Ephemeral Snowflake (
Ephemeral Snowflake)
The Ephemeral Snowflake now has a tiny internal cooldown to keep it from being overpowered on spells such as Vampiric Embrance (when dotting multiple targets) and Wild Growth. It will still return mana as expected in most cases. (
Source)
Tanking bug in 3.3
There is a known bug that was introduced in 3.3 that can cause tanked mobs to move around in unpredictable and frustrating ways. A fix is incoming. (
Source)
Teleporting to instances
We knew the teleportation aspect in particular was going to be controversial. It was something we discussed over and over again. I think there is definitely a risk that the world feels somehow emptier when you are magically transported to a dungeon instead of having to walk through its entrance.
But then you have to take a step back and ask what is better for the player. Does a player get more out of the wonder and grandeur of stepping into a dungeon -- and some of the dungeons are quite epic even from the outside? Or does a player get more out of being able to fight through a dungeon over their lunch hour or after dinner?
We've talked about ideas like making you actually discover a dungeon entrance before you can be whisked there. That may be something we do for Cataclysm. I think the BGs definitely feel less like places in the world since transport to them is seamless. Then again, we've made a lot of steps to make the game easier and faster to play that can work against realism. Ulduar and Icecrown are full of teleporters while you had to hoof it in dungeons like Molten Core and Ahn'Qiraj. Would a lot of players want to go back to the old way though? (Sure you can take that to extremes and say players would have their epics mailed to them in Dalaran, were it up to them. But just because players want things efficient doesn't mean that it's our job as designers to throw up barriers to what they think is fun in any way we can.)
Dungeon Finder is a new feature for us and like all of our new features we'll have to iterate a bit before we're really happy with it. On the other hand, the response from players has been amazing. I don't think I've been involved with a feature since working here that received so much positive feedback, and you have to consider that in my position, 90% of what I hear from players is negative (which you should not take to mean that 90% of players are unhappy -- far from it). Everything we've heard so far makes me think we made the right call with teleporting. That doesn't mean we should neglect the sense of a gigantic world. It just means we need to work harder at keeping that sense alive without forcing players to do tedious things like slog to an instance portal. Pugs are hard enough. We don't want the logistics of organizing the group and travelling to overshadow the challenge of beating the boss. (
Source)
Death Knight (
Forums /
Talent Calculator)
Reasons behind the Scourge Strike nerf
Players have made several requests for more explanation on the Scourge Strike nerf. I tried to find a post to respond to, but the ones I found were very angry and I didn't feel like a response in there was going to do anything to discourage more angry posts. So I'll just do it here.
We initially started mucking around with Scourge Strike based on numerous requests and complaints from Unholy DKs that their talented strike wasn't very appealing. At the time a lot of Unholy DKs were just using Obliterate instead, especially in PvE. Their logic made a lot of sense. It's obvious that the tree is built around Scourge Strike to some extent. There are many talents that are less interesting without Scourge Strike.
Side note 1: *You* personally may have been happy with Scourge Strike as it was. We don't take a public vote on these things. When players make a lot of sense, the designers sit down and discuss whether we agree with them and whether than warrants any changes. In this case we thought it did.
Side note 2: We have a design law around the office, named for one of the designers here, that anything overpowered is fun. There was a time when Scourge Strike hit for silly numbers. Many DKs knew it did too much damage. Others were nostalgic for that day, perhaps even subconsciously. I've read several times before something else that makes a lot of sense: too many DKs want a class that hits as often as a rogue but hits as hard as a warrior. You can see the problem there. As long as DKs do so much spell and disease damage, their strikes can't hit for really big numbers. (If you don't care about spells and disease damage, then you're probably playing the wrong class.)
In any event, we tried a lot of different things with the talent. You can probably find my old posts. There were many, which makes these claims that DKs were ignored ring a little hollow. We couldn't make it just hit as hard as a physical swing since it completely ignored armor. The problem was that in a raid environment in which armor was routinely sundered / exposed or otherwise bypassed, Scourge Strike's smaller base damage fell short. Again, you can find more detail in older posts.
That's why we came upon the answer of letting Scourge Strike do half physical damage. Half of the attack would respect armor (and therefore sundered armor as well) but the other half could still benefit from all of the DK abilities that improve Shadow damage. As a side bonus, this made the armor penetration on so much of the dps plate slightly more attractive to Unholy DKs. Players argued that this made the ability less interesting or even compromised. We understood the logic there, so we tried to let the physical and Shadow portions crit separately. We knew there was a risk of it feeling too RNG, and some players brought up that risk. But remember we were still trying to solve two other problems (SS needs to hit hard and not be boring) so we decided to try it anyway.
The parses that came out of the PTR weren't too bad. There were some big hits of course, but they didn't happen too often and in PvP the damage didn't seem out of control. Remember though, our PTRs are voluntary. We get some great players trying things out and sending feedback, which is awesome and much appreciated. We have great internal testers who beat on the raid encounters over and over again before they're ready to go public. But none of that testing compares to the flood of data we get the day something goes live. The handful of Icecrown raid parses grew by thousands over night, and many of those had Unholy DKs doing much higher damage than was warranted. Go check out any parse by a decent guild for the Icecrown raid. Once you skip over all the Mutilate rogues, there are all the Unholy DKs.
Maybe in retrospect we made a mistake messing with Scourge Strike at all. Maybe a superior solution would have been to let some Unholy DKs just migrate over to Obliterate or whatever. Just remember as passionately as you feel about things now, many DKs felt just as passionately back then when they urged us to reconsider Scourge Strike. As another designer commented recently "You rarely see indifferent players come to the forums to post their indifference."
Will it stay this way for long? It's too early to tell. This implementation has a chance of working out, but we also want to see the Icecrown hard modes start up as well as the new Arena season kick in. (
Source)