer.2472
350
90No Stone UnturnedDestroy 10 Mogu Statues.1984
250
90Offering a Warm WelcomeBurn 6 Mogu Tents in the Ruins of Guo-Lai.1984
250
90The Imperion ThreatKill the Shao-Tien Imperion.2472
350
90Hard as a RockDestroy 6 Mogu Statues.1984
250
90Roll Club: Serpent's SpineComplete the Serpent's Spine roll course.2472
350
90Upon the RampartsKill 10 Krik'thik mantid on top of the Gate of the Setting Sun.1984
250
90High StandardsErect 6 Golden Lotus Standards.860 (or 1984
250
90A Thousand Pointy TeethKill 15 Knifetooth Swarmers.1984
250
90Wu Kao Scouting ReportsRecover 3 Wu Kao Scouting Reports.1984
250
90Backed Into a CornerRescue 6 Cornered Mistfall Villagers.1984
250
90Mogu Make Poor House GuestsKill 6 Shado-Tien attackers in Mistfall Village.1984
250
90Stunning DisplayCollect 12 Stunned Whitepetal Carp.1984
250
90Rude AwakeningsKill 8 Dominated Paleblade Flesheaters.1984
250
90In Enemy HandsBeat 6 Possessed Whitepetal Defenders until they're freed of mogu possession.1984
250
90Small ComfortsRead the Rite of Release at the bodies of 6 Fallen Golden Lotus Defenders.1984
250
90Roll Club: Vale of Eternal BlossomsComplete the Vale of Eternal Blossoms roll course.2472
350
90The ButcherKill Bai-Jin the Butcher.2472
350
90Under the Setting SunKill Kri'chon, the Corpse-Reaver.2472
350
90Survival Ring: ThunderEnter the Survival Ring and survive for 90 seconds without leaving.1984
250
90Vyraxxis, the Krik'thik Swarm-LordKill Vyraxxis, the Krik'thik Swarm-Lord.2472
350
90Painting the Ruins RedKill 12 mogu in the Ruins of Guo-Lai.1984
250
90He Knows What He's DoingLure 8 Guo-Lai mogu into He's Poison Traps.1984
250
90The Battle RingDefeated 20 Shadowpan Trainees in the Battle Ring.1984
250
90The Eternal VigilKill 10 Granite Quilen.1984
250
90Shao-Tien Death MarchKill 8 mogu attackers near the Golden Pagoda.1984
250
90Set in StoneDestroy 6 Mogu Effigies near the Golden Pagoda.1984
250
90Thundering SkiesKill 3 Subjugated Serpents.1984
250
90Given a Second ChanceHeal 6 Wounded Defenders.1984
250
90The Displaced PalebladeKill 8 Paleblade Saurok.1984
250
90LongshotRecover 12 Spent Shado-Pan Arrows.1984
250
90Free SpiritsEnter Soul Vortexes and free 30 pandaren souls inside.1984
250
90Baolai the ImmolatorKill Baolai the Immolator.2472
350
90Setting Sun GarrisonSpeak to Angi Autumnlight at the Setting Sun Garrison.992
25
90Guo-Lai EncampmentSpeak to Leven Dawnblade at the Ruins of Guo-Lai.992
25
90Setting Sun GarrisonSpeak to Anji Autumnlight at the Setting Sun Garrison.992
25
90Mistfall VillageSpeak to Che Wildwalker at Mistfall Village.992
25
90Attack on Mistfall VillageSpeak to Rook Stonetoe at Mistfall Village.992
25
90Setting Sun GarrisonSpeak to Anji Autumnlight at the Setting Sun Garrison.992
25
90The Ruins of Guo-LaiSpeak to Anji Autumnlight at the Ruins of Guo-Lai.992
25
90Mistfall VillageSpeak to Che Wildwalker at Mistfall Village.992
25
90Guo-Lai InfestationSpeak to Anji Autumnlight at the Ruins of Guo-Lai.992
25
90Mistfall VillageSpeak to Che Wildwalker at Mistfall Village.992
25
90Attack on Mistfall VillageSpeak to Sun Tenderheart at Mistfall Village.992
25
90Lost ScoutsRecover 3 Shadowpan Scout reports.1984
250
90Along the Serpent's SpineKill 10 Krik'thik mantid on the Gate of the Setting Sun.1984
250
90The Silent ApproachKill 10 Shao-Tien mogu at Whitepetal Lake.1984
250
90The Pandaren Uprising RelivedKill 8 Ancient Mogu Spirits.1984
250
Level Name Objective Money +Rep
-1Armored CarpUse the Fishing Spear to catch 3 Armored Carp in the waters south of Anglers Wharf.940
250
-1SnapclawKill Snapclaw in a cave at the bottom of Narsong Trench and return with his claw as proof.940
250
-1Viseclaw SoupKill Viseclaw Fishers on the beach and return with 16 eyes to make some yummy soup.940
250
-1Huff & PuffUse the Fishing Spear to kill 3 Prickly Puffer fish in Sarjun Depths and return with their spines.1140
250
-1Like Bombing Fish In A BarrelUse the Goblin Fishing Bombs to kill 3 Sting Rays and bring back their stingers to Fiznix. The Rays can be found in the shallows west of Anglers Wharf.940
250
-1Scavenger HuntUse the Goblin Fishing Raft to fish up 15 Rusty Shipwreck Parts out of the floating debris near the shipwrecks.940
250
-1Who Knew Fish Liked Eggs?Collect a Pristine Egg from the Narsong Spires and use it to catch a Silver Goby.940
250
-1Shocking!Fish up 7 Dojani Eels from the Dojani River in Krasarang Wilds.1984
250
-1What Lurks BelowFind an Ancient Fishing Pool at Krasari Falls to the northwest and fish in it to lure the beast out of hiding.940
250
-1Jagged AbaloneHarvest 9 Jagged Abalone Meat from the Jagged Abalone in Narsong Trench to the west.1984
250
-1Fishing for a BruisingKill 8 Riverblade Beach Raiders at Anglers Expedition, just west of Anglers Wharf.940
250
-1Jumping the SharkKill a frenzied reef shark with your bare hands.940
250
-1Bright BaitCollect 7 Suncrawlers in the forest north of Anglers Wharf.1140
250
-1Piranha!Fish up 5 Wolf Piranha from the Krasarang River in Krasarang Wilds.940
250
-1Flying Tiger GouramiBring the Flying Tiger Gourami to Nat Pagle at Anglers Wharf.940
350
-1Spinefish AlphaBring the Spinefish Alpha to Nat Pagle at Anglers Wharf.940
350
-1Mimic OctopusBring the Mimic Ocotpus to Nat Pagle at Anglers Wharf.940
350
Level Name Objective Valor Money +Rep
90Round 4: Master WindfurDefeat Master Windfur.1984
250
90Paying TributeObtain 6 stores of Niuzao Food. Your Niuzao Strongarm will carry the food for you.1984
250
90The Siege SwellsDefeat 25 Sra'thik attackers at Niuzao Temple.2472
350
90The Overwhelming SwarmDefeat 4 Sra'thik Kunchong.1984
250
90The Unending SiegeDefeat 12 Sra'thik attackers at Niuzao Temple.2472
350
90Fallen SentinelsHeal 8 Wounded Niuzao Sentinels above 50% health. You may use the Yak's Milk Flasks or your own healing spells and abilities.1984
250
90A Blade is a BladeObtain 10 Sra'thik Weapons.1984
250
90In Battle's ShadowThrow 10 Loose Stones up to Niuzao Stonemasons.1984
250
90The Big GunsDestroy 3 Sra'thik War Wagons.1984
250
90Chasing HopeTouch 3 Spirits of the Crane.1984
250
90Gifts of the Great CraneObtain 10 Gifts of the Great Crane.1984
250
90Students of Chi-JiDuel 10 Students of Chi-Ji.1984
250
90Huck WheelbarrowDefeat Huck Wheelbarrow.2472
350
90Ellia RavenmaneDefeat Ellia Ravenmane at the Angkhal Pavilion.2472
350
90Minh Do-TanDefeat Minh Do-Tan.2472
350
90Ellia Ravenmane: RematchDefeat Ellia Ravenmane near the base of the Pedestal of Hope.2472
350
90Fat Long-FatDefeat Fat Long-Fat at the top of Angkhal Pavilion.2472
350
90Julia BatesDefeat Julia Bates.2472
350
90Dextrous IzisshaDefeat Dextrous Izissha.2472
350
90Kuo-Na QuillpawDefeat Kuo-Na Quillpaw.2472
350
90Ellia Ravenmane: RevengeDefeat Ellia Ravenmane at Dome Balrissa.2472
350
90Tukka-TukDefeat Tukka-Tuk.2472
350
90Mindel SunspeakerDefeat Mindel Sunspeaker.2472
350
90Yan QuillpawDefeat Yan Quillpaw at the Pedestal of Hope.2472
350
90Fat Long-Fat: RematchDefeat Fat Long-Fat atop Dome Belrissa.2472
350
90TheloniusDefeat Thelonius.2472
350
90Ellia Ravenmane: RedemptionDefeat Ellia Ravenmane atop the Pedestal of Hope.2472
350
90Champion of Chi-JiDefeat a Champion of Chi-Ji.2472
350
90The Torch of StrengthCarry the Torch of Strength to the gates of the Temple of the White Tiger without it extinguishing.1984
250
90Contending With BulliesDefeat the Unwelcome Challenger.1984
250
90Round 1: Brewmaster ChaniDefeat Brewmaster Chani.1984
250
90Round 1: The StreetfighterDefeat the Streetfighter.1984
250
90Round 2: Clever Ashyo & Ken-KenDefeat Clever Ashyo and Ken-Ken.1984
250
90Round 2: Kang BramblestaffDefeat Kang Bramblestaff.1984
250
90Round 3: Master Boom BoomDefeat Master Boom Boom.1984
250
90Round 3: The WrestlerDefeat The Wrestler.1984
250
Level Name Objective Valor Money +Rep
90The Warlord's AshesBring the Ashes of Warlord Gurthan to Kil'ruk the Wind-Reaver at Klaxxi'vess.2472
350
90Kunchong TreatsCollect 4 Meaty Turtle Haunches.1984
250
90Culling the SwarmSlay 40 Shek'zeer Swarmborn in the Clutches of Shek'zeer. Speak with Kil'ruk the Wind-Reaver for an air-drop.1984
250
90Eradicating the Zan'thikKill 6 Zan'thik Impalers and 6 Zan'thik Manipulators in Zan'vess.2472
250
90Dark SkiesKill 500 Mantid and 5 Kunchong or Dread Behemoths while flying with Xaril the Poisoned Mind.1984
250
90An Ancient EmpireCollect 8 Gurthani Tablets.1984
250
90Sap TappingCollect 6 Amber Sap.1984
250
90Dreadspinner ExterminationSlay 12 Dreadspinners in Gurthani Terrace. Speak with Kil'ruk the Wind-Reaver for an air-drop.1984
250
90Mistblade DestructionKill 6 Mistblade Rippers.1984
250
90A Little Brain WorkCollect 3 Amber-Encrusted Brains from Ik'thik Amberstingers.1984
250
90The Scale-LordKill the Mistblade Scale-Lord.1984
250
90The Fight Against FearKill 15 Horrorscale Scorpid.1984
250
90Bad GenesKill 3 Ik'thik Genemancers and 6 Ik'thik Egg-Drones.1984
250
90InfectionKill 6 infected wildlife. Infected wildlife may include Bonedust Moths, Bluehide Mushan, and Mutating Scorpions.1984
250
90Sampling the Empire's FinestUse the Sap Jar at Imperial Feeders outside the Heart of Fear 4 times to fill it.1984
250
90Wing ClipCollect 24 Needler Wings from Shek'zeer Needlers in the Clutches of Shek'zeer.1984
250
90Shortcut to RuinKill Vess-Guard Na'kal outside the Heart of Fear.1984
250
90Ordnance DisposalDisable 8 Pheromone Mines around the Clutches of Shek'zeer and the Heart of Fear.1984
250
90Vess-Guard DutyKill Vess-Guard Vik'az in Zan'vess.2472
250
90Sonic DisruptionKill 4 Dread Kunchong and 6 Shek'zeer Manipulators in the Clutches of Shek'zeer. The Sonic Disruption Fork will weaken and confuse the kunchong.1984
250
90Free From Her ClutchesBreak open Kunchong Cages to release 8 Kunchong Hatchlings in the Clutches of Shek'zeer.1984
250
90Shackles of ManipulationCollect 6 Zan'thik Shackles from Thought-Bound Miners and Thought-Bound Brutes in Zan'vess.1984
250
90MeltdownSlay 6 Zan'thik Venomstings in Zan'vess. Use Korven's Experimental Grenade to counter their armor plating.1984
250
90Specimen RequestCollect 6 Kyparite Shards from Muck Tunnelers in The Briny Muck.1984
250
90Fear Takes RootDestroy 25 Dreadspore Bulbs in Zan'vess and The Briny Muck.1984
250
90Quiet NowInteract with the Zan'thik Resonating Crystal at the Whispering Stones in Zan'vess to incite Adjunct Sek'ot, then slay him.1984
250
90Kypa'rak's CoreBring the Massive Kyparite Core to Ambersmith Zikk at Klaxxi'vess.2472
350
90The Matriarch's MawBring the Enormous Kunchong Mandibles to Ambersmith Zikk at Klaxxi'vess.2472
350
90Putting An Eye OutUse the Klaxxi Amberknife on Mire Beast corpses to collect 8 Mire Beast Eyes. 1984
250
90Nope Nope NopeUse the Shado-Pan Dragon Gun to destroy 20 Dreadspinner Eggs in Gurthani Terrace.1984
250
90Debugging the TerraceStomp out 6 Eyes of the Empress around Gurthani Terrace. Killing anything will grant you Pheromone Tracking, helping you detect them.1984
250
90Brain FoodBring 6 Mushan Tongues to Kaz'tik the Manipulator at Klaxxi'vess.1984
250
Level Name Objective Money +Rep
90The White Turnip TreatmentPlant a White Turnip in Sunsong Ranch. You can purchase seeds from Merchant Greenfield in the Halfhill Market.992
350
90The Pink Turnip ChallengePlant a Pink Turnip in Sunsong Ranch. You can purchase seeds from Merchant Greenfield in the Halfhill Market.992
350
90Red Blossom Leeks, You Make the Croc-in' World Go DownPlant a Red Blossom Leek in Sunsong Ranch. You can purchase seeds from Merchant Greenfield in the Halfhill Market.992
350
90A Pumpkin-y PerfumePlant a Mogu Pumpkin in Sunsong Ranch. You can purchase seeds from Merchant Greenfield in the Halfhill Market.992
350
90Why Not Scallions?Plant a Scallion in Sunsong Ranch. You can purchase seeds from Merchant Greenfield in the Halfhill Market.992
350
90That Dangling CarrotPlant a Juicycrunch Carrot in Sunsong Ranch. You can purchase seeds from Merchant Greentill in the Halfhill Market.992
350
90The Cabbage TestPlant a Green Cabbage in Sunsong Ranch. You can purchase seeds from Merchant Greenfield in the Halfhill Market.992
350
90The Kunzen Hunter-ChiefSlay the Kunzen Hunter-Chief.1984
500
90Simian SabotageUse the Barrel of Fireworks near the Pile of Stolen Weapons, the Pile of Stolen Tools, the Pile of Stolen Beer, and the Pile of Stolen Grain.1984
500
90Water, Water EverywhereSpeak with Wing Nga to borrow a kite, then throw water onto 35 Dusty Spots in the Heartland.1984
250
90Chasing the ChickenPick up Hillpaw's Chickens until you find his Prize-Winning Chicken.1984
250
90Pest ProblemsSpeak with Wika-Wika, then stomp on 25 Black-Nose Marmots.1984
250
90Not in Chee-Chee's BackyardKill 8 members of the Kunzen tribe in the Kunzen Village.1984
250
90Weed War IISpeak to Gai Lan, then pick 100 Weeds on his farm. You can pick Weeds while mounted.1984
250
90Money MattersObtain Spicemaster Jin Jao's Payment, Trader Jambeezi's Payment, Innkeeper Lei Lan's Payment, and Lolo Lio's payment.1984
250
90They Don't Even Wear ThemObtain a Stolen Circlet, a Ransacked Ring, and a Burglarized Bracelet.1984
250
90Where It CountsThrow 8 Kunzen Ritual Candles, kick 4 Blazing Embers, and slay 1 Kunzen Ritualist.1984
250
90The Kunzen Legend-ChiefObtain a Kunzen Legend-Book from a Kunzen Legend-Chief.1984
250
90You Have to Burn the RopesBurn 6 Kunzen Ropes.1984
250
90The Lesser of Two EvilsSlay the Springtail Warren-Mother.1984
500
90Stealing is Bad... Re-Stealing is OKRe-steal 16 Stolen Vegetables.1984
500
90Stalling the RavageSlay 12 Kunzen Hozen.1984
500

Blue Posts
Originally Posted by Blizzard Entertainment
Rogue (Forums)
Assassination Idle Time
That seems like too much idle time for Assassination. We'll investigate. It could very well be a bug (in the game or the sim). (Blue Tracker / Official Forums)

Rogue Class Design
I disagree. Simulation and formulation need to be debugged, yes, but if you don't like looking at math, what would constitute as evidence? Math can, has been, and will be improperly constructed, but without some logical/rational evidence qualitative data means nothing. It's just hearsay.
We like looking at math. You wouldn't last very long in this gig if you didn't.

I know it seems like a Catch 22, but really I think it just illustrates that estimating DPS is not at all straightforward. If it was even moderately easy to do, everyone (including us) would know exactly what all of the targets were and how far everyone deviates from those targets.

There are two problems with simulations. One is that we just don't know if they are accurate. We could determine if they are accurate, but that takes a lot of our time (which is what I meant by debugging). In my experience, they tend to be as accurate as the dedication of the the group of players working on them. What this tends to mean is that certain specs are modeled very well and others... less so. That changes over time as the commitment of key players waxes and wanes. Several systems designers got their start in the theorycrafting community. It is one we are familiar with.

The second problem with simulations is they assume perfect gameplay on a static boss. Now on the one hand it makes more sense to do that than it does to compare DPS on every boss. It's often hard, even for the community, to decide when a fight has a gimmick versus being a legit comparison fight. On live, Ultraxion is the closest thing to a one-target fight with no movement, but even then it sprays the warriors with rage and the length of any fight has relevance because of how many times everyone's cooldowns are available. On the other hand, players tend to care more about how they can actually perform on a fight, not how they could theoretically perform on a boss that doesn't exist (unless you are in Naxxramas perhaps). As an aside, it's fun to go back and compare some of the predicted simulations for various tiers with actual parses.

I mentioned already the problem with comparing parses. They are reasonably good for comparing say rogues to mages, but terrible at comparing the various specs of rogues. The reason is because of the sampling bias, where all of the good rogues (and many of the not-so-good ones) swap specs to whatever spec the highest DPS parses use. There are some problems with this. Some of the highest DPS rotations are challenging to execute. Just because the best rogue in the world hit those numbers doesn't mean you ever can. It also doesn't mean that your DPS will go up by a certain percent just because you used his spec. Some fights just work out really well for some specs, because of adds or movement or burn phases or fight duration. Are these gimmicks that should be tossed out? At some point, you're tossing out every fight. Now to be fair, I'm not saying that Subtlety is secretly the highest DPS fight on Ultraxion and nobody knows about it. However, the delta between Sub and Combat is probably smaller than most people think. The sample size for Sub is much smaller and presumably its numbers are diluted by a lot of uninformed or lesser geared or skilled players or other people just messing around.

The best test I can come up with is to do a fight as one spec and then do the fight as another spec, trying to keep all other factors equal, and see how you do. That might be feasible in Dragon Soul today where you're likely looking for something to spice things up a bit. On the other hand, your guild leader might not want to hear on cutting-edge content "Hey, mind if I try an experiment?"

As I said, it's hard. I have used the thermometer analogy before. If you want to know the temperature outside, you can use a thermometer (or more realistically, a phone app) and be pretty confident that the number you see is reasonable (72 degrees F / 22 C in SoCal at the moment, as it very often is.) There isn't a thermometer for rogue DPS. There are a lot of stats and a lot of estimations that when taken collectively can give you some idea of where things lie.

Nevertheless, if you have any numbers from beta that suggest one spec is below the others, please share them with us. We are comfortable with our testing mechanics, but they have been wrong before, and reconciling them with the numbers from other people is never a bad idea. It's really not possible to have useless data, as long as you take everything relevant into consideration as part of the analysis.

Do you think you could answer whether combat rogues are intended to viably dual wield 2.6 weapons in MoP? I've heard it may be possible, but I've yet to see it conclusively proven that we can drop our daggers for a sword or axe without losing significant DPS.
We made some changes such that Combat with a pair of 2.6 weapons will be much closer to someone wielding a fast offhand than they are today. Last I looked, I believe wielding a fast offhand was still theoretically slightly better. Hopefully it is in the realm where you can use whatever drops.

So... you think there's a place for damage vs utility, you just don't think Blizzard can pull it off? It's an incredibly difficult design balance, exacerbated by any variables in which a player can interact with a target or variances that a target makes towards the player and the playable environment.

It is very difficult. I'm also not sure it would be very fun even if we did pull it off. In the theoretical example where you were choosing between a DPS cooldown and a healing cooldown, the pressure would often be to take the DPS cooldown and ask the healers to step it up a bit or just trust to random chance that you won't take that much damage. If the utility were group utility and not survival, then it gets even worse, because you'd always want the other guy to be the buff er... monkey so you can choose the DPS cooldown.
(Blue Tracker / Official Forums)

Paladin (Forums)
Holy Paladin Issues and Concerns
A few things:

It's hard just to compare heal costs and numbers without looking at the whole package. Paladin heals tend to be expensive because so much of their healing costs no mana. Likewise, we don't balance around perfect Beacon transference, but you can't ignore it either.

If you look at how much paladins actually heal in a fight though, it should be pretty competitive with the other healers. I know that's not easy to look at right now on beta, but it will get easier once A) raids are open, B) we enable mods again, C) more theorycrafters conclude that we aren't fiddling with numbers so much so that their time isn't being wasted. (We aren't fiddling with numbers nearly so much, so maybe that will encourage some theorycrafters).

Remember though, that each healer is different. Example: Resto shaman look great on fights where everyone can cluster for Healing Rain and Chain Heal and any time everyone stays very wounded for very long.

Because paladins have so many mana-free heals, they actually can't subsist on fumes as long as other healers. If every healer decided just to cast their Holy Light equivalent and nothing else, paladins would go out of mana faster. Now there shouldn't be any situations where you really heal like that.

Two concerns that I think warrant us looking at further are the healing of Holy Radiance and the crit chance of Holy Shock. We nerfed Holy Radiance so that Light of Dawn can be stronger -- it feels weird when the "finisher" is puny compared to the "builder." On the other hand, healers don't always have the luxury to wait for the finisher before doing some heavy healing. We've heard a lot of feedback that Holy Radiance is a little weak, so we'll take a look at it.

As far as Holy Shock goes, it did suffer from the pruning of many of the passive talents and glyphs that gave it such a high crit rate. In a vacuum, it doesn't need a high crit chance. It is an instant, relatively cheap heal that delivers on Holy Power. You're going to want to push it. But we agree that Infusion of Light is intended to help mix up what heals you cast and that it needs to proc at a reasonable rate. (Blue Tracker / Official Forums)

Curse Weekly Roundup
Pico is back with news on WoW Tournaments, Curse client updates for Minecraft, the new Secret World Beta Event, Terab Online Trial, and an Indie highlight on Krater.

by Published on 2012-06-17 11:05 PM

Diablo 3 - Ranged Barbarian Build, Witch Doctor Inferno Guide, Demon Hunter DPS Calculator Spreadsheet, Unidentified Items and Patch 1.1

Valor Point Item Upgrades
In Mists of Pandaria, Valor Points can be used to upgrade your gear. This feature is not in the game yet and not intended to be previewed at this time. All of the numbers used here are fake (except the item level 375 requirement) and for demonstration purposes only.

  • The minimum item level to upgrade gear is 375.
  • The left side shows the gear item level (500) and the player's item level (489).
  • The right side shows the increase in item level, and the new item level (525) and player's item level (491).
  • Right now all stats are upgraded, you can see the increase in individual stats on the right side (+35) and the new stat amount (255).
  • This example only shows one stat, but in the final product all of the stats on an item will be increased.
  • Each item has a limited number of times it can be upgraded, which is shown at the top right (2/3), with the upgrade cost directly above it (300).



Mists of Pandaria Music Update
The previous beta build added even more music!



South Korea Bans Botting
The South Korean Ministry of Culture, Sports and Tourism is preparing a new law that will outlaw virtual item trades and farming items for commercial use in games. This new law is supposed to encourage students to avoid wasting time and improve the environment of games. The law prohibits players from using software that allows characters to farm items in a game without the need for a human to be playing.

The article in The Korea Times doesn't make it very clear, but this ban may also impact Arcade games that sell something you have to physically go and purchase to redeem for an item in game.

The Ministry claims that the "main purpose of the games is for entertainment and should be used for academic and other good purposes", which doesn't include farming items for money! They also mentioned that virtual item trades contribute to many problems in society, including teenage crime. The police department is supposed to enforce this law which has a maximum punishment of a $43,000 USD fine and up to five years in prison.



Blue Posts
Originally Posted by Blizzard Entertainment
Forced Cross Realm PVP
When we go live, cross realm zones won't put PvP and PvE realms together.

During beta testing, you're going to see a lot of crazy stuff. Please keep in mind that beta is not a demo of the game. It is a testing environment in which we can get feedback from players but also in which we can test out many of our new features, some of which, like this one, are quite technically complex.

If you find yourself overly frustrated by the chaotic nature of beta, whether it's from cross-realm testing, broken quests or class bugs, my suggestion would be to wait until we launch. It's not worth getting frustrated over. You'll have plenty of opportunities to explore Pandaria. (Blue Tracker / Official Forums)

Rogue (Forums)
Rogue Feedback
He hasn't answere anything about the Prep/Step issue.
Again, I feel like we have made plenty of responses to the topic. I think it's one of those deals where because some players don't like the answer, they say the topic has not been addressed.

For the record, as many players will tell you, Sub is nearly impossible to balance with both Preparation and Shadowstep. On the other hand, having two talents that are both so good that you want them both and have to think long and hard about which one to take and perhaps even swap back and forth from time to time is pretty much exactly what we are trying to deliver with the new talent system. Are rogues doomed in PvP without both? I doubt that. Is it hard t o choose? Of course, and that's the point. If we conclude that it's just too cruel to ask rogues to choose between them, we'd likely just cut Prep from the game and perhaps lower a few cooldowns slightly. I really hope though that we aren't in a space where every cool talent has to become mandatory or deleted.

Leeching and paralytic locking each other out
Again, asked and answered. We said that we understand that very optimized rogues won't want both talents because you can only use one at a time. That depends a very great deal on how often you'd use the competing talents. If you find yourself using leeching poison then swapping to paralytic often, you may be better off just keeping both talents than constantly swapping. A Disc priest (on live) doesn't necessarily drop the Atonement talent evey time they think they might not Smite, though very min/max players probably do.

We're going to be underfunded for the first patch of MoP

Do you have any evidence of this? Even anecdotes are better than nothing (though not much better). The classes on beta are getting pretty well balanced at this point at both level 85 and 90 (modulo the occasional bug that creeps in), so if you think you're seeing something we're not, please let us know.

As an aside, I'm not a huge fan of simulations as evidence, because it requires us to debug them first. I used to spend more effort doing that, but it's a chore, and my time is probably better spent elsewhere. Sims are fantastic for suggesting to you that you might want to try a different rotation or stat allocation. They aren't great for "Hey Bliz, my dps is low. Please buff."

Dirty Tricks just sounds like a bug. I don't have our bug database in front of me, but it's hard to make assumptions about neglect based on when a bug gets fixed, so long as it does before launch. It could be that the developer is waiting on a code change to fix the bug. It could be that he or she is pondering how to fix it or if a redesign in the functionality (not the base design) is warranted.

I've been doing this a long time, and one of the truths I have uncovered is that apparently easy bugs are often the hardest to fix and things you predict would take weeks of programming time can be done in a few lines. It's hard to diagnose from the outside.

If you see bugs, report them in the bug forum. Once you have done so, stop worrying about it until we get close to launch.
(Blue Tracker / Official Forums)

MMO-Report
The MMO Report is back with a special E3 episode!

by Published on 2012-06-16 06:39 AM

Diablo 3 - Patch 1.0.3 Unofficial Changes

Heroic Siege of Niuzao Temple Video Guide
Siege of Niuzao Temple is a four boss heroic instance in Townlong Steppes. You can see the loot, maps, and quests associated with the dungeon on WoWDB!


Originally Posted by MMO-Champion
Siege of Niuzao Temple
Niuzao Temple extends across two fortified islands far beyond a towering wall called the Serpent's Spine. For years, tenacious pandaren defenders have protected the narrow bridges connecting the isles, staving off any would-be invaders. Yet recently, the mantid created their own bridge--a massive tree root--and seized one of the islands by surprise. Now, these brutal insectoids are poised to assault Niuzao's remaining guardians.

Achievements

Vizier Jin'bak
  • Sap Puddle - The Sap Puddle grows over time, inflicting 8,000 Nature damage over 1 sec to enemies who touch it. Touching the Sap Puddle also causes it to shrink in size.
    • Sap Residue - When a player touches the Sap Puddle, it causes the Residue to attach to them. Sap Residue inflicts 8,000 Nature damage over 1 sec. The effect stacks.
  • Summon Sap Globule - Vizier Jin'bak summons three Sap Globules from the tree.
    • Sap Globule - Sap Globules try to congeal with the Sap Puddle, increasing its size.
  • Detonate - The Resin Harvester attempts to detonate the Sap Puddle, inflicting damage based on the size of the Sap Puddle.
  • Heroic Difficulty - Siege of Niuzao Temple is only available on Heroic Difficulty.

Commander Vo'jak
  • The Escaped Prisoners - The mantid captured these three Pandaren during the initial attack on Niuzao Temple, but the prisoners were able to break free of their bindings and fight back. Now they stand ready to do whatever it takes to end the siege.
    • Caustic Tar - Escaped prisoners, Li and Lo Chu, will position and prepare mantid tar kegs for use in the battle. Players can throw the kegs of Caustic Tar onto the battlefield. Caustic Tar inflicts on any unit standing within the tar 23,750 Nature damage, reduces movement speed by 50%, and increases damage taken by 10%. This effect stacks. The Caustic Tar also removes any effect from the target that increases movement or attack speed.
  • Stage One: Bring It! - Commander Vo'jak orders his forces to attack the players.
    • Sik'thik Swarmer - Lightly armored and well trained, the Sik'thik Swarmers are a key part of the Vo'jak's forces.
    • Sik'thik Amberwing - The Sik'thik Amberwing flies to the top of the platform and bombards the players.
      • Bombard - The Sik'thik Amberwing fires a volley of explosives at random enemy locations every 1.5 sec. for 15 sec. Bombard inflicts 90,000 Fire damage to all creatures within 5 yards of the targeted location.
    • Sik'thik Demolisher - Quick and volatile, these mantid carry explosive charges.
      • Unstable Blast - The Sik'thik Demolisher carries unstable explosives and explodes when damaged or killed, inflicting 42,750 to all targets within 16 yards.
    • Sik'thik Warrior - Sik'thik Warriors slowly advance on the enemy position.
  • Stage Two: Your Defenses Did Not Stop Me! - Commander Vo'jak's enters the battle as his forces near defeat at the hands of the players.
    • Rising Speed - Commander Vo'jak focuses his will and determination, increasing his attack speed by 15% every 2 sec. This effect stacks.
    • Dashing Strike - Commander Vo'jak charges a random enemy player, inflicting 71,250 Physical damage to all enemies passed through. The Strike also knocks back his current target, inflicting an additional 190,000 Physical damage.
    • Thousand Blades - Immediately after using Dashing Strike, Commander Vo'jak begins to spin around and send blades outward, inflicting Physical damage to all targets within 8 yards. Thousand Blades also removes the Caustic Tar effect.
  • Heroic Difficulty - Siege of Niuzao Temple is only available on Heroic Difficulty.

General Pa'valak
  • Blade Rush - General Pa'valak throws his sword at a random player's location, inflicting 150,000 Physical damage to all players within 4 yards on impact. Once the sword lands General Pa'valak then charges to it, inflicting 300,000 Physical damage to all players within 4 yards and knocking them back.
  • Tempest - General Pa'valak unleashes a tempest, inflicting 90,000 Nature damage to all players within 60 yards and negating the next 45,000 points of healing on the target.
  • Call Reinforcements - When General Pa'valak reaches 65% and 35% remaining health, he shields himself in a Bulwark and summons reinforcements.
    • Bulwark - General Pa'valak surrounds himself in a shield, absorbing 1,500,000 damage.
    • Aerial Bombardment - General Pa'valak summons Sik'thik Amber-Sappers to bomb players.
      • Siege Explosive - Sik'thik Amber-Sappers drop Siege Explosives that arm themselves after 3 seconds. Then after an additional 3 seconds pass they explode for 300,000 Fire damage in a 7 yard radius. The explosion causes players to take 5% additional damage for 15 sec. This effect stacks.
      • Throw Explosive - Players may attempt to throw Siege Explosives back at enemy Mantid before they arm. Thrown Explosives inflict 300,000 Fire damage to all Mantid within 7 yards of the targeted area and increase their damage taken by 5% for 1.5 min. This effect stacks.
    • Ground Assault - General Pa'valak summons waves of Sik'thik Soldiers to defend him in battle.
      • Sik'thik Soldier
        • Serrated Blade - Sik'thik Soldiers slice a player, inflicting 7,500 Physical damage every 3 seconds for 12 sec. This effect stacks.
  • Heroic Difficulty - Siege of Niuzao Temple is only available on Heroic Difficulty.

Wing Leader Ner'onok
  • Hurl Brick - Ner'onok throws rubble from the damaged bridge at his target, inflicting Physical damage equal to 100% of his weapon damage.
  • Caustic Pitch - Ner'onok throws a glob of Caustic Pitch at a random location. The glob inficts 40,000 Nature damage every 1 sec. and reduces the movement speed of players touching it by 50%.
  • Quick-Dry Resin - Ner'onok sprays a target with heated resin. As the resin hardens it inflicts 7,500 Fire damage every 1 sec. If this process completes the target becomes encased in resin and cannot move or act for 6 sec. Jumping counteracts this effect and if the target breaks free they become Invigorated, increasing casting and movement speeds by 15% for 30 sec.
  • Treacherous Winds - Twice during the fight Nero'nok lifts off and flies to the other end of the bridge. Upon landing he periodically channels Gusting Winds until interrupted.
    • Gusting Winds - Ner'onok beats his wings fiercely, creating a powerful gale that pushes enemies away from him at high speed.
  • Heroic Difficulty - Siege of Niuzao Temple is only available on Heroic Difficulty.



Faction Description Updates
Several of the NPCs which have friendship levels got new descriptions in this patch.
Originally Posted by MMO-Champion
  • Jogu the Drunk - Jogu's easy to find - gazing into the bottom of a bottle of the cheapest Stormstout Brewery has to offer.
  • Ella - Ella aspires to be a great brewer, but she has a long road ahead of her!
  • Old Hillpaw - Old Hillpaw is the canniest chicken raiser around.
  • Chee Chee - If you've ever had a question about sheep, Chee Chee will know the answer.
  • Sho - A stout, proud defender of the farmlands, Sho is always there when you need a strong fist.
  • Haohan Mudclaw - The respected leader of the Tillers, Haohan Mudclaw is swamped with responsibilities.
  • Tina Mudclaw - Tina Mudclaw is fond of the delicate things in life.
  • Gina Mudclaw - Managing the Halfhill Market makes Gina Mudclaw one stressed lady!
  • Fish Fellreed - Fish Fellreed's found out more about the history of this land than the rest of the town's forgotten.



More Pet Battle Music
The latest beta patch added some more pet battle music!



New Pet Battle Skills
The past few beta patches have added a few new pet abilities as well!

Name Type Power Cooldown Duration Accuracy
BlitzHumanoid850%
Build TurretMechanical04 rounds100%
CloneMagic0100 rounds100%
DamnedUndead11 round100%
FailsafeMechanical251 round100%
GM ReviveHumanoid10020 rounds100%
GM UnkillableHumanoid0100%
Mudslide [NYI]Critter03 rounds100%
RailgunElemental2090%
RecoveryHumanoid51 round100%
Slippery IceElemental00%
TurretMechanical190%


Blue Posts
Originally Posted by Blizzard Entertainment
Troll Moonkin Model
Why did they change our Moonkin form's antlers to horns like Tauren Moonkin?
Antlers are back. (Blue Tracker / Official Forums)

Rogue (Forums)
Rogue Class Design
Ghostcrawler, I know you probably won't make your way this deep in the thread, but I just wanted to say thanks for all of this great information and feedback. I really appreciate the openness you've shared with us in these posts. Kudos.
We read everything. We just can't always respond to it all. But if you make good points, I promise we will consider them.

GC, I’d say thanks for the posts you’ve made, but they confuse me. Not the content of the posts, but that you take the trouble to post them yet the content of them is generally dismissive.
I understand your point of view and I sympathize, but it is something of a no win scenario for us. If we agreed with any particular feedback and there weren't compelling reasons to not make a change, then we would do it. Everyone is happy. That happens sometimes. More often, we disagree or we agree but there is some other reason we aren't going to make a change. The way this comes across to players more often than not is that ideas were suggested and ignored or dismissed. They are never ignored or dismissed.

It would be great if it was possible for us to debate those issues every time they come up, but I don't know a reasonable way to do that. Sometimes I find a bit of spare time to make a forum post or a blog to try and explain our design intent so that at least you have some frame of reference, and the other developers and the community team do likewise.

As I said in one these recent posts, it often feels like the only kind of post from us that is going to be acceptable to some players is "Yes! You are spot on! Buffs and / or changes incoming!" But imagine what the game would be like if we did that every time a suggestion came up. Yes, we should only make the good changes and not the bad ones, but we have yet to find a litmus test to easily detect good from bad. (Let us know if you know of one!) Instead we use our judgment, which is a mix of gut instinct, experience and feedback.

Realize that some of the time we choose to post nothing at all it's because we want to avoid the "But you just dismissed all of our concerns" responses. It's a bummer for players to read a post that says "We disagree" or even worse, "we agree but we have a good reason not to make the change." I get that. (Blue Tracker / Official Forums)

Blizzard Games News Update
Pico is back with an update on the news in WoW, SC2, and D3!

by Published on 2012-06-15 05:18 AM

Diablo 3 - Demon Hunter - Inferno Diablo Build, Legendary Buffs, More Hotfixes, EU Account Security Alert: Riot Games, Blue Posts, Digital Strategy Guide

Pandaren Language
Even if you haven't listened to a Pandaren speak Pandaren, it might be familiar to you...



Beta PvP Gear Vendors
If you are one of the lucky players in Beta, you can now purchase ilevel 483 Gladiator's gear from the PvP vendors on top of the Gate of the Setting Sun! For a full lit of the PvP gear, including the Monk PvP gear, check out WoWDB! Wand spellpower values are accurate compared to what is displayed in game, but the value is very unlikely to be final.



Female Pandaren Hair Updates
Female Pandaren got some new hair options in the latest beta build, along with some earrings! You can see a larger amount of the color in the new textures.







Account Security Alert: Riot Games / League of Legends
Originally Posted by Blizzard (Blue Tracker / Official Forums)
As some of you may know, Riot Games recently announced that certain League of Legends player account information in European databases was compromised by an illegal and unauthorized intrusion into their network: http://eu.leagueoflegends.com/news/l...security-alert

The data accessed included email addresses and encrypted account passwords, and they have determined that more than half of the passwords were simple enough to be at risk of easy cracking.

If you are a League of Legends player and happen to use the same password for your League of Legends account and your Battle.net account, we strongly encourage you to reset your Battle.net password at this time. To complete a password reset, go to Account Management > Settings > Change Password. You can also visit this page if you've forgotten or lost your Battle.net password: https://eu.battle.net/account/suppor...ord-reset.html

Additionally, if you used your Battle.net email address to sign up with League of Legends, you may also wish to update your Battle.net email address via Account Management as a general security precaution. To update your Battle.net email address, go to Account Management > Settings > Change Email Address.

If you are unable to update your password or email address and believe your account might be compromised, please contact our customer support staff by using the Account Recovery Form: https://eu.battle.net/account/suppor...-recovery.html

For additional security tips and suggestions, be sure to check out the Account Security Awareness guide at http://eu.battle.net/en/security/

Blue Posts
Originally Posted by Blizzard Entertainment
Rogue (Forums)
Rogue Class Design
What annoying things have we had to deal with that you're fixing?
I'll just use one example because in our opinion it's the biggest. Layered ramping mechanics were the single biggest weakness rogues have in Cataclysm (and have had for some time). Some ramping is desirable, but too much can really hurt target switching, prohibit fast burst damage, etc. (Don't take this to extremes -- we don't need posts from every class pointing out situations in which they can't go from 0 to 60 when target switching and therefore arguing how they need to be redesigned.)

In Mists, we want combo points to be the ramping mechanic. Deadly Poison doesn't need to be a ramping mechanic. Bandit's Guile doesn't need to be a ramping mechanic. We changed the way both of those work.

You may not have thought it was a problem, but we did, and we heard about it a lot from rogue players, so we fixed it.

I sincerely want to know by what measure and according to what data you conclude rogues are "fine" in PvP right now.
What I meant was that we didn't see any crippling design flaws in rogues that needed overhauling in Mists. Sub rogues probably are too good in Cataclysm PvP, or at least 3v3 Arenas, which many players use as synonymous with PvP. It's hard to tell if Assassination and Combat are really weak, or if Sub is so strong that any sensible rogue just plays Sub. It's also entirely possible that it isn't even Sub that is too powerful but just Prep and Shadowstep. In any case, my comment was addressed towards the group of players that believe rogues have this giant list of issues that must be addressed, and at another (perhaps overlapping) group of players that just want us to change things up for the rogue because they're getting bored. Sorry for any confusion.

The combo points issue is a symbolic one, though. This is something a large number of rogues have wanted for a very long time, and the issue gets consistently ignored. I often feel as if there's no point in giving feedback at all when the devs can't even see eye-to-eye with players on how our resources should work.
The feedback doesn't get ignored. We just disagree, which we have to be allowed to do if we're actually going to design the game rather than just letting players vote on how every mechanic should work. We like the way combo points work (meaning on the target). I also suspect you're being a bit presumptuous assuming that all rogues want combo points on the rogue. Yes, rogues would be easier to play if you didn't have to worry about which target your combo points were on. Do rogues need to be easier to play? If so, are combo points the right change? We could eliminate combo points and just give Eviscerate a cooldown. Would that be easier? Would it be more fun? I'm not trying to be dismissive -- I think those questions are legitimately hard to answer.

A lot of people say killing spree is poorly designed because it doesn't work on those fights, but I firmly believe those situations are a failure of encounter design, not class design. Killing spree and backstab are fine; Blizz needs to learn to take them into account when they design bosses.
We do. But it is not our design intent that every spec can perform the exact same rotation on every fight. I'm certain that if we solved the backstab issue then the next complaint to come up (from some class) would be that every boss fight needs to have 3 targets, because multi-dotting works the best with 3 targets and their DPS will be lower when there is only one target. What do you think the DPS difference is among the 3 rogue specs on Ultraxion? (You can't just look at posted logs to answer that question, because mostly what those logs tell you are that most rogues (and presumably many of the best ones) go Combat for that fight.) What is an acceptable difference? 5%? 1%? 0%?

Obviously I don't have the numbers Blizzard does, but we do know that at least before the legendary daggers rogue was one of the least active classes. No matter if that remains true or not I think it says something when one of the, if not the best designed classes is also one of the least popular. It says that maybe it works great from a design standpoint, but how is that translating to the players?
We look at those numbers of course, but it's really hard to determine cause and effect there. Paladins are nearly always the most played class, but there are just as many paladin players demanding change as there are rogue players (actually, given the population sizes, probably more). So why are some classes more popular than others? It's probably a mix of need, power, kit, flexibility, visuals and a host of other objective and subjective criteria. The hybrid vs. pure issue plays into that a little bit, but it's not the whole answer by a long shot. I definitely don't think it's as simple as if we make a bunch of changes to rogue rotations, now more players will play rogues (consider for starters that we'd almost certainly lose some rogues as well).

I agree that this is how the design should be, but this raises the question of whether or not our finishers are powerful enough to warrant this design decision. Compared to the power we lost by having the crit bonuses of our primary abilities taken away, they just don't feel like they're as strong as they should be right now. There are fewer combo points flowing in due to generating talents being taken away, so the gaps between finishers feel unrewarding because the finishers themselves feel unrewarding.
I think it's safe to say that if we find we need to buff rogue damage for any of the specs that we'd look to finishers as a place to increase damage.

My big problem right now is that I feel very similar to feral druids and Windwalker monks, without the added benefit of being able to radically change my gameplay on a spec switch. I don't need that radical change, I suppose, being a pure DPS. In PvP it's not a problem as I feel very much like a rogue there, but it's hard to translate into PvE and I end up feeling like a warrior in leather that attacks a bit faster.
I hope Windwalkers feel different. Cat druids were designed from the outset to play like rogues, the same way Bears were designed to play just like warriors. We've eroded that a bit over time, but the bones of it remain.

As far as the pure vs. hybrid thing goes, that is a really tricky problem to solve. We could turn all classes into hybrids of course, though I'm also not sure every player would rejoice at such a change. It has been very challenging to make pure specs play fundamentally differently. If the Mists warlocks work out well, then they may feel pretty different (of course they also run the risk I mentioned before of feeling like 3 separate classes and not like warlocks). Some players in this thread mentioned that mages play totally differently, but I think to be fair they feel more different than they really play because fire vs. frost vs. arcane is such a strong theme. It's harder for "I'm an assassination" to have a completely different feel from "I'm a swasbuckler" or "I'm a sneaky guy." We've had the same challenge with hunters. Presumably Marksman hunters are great at using ranged weapons. Okay, what does that mean for Survival? They use traps? Melee? Poison?

Also, a lot of our skills are kind of boring and could use just an aesthetic change. Edit: Oh, the actual question is: Is updating rogue animations and making them more unique especially across specs on the table?
I think that's a totally fair criticism, especially of rogues and to a lesser extent warriors. Melee classes just have fewer opportunities for very showy visuals. We could add them anyway, but then the classes feel like they're casting spells and aren't doing melee attacks with weapons. That said, we have tried to give rogues a few great-looking visual effects in Mists. Longer term (meaning it's unlikely for Mists) we'd like to do more with character animation so that all rogue attacks aren't using the same one-handed stab motion (Mutilate at least has its own animation). Historically, player animations have taken us a very long time, and that time only gets worse as we add races. However, for Mists we have some new techniques that let the animators apply the animation from one model more easily to another. It still takes a great amount of time -- just less than it did before. It is most easy to see the benefits of this advance in all of the new animations for the monk class. It's too early to call that technique a success, but assuming it is, we could do the same thing for rogues and warriors and have a lot more variety in the attack animations. (Animation in this sense has a very specific jargony term, which is the movement of the model itself. All of the spell effects are a different system generally handled by a different team of artists.)

Then why did you make changes to rogue rotations? This is what people are complaining about. Go play Assassination on live and then go play it on beta at 85, then come back and tell us that Assassination is more fun without Puncturing Wounds and Ruthlessness.
Puncturing Wounds is just crit. We can add more crit if we need too (like we recently did for warriors), but it also risks making crit unattractive at high gear levels. "Why did those stupid designers put crit on rogue gear? Don't they know we don't value it?"

Puncturing Wounds (through Seal Fate) and Ruthlessness can deliver more CPs, but also contribute a lot to getting stuck at 4 CPs, which is something rogues have complained to us about, because it means you need to do a weak finisher or risk overflowing CPs on your next Mutilate. In Mists, Assassination does fewer finishers, but at the same time we introduced the Blindside proc to help the rotation from feeling too static.

To use one of my soon to be patented bad analogies; I feel like every expansion is kind of like Winterveil (to not alienate anyone) and all the classes are opening their gifts to see what this expansion is going to bring them. Some are getting entire new mechanics, some are getting new flashy spells and skills, but rogues are getting Auntie Maven's sweater for the 5th time. Sure it's gonna keep you warm and get you by, but you kinda knew you were going to get it and it's certainly not flashy or exciting.
I honestly believe this is one of those grass is greener deals though. As someone who receives class feedback from both barrels (not that I'm complaining), nearly every class argues that they got a lump of coal and the other guy got something awesome. You'll see a few players saying some new ability or talent is awesome, though they'll do so quietly for fear that we think they are content. In fact, I would challenge you to name those classes and specs (not counting monk) that you think got a really good deal in Mists. They'll be here in a second defending their argument that a new spell might appear flashy or sexy but it has Serious Issues or the Real Issues Have Not Been Addressed.

That probably sounds cynical, and I'm honestly not a cynical guy, but it's also what we've come to expect. (Blue Tracker / Official Forums)

SWTOR Going Free to Play?
It definitely isn't set in stone yet, but SWTOR might be going free to play in the future! After announcing that the game will be free to play until level 15 and allowing free server transfers, lead designer Emmanuel Lusinchi had some interesting things to say in an interview!

Originally Posted by SWTOR
I think it’s more than the free-to-play model – it’s more that there is a lot of competitive offers. If it was just free-to-play games and they weren’t very good it wouldn’t even be a question but there are definitely good games out there and good games coming out, so of course all of this competition impacts your plan with what you want to do.

Asked whether it would be feasible to adapt The Old Republic to a free-to-play model, Lusinchi coyly suggests that the wheels may be in motion for a drastic change.
The MMO market is very dynamic and we need to be dynamic as well. Unless people are happy with what they have, they are constantly demanding updates, new modes and situations. So we are looking at free-to-play but I can’t tell you in much detail. We have to be flexible and adapt to what is going on.

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