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Author: Silencer Date: Wednesday, 16 April 2014
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Author: Platin Date: Tuesday, 15 April 2014
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Author: Warheart Date: Tuesday, 15 April 2014
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Author: Warheart Date: Tuesday, 15 April 2014

Dnevne Blue Teme

Originally Posted by Blizzard Entertainment
Hunter
Volley removed (Source Re: Volley ?)
I know I'm going to regret posting in this thread again, but I think it's the right thing to do so I'll take one for the team.

We think Multi-Shot is a more interesting ability and can fill the hunter AE niche (along with Explosive Trap). We'll have to change Multi-Shot from the current version to get it there. I'm very sorry if for some unusual reason Volley was your favorite spell as a hunter. We've been trying to consolidate abilities and free up some bar space and having multiple AEs that competed with each other seems like a good area to hit up. The Volley and Multi-Shot niches were very similar, which resulted in the latter being dead. We wanted to pick one and we though Multi-Shot felt more huntery and less "clunky" (to use a favorite Wow forums term).

Do consider that you won't be AE'ing yourselves through Cataclysm content the way you do currently. When you do need to AE, hunters will have the tools to do so. In situations where you do have to AE, you are probably not also trying to CC. When you're back to the level of trivializing lower level content, nobody is going to say "Don't bring a hunter. Their AE spam isn't spammy enough." We don't consider easily breaking rogues out of stealth a good reason to keep Volley around.

I think that hits most of the reasonable concerns. I care much less about addressing the unreasonable ones.

As always, those of you whose sole contribution is to post very inane or derogatory things will be banned.

Man, have we come a long way from "AE is only for trash." 

Paladin
One Man Army (Source Re: Ret: Primary Problems with Build 12803)
Yes. Many of the problems we've had with Ret are of the "one man army" category, where a paladin can do a lot of damage, then go defensive and heal themselves up. We love the kit of the paladin who can heal as well as do damage, but it needs to be tightly controlled. Word of Glory gives us that control. We have the room to make the spell really powerful because we know its on a tight cooldown and you sacrifice dps to use it. We can't do that today with say Flash of Light, because once you can cast one strong FoL, you can cast a bunch of them until you go OOM (at which point you Judge or Divine Plea, and you're going again). Similarly, we can make Selfless Healer nearly overpowered because you can't use it on yourself and because even with it you're not going to out compete a Holy paladin in healing. If you can occasionally contribute to group healing in tight spots, then that's great. That's some utility you can provide. (Note: Don't oversell this as "I'll get brought to raids because of my healing.") 

Class balance and RNG (Source Re: Ret: Primary Problems with Build 12803)
That's the wrong view to take though. The equivalent would be "I'm balanced around getting a crit every swing, so when that doesn't happen, RNG screws me." You get a Templar's Verdict every 3 Crusader Strikes. Sometimes you get lucky and need fewer. You of course need to pay attention for when that happens and be able to react to it and alter your immediate plans. That right there is the element we think is most missing from today's Ret paladin. 

Words of Glory (Source Re: Ret: Primary Problems with Build 12803)
The amount it heals is most definitely balanced around how good it will be for Holy.
Those numbers don't have to be the same though. The new talent tree design affords us a lot more flexibility in that regard. Part of the reason Word of Glory is so useful to Holy is because it costs no mana. Ret doesn't really care about mana, because it comes and goes easily, but a Ret generally won't be able to sit there and queue up several Holy Lights in a row. They will be able to sometimes use a Word of Glory though.  

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Novi World of Warcraft Fan Wallpaper

WoW Fan Wallpaper galerija ažurirana je sa novim Wallpaperom koji se zove "Cataclysm", a dizajner ovog vrhunskog rada je Kenvd.
{yoogallery src=[/images/stories/news/2010/Aug/25/] width=[700] height=[300]}

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Dnevne Blue Teme

Originally Posted by Blizzard Entertainment
Removing prereq talents (Source Re: Again with the arrows thing, please take)
Designing as a player typically means trying to change the game's design in ways that make your character more powerful. "Hmm. I have to get talent X in order to get talent Y. But I don't want to get talent X, because then I couldn't get these other talents I want. Therefore, Blizzard should change the talent tree so I can get Y without X." I would say something like 95% of the posts in the role forums are from players wishing their character was more powerful, or other players arguing against those sentiments. I wasn't saying anything about whether designers or players are better people. Just consider your forum suggestions as to whether they would benefit the entire game or if you're really just making them to better your dude.

Players wanting to remove the prereqs is almost always because they want the bottom thing but don't want to also have to get the top thing. In essence, the talent tree design is cramping their style and not letting them just cherry pick whatever talents they want. But that isn't the intent of talent trees. The intent is that you make some choices, and sometimes that means having to spend extra points to get a talent you really want.

[...] You can take the cynical point of view that every time a player complains about a talent prereq then the prereq is actually accomplishing something. If they don't complain about it, it's probably because it isn't really affecting their decision -- perhaps they would have gotten both talents anyway.

Yes, sometimes talent A is needed for B (because B affects A), but to be honest, we face the same issue when we want to talent an ability that you get at higher level, and what we do in that case is just bundle the talent with something else. It isn't strictly necessary to link the two with a prereq arrow in those cases.

Some of you are sounding defensive, but it wasn't my intention to insult anyone here. I was just trying to challenge you to think about *why* those arrows are there. They aren't random or arbitrary. If they are forcing you to think about things differently, then they are doing their jobs. 

Hunter
Volley removed from the game (Source Re: Volley ?)
It's gone. We want to make Multi-Shot the spell hunters use for AE.

Channeling a spell that makes arrows fall out of the sky doesn't feel like a hunter ability and doesn't even really match the name of the spell.

Only class with a minimal range and now without volley only class without an aoe /shakes head
You realize "only class" claims are viewed as a success by the developers. The classes are too similar as it is. 

Most seem to think they simply removed it & that we will be using multishot instead.
Yep. Volley was edging out Mult-Shot, even though we think the latter is the more interesting ability. Volley felt too much like a magic spell and not something a hunter was doing with her bow or gun. 

Paladin
Holy Paladin Talents (Source Re: Holy Paladin Build 12803 Concerns)
We do think the Holy paladin tree has a few too many mainstream (meaning as apposed to situational) healing-focused talents. The next build or so should have a tree with more freedom. 

Eye for an Eye (Source Re: Ret: Primary Problems with Build 12803)
Eye for an Eye will only reflect direct damage spells, not dots. [...] We want the talent (Eye for an Eye) to be situational or at least subjective and not a no-brainer. As an active ability, every paladin would feel compelled to take it, which then gives you fewer points to spend elsewhere. 

Optional Talents (Source Re: Ret: Primary Problems with Build 12803)
Talents like Eye for an Eye, Selfless Healer and Acts of Sacrifice are designed to be choices. No half-decent paladin is going to skip over a major talent like Sanctified Wrath. But we are trying to design the trees so not every talent is Sanctified Wrath. If part of what attracted you to the paladin class was being able to occasionally throw out a heal to save your friends in a 5-player dungeon, then Selfless Healer might be attractive. If you like having lots of utility in PvP, then Acts of Sacrifice might be a better choice.

It's okay -- intended even -- that some of you would skip over these talents. It's only a problem if everyone does so. We imagine a cookie cutter Ret build would tell you to absolutely take Sanctified Wrath and Zealotry, but to spend a few points where you want. 

Templar's Verdict with one Holy Power (Source Re: Ret: Primary Problems with Build 12803)
This would be a pretty big dps loss under most circumstances. A 3 charge Templar's Verdict hits so much stronger than a 1 charge, that it's not worth it using Templar's Verdict to fill holes. 

Holy Power generation and skills rotation (Source Re: [paladin] Exorcism and Art of War)
It seems to me you are saying there are these abilities that sometimes grant you a charge of Holy Power, but that in order to get Holy Power as fast as possible you need to get lucky several times, so therefore the abilities should just always give you Holy Power.

The rotation is designed around 3 Crusader Strikes. Sometimes it takes fewer than that and you get to use Templar's Verdict sooner. You're not balanced around a maximum efficiency that is dependent on the stars randomly aligning. You're balanced around average efficiency that corresponds to the averages generated by the appropriate random numbers.

I think there is some tension between Exorcism potentially generating Holy Power such that you're not sure what to do when you have 3 charges -- use the Templar's Verdict and potentially waste the Exorcism Holy Power, or use the Exorcism and delay the next Templar's Verdict -- but that seems like an isolated problem (and perhaps not even a major one) and not a reason to make Holy Power generation more consistent. Consistency is what we're trying to downplay in the Ret rotation because it doesn't allow great players to outperform merely good ones. 

Using every GCD (Source Re: Ret: Primary Problems with Build 12803)
This specific feedback is a tricky thing to handle because a lot of Ret paladins are used to mashing buttons every GCD, and any time they aren't in that state they are going to feel a lack of "rhythm" (as you put it). Yet if you look at rogues and Feral druids, they can't hit a button every GCD because they don't always have the energy to do so.

We don't want classes / specs to use every GCD. We don't think that's good for the game, as I've mentioned before. (Casters do their waiting while casting rather than in between abilities.) The trick is to fill "enough" holes with something. For some players, especially some Ret players, that "enough" is going to feel weird for them unless it means every single hole. That's not what we're going for though. Wasting every other GCD is too extreme and isn't what we're going for either. 

Words of Glory (Source Re: Ret: Primary Problems with Build 12803)
I usually reget getting into the "what is my role supposed to be?" discussions because players then feel like they're supposed to use that as a constitution to interpret whether their class is performing correctly or not. Let us worry about that. If Word of Glory is so weak that you'd never consider using it, then that's good feedback. If it needs to heal for 50K before you'd ever consider using it, then that's good feedback too (because it either means we're barking up the wrong tree, or you personally aren't the correct audience for that talent). The fact that you have talents that affect a heal should be ample evidence that we want you to situationally cast it. The fact that you have only a couple of talents (and one really aimed at Holy sub-speccing) should suggest that we want to keep it situational.

Hammer of Wrath (Source Re: Ret: Primary Problems with Build 12803)
Hammer of Wrath hits too hard to be a rotational ability. We'd have to make the proc really rare or nerf the Hammer of Wrath damage. You might notice we dropped Execute from the Arms warrior rotation for the same reason -- it actually neutered Execute rather than making it a fun ability.

Retribution mana usage (Source Re: Ret: Primary Problems with Build 12803)
Ret is designed to be able to hit basic abilities with enough mana. You don't have infinite mana. You'll find that casting heals other than WoG will be really difficult and Consecrate is probably not going to happen unless you situationally find yourself with a lot of mana. In that environment, being able to do something other than dps might be attractive. I think it gets way overplayed on the forums, but it's often nice to offer something other than "I bring damage!" to a group, because everyone brings damage. 

Seals (Source Re: Ret: Primary Problems with Build 12803)
We're going to add a little bit of damage to Justice just because there are several talents that improve Seals in the trees and we don't want those to be completely unattractive to a PvP Retribution paladin. I think it's far too early however to be able to place judgement [sic] calls on whether damage or the movement limitation of Justice is the obvious choice. You can't do much damage if you can't get to melee and typically autoattack-based damage isn't nearly as valuable in PvP.

Shaman
Restorative Totems (Source Re: Restoration Shaman Concerns)
Restorative Totems isn't long for the world. It's a poster child for the kind of talent we're trying to prune. We just haven't finalized a suitable replacement yet. 

Telluric Currents (Source Re: Restoration Shaman Concerns)
We want Telluric Currents to be optional. It won't be an effective way to restore your mana, but it might make you feel less guilty about throwing out a Lightning Bolt in a world where mana is more precious.  

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Wrath of the Lich King u Kini 31 Avgusta

Napkon Kina je će dočekati Wrath of the Lich King nastavak! 
Originally Posted by Blizzard (Source)
The shadow of Icecrown Citadel grows longer, and the armies of the Scourge prepare for battle on a new front.... We're pleased to announce that World of Warcraft: Wrath of the Lich King will be released in mainland China on August 31! For more information, check out our recent press release.

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Top 200 EU / US!




Prvih 200 igrača na US i EU serverima je upravo postalo poznato za ovu nedelju! Proverite ako vas zanima ko se polako penje ka vrhu, a ko ostaje dominantan i pored sve konkurencije!

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Blizzard's Game Aesthetics Exhibition in Taiwan

Kotaku javlja da će prvi put u istoriji Blizzard napraviti Art Exhibition! Interesantnije je još više to što će biti preko 700 radova iz Diablo, StarCraft i Warcraft sveta! Ako ste blizu Taiwana, ovo je jedna od obaveznih destinacija koje morate da posetite! :)



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BlizzCon 2010 StarCraft II Tournament: It’s Coming!

Vrlo uskoro ćemo videti po prvi put StarCraft 2 na profesionalnom nivou na BlizzConu ove godine! Kao i uvek, pokrićemo sve detalje vezane za ceo događaj, pa tako i ovaj tournament!

Quote from: Blizzard Entertainment
BlizzCon 2010 StarCraft II Tournament: It’s Coming!

BlizzCon is a celebration of epic games, a gathering place for our community from across the globe, and also the definitive place to see the greatest competitive matches in the world as the top pro players go head to head both in the World of Warcraft Arena and in Warcraft III. With the launch of StarCraft II: Wings of Liberty, we feel it’s high time to expand that set list -- BlizzCon 2010 will play home to a 16-player StarCraft II invitational tournament!

Top players from each region's ladder will be invited to compete against each other to prove who truly rules the Koprulu Sector and to see who will take home part of a prize pool worth over $40,000.

Check back soon for more details and official tournament rules.


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