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 PTR Patch notes for 3.1

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Nefance

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PostSubject: Re: PTR Patch notes for 3.1   Wed Mar 18, 2009 1:38 pm

just when you thought the tier sets looked bad... check out the season 6 pvp sets...

Season 6 PvP sets (larger)
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Symitri

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PostSubject: Re: PTR Patch notes for 3.1   Wed Mar 18, 2009 1:42 pm

Time to make an arena team of 5 mages, then call it < Mages on a Jihad >
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izzia
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PostSubject: Re: PTR Patch notes for 3.1   Wed Mar 18, 2009 3:20 pm

Druids are now OPed !!!!!

http://forums.worldofwarcraft.com/thread.html?topicId=15661687838&sid=1&pageNo=33

http://code.google.com/p/simulationcraft/wiki/SampleOutputPTR
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Nefance

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PostSubject: Re: PTR Patch notes for 3.1   Wed Mar 18, 2009 8:22 pm

izzia wrote:
Druids are now OPed !!!!!

http://forums.worldofwarcraft.com/thread.html?topicId=15661687838&sid=1&pageNo=33

http://code.google.com/p/simulationcraft/wiki/SampleOutputPTR

yeh, stupid blizz nerf'd us mages =[

*note* Imp-Scorch (fire-debuff) still not yet nerf'd on PTR... so.. omg.. tats alot of dmg.. but Ignite/winter's chill is still nerf'd.. =[
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Symitri

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PostSubject: Re: PTR Patch notes for 3.1   Thu Mar 19, 2009 7:16 pm

t8 Tier Bonuses!

Death Knight

* Death Knight T8 Melee 2P Bonus -- Increases the critical strike chance of Death Coil and Frost Strike by 5%.
* Death Knight T8 Melee 4P Bonus -- Increases the bonus damage done per disease by 20% on Blood Strike, Heart Strike, Obliterate, and Scourge Strike.

* Death Knight T8 Tank 2P Bonus -- Increases the damage done by Rune Strike by 10%.
* Death Knight T8 Tank 4P Bonus -- Anti-magic shell also grants you 10% reduction to physical damage taken.

Druid

* Druid T8 Balance 2P Bonus -- Increases the bonus granted by Eclipse for Starfire and Wrath by 6%.
* Druid T8 Balance 4P Bonus -- Each time your Insect Swarm deals damage, it has a chance to make your next Starfire cast within 10 sec instant.

* Druid T8 Feral 2P Bonus -- The periodic damage dealt by your Rake, Rip, and Lacerate abilites has a chance to cause you to enter a Clearcasting state.
* Druid T8 Feral 4P Bonus -- Increases the duration of Savage Roar and Survival Instinct by 8 sec.

* Druid T8 Restoration 2P Bonus -- Increases the healing done by your Swiftmend spell by 10%.
* Druid T8 Restoration 4P Bonus -- Your Rejuvenation spell also instantly heals your target for its periodic healing amount.

Hunter

* Hunter T8 2P Bonus -- Increases the damage done by your Serpent Sting by 10%.
* Hunter T8 4P Bonus -- Your Steady Shot has a chance to grant you 600 attack power for 15 sec.

Mage

* Mage T8 2P Bonus -- Your Arcane Blast, Frostbolt, Frostfire Bolt, and Fireball spells have a chance to grant you 350 spell power for 15 sec.
* Mage T8 4P Bonus -- You have a chance for the effect of your Missile Barrage, Hot Streak, or Brain Freeze talent not to be consumed when you cast the spells which benefit.

Paladin

* Paladin T8 Retribution 2P Bonus -- Increases the damage done by your Exorcism and Hammer of Wrath abilities by 10%.
* Paladin T8 Retribution 4P Bonus -- Increases the critical strike chance of your Divine Storm and Crusader Strike abilities by 10%.

* Paladin T8 Protection 2P Bonus -- Increases the damage done by your Seals by 10%.
* Paladin T8 Protection 4P Bonus -- Shield of Righteousness now increases your shield block value by 225 for 3 sec.

* Paladin T8 Holy 2P Bonus -- Your Holy Shock critical heals now also place a periodic healing effect on the target, healing for 15% of the Holy Shock's heal amount over 9 sec.
* Paladin T8 Holy 4P Bonus -- Increases the damage absorbed by your Sacred Shield by 10%.

Priest

* Priest T8 Shadow 2P Bonus -- Increases the damage done by your Devouring Plague by 15%.
* Priest T8 Shadow 4P Bonus -- Your Mind Blast also grants you 15 haste rating for until cancelled.

* Priest T8 Healer 2P Bonus -- Increases the critical heal chance of your Prayer of Healing by 10%.
* Priest T8 Healer 4P Bonus -- Casting Power Word: Shield also grants you 15 spell power for until cancelled.

Rogue

* Rogue T8 2P Bonus -- Your Deadly Poison causes you to gain 1 energy each time it deals damage.
* Rogue T8 4P Bonus -- The damage dealt by your Rupture can now be critical strikes.

Shaman

* Shaman T8 Enhancement 2P Bonus -- Increases the damage done by Lava Lash and Stormstrike by 20%. (0 yd, cast: 0 seconds, val1: 20)
* Shaman T8 Enhancement 4P Bonus -- Increases the frequency of Maelstrom Weapon being triggered by your melee weapon attacks by 20%.

* Shaman T8 Restoration 2P Bonus -- Reduces the cooldown on Riptide by 1 sec.
* Shaman T8 Restoration 4P Bonus -- Reduces the cast time of Chain Heal by 0.2 sec.

* Shaman T8 Elemental 2P Bonus -- The periodic damage dealt by your Flame Shock can now be critical strikes.
* Shaman T8 Elemental 4P Bonus -- Your critical Strikes from Lightning Bolt cause the target to take nature damage equal to 8% of the Lightning Bolt's damage over until cancelled sec.

Warlock

* Warlock T8 2P Bonus -- Increases the damage done by your Unstable Affliction and Immolate spells by 20%.
* Warlock T8 4P Bonus -- Increases the critical strike chance of your Shadow Bolt and Incinerate spells by 5%.

Warrior

* Warrior T8 Protection 2P Bonus -- Increases the critical strike chance of your Devastate ability by 10%.
* Warrior T8 Protection 4P Bonus -- Shield Block also grants you 20% reduction to magical damage taken.

* Warrior T8 Melee 2P Bonus -- Heroic Strike and Slam critical strikes have a chance to grant you 150% haste rating for 5 sec.
* Warrior T8 Melee 4P Bonus -- Increases the critical strike chance of Mortal Strike and Bloodthirst by 10%.

---------------

Prot warrior t8 bonus won't live to see the live release. The actual t8 stats are also lackluster, warriors would gain much more stats from using the off-set drops in Ulduar than using any of their t8. Good news for me because ITS UGLY.
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Boobsie
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PostSubject: Re: PTR Patch notes for 3.1   Fri Mar 20, 2009 6:55 am

I dont macro a lot for Frenzie, but it seems to be time to /macro in all the death coils.. sighz, im feeling dumb again all of a sudden.
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Gallowyn
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PostSubject: Re: PTR Patch notes for 3.1   Fri Mar 20, 2009 8:27 am

Don't you mean Rune Strike, zie?
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Boobsie
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PostSubject: Re: PTR Patch notes for 3.1   Fri Mar 20, 2009 9:06 am

Gallowyn wrote:
Don't you mean Rune Strike, zie?

Actually, I dont use it. haha.. tried it whilst tanking, seems to not proc when i wanted it.

Only macro i use now is the Ghoul Explode, which I find the most useful, and since it doesnt screw up rotations.
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izzia
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PostSubject: Re: PTR Patch notes for 3.1   Fri Mar 20, 2009 11:18 am

wah.. nice mount....



looks like for pvp only though... Sad
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Mayonnaise

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PostSubject: Re: PTR Patch notes for 3.1   Fri Mar 20, 2009 11:44 am

should have one that is for PVE only that its at 280% speed Surprised
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Nefance

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PostSubject: Re: PTR Patch notes for 3.1   Fri Mar 20, 2009 2:46 pm

yeh.. they should give PvE a chance on that mount.. so kewl... *_ *
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Symitri

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PostSubject: Re: PTR Patch notes for 3.1   Fri Mar 20, 2009 6:53 pm

The Hard Mode Ulduar (10 & 25) offer unique proto-drake skins that PVP'ers can't access... I mean I'd prefer a frost wyrm but they look pretty good.




As well as the mount off of Mimiron (http://ptr.wowhead.com/?spell=63796) which looks damn awesome.

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izzia
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PostSubject: Re: PTR Patch notes for 3.1   Fri Mar 20, 2009 9:14 pm

the proto drakes looks like Bird of Prey from Star Trek but i still prefer the frostwyrm anytime
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Symitri

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PostSubject: Re: PTR Patch notes for 3.1   Tue Mar 24, 2009 4:28 pm

Professions Changes
Alchemy

* All flasks recipes will now create 2 flasks for the same amount of ingredients but now last 1 hour instead of 2.


Achievement Changes
I will only list the major changes here, a lot of stuff is still being moved around with temporary Ulduar achievements.

Ulduar

* Glory of the Ulduar Raider now rewards Rusted Proto-Drake
* Heroic: Glory of the Ulduar Raider now rewards Ironbound Proto-Drake
* The Undying, Part Two has been renamed to "Champion of Ulduar" and now require you to kill each boss without dying, but not necessarily during the same reset (Source). Title Reward: Champion of Ulduar.
* The Immortal, Part Two has been renamed to "Conqueror of Ulduar" and now require you to kill each boss in Heroic difficulty without dying, but not necessarily during the same reset (Source). Title Reward: Conqueror of Ulduar.
* Realm First! Death's Demise - Participated in the realm first defeat of Yogg-Saron without the assistance of any Keepers on Heroic Difficulty. Title Reward - Death's Demise
* Realm First! Celestial Defender - Participated in the realm first defeat of Algalon the Observer on Heroic Difficulty. Title Reward - The Celestial Defender


Fishing

* Turtles All the Way Down - Fish up a Sea Turtle mount from any fishing pool in Northrend. (Video, this is recorded in WALKING speed, the running speed is 60% just like any lvl 30 mount, swimming speed is 133%)


Glyph Changes

Death Knight

* Glyph of Dancing Rune Weapon -- Increases the duration of Dancing Rune Weapon by 5 sec. (Down from 10 sec)


Mage

* Glyph of Improved Scorch -- The Improved Scorch talent now generates 5 (up from 3) applications of the Improved Scorch effect each time Scorch is cast.


Paladin

* Glyph of Seal of Blood -- When your Seal of Blood, Seal of the Martyr, Judgement of Blood, or Judgement of the Martyr deals damage to you, you gain 11% of the damage done as mana. (Old - Glyph of Seal of Blood -- Your Seal of Blood or Seal of the Martyr increases the mana received from Spiritual Attunement by 10% while active.)


Priest

* Glyph of Hymn of Hope -- Your Hymn of Hope lasts an additional 2 sec. (Old - Your Hymn of Hope provides 3 times the normal amount of mana per time, but its duration is 50% shorter.)


Warlock

* Glyph of Siphon Life -- Increases the healing you receive from your Siphon Life talent by 25%. (Old - Increases the effect of your Siphon Life spell by 20%.)
* Glyph of Immolate -- Increases the periodic damage of your Immolate by 10%. (Old - 20%, but decreased its initial damage by 10%)


Tier 8 Bonus Changes
Druid

* Druid T8 Balance 2P Bonus (Class: Druid) -- Increases the bonus granted by Eclipse for Starfire and Wrath by 15%. (Up from 6%)


Paladin

* Paladin T8 Protection 2P Bonus (Class: Paladin) -- Increases the damage done by your Seals of Vegeance, Corruption, and Righteousness by 10%. (Old - Increases the damage done by your Seals by 10%.)
* Paladin T8 Protection 4P Bonus (Class: Paladin) -- Shield of Righteousness now increases your shield block value by 225 for that attack and for 3 sec afterward.
* Paladin T8 Holy 4P Bonus (Class: Paladin) -- Your Sacred Shield can now trigger its effect every 4 sec instead of every 6. (Old - Increases the damage absorbed by your Sacred Shield by 10%.)


Priest

* Priest T8 Shadow 4P Bonus (Class: Priest) -- Your Mind Blast also grants you 240 haste rating for 4 sec. (Old - 15 Haste, bugged)
* Priest T8 Healer 4P Bonus (Class: Priest) -- Casting Power Word: Shield also grants you 250 spell power for 5 sec. (Old - 15 spell power, bugged)


Warlock

* Warlock T8 2P Bonus (Class: Warlock) -- Increases the damage done by your Unstable Affliction by 20% and your Immolate by 10%. (Old - Increased both UA and Immolate by 20%)

Death Knight (Skills List / Talent + Glyph Calc.)
Unholy

* Anti-Magic Shell now absorbs absorbing 75% of the damage dealt by harmful spells (up to a maximum of 50% of the Death Knight's health).
* Ghoul Frenzy now casting cost is now 1 Unholy Rune.

Blood

* Dancing Rune Weapon now lasts 5 sec plus 1 sec per 10 runic power. (Down from 10 sec plus 1 sec per 5 runic power)


Druid (Skills List / Talent + Glyph Calc.)
Balance

* Typhoon now also dazes the target for 3 seconds.

Restoration

* Tree of Life - Reduces the mana cost of your healing over time spells by 20% and grants the ability to shapeshift into the Tree of Life. While in this form you increase healing received by 6% for all party and raid members within 45 yards, and you can only cast Restoration spells in addition to Innervate, Barkskin, Nature's Grasp and Thorns spells.


Hunter (Skills List / Talent + Glyph Calc.)
Marksmanship

* Hunter's Mark now lasts 5 min. (Up from 2 min)

Survival

* Black Arrow shares a cooldown with Trap spells.
* Entrapment now prevent target from moving 2/3/4sec. (Down from 2/4/6sec)
* Trap Mastery now increases the number of snakes summoned by Snake Trap by 3/6/9. (Down from 30/60/90, typo)


Mage (Skills List / Talent + Glyph Calc.)
Fire

* Frostfire Bolt will now deal damage based on the resistance of the target: This spell will be checked against the lower of the target's Frost and Fire resists.
* Improved Scorch now also Increases your chance to critically hit with Scorch by an additional 3/6/9%.


Paladin (Skills List / Talent + Glyph Calc.)
Holy

* Divine Plea now only reduces the amount healed by your Flash of Light, Holy Light, and Holy Shock spells.
* Aura Mastery tooltip has been modified to properly reflect its 10 seconds duration.

Protection

* Divine Sacrifice tooltip has been modified to properly reflect its 10 seconds duration.

Retribution

* Divine Storm now causes 110% of weapon damage to up to 4 enemies within 8 yards.
* Righteous Vengeance now also affects Crusader Strike.
* Crusader Strike is now An instant strike that causes 110% weapon damage. In addition, if you strike a player while they are casting, their magical damage and healing will be reduced by 50% for 6 sec. (That is not an official change. It is something we were experimenting with, but not a change we are going to make for 3.1. Source)
* Judgements of the Wise now immediately grant you 25% of your base mana. (Up from 15%)


Priest (Skills List / Talent + Glyph Calc.)
Holy

* Divine Hymn mana costs has been increased from 35% of base mana to 63% of base mana. Cooldown increased from 6 min to 10 min. Now Heals 3 nearby lowest health friendly party or raid targets for 4320 to 4774 every 2 sec for 8 sec, and increases healing done to them by 15% for 8 sec.

Shadow

* Psychic Horror cooldown has been increased from 1 minute to 2 minutes.


Shaman (Skills List / Talent + Glyph Calc.)
Elemental

* Totem of Wrath range has been reduced from 40 to 30 yards.
* Storm, Earth and Fire now reduces the cooldown of your Chain Lightning spell by 0.75/1.5/2.5 sec. (Up from 0.75 on all 3 ranks)


Warlock (Skills List / Talent + Glyph Calc.)

* Chaos Bolt damage has been increased, now deals 1429-1813 fire damage at max rank. (Up from 1243-1577)


Warrior (Skills List / Talent + Glyph Calc.)
Arms

* Rend (Rank 1) and Rend (Rank 2) had their damage slightly increased.
* Juggernaut has been changed to : Your Charge ability is now usable while in combat. Following a Charge, your next Slam ability has an additional 100% chance to critically hit if used within 10 sec.
* Taste for Blood now give you a chance to allow the use of your Overpower ability for 9 sec. (Up from 5 secs)

Fury

* Intimidating Shout range has been reduced from 10 to 8 yards.
* Improved Berserker Stance now increases strength by 3/6/9/12/15% instead of increasing attack power by 2/4/6/8/10%

Protection

* Warbringer now also affects Intercept and Intevene
* Improved Spell Reflection now works on the 2/4 closest party members within 20 yards.

---------------------------------

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.

My fury set is going to be gimped Sad Must start rolling on plate, ARGH.
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Nefance

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PostSubject: Re: PTR Patch notes for 3.1   Wed Mar 25, 2009 1:14 am



Sea Turtle :3 so cute.
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Aeriagloris

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PostSubject: Re: PTR Patch notes for 3.1   Wed Mar 25, 2009 2:57 am

well sym, GL on rolling those plate gears from now on yea Razz let the rogues have their leathers
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Symitri

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PostSubject: Re: PTR Patch notes for 3.1   Wed Mar 25, 2009 7:04 am

Aeriagloris wrote:
well sym, GL on rolling those plate gears from now on yea Razz let the rogues have their leathers
I just did the math on it last night before sleeping.

Using full plate gear atm, this change will still be a nerf for plate wearing warriors. Almost every single buff in a raid that you get increases your AP, not your STr (only Str of the Earth totem/Horn of Winter + Kings does)

Armored to the Teeth is an AP buff... Battle Shout is an AP buff... You're going to lose more AP than you're going to gain.

GG. Fury has been double-nerfed!

Also, you'd still have more AP as Fury after the patch wearing leather than plate =\ (Not to mention more ArP, more haste, more crit...)
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PostSubject: Re: PTR Patch notes for 3.1   Wed Mar 25, 2009 10:30 am

Many posts from GC on plate/leather issue for warriors: http://blue.mmo-champion.com/28/15864309225-justification-for-imp-berserker-stance-nerf.html
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Symitri

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PostSubject: Re: PTR Patch notes for 3.1   Wed Mar 25, 2009 10:39 am

What he fails to state is how even in Sunwell, there were pieces of leather that still out-itemised plate Razz

The fact some plate DPS items have more stamina than tank items is ridicilous.

Speaking of which, I found out playing around with Rawr that the Obsidian Greathelm (http://www.wowhead.com/?item=44006), if I socketed it with +41 stamina, would be the best tanking helm for Ideo if I could stay Defense capped.

That to me is proof of how ridicilous plate is itemised Sad
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PostSubject: Re: PTR Patch notes for 3.1   Wed Mar 25, 2009 11:20 am

Some times QQ'in does help =p

Death Knight
Anti-Magic Shell changes in latest build
Its just a cap on the mitigation. If an attack did 100% of your health, you would take 50% of your health in damage. Instead of 25% without magic surpression and 0% with it. The bubble would be gone afterward too.

I'm not exactly sure if this really "solves" anything though. Its still guaranteed survival against anything a tank is actually supposed to get hit by. It just stops you from say, eating frost breath from Saph or the 1,000,000 damage rocket strikes from Mimiron with magic suppression. Well, actually I suppose it does make it significantly less effective against plasms blast, so it does make the skill weaker against some of the things tanks actually get hit by.
This is fairly accurate, and yes Mimiron (and similar situations) was the problem here, not QQ from other classes. (Source)

Mage

Winter's Chill and Improved Scorch changes
I think we are likely to make the following changes:

* Improved Scorch: In addition to the stacking crit debuff, will improve your critical strike chance with Fireball, Scorch or Frostfire Bolt by 1/2/3%.
* Winter's Chill: In addition to the stacking crit debuff, will improve your critical strike chance with Frostbolt (possibly all Frost) by 1/2/3%.

Standard "no promises" caveat applies. (Source)

Paladin
Judgement of the Wise in 3.1
We looked at a lot of Ret parses and picked a Judgements of the Wise number that would make up for the loss of Spiritual Attunement mana. If you don't have mana problems on Live, you shouldn't have them in 3.1. However if you do, you can get the Blood glyph. (Source)

Crusader's Strike
One correction:

* Crusader Strike is now An instant strike that causes 110% weapon damage. In addition, if you strike a player while they are casting, their magical damage and healing will be reduced by 50% for 6 sec.


That is not an official change. It is something we were experimenting with, but not a change we are going to make for 3.1.

The short story is that while we want to make Crusader Strike a more exciting ability, we don't think that this is the way to go about it. The "Overpower debuff" won't really give them anything more interesting in PvE. In PvP it isn't as game-changing for a warrior who already had access to an interrupt and the Mortal Strike debuff. Giving both of those to a paladin could be very game-changing and not the kind of thing we are ready to do without a lot more testing.

Sorry for any confusion. Sometimes in our haste to update the PTR as often as we can, you get a chance to see behind the curtain a little more than we intend. (Source)

Priest
Psychic Horror cooldown
We were worried about the short cooldown in combination with Psychic Horror not sharing the Psychic Scream diminishing returns. We imagined every fight starting with the priest just chain CC-ing someone. It was intended as a defensive tool, to use when you're having trouble with a melee class or hunter. The longer duration should make you think about when you use it instead of just firing it off as part of your rotation.

Having said that, cooldowns are a relatively easy thing to mess with, so we can always tune it up or down depending on how it plays out. (Source)

Shaman
Totem of Wrath
Totem of Wrath has always been 30 yards. We just fixed a bug in the tooltip. [...] We'll just change the range of both to 40 yards and be done with it. This was just supposed to be a tooltip cleanup, not a nerf to the class in any way. (Source)

Totem-stomping macros
From our POV, there is no defense of totem-stomping macros. If you want to take the time to give your pet a command and a target to kill a totem, great. But to be able to neutralize a core mechanic of the class so easily because you are clever enough to copy a macro off of the Internet is not skill.

The only reason they still exist are technical limitations, not because we like the design. (Source)

Warrior (Skills List / Talent + Glyph Calc.)
Possible changes to Slam
It might be instant Slam. Or, it might be autocrit on Slam or MS. Still fiddling. (Source)

Intimidating Shout
We didn't make a change to Intimidating Shout's effects. We just fixed a bug where the tooltip was showing the wrong number. It was confusing range with area or something like that. But to be clear, if you don't read the tooltip, the ability should work exactly like it does now. (Source)

Berserker Stance bonus changed from AP to Strength

* 1) We want warriors to wear plate. We balance around warriors wearing plate.
* 2) Because of the way certain warrior mechanics work, leather is attractive.
* 3) One of these mechanics is AP being overvalued compared to Strength.
* 4) This change was to try to shift more value back to Strength.
* 5) Warriors are balanced around wearing plate. When warriors wear leather and do too much damage, then they end up getting nerfed. But really this is a symptom of #3, not anything players are doing wrong.
* 6) If you wear plate and don't do enough damage, we'll buff you.
* 7) We realize this change lets Arms off the hook... for the moment.
* 8 ) We like both the logic and gameplay of classes being able to wear armor besides "theirs." It's nice if a paladin uses healing cloth that is an upgrade for them and might otherwise be sharded. It's nice if a warrior can use a rogue item if they have nothing better. But honestly, sometimes we are pretty close to just restricting classes to "their" armor and not "their" armor plus all "lesser" armors.
* 9) I know you might drool over stats on another character. But that's not the way we balance. If we gave you plate with Spirit and Stamina on it, we would change warrior mechanics to make those numbers useful. You may say "If I wear the gear I am supposed to wear, I'll be terrible." We say "If you wear the gear your'e supposed to wear, you'll be balanced." We made a similar change to Feral druids lately, because they stacked AP at the expense of everything else. It was too good a stat and led them to make choices based solely on what gear maximized their AP. Sound familiar?
* 10) If you think your damage is low, bring that up in these forums. But say "Our damage is low." Don't say "We need leather."


[...] There is a good chance we may change the Improved Berserker Stance effect from 15% Strength to 20% Strength to make up for all the AP that gets thrown around in buffs, enchants and consumables. There are also more rings etc. in Ulduar with Strength, and more leather with Agi instead of AP.

Adding 2 more ranks to Armored to the Teeth is also possible, but that would probably be too big a change for 3.1. We want plate to be the best in slot for warriors, not leather.

Why is there a narrower distribution of stats on plate? We're drawn to leather because the stats have a better spread. Why can't this approach be adopted for plate? What's the concern?
The root issue is that on the leather we tend to add Agi or AP as that additional stat. The problem is that armor with both Strength and AP is a little silly, and plate with Agi isn't that useful for warriors. So we don't actually have another stat to split.

The alternative is to shift some of the Stamina into Strength. That is just a straight buff to warriors though, and we might have to rebalance all of the damage abilities to make up for it. Long-term this is something we might do. Short-term it might push warriors farther away from being balanced. That might be a fun thought if you are of the mindset that Fury dps is low, but it's not going to do anyone any favors if it ended up overshooting the target by a great amount. (Source)

Most of Sunwell's plate gear was perfect for the plate wearer.
That is by design. I suspect the Icecrown gear will look a lot sexier too, because it will be the final round of gear and we can afford to go nuts on it. If your T8 gear looked exactly like your T7 gear but with +10 or whatever to the stats, that would be kind of boring. We pretty much have to do that for PvP, where you all could sit down today and figure out what the S12 gear will probably look like. But we don't want to do that for PvE as far as we can help it. It just makes those loot drops slightly less exciting.

Believe it or not, we don't want every single piece that drops for you to be an unquestionable dps increase. We like the gameplay that goes along with evaluating when you can afford to break set bonus, meta gem stacks, when you have to regem hit because you are upgrading your hit trinket and so on. Don't turn that into me saying you should pass on all your Ulduar gear because your Naxx stuff is better. We don't want that. But we don't want the opposite extreme either, where you automatically covet anything that does drop. Like much of the game, which gear you choose when is supposed to be a choice. (Source)
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PostSubject: Re: PTR Patch notes for 3.1   Thu Mar 26, 2009 12:31 pm

This looks so good on me http://static.mmo-champion.com/mmoc/images/news/2009/march/general_vezax_9684_2.jpg
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Symitri

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Join date : 2009-01-02

PostSubject: Re: PTR Patch notes for 3.1   Fri Mar 27, 2009 6:14 pm

That sword is currently best in slot for all DPS until they release Yogg-Saron's loot table Razz

Even orcs.

/point and laugh at Aeria's axe fetish
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Aeriagloris

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Join date : 2008-03-21
Age : 30
Location : Kuala Lumpur

PostSubject: Re: PTR Patch notes for 3.1   Fri Mar 27, 2009 6:34 pm

Quote :
That sword is currently best in slot for all DPS until they release Yogg-Saron's loot table

Even orcs.

/point and laugh at Aeria's axe fetish

i have all the backups sym~ need not worry Smile teehee
i left few more things before i get full BiS gears Cool
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Symitri

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PostSubject: Re: PTR Patch notes for 3.1   Sun Mar 29, 2009 6:21 pm

First, there were the glorious shaman icon changes.
Second, there were the amazing changes that increased the missile speed of Heroic Throw & Deadly Throw...

Now, a whole new level of blue fail.

Changed the icon for Succulent Clam Meat so it doesn't look quite as disgusting.
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Naushan
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PostSubject: Re: PTR Patch notes for 3.1   Sun Mar 29, 2009 7:47 pm

That... is.... AWESOME!
Now I drooool whenever I look at the icon.
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http://www.wowarmory.com/character-sheet.xml?r=Nagrand&n=Naushan
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PostSubject: Re: PTR Patch notes for 3.1   

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PTR Patch notes for 3.1
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