Patch 4.1 and beyond
We have more in store even past patch 4.1 and we'll be sharing more
details about them before much longer. We'll also be sharing a more
complete look at Zul'Gurub and Zul'Aman (including the updated mounts.)
Though, testing on the PTR will get you a look at it more up front and
We are not near the "end" of things in World of Warcraft nor at the
"end" of our ideas. Development takes time though and we plan to make
sure that experiences in game continue to be epic.
Low Level Tanking
We do think this is a legitimate concern. While we spend most of our
fine-tuning at max level, we also want things to feel good at lower
levels as well.The new bear AE rotation was based around Thrash, which
is a high level spell. It works at high level, but without Thrash there
is a lot of down time and it can be hard to AE tank. Since lower level
dungeons don’t tend to be balanced on a razor’s edge, AE’ing is the
norm, which can feel bad for lower level druids. We do think this is a
problem and we’d like to address it at some point in time.
We’ve been over this issue quite a bit, but the core issue is that
Ferals used to not have a lot of utility in PvP, but were also really
hard to control. We watched as players told us over the years that they
wanted more utility so that they could actually be a valuable member of
their team, so we gave Ferals a lot of utility they didn’t have before,
but in turn we thought it was fair to make them slightly easier to
control. We realize there are a few different ways we could have gone on
this and that some players would no doubt have preferred to keep the
iconic ability to not be crowd controlled instead of gaining things like
an interrupt and better crowd control of their own.
We just don’t see this issue at level 85. All four of the tank classes
seem to be performing well in both 5-player dungeons and in raids. We
see all four tanks being used at a variety of levels. We just disagree
that the difference is that obvious. Savage Defense might make bears
take more damage on AE pulls in 5-player dungeons than other tanks, but
we don’t think AE threat generation is a problem (again when in
reference to max level). Bears don’t have an ability that mimics Shield
Slam as a very hard-hitting ability that can help establish initial
threat, but that is more of a raiding problem in encounters with
frequent spawning adds and not really an issue with Swipe or Thrash.
Aspect swapping has come up quite a bit. In this thread, more than one
of you expressed some annoyance with ‘sound spam’ generated by Aspect
swapping. We're interested in addressing the concerns about sound spam,
and as a matter of fact, we've been thinking about sound design quite a
bit lately, and we’d like to emphasize sound design more in the future.
For example, we'd like sound to serve more consistently as a gameplay
cue. That strays away from the point, though, which is that we want
there to be a trade off for hunters between standing still and doing
more damage versus moving and doing less damage but getting mobility and
potentially other benefits. For now, the best way to achieve that is
Freezing Trap also came up quite a bit, in reference to multi-trapping.
This ability was changed because we wanted hunters to be somewhat more
consistent with the crowd control potential of other classes, and we
didn't want any one class standing out as the absolute best at crowd
control. We realize that it rewarded skill, and we like mechanics that
do that. This wasn’t the right place for it though, and we think that
hunters can be rewarding to skilled players in other ways.