Mimiron's Head/Invincible in 4.0 (Source Re: 4.0 and Invincible/Mimiron's Head/etc.)
Ghostcrawler's stated idea to make such things really low drop rates is
still a real possibility. Whether or not this change will take effect
with patch 4.0.1 is to be determined.
Flying in Azeroth (Source Re: How do we Fly?)
Flying in Azeroth will not be possible until your account is upgraded to
Cataclysm. Patch 4.0.1 is slated to be released prior to Cataclysm and
will not include the changes to the old world or any content exclusive
to Cataclysm. This patch will apply many systems, class, and user
interface changes. It's very similar in nature to the major patches
which preceded the releases of The Burning Crusade and Wrath of the Lich
Raid/Dungeons Content Difficulty (Source Re: Actual videos of level 85 healing on beta)
You are correct that a lot of players moan about things being too easy
without having seen the content personally. We definitely place less
emphasis on their feedback than on people who have actually tried those
The hardest encounters of LK were harder than anything we've offered
before. And honestly, that point isn't often in contention. I think what
surprised players is say how far they got in Naxxramas on their very
first night, without a lot of planning or gearing, or how they managed
to kill 2-3 heroic bosses on their first night of a new heroic wing
being opened in Icecrown (though to be honest, fighting a boss for weeks
on normal mode first definitely exacerbates that phenomenon).
We'll continue to offer some content for the cutting-edge progression
raider. There is an encounter in Bastion of Twilight for them. But we
also think true pugs shouldn't be stumbling their way through encounters
they've never seen before, at least without a very strong or
To use my own guild as an example, in say the Serpentshrine days, we'd
take a few weeks to master a new boss. I could probably count the number
of time we got two new bosses on one night. I think a progression rate
like that feels better to a lot of players. You spend time in between
raid nights discussing what you could do differently on a tough boss,
but then celebrate each victory.
A heroic dungeon doesn't need to be quite so brutal, but it still
doesn't seem bad if you wipe on a new boss 2-3 times before you figure
out a solid stragegy and everything falls into place. A lot of players
love that puzzle-solving aspect of the encounters. It lets them exercise
their mind, creativity and knowledge of game mechanics. When you can
just overpower the boss and ignore the encounter mechanics, then a lot
of that is lost.
Class balance on PTRs (Source Re: 30% nerf)
Most likely not. We'll be evaluating the way players are performing in
content on the 4.0.1 test realms, but keep in mind the class changes are
balanced around level 85 gameplay. It's almost more likely we'd end up
taking away the Icecrown Citadel buff (I'm only saying this is a
possibility), as in many cases healing, tanking, and damage dealing may
stand to benefit a lot from these changes at level 80.
Things will be a little bit interesting since these changes are being
applied while players are still actively working through the current
Wrath of the Lich King content. Bear with us and provide as much
feedback as you can about your experiences with these changes under the
current content, but keep in perspective that the new class design is
meant to be balanced around the upcoming Cataclysm content. We're more
interested in ironing out bugs and polishing the systems than attempting
to balance them intricately for level 80 gameplay.
Using all your healing spells (Source Re: Holy paladin nerfs (12942))
This is a very common line of argument we see from players, especially
healers. It runs something like "I use all my heals. I seem to be a
pretty good healer. Therefore only using a few heals makes you a bad
healer." It should make you a bad healer (if our numbers are
appropriate) but often it does not. Often those 1-2 spells can take you
90% of the way there and the additional heals used my more savvy players
only adds 10% or so optimization on top of that. You might have been a
better paladin for using all of your toolbox, but the fact is that even
very mediocre paladins could heal just fine using only those two
buttons. That's not what we are going for. If you're used to using a
variety of spells, then this change won't affect you much.
Making healing more challenging (Source Re: I like to dig ditches, at least right now)
We see the sentiment expressed often that making healing more
challenging might drive players away. That is a risk, but the flip side
is that making healing more engaging might attract some players who find
it boring today.
While it has always been a goal to make World of Warcraft approachable
to a lot of different kinds of players, including those who found
traditional MMOs too hardcore, we'd rather retain players because the
gameplay is fun than because the gameplay is easy.
Taking your argument to a probably illogical conclusion, if we made
healing even easier, we might get even more players to heal. Is that
really good for the game as a whole though?
Lack of healers in the Dungeon Finder in Cataclysm? (Source Re: I like to dig ditches, at least right now)
Players played WoW for six years without Dungeon Finder though. Dungeon
Finder is awesome, don't get me wrong, and I spent a lot of time
personally working on it. But the intent is not to be able farm dungeons
as fast as you possibly can.
Healing (and tanking as well) isn't for everyone. It takes the right
kind of mindset. I know there are players who want to make healing and
tanking super easy in an attempt to adjust the ratios of dps to tanking
and healing. There are also some who just want to get rid of the healing
None of those are our goals though. We want to make healing fun for
healers, not make healing so easy that anyone can jump in without any
fear of failure.
I remember looking for Scholomance or Shadow Labs pugs for literally 2-3
hours. There is almost no chance of that ever happening again now that
we have Dungeon Finder, even if tanking and healing require a little
So to answer your question, I think having more healers available at any
cost is bad for the game. We want healing to be fun for people who like
healing. If that means the mages and rouges have to wait 15 minutes for
Dungeon Finder instead of 5 minutes, I think we can live with that. If
nothing else, fast Dungeon Finder queues (or ease in finding a raid
slot, etc.) remain attractive benefits of tanking and healing.
70% spell pushback
Hopefully they just make the 70% baseline for everyone with no
pushback with earth shield or concentration aura type spells. Spell
pushback is one of those things that can really drive you crazy in both
PvP and PvE.
We did. We just changed the base pushback resistance so that we didn't have to duplicate the same passive bonus in every tree.
Tanking / Crusader Strike (Source Re: when will prot be using crusader strike?)
If CS and HotR are meant to be single/multi-target counterparts, then
they should both hit as the same type of damage. Since CS is stuck as
physical due to Ret using it, HotR should probably be switched to
physical as well. Mana cost of HotR seems lower than it should be,
compared to CS.
We want Prot paladins to be able to swap between Shield of the Righteous
and Inquisition when going from single-target to AE tanking. One of the
mechanics that lets that work is Hammer of the Righteous being improved
by Holy damage.
Crusader Strike should win handily against single targets. If it's not
doing that yet it's just a numbers adjustment, so you'd be better off
testing as if it were the case rather than trying to build a rotation
based around something that you know we're likely to change.