No Worgens and Goblins before Cataclysm
(Source Re: So, worgen/Goblin in 4.03 or not?
Worgen and goblins require the activation of a Cataclysm key and will
not be available in patch 4.0.3 until Cataclysm launches.
Patch 4.0.1 and 4.0.3
(Source Re: 4.0.1. and 4.0.3. The Long Wait
I'm not sure I understand what you're saying. These aren't filler
patches we developed to tide players over. Patch 4.0.1 will implement
nearly all systems changes necessary for Cataclysm (including class and
UI changes). We've done this before every expansion to lay down the
framework. Patch 4.0.3 brings about the Cataclysm, forever changing
This has always been the plan for Cataclysm, as we've never released an
expansion quite like this one before. On the one hand, this expansion
offers another increased level cap with all-new leveling and end-game
content. On the other hand, this expansion is virtually rebuilding the
content of the entire original game from the ground up.
Again, patches 4.0.1 and 4.0.3 are not offering filler content. These
patches are to implement all of the new content and systems which do not
require the purchase of Cataclysm.
TankingWhy was threat decay scrapped?
(Source Re: Why was threat decay scrapped?
We still like the idea and it might return someday.
We scrapped it because we didn't think it was necessary and we wanted to
focus on things we thought were necessary. We ended up changing threat
modifiers quite a bit and getting rid of a lot of the threat management
talents. Furthermore, Vengeance is keeping tank dps up pretty well in
beta tests -- often 75% or higher of dps. Finally, it was causing a lot
of concern among tanks. The intent was to make threat generation more
engaging, ultimately to make tanking more fun. But I think we ended up
changing so many aspects of tanking (large health pools so avoidance
matters more, less AE tanking, mana mattering more, Vengeance, etc.)
that changing threat on top of all of that just seemed to some* tanks to
be that final straw that made Cataclysm tanking feel totally unfamiliar
* -- This kind of thing is always subjective. We didn't poll every tank;
nor would we put a lot of weight on that anyway. Instead, we read a lot
of forums and talked to a lot of tanks we knew to gauge whether this
was something they were excited about or not. We know there are tanks
that hated the idea and those that will be sad to see it go, as is the
case with almost any design change. I offer all of that footnote just to
try and stave off some of the inevitable threads that will launch from
this one. "Healers don't like running out of mana -- remove that.
Warriors don't like rage normalization -- remove that." We welcome your
opinions on all of those things, but encourage you not to search for the
magic switch that will get us to change out minds in areas where we
Paladin/Warrior mastery undertuned?
(Source Re: Paladin/Warrior Mastery Undertuned
Increasing the value per point of mastery for paladins or warriors is
not hard to do. Likewise, we might shift more of the warrior mastery
between block and critical block because of the value of Shield Block.
I'm also not sure we're that worried about paladins (or anyone)
blocking, dodging or parrying every hit. That isn't the game breaking
scenario that it used to be. If in later tiers of gear you manage to do
it, probably by giving up on other stats, I'm not sure it's a huge
danger. Sixty percent of damage is still a lot and none of those stats
help with magic damage. In a world where two back to back normal hits
could kill you, it would be a lot more valuable. In Cataclysm, it might
just translate to healer mana savings. We'll keep an eye on it of
We did change parry to scale from Strength.