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  1. #41
    Quote Originally Posted by chaud View Post
    Mists of Pandaria Buff and Debuff Design
    Originally Posted by Blizzard (Blue Tracker / Official Forums)
    We recently released an update to the Mists of Pandaria talent tree. Since the expansion is still in development, these updates represent a snapshot of where we are at any given moment and not a final design where we step back and say “Ladies and gentlemen, we have achieved perfection. Let us not change a thing.” If you’ve been playing the game for a while, you’ve probably realized by now that we never think we’ll hit perfection, and we probably never will.

    One design that we haven’t focused on much yet is the plan for various group buffs and debuffs. Some specs have their buffs in place and some do not. Rather than trying to describe each omission, we thought we’d just dump the whole design on you here. As with the rest of the expansion’s systems, we’re not even in beta yet, so there’s plenty of time for things to change.

    First, some underlying design goals, so you might understand where we’re coming from. Our main goals for group buffs are:


    • Make you feel more powerful when grouped with other players.
    • Give you lots of freedom to invite whom you want. This gets to be a problem when there are too many mandatory buffs spread out among too many specs. . .
    • …But not offer too many incentives to class stack. If you can achieve every buff with, say, only three players, then there might be a tendency to fill all of the other slots with whoever is best for a particular situation. Some class stacking is inevitable at the cutting-edge level, but to some extent, the players on the cutting edge of raiding enjoy extreme min-maxing. For the rest of us, we try to make sure you can finish all of the encounters without feeling like you need a huge roster of folks waiting in the wings for their one fight.
    • We tend to be more generous to DPS specs, since groups -- especially raids -- already have ample reasons to bring tanks and healers.
    • We generally don’t want a DPS spec to have to switch to a different spec in the same role just to bring a different buff. An example would be a Combat rogue who has to go Assassination just for a buff. In our experience, players are less likely to switch from a ranged to a melee DPS spec just for a buff, so DPS shaman and DPS druids might bring different buffs.

    And finally some notes on the categories below:


    • The list only includes what we consider “traditional” buffs, such as Prayer of Fortitude. It doesn’t include utility like being great at snaring, battle rez, knock backs, high DPS while moving, and other mechanics. Those ultimately all factor into a raid or Battleground comp as well.
    • The matrix is a little more complex than it appears. A paladin, for example, can only offer one Blessing at a time, while a warrior can only do one shout at a time. You can’t assume one character can cover every buff or debuff listed below at the same time.
    • Some of these are active (you must cast them, like Prayer of Fortitude) while others are passive. Note that totems no longer bring passive buffs as a rule.
    • You’ll see several categories consolidated or gone. Bleeds no longer made sense, since everyone who cared about bleeds already buffed themselves. Magical resistance we just removed from the game, though there are some abilities that provide magical damage reduction.
    • We are still likely to use the design that hunters, especially Beastmaster hunters, can fill in for missing buffs or debuffs by using certain pets.

    As always, we’d love to get your feedback on this design.

    Buffs

    Stats
    Effect: +5% Strength, Agility, and Intellect
    Example: Blessing of Kings
    Brought by: Any druid, any monk, any paladin

    Stamina
    Effect: +10% Stamina
    Example: Power Word: Fortitude
    Brought by: Any priest, any warlock, any warrior

    Attack Power
    Effect: +10% melee and ranged attack power (which will be the same value again)
    Example: Battle Shout
    Brought by: Any death knight, any hunter, any warrior

    Spell Power
    Effect: +10% spell power (there will no longer be a 6% version)
    Example: Arcane Brilliance
    Brought by: Any mage, any shaman, any warlock

    Haste
    Effect: +10% melee and ranged haste
    Example: Improved Icy Talons
    Brought by: Frost and Unholy death knights, any rogue, Enhancement shaman

    Spell Haste
    Effect: +5% spell haste
    Example: Moonkin Aura
    Brought by: Balance druids, Shadow priests, Elemental shaman

    Critical Strike
    Effect: +5% ranged, melee, and spell critical chance
    Example: Leader of the Pack
    Brought by: Guardian and Feral druids, any hunter, any mage

    Mastery
    Effect: +5 mastery
    Example: This is a new category
    Brought by: Windwalker monks, any paladin, any shaman

    Debuffs

    Weakened Armor
    Effect: -12% armor
    Example: Sunder Armor
    Brought by: Any druid, any rogue, any warrior

    Physical Vulnerability
    Effect: +4% physical damage taken
    Example: Brittle Bones
    Brought by: Frost and Unholy death knights, Retribution paladins, Arms and Fury warriors

    Magic Vulnerability
    Effect: +8% spell damage taken
    Example: Curse of the Elements
    Brought by: Any rogue, any warlock

    Weakened Blows
    Effect: -10% physical damage done
    Example: Previously Demoralizing Shout; now Thunder Clap
    Brought by: Blood death knight, Feral and Guardian druid, Brewmaster monk, Protection or Retribution paladin, any warrior (any tank)

    Slow Casting

    Effect: -30% casting speed
    Example: Mind-numbing Poison
    Brought by: Any death knight, any rogue, any warlock

    Mortal Wounds
    Effect: -25% healing received
    Example: Mortal Strike
    Brought by: Arms or Fury warrior, any rogue, any hunter

    Greg “Ghostcrawler” Street is the lead systems designer for World of Warcraft. He was unsuccessful in convincing the rest of the class team to change Arms warrior mastery to decreased falling damage taken.
    No incentive to run 25m at all

  2. #42
    No spell haste from Resto Shamans? I guess they'll make us equal to other healers in term of healing since we won't be having the utility role anymore.

  3. #43
    Brewmaster jibbyjackjoe's Avatar
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    Quote Originally Posted by fangless View Post
    Seems like the same as it is now, just less spec dependent (aside from separating tank/dps for those classes that do both).Welcome change, but if these buffs are that easy to obtain... why are they even added? Passive damage boosts behind the scenes aren't really that interesting :P
    The goal is to make you feel stronger in groups. Your dps in a raid should be tons better than in a 5 man.

    Isn't there enough going on in a fight, you want more things to watch out for? What's the difference between pushing a button before the fight or not pushing it at all?

  4. #44
    Quote Originally Posted by Illitti View Post
    No spell haste from Resto Shamans? I guess they'll make us equal to other healers in term of healing since we won't be having the utility role anymore.
    You give 10% spell power now

  5. #45
    Herald of the Titans Irisel's Avatar
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    I have an issue with only three specs bringing spell haste. The only issue I have, everything else I love.

  6. #46
    buffs were never a problem for me and the only class stacking ive ever seen is healing shamans in sunwell and rogues with TOT. the real problem is loot distribution...no one wants to share the tokens or same loot. theres tons of druids/paladins in groups and they begin to deny entry into the group for loot reasons. they should investigate this but they are so lazy with loot ninjas and using the same tokens to give to 4-3 classes.

  7. #47
    Deleted
    ... whatever but no more DI or FM... :/ I hate that my moonkin dps so depands on one warlock in raid...

  8. #48
    do deathknights really need slow casting debuff?

  9. #49
    Wouldn't the Grace of Air totem still exist? Sorry, not entirely up to date on what's happening to Shamans in MoP. Afaik, there's not many Air totems in the game as there is.
    Fly fast, stay low, hit hard.
    You'd think the 8th Anniversary was the Cheese Anniversary to go with all the whine.
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  10. #50
    Quote Originally Posted by fangless View Post
    Seems like the same as it is now, just less spec dependent (aside from separating tank/dps for those classes that do both).Welcome change, but if these buffs are that easy to obtain... why are they even added? Passive damage boosts behind the scenes aren't really that interesting :P
    Read Ghostcrawler's first bulleted item in his post: so individual players are stronger in groups.

    Anywho, the only thing that makes me sad about the buff changes is that they are removing paladin auras from the game. *That's about as defining to Paladins as totems are to Shamans. *In fact, in the last few years there have been a LOT of defining Paladin characteristics that have been removed from the game....

    but I guess all of those characteristics that defined Paladins, made them similar to their WC3 predecessors, were either two overpowered or simply not active enough to be 'interesting'.

    Still. *I'm still mad that the aura ground effect -- the REALLY long-standing visual indicator for Paladins left over from WC3 -- has been taken away from paladins and given to holy priests. *I mean that's just screwed up.
    Last edited by greyghost; 2012-03-09 at 02:44 AM.
    Quote Originally Posted by dexter44
    There is no patch for human stupidity
    Orihank is displeased.

  11. #51
    the mastery buff could be really nice and well one thing should be done is to make ppl not sacrifice on dps to keep up the buffs which makes ppl whine abt keeping the buff up !

  12. #52
    Keyboard Turner Zedextenr's Avatar
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    Where is this going to leave Hunter pets as far as providing buff and debuffs to the raid?

  13. #53
    Quote Originally Posted by Karshda View Post
    You give 10% spell power now
    Just as Druids will bring MotW, Priests will bring PW:F and Paladins will bring BoK. Whereas previously Resto Shaman could bring 6% SP, Stoneskin and 5% spell haste all at the same time, this is no longer the case. I won't have my hopes up for being competitive in healing though, as that hasn't happened since TBC.

  14. #54
    The Patient Kyndig's Avatar
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    No debuffs for shaman? I know we never had much but still.

  15. #55
    They should give warlock the 5% haste... the fact that we have to wait until lvl 82 to be able to cast the 10% Spell Power makes me sick.*

  16. #56
    Another class needs 8% magic reduction, rogue and warlock only doesn't seem like enough. Moonkins and Hunters (pet) losing it doesn't seem the best.

  17. #57
    Yeah, spell haste needs to be available to other classes, IMO...a ten man could easily have none of those classes.

  18. #58
    Quote Originally Posted by Rorimli View Post
    Spell haste only on 3 spec's seems rather narrow and ??rogues?? and warlocks only on 8% magic damage is pretty harsh as well...

    Otherwise generally nice
    I agree, what happened to earth and moon? you need at LEAST 3 classes with this, just like 3 having sunder. Sunder and spell damage are easily teh two most important debuffs, 2 is not enough. but i already raised this concern here

    http://us.battle.net/wow/en/forum/to...38914?page=1#2

  19. #59
    Hunters will act as "wild cards", being able to provide probably all or most of these listed buffs. Just bring in the pet that's needed.

    EDIT: This was in response to an above question.
    Last edited by Kikiyodragon; 2012-03-09 at 02:50 AM.

  20. #60
    The Unstoppable Force Chickat's Avatar
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    Quote Originally Posted by BLSTMASTER View Post
    I thought they were going to make DI a raid wide haste buff instead of the current version (haste for 2 ppl and increased dot/hot).
    Weird to see it missing here :/*
    I'm pretty sure that DI is now the same thing as Arcane Intellect.*

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