Ulduar - Itemization
Ulduar has more items than all of BC's raids put together, and that's with gear consolidation. Bring the player not the class was to allow groups more flexibility in inviting their friends and to make room for say Demonology warlocks, Balance druids, Marksman hunters and other specs that couldn't be fit into a Sunwell raid because of the inflexibility of the mandatory buff jigsaw puzzle. (
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Ulduar - Difficulty
We had to fix some problems, and very rapid mana regeneration was one of them. Another big one was amazing tank cooldowns (mostly from the DK). However we stepped up the difficulty on the encounters too. There is no “just burn him down” boss like Noth. The trash will require crowd control on some pulls. Ulduar is not Sunwell. It is not a huge leap up in difficulty from Naxx, but it is a step up. If that isn’t enough of a challenge for you, then I suggest you try the hard modes and pay a visit to Algalon. (
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Healers
They should not be running out of mana in Ulduar if they play well. In Naxx you can do things like stand in fires, overheal like mad, bring players in green gear to get geared up, or not even explain the fights to pugs because you can brute force your way through them. One the mechanics that allows you to brute force is having so much mana regen. Now all of that is appropriate for the first raid tier. Things will start to get a little more difficult now, and a lot more difficult if you want to do the hardest fights. Naxx = play bad and win. Ulduar = play good and win. (
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Ulduar - Hard Modes
Hard modes are designed to give very skilled groups something to do while still allowing more casual groups to see the content. Ulduar has 14 bosses. We haven't done an instance of that size since the original Naxxramas, and Ulduar has a lot more unique content than Naxx had. You are imagining a world in which if we had not done hard modes, you would have gotten another entire raid. That is a bad assumption. You would have gotten Ulduar, cleared it quickly, and then been bored again.
Yes, we know players given the choice will always want more content. If we offered 6 levels of raid content, there are still players who would clear it quickly and be looking for something new. Welcome to the challenges of MMO design. (
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Argent Tournament on PTRs
Thanks for the reports about being unable to champion for a third faction; we found an issue with it and corrected it. You should see it in the next update.
I believe the next time the PTR is updated I'll be making a post calling for focused testing on the Tournament. Obviously we've still got an eye on the relative difficulty of the valiants and the champions, and I do appreciate the feedback you've given thus far. (
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Druid (
Skills List / Talent + Glyph Calc.)
360° Swipe in 3.1
The correct range for the new, 360 Swipe should be 8 yards. It appears to only be 5 in your version of the data. (
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Mage (
Skills List / Talent + Glyph Calc.)
Spirit affecting DPS in the future?
I said that a proper benefit of Spirit to mages would be for it to affect dps. But I cautioned that you should not expect your dps to go up overnight because of this change. Perhaps I was being too cautious, but I know that at least some players are hoping to get free dps out of the deal. The problem we are trying to fix here is not "mage dps is too low." The problem we are trying to fix is "mage gear has spirit, which doesn't do much for them except for a small bit of in-combat mana regen."
If you think mage dps is too low, that is a separate topic, but we would still be unlikely to fix that by suddenly giving you 10 dps for every point of spirit on your gear.
[...] I said mage A (little to no Spirit on gear) and mage B (Spirit on gear) would have similar dps. Currently A has higher dps because she has no "wasted stats."
I probably ended up confusing some people because I was trying to be too cautious in saying do not expect mage B >>>>> mage A. (
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