Changes to Ambassador Title in 4.1
If you have the achievement you'll keep the title. The Exalted worked
differently because we wanted to move the title to a different
achievement altogether (50 exalted).
In this case, if you have the achievement you'll keep the title. If
you're close to getting the achievement, you might want to hurry and get
it before 4.1 because after 4.1 you'd need to also gain the additional
rep to meet the requirements, earn the achievement, and get the title.
Same as it was for Loremaster or Explorer, if you had the achievement
you still have the achievement, even though the requirements changed.
Zul'aman and Zul'gurub
There's a lot of new content in Cataclysm. There's also a plethora of updated content to advance the story.
Likewise, there's plenty of new content still to come in this expansion.
But, we're also going to keep moving existing themes forward when the
story calls for it. There were specific reasons for originally entering
Zul'Gurub and Zul'Aman, but those reasons by no means wrap up the story
of the ancient troll empire. These city ruins still serve a major
purpose in troll lore, beyond just providing new locations to gain loot.
We're moving the story of the troll nations forward, and hope you
recognize and enjoy that. Hakkar and Zul'jin are gone now. Even so, that
doesn't make Zul'Gurub and Zul'Aman irrelevant as key locations of
[...] Zul'Aman is in Ghostlands, which is in Azeroth, not Outland. It's
true Ghostlands didn't receive any terrain changes after the Cataclysm,
but that doesn't mean the remaining Amani are unaffected by what's
We'll have more information to share on the return of Zul'Aman and
Zul'Gurub soon. But for now I'll say this: there is a center of troll
civilization yet to be seen in World of Warcraft. There was once an
ancient empire of troll tribes united. Zul'Aman and Zul'Gurub becoming
key points of interest in Cataclysm plays into this. Perhaps something
has happened to once again call for the unity of the disaffected tribes.
Perhaps a certain tribe with allegiances elsewhere sees this as a very
Archaeology items cooldowns
Sometimes it can be difficult to find a good "sweet spot" when choosing
cooldowns for groups of similar items such as those obtained through
Archaeology. We don't want all the cooldowns to be exactly the same, but
we also don't want it to feel like the numbers were chosen totally at
random. We may not always get the values right initially, so knowing
what feels good to you and what doesn't -- and why-- is really helpful.
[...] As noted, we didn't want every single Archaeology item to have the
same cooldown. Some of the items are pretty unique and provide
interesting on-use abilities, so it made sense to us to vary things up a
little. This is perhaps a bit different than our approach to other
cosmetic or novelty item cooldowns, but Archaeology itself is new and
has its own reward structure.
Triple spec instead of dual spec?
An oldie but a goodie!
The question used to be, why don't we have a way to keep a spec for PvE
and PvP? And to a lesser extent, wouldn't it be great if I could swap
roles with my hybrid if needed without having to hearth and make
everyone wait on me?
Those are the specific reasons for why we agreed with the sentiment of
those questions, and dual spec now exists in the game. It's great (kind
of) that some people have found uses for it outside of that, having two
slightly variant builds of the same spec for different situations,
however, it's not our intent with multiple specs to encourage that type
of gameplay, and thus it's not our intent to offer tri or quad or quint,
Obviously having an array of possible specs to choose from would be
convenient for any number of reasons, but it would also encourage
situations where people are using it to shift their builds around for
each individual encounter or task. Those are the kinds of options that
quickly stop being options, and instead become a requirement. And as
they become a requirement our necessity to design and balance around it
changes it from a nice convenience option to a core piece of the game
A lot of people like to throw the phrase 'slippery slope' at us when we
make certain changes, and dual spec is actually truthfully one of those
systems. Once we have two specs, why not three? If three, why not four?
But, we have our hiking boots on, and don't intend to lose footing on
this just yet. BUT sliding down muddy hills is a lot of fun, so you
Recent restoration changes
We're a bit worried about Resto being too powerful in PvP. We wanted to
try out the Lifebloom changes to see if it fixed the problem. We don’t
think it's quite the right change though, so we're going to revert the
Lifebloom mana nerf, but keep the reduced bloom effect. We'll have to
keep watching this.
The change to Efflorescence becoming a smart heal was actually
originally just a bug. Since so many of you responded so favorably to it
though, we're actually going to redesign Efflorescence to work
similarly. We expect the redesign to help the talent be more useful in 5
and 10 player content as well. We'll have more details at a later time.
Word of Glory cooldown in 4.1
The assessment that Word of Glory is meant for more occasional use is
rather close to the mark. That's also part of the reason that we're
comfortable with employing a cooldown solution in this case. We think
that it’s more interesting for Word of Glory to be a reasonably powerful
heal that's used infrequently, than if it were a weaker heal used more
often. We also like the way Word of Glory interacts with Vengeance
because then the heal scales with the content. If you’re taking a lot of
damage, the heal is more potent than it would be otherwise.
We also didn’t really think that healing was necessarily a problem for
Protection paladins. We just weren't happy with the style of gameplay it
was causing players to adopt. We had tanks telling us “I just miss
using actual attacks, like Shield of the Righteous. Every time I use
SotR it feels like I'm playing wrong.” While technically a tank had a
choice between threat and survival, we felt it was an illusion of choice
because tanks often (and rightfully) worry about survival first and
foremost. You still have the choice between generating threat and
healing, but since the healing will be lower overall, the trade off
should matter less.
The self-healing ability of other tanks has been brought up in this
context. When comparing tanks, we look at the whole package, not
individual abilities or talents. Deathknights, for example, are designed
with less innate damage mitigation than Protection paladins, but they
have a lot of self-healing to compensate. It’s okay, of course, for
paladins to have some self-healing (they are a class with healing spells
after all), but that has to be balanced against their better built-in
damage mitigation. We try to tune tanking classes close enough so that
they can all tank effectively, but without making them all function
We're not too concerned with keeping Protection viable in PvP. We know
some players enjoy it, but the majority of Prot paladins are more
concerned with their ability to tank, and that’s where we spend most of
our Protection design effort. It’s a great goal to make all of a class's
specs viable in PvP, but it's not always possible to do so and paladins
have other options.
I realize that Word of Glory is also on Retribution's platter at the
moment, and we have something to share about its role in that spec as
well, despite this being the tanking forum.
We think the 4.06 changes overall gave Retribution too great a buff for
PvP. We realize that there are those that disagree, but we're pretty
firm on that point and we needed to make some adjustments. Given that
Ret is primarily a dps spec, we thought it made more sense to reduce
their off-healing capacity, which had become quite strong, rather than
That's not to say that we mind a hybrid dps spec occasionally helping
out with healing – that feels cool, and it's appropriate. On the other
hand, we want damage focused specs to be primarily focused on dps. It's
true that there were other ways we could have reduced Retribution
healing. We could have changed Selfless Healer or even Word of Glory
itself. As I mentioned earlier, after looking things over, we arrived at
the conclusion that having a powerful heal you can use infrequently is
more compelling than having a weak heal that you can use more often.
Discipline in 4.1
We want Power Word: Shield, Power Word: Barrier, and Divine Aegis to
continue to be an important part of a Discipline priest's rotation. We
want you to use those spells frequently. The changes we've made through
hotfixes and those that we currently have planned for 4.1. aren't
intended to remove that element of gameplay at all, but simply refine it
and bring it more in line with our design goals for the spec as a
As we've stated in the past (http://us.battle.net/wow/en/forum/to...14?page=25#485
we don't want Discipline priests to use their shields to exclusion of
everything else -- including, potentially, a more efficient heal. While
damage mitigation is what Discipline priests are known for and something
that you do very well, we also want you to cast important spells like
Penance, Greater Heal, Prayer of Healing, and Flash Heal. Casting those
heals doesn't make you a Holy priest, especially if you're using them to
leverage other key talents in the Discipline arsenal (like Renewed
Hope, Strength of Soul, and Train of Thought).
Even so, we know that a lot of players want a class specialization that
does nothing but shield, and that's fair -- but that's not the direction
we want to take with Discipline priests right now. We want you to use
the spell that's most appropriate for the situation, be that a heal, a
shield, or an offensive ability like Smite. Your shields will still have
their time and place, of course, and we'll make sure that you have good
reason to cast them, but they just won't be the only thing you use to
keep an ally alive.
Holy 4-piece set bonus
This is feedback we've seen quite a bit, and it's good. With the changes
to Chakra in 4.0.6, we realize a lot of players feel that the Holy
4-piece set bonus is currently much stronger than its Discipline
counterpart. We don't disagree and it's something we've been actively
discussing changing in 4.1 (for example, we're considering potentially
removing the Weakened Soul requirement on Penance targets in order for
the Spirit bonus to apply).