Grand Black War Mammoth
just removed this from the "Master of Wintergrasp" meta achievement
earlier today. It was just too rare to be included in the meta. Don't
worry though, we still have the Grand Black War Mammoth achievement on
its own. =) This change will go live with 3.1.0. (Source
Racial changes in 3.1
are going to lower the cooldown on Stoneform from 3 min to 2 min. We
are also reverting the change to have Gift of the Naaru dispel, and
just change it to a direct heal instead of a hot. (Source
Increasing power of spells or pets based on the amount of players in the group
that is something we have considered a couple of times. It does fix
some problems. A bigger issue than the technology is whether it might
be confusing for new players to learn or for experienced players to
calculate on the fly.
We like for grouping to be a power
multiplier. You should be significantly stronger when grouping than you
are alone. When some of your abilities diminish relative to the size of
the group, that risks confusing things.
It's not off the table though. (Source
Raids & Dungeons - The Immortal Q&A
- The Immortal, can be done by killing KT w/ out dying (if you have not be present for any other bosses in that reset)
If you do not die on any other bosses and get to Kel'thuzad, you could
(conceivably) sell slots and bring in random people for Kel'thuzad and
(assuming nobody dies), they would get the achievement.
- The Immortal, can be done by killing KT w/ out dying (even if the raid *w/ you not present* died on a boss)
If anybody died on any boss, the raid ID is no good.
The Immortal, can be archived by wiping a boss that anyone dies on ...
and deaths will only count against you on the attempt in which the boss
is actualy killed
Wipes include deaths, so this makes
the raid ID no good as well. Deaths on trash are fine, deaths on bosses
nullify the raid ID for the whole week it is active. (Source
Tanking - Cooldowns
said in one of these threads that having cooldowns that are too
precious (usually because their cooldown is long) aren't fun. When you
tanked Golemagg (and you were a warrior of course, because nobody else
tanked) you had your nice Shield Wall button that you only used to
avoid a wipe. Shield Block was used every time it was up. I think those
are the extremes and we need to avoid them.
In other words,
having oh snap buttons that you can use regularly (say every few
minutes) is something we think is fun, especially if you can match them
to the boss doing something terrible to you.
designed the DK to use a lot of cooldowns, in part because otherwise
they would be hitting the same buttons they did when not tanking. But
we recognize the danger of chanining cooldowns. One danger is it makes
non DK tanks less viable on new or challenging content. Another danger
is that tanking becomes a game where if you miss one button in the
right fraction of a second then you wipe.
We also recognize that
if we change DK cooldowns that their base mitigation would need to come
up to compensate. We futher recognize that doing that too much leads to
four tanks with the same exact health, armor and avoidance numbers. We
don't want a world where the druid has Bear Wall and Bear Stand and
Bear Block all of the same magnitude as the warrior, and some players
would argue we are too close to that already.
However we also
don't want a world where there is one real tank class and several
backup tanks only suited for trash or heroics. That one real tank class
was the warrior for a long time. We don't want it to be the DK or the
druid or really anyone now. (Source
Tanking - Crushing Blows
crushing blows did help provide tanking niches, we just think they were
too random. Particularly on challenging content, whether the tank lived
or died had an awful lot to do with the frequency or timing of crushing
blows. The mechanic also tended to over-reward avoidance in order to
"push them off the table."
The "new crushing blows" are less
random. We can make sure they don't happen in chains and we can choose
to broadcast warnings to the raid when warranted so that players can
choose to blow their cooldowns.
The problems we have are that
some classes have better cooldowns than others, which are exacerbated
by having very high avoidance numbers even in the first tier of
content. Avoidance just puts back in some of the random element we were
trying to minimize by pulling crushing blows.
It's fine if DKs
have higher avoidance and better cooldowns. It's fine if druids have
larger heatlh pools. We just need to make sure those mechanics don't
give them an overwhelming advantage on some content, particularly the
most important content (which is generally the fights that provide the
We understand every tank is worried about being
marginalized or even replaced. It's a tall order to keep the tanking
mechanics different but within some level of partiy, but that is also
to some extent what designing this game is all about. (Source
Tanking - Patchwerk Test on PTRs
is too early to have a "stance." We are still looking at the data and
finalizing all of our tanking changes. But I can offer you some
1) When cooldown tank abilities have too long
a cooldown they don't get used because you tend to save them for
emergencies. When they are too short, you just blow them whenever
because they will be back up. Hitting that sweet spot is tough
especially when there are multiple cooldowns that can be chained.
The Patchwerk test used in these tests doesn't have the kind of timed,
big hits that generally encourage players to save their cooldowns.
DKs are probably too good on tanking fights that do have those kind of
timed, big hits if they are magical. Unfortunately the one really hard
encounter in the game is a dragon that does just that.
4) Avoidance may be too high given what tier we're in.
We are trying to make frequent PTR builds. Part of that means it isn't
feasible to go office to office and make sure everyone has every change
checked in before we make a build. In some cases we change abilities
and things like glyphs or set bonuses get left behind.
greatly appreciate the numbers and the amount of effort players are
putting into generating and interpreting those data. Let's please stick
to analysis and not jumping to conclusions about who is getting benched
If I need to say it again, the goal is that you can
have any of the four classes as your MT, so long as that player has
sufficient skill and appropriate gear and is backed up by a raid that
knows what the blank they are doing. (Source
think at this point the discussion is less about clarifying our
position and more about some players just not liking the concept of
Replenishment or wanting even more flexibility in who they invite. I’m
not sure logical arguments are going to sway anyone’s position.
Nevertheless, I will attempt to outline the design from our point of
Replenishment and healers
- We want you to group.
- We want you to be more powerful when you group.
- One way we do that is by letting you benefit from buffs that other players bring.
can’t give everyone a unique buff that guarantees them a raid slot. We
tried this in BC. What happens is that the classes with necessary buffs
are brought and the others are ignored. There are 10 classes and 30
specs in the game. You can’t bring them all to a 25-player raid or
certainly a 10-player raid.
- We asked some cutting-edge raiders
during LK development: How many balance druids, ret paladins or death
knights are you going to bring? The answer was probably none. They
didn’t have any space.
- So our solution was to give you multiple
ways to get the buffs. Different specs bring different versions of the
same benefit that do not stack. Hopefully those specs will be
attractive, but not so attractive that you want to stack the raid with
them. You have more flexibility. You can make decisions about which
players to bring.
- In BC, Shadow priests brought the buff that
we now call Replenishment. As a result, Shadow priests were pretty much
mandatory to raid in BC. Great for Shadow priests. Bad for other dps
classes. Our solution was not to cut the mechanic but to offer it to
more specs to give you more flexibility.
- Now we could have cut
the mechanic. We could have tried to come up with another cool benefit
that Shadow priests, Retribution paladins and the others bring. But the
mechanic worked. Groups were happy when they had a Shadow priest.
Shadow priests were happy that their groups were happy.
on who you ask, there are other buffs that are mandatory. Bloodlust /
Heroism and battle rez get brought up a lot. Kings and Fort are pretty
huge. We don’t assume you have any of those, except Replenishment. We
assume you have a tank, healer, dps, some form of crowd control, and a
mana battery in your raids.
- As a hedge on that bet, we also
made the introductory content easier. Far more players have experienced
Naxxramas compared to Karazhan, and we think that is a big win.
you didn’t raid a lot in BC, you may not remember how bad it was then.
Perhaps you want even more flexibility than we offer today. That is a
valid standpoint to take, but it definitely does get harder for us to
offer content of an appropriate challenge (meaning neither too high nor
too low) when your group can literally be of any composition with any
medley of raid buffs.
- Similarly, if you are skilled and
organized, you can likely get by even without essential buffs like
Replenishment. Some of you will probably beat hard modes without
Replenishment. Others of you won’t dream of trying without it,
Bloodlust, Prayer of Fortitude, Blessing of Kings, Mark of the Wild and
so on. We are not at all guaranteeing every group will be able to beat
the hard modes. Remember, Algalon feeds on your tears.
- We don’t
think you need Replenishment (or any buff) to do heroic 5-player
content. You do need a tank and a healer. You probably don’t even need
a tank or healing spec, depending on your skill and gear (meaning an
Arms warrior and Ret healer could do fine).
- We don’t think you need Replenishment to do a 5-player Arena team, but it can be a nice bonus.
don’t think you need Replenishment to solo. The issue of how often
various classes or specs should have to take a break while soloing
(i.e. drink for mana-users) is something we discuss a lot. Some specs
don’t have to do it at all, such as any priest with Spirit Tap. Classes
with healing spells, especially druids, can top themselves off and keep
going. Other classes without mana, especially warriors, have a lot of
down time to eat or bandage. It’s a larger discussion, but you can
certainly make a compelling argument that every spec should have around
the same down time.
argues healers are stronger than other classes when solo since it is
not your output that is diminished when alone. It is only your
regeneration and I haven’t seen too many arguments from healers that
say they are OOM after healing themselves from a typical solo encounter.
Put another way, here are the common concerns I see:
1) We don't want to rely on other classes for superior mana regen when grouping.
2) We won't have enough mana regen in 5-player content.
3) We won't have enough mana regen when soloing.
4) We will have too much downtime when soloing.
is just the design of the game. 4 is a concern. We aren't convinved 2
and 3 are going to be a big deal. Actually, I will add a 5th, which is
that Replenishment makes Int much better than Spirit. There is some
validity to that point, but at the same time, Spirit still does
something for casters (it is rarely wasted) and you are not often
choosing directly between Int and Spirit. But mana regen stats are
something we are taking a bigger look at. Either Spirit or Int or mp5
always feels like the queen stat and it is probably not tenable to have
so many regen stats in the long term. (Source
"Bring the player not the class"
think by now most of you know what “Bring the player not the class” is
intended to mean. It doesn’t mean your raid of 10 Holy paladins is
going to be very successful. Most players aren’t arguing that point
because it seems like a silly position to take. So I think we all agree
that it is a matter of degree and expectation. In Sunwell, specs with
bad buffs were sat out. Specs that needed a jigsaw puzzle of buffs in
their 5-player group within the raid in order to be useful were sat
out. Other specs or classes were stacked to a pretty ridiculous degree.
We don’t think that design was good for the game. If you have a good
friend you want to raid with, you should have plenty of room in your
raid now to bring them. You don’t need their buff, because you are able
to get it through another raid member. You’re not missing any buffs,
because they are almost all raid wide. There are many configurations
that will let you get what you need and still have a few slots to
spare. For those spots, you can bring the player, because you don’t
need their class. Now if it’s a hard mode, that player better be good….
Emblems of Conquests
is the main point, the badge system was new in The Burning Crusade and
we are working on improving it. We want to avoid having people stock up
on Karazhan/Naxxramas throughout the entire patch cycle and provide
more of a reason to focus on new/higher content to progress through it.
With all of the dungeon versions coming out people would feel "forced"
to do Naxx10, Naxx25, Ulduar10, and Ulduar25 each week to stock up on
piles of one badge to whenever the next tier came out they could buy
everything - having a tiered badge system requires everybody to start
on the same level and earn new badges for new gear.
emblems can be downranked (but not the other way) so you can turn in
emblems of valor/conquest and get emblems of heroism to buy gems or
even heirloom items if you decide to level another character. (Source
is not our goal that you (or any class) have crappy versions of other
buffs so you feel like second-class citizens. To be fair though, a lot
of players make this claim about their raid buffs. Some of these
complaints are totally legit and some are just thinly veiled requests
for damage / healing / tanking buffs. We are trying to adjust areas
where your buff feels inferior to another buff, either because it is
too expensive, doesn't last as long, has an opportunity cost or
What we are not interested in doing:
-- Buffing a spec because their buffs are inferior. (We would rather fix the buffs.)
-- Giving any spec unique buffs to make sure they will earn a spot.
Buffing a spec because another spec with those buffs is "always" in the
group. (The intent is that "always" depends on the guys you run with.)
Coming up with an over-specific or unrealistic model where warriors are
1% above druids and 3% above shamans or whatever. Such a design would
shatter the first time someone upgraded their gear.
defining things in terms of half-hybrids or two-third hybrids or
whatever. Related to the previous point, having fewer larger buckets
works better for a number of reasons.
Apologies if I sounded
snippy. I am just surprised that anyone who follows these forums would
not know our goal for the stack rank of dps classes. The topic is
perennially on the first page here.
What I didn't mention is
that in BC the goal was to keep hybrid classes far inferior to the dps
of the rogues, warlocks, mages and hunters. We want it to be much
closer now. If you know your class cold, I mean really know it, then
there is no reason you can't be topping meters. But some (key word) of
that responsibility lies with you and not with us juicing the numbers
in your favor. (Source
04/03 Realms and migration
Normal/PvE: Azuremyst, Saurfang, Terokkar
PvP: Boulderfist, Shattered Halls, Vek'nilash
RP: Steamwheedle Cartel
RP PvP: Scarshield Legion
Saurfang (normal/PvE), Battlegroup Misery, opened January 31 as a fresh realm (no migration to the realm for 90 days).
Free Character Migration (FCM)
Please note that any migration may be closed at any time should a destination realm's population rise too high.
To improve the faction ratio on Magtheridon, the following migrations are available from March 4th to 10th:
Horde only: Magtheridon --> Haomarush, Tarren Mill, Trollbane, Zenedar, Silvermoon (PvE)
only: Anachronos, Bloodhoof, Darkspear, Doomhammer, Hellfire,
Nordrassil, Quel'Thalas, Silvermoon, Wildhammer --> Magtheridon (PvP)
No other FCM will be open this week for English realms.
have said this before, but I know it's hard to keep up with all the
news sometimes. DKs being a hero class means they start at high level
and get showered in blue items and mounts while leveling up. It doesn't
entitle them to dominate every aspect of the game in which they
A dps DK should do about as well as an Arms or Fury
warrior or Enhancement shaman in PvE or PvP. A tanking DK should be
about as effective as a warrior, paladin or druid tank. Your skill,
gear, group and the specifics of the encounter may scoot "how
effective" up and down quite a bit.
DK Changes in 3.1
knights are probably going to change more than any other class in 3.1.
We have four years of class iteration history to catch up on!
of the changes will be buffs and some will be nerfs. While we are not
asking anyone to refrain from commenting until all the changes are made
(that is the whole point of the PTR), I would keep things in
perspective. High fiving your mates because you got buffed or quitting
the game because you got nerfed are probably premature until we are
There are certainly cases where DKs are too good
at tanking, too good at dps and too good at PvP and those are
definitely things we are addressing.
I think Death Strike will not end up as a superior ability to
Obliterate. Hopefully Death Strike will end up as a decent button to
use when wounded.
I think Howling Blast will end up as a talent Frost wants to take.
think Annihilation is an attractive talent. We don't think it is
mandatory for Blood and Frost will probably get it anyway. A lot of
Blood DKs will also get it. The question is whether there is a Blood -
Unholy build that works with all of the talent changes (and as I
suggested above, more are coming).
Lifebloom nerf in PvP
of you are trying to use the argument "You can't nerf a spell that is
overpowered because the class with that spell is weak." That isn't an
argument that is going to convince us. What will convince us are
arguments that druids in PvP are very dependent on rolling Lifebloom on
multiple targets. Remember, the HPS of the spell is not changing at
all, and in fact, it will cause even more healing when it is dispelled
or you stop renewing it.
Several players are basically just
saying "They nerfed Lifebloom. I use Lifebloom. I don't want to be
nerfed." You need to look at the details of the changes and analyze
what they are going to do. Let's please try and keep this thread
focused on PvP, and please keep it focused on Lifebloom and not Resto
representation or paladins or anything else.
[...] While we
realize sometimes you will have to make that prediction, sometimes it
will be a lot easier. Many druids don't try to refresh LB until it is
about to fall off (or else you are just wasting GCDs and mana). At the
last moment, you can choose not to refresh it if the bloom is more
valuable. I completely understand this is not going to be the case
every time, but neither are you trying to predict 10 sec ahead every
In any case, I would view the bloom bonus more as a
consolation prize if the heal is dispelled or you are CC'd or the
target is out of LOS. While there is much speculation about whether you
should let it or force it to bloom (which we are following with
interest), really our goal was that in cases where you can't keep it
rolling you get something back.
We don't want to kill rolling
dead, and if these changes do that, we can chill them out a little. We
talked to druids with a lot of PvP experience about whether this change
would be a buff or nerf to them. They liked the change to the bloom
mechanic, which is why we are interested in hearing from those of you
who were effective in keeping full stacks of 3 on multiple team
members, and for whom this change will likely be a nerf.
Rejuvenation and Lifebloom
don't mind Rejuv being so efficient, in part because it's a slow heal.
You can't just use efficient heals and you can't just use high
throughput heals to be effective. That's why you have an arsenal of
healing spells. We nerfed Lifebloom rolling because it could provide a
lot of HPS and was also efficient enough to do so on multiple
characters at once.
The main counter to that stance seems to be
that hots overheal a lot or are squished by aggressive direct healers.
Those are valid points. But at the same time, we are asking healers to
be more efficient with their mana and to care more about overhealing.
In that environment, we thought that Resto druids would be too good.
Lifebloom bug on 3.1 PTRs
think there may be a bug on the PTR where the target sometimes gets the
mana return instead of the druid. If you cast it on yourself it should
work correctly. This isn't our intent and we'll get it fixed.
that it hasn't been available for testing yet. We haven't changed the
design. In fact, all of the recent discussions on who can tank what
boss have reinforced our belief that the change is a good idea.
had a couple of dumb bugs with getting the ability on the trainer.
Hopefully next patch build or so. We realize it is prohibiting your
ability to provide feedback.
Blackout (Priests) removal and consequences for Impact
don't mind stuns, just random stuns that frustrate both the attacker
and defender. We think we can keep the role of Impact, which is
something that can really help Fire in PvP, without it being quite so
of the changes we are trying to do with Ret is to get them into the
other trees a little more. This is definitely one of those specs where
players would go 0/0/71 if we let them. I would not assume that trees
with few talents are unfinished. The Prot warrior lost a lot of talents
in LK, but it was a good change for them. Overall, our trees are
probably too thick for lots of classes which makes it hard to spend
many points in a second tree.
We do want to bring Ret's damage
up a little, and we would like to get more talents in the other trees
that they actually want to take.
Power Word: Barrier (Power Word: Shield for the whole group) and Hymns revamp
still like to do Barrier, but some of the revamps ended up more
extensive than we planned. At this point we'd rather make what we have
taste good instead of throwing new ingredients into the stew, but it's
an idea we still like.
Believe it or not, hymns are still being
worked on. Now that the squid works a little better, Hymn of Hope has
even less of a role.
Warrior changes in 3.1
I'm not going to preview the changes here, but I will say that the next PTR build has some dps warrior changes.
1) These are not all the changes. We don't expect these changes to bring up Arms alone.
2) A couple of the changes have significant ramifications for Battle Stance.
3) A couple of other changes may seem cautious. They are. If they work then we will consider buffing them even more over time.
Sorry to be so cryptic. You'll hopefully get to see for yourself soon.
Warrior DPS compared to other classes
mages, warlocks and hunters should be doing the highest dps, if you
assume all other things are equal. Other things are never equal. Gear,
skill, group buffs and encounter (in PvE) all matter a lot. In PvP,
highest damage matters a lot less than specific abilities that let you
control or break control.
There will be fights where warriors
are on top because the situations favor them. There will be fights
where the shamans or priests are on top.
Arms and Fury warriors
should be mixed in with Elemental and Enhancement shamans, Shadow
priests, Retribution paladins, Feral and Balance druids, and 3 types of
DKs. Currently on live we feel that Arms isn't up to this level and
Fury is too high. If you think Fury is not too high then you are
probably comparing your dps on live to classes that also received dps
nerfs in 3.1.