Posts Tagged ‘patch notes’

Wrath of the Lich King: NOW We Can Talk

This post contents Wrath Beta SpoilersUnless you have been removed from the news cycle, you already know these two important tidbits of information:

In other words, any proposed changes are now public, in the open, and up for legit discussion.

To kick this off, a few highlights from the beta patch notes (first edition):

Maths get Nerfed

Less stats to cope with: 

  • Hit Rating, Critical Strike Rating, and Haste Rating now modify both melee attacks and spells.
  • Spellpower:
    • All items and effects which grant bonuses to spell damage and spell healing are being consolidated into a single stat, Spellpower. This stat will appear with the same values found on items which grant “increased spell damage and healing” such as on typical Mage and Warlock itemization.
    • For classes which do not heal, they should see no change in the character sheet other than new tooltip wording.
    • Healing characters will see their bonus healing numbers on the character sheet decrease, however, all healing spells have been modified to receive more benefit from spellpower than they received from bonus healing, with a net effect of no change to the amount healed by their spells. Some talents have had to be rebalanced to accommodate this change, but the amount healed will remain roughly the same. In addition, some talents will provide only healing spell power.

     

  •  While theorycrafting is fun, there’s a point when the amount of maths you need to evaluate your gear upgrade paths gets in the way of things, and simplifying these by removing some stats is a good move in my book. The first change will benefit all classes who today combine melee and magic to a certain point, like hunters, paladins, druids and shamans for instance. The Spellpower change is a no-brainer too: healers won’t have to build a separate gear set for damage anymore.

    Hunter Love

    Several hunter changes which should rejoice all pet maniacs everywhere, among others:

  • All pet families now have one unique ability. New abilities have been added for families such as bears and sporebats.
  • Aspects now no longer cost mana.
  • Avoidance, Dash / Dive and Cobra Reflexes are now pet talents instead of pet skills.
  • Bite now has no cooldown, does the same damage and costs the same Focus as Claw, so works as a Focus dump.
  • Every hunter pet can learn Growl, Cower and either Bite or Claw (never both).
  • Hunter pets can now learn talents in one of three trees depending on family. Pets gain talent points starting at level 20 and earn an extra talent point every 4 levels.
  • If a hunter tames a pet that is more than five levels beneath than the hunter’s level, then the pet jumps to five levels beneath than the hunter’s level.
  • Loyalty, Training Points and the hunter Beast Training button no longer exist. Hunter pets can now learn all skills at their level. They will get new ranks automatically as they gain levels.
  • While I haven’t taken a hunter up high enough to be able to fully measure the amplitude of all the other changes, the above are no-brainers. Finally completing unique abilities for all pet families is something which hunters were waiting for since patch 1.7… and that was 3 years ago. Loyalty won’t be missed. Auto-levelling new tamed pets within 5 levels of the hunter? This has to go live. It just has. Bite and Claw made equal? Again, no-brainer. Min-maxing had killed Bite-only pets in TBC. Welcome back, I say.

    Paladin Sanctification… and Cursing

    Again, way too many changes to list them all. Here are a couple of chosen few:

  • All Auras now affect all party and raid members within the area of effect.
  • Anticipation (Protection) moved to tier 1, now increases chance to dodge by 1/2/3/4/5%.
  • Avenger’s Shield (Protection) cast time reduced to .5 seconds, duration increased to 10 seconds.
  •  Lovely start here… except that a longer daze effect on Avenger’s shield gives indisciplined DPS more time to rip aggro off a pull before it even reaches the paladin.

    Blessings renamed into Hands… Mmkay.

  • Blessing of Salvation renamed Hand of Salvation, now reduces total threat on the target by 2% per second for 10 seconds while also reducing all damage and healing done by 10%. Only one Hand spell can be on the target per paladin at any one time. Now costs 6% of base mana.
  • I don’t like the sound of this change one bit. Salvation was pretty much a cast & forget blessing. Now part of the responsibility of personal aggro management gets shifted from the DPS to the paladins. I can already hear the arguments after a wipe. Instead of fostering personal discipline, the bad DPS will just blame it on a paladin too busy to cast a hand to shed the extra aggro they shouldn’t have gotten if they had been better players.

  • Divine Intellect (Holy) moved to tier 2, increases total Intellect by 3/6/9/12/15%.
  • Divine Intervention cooldown reduced to 20 minutes.
  • Divine Protection and Divine Shield now cost 3% of base mana.
  • Divine Purpose (Retribution) now reduces chance to be hit by spells and ranged attacks by 1/2/3%.
  • Divine Strength (Holy) moved to tier 1 in the Protection tree.
  • Hammer of Wrath is now considered a Retribution spell, moved from Holy, mana cost reduced, missile speed increased, now usable on targets below 35% health.
  • Healing Light (Holy) moved to tier 2.
  • Holy Shield (Protection) cooldown reduced to 8 seconds.
  • Spiritual Focus (Holy) moved to tier 1.
  • Several changes which appear to attempt to foster more hybrid gameplay or talent builds. It remains to be seen how this plays out in practice. I’m skeptical at this point. However, the big Hammer Tossing contests starting when a boss goes below 35% of health are sure to amuse for at least a week or two.

    Combat Log changes

    • The combat log now differentiates between a spell failure due to resistance and spell failure due to missing the target. Where once both events reported as a resist; a spell missing the target is now reported as a miss.
    • Overhealing is now reported in the combat log.
    • When a source of damage is entirely prevented (by a shield block, a full resist, or a damage shield like Power Word:Shield, the prevented amount will now be displayed

    Lookie, that starts making sense.

    As you will have guessed, there are way too many changes to comment them all in a hit & run post like this. There will be more later, but in the meantime, you will of course get class-specific commentary from your favourite class-specific blogs.

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    Patch 2.4 Bonus: Cheap Gear for Off-Specs

    So between diapers and stuff, I logged some playtime to see the Sunwell action, and tried to join in. But with a protadin, it isn’t exactly fast, to say the least.

    Since there’s no chance I can log enough consecutive playtime to try a MT run, I decided to respec to Retribution. Hopped to the AH, grabbed a Crystalforged War Axe, and off I went to lolDPS (in my case there’s no other description for what I was doing)… only to remember I hadn’t used a 2H weapon since switching to prot for levelling at 35.

    So back to skilling up, and there’s still the old conundrum: I have an almost uncrittable prot set (in fact, with a bit of resilience mixed in, 0.4% crittable), a PvP-oriented healing set with +1400 healing… and none of these pieces foster Ret play in the least. Back to the AH, and there’s little in way of useful yet affordable armor.

    Several hours later, I logged onto my alliance guild, and based on guild chat, I finally managed to put two and two together. It so happens that there’s a cheap solution to my gear problem. A couple of visits to rep vendors later and I now have a workable Ret kit with 95 resilience, made of 5 pieces of the brand new blue Rep PvP set.

    I suspect gemming the thing is going to end up twice as expensive as buying it, though. Still, less than 100g for 5 pieces of blue gear is very nice, and should give me more room to explore the solo content with the Sunwell (and tie some other lose ends which neither healadin nor protadin made bearable to solo).

    That alone, the ease to gear up for some offspecs for a hybrid, makes patch 2.4, on live, a winner in my book.

    300 2H axes skill and counting, BTW

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    Matticus Channels Cosmo: 16 New and Sexy Additions in 2.4

    Well, Matt, I’m not suffering from writer’s block, but I take your challenge nonetheless.

    Here are 16 Patch 2.4 changes and additions worth mentioning:

    Shorter 2v2 Arena queues

    2v2 has, admittedly, several balance and synergy issues, but one which is more irksome is the queue time on heavily-populated Battlegroups. Due to the sheer number of people wanting to play 2v2, which, let’s face it, is the easiest to set up a team for and requires least coordination, queue times can exceed 15 minutes at peak time. Due to the low organizational requirements, 2v2 will always remain the bracket with the lowest barrier to entry for the most casual player, even if entering it as a brand new green level 70 player is going to be quite an experience.

    Well, fortunately, Blue has recently posted that this will change for the better:

    There is a change in 2.4.0 that will allow the servers to kick up more arena instances in a shorter amount of time, generally lowering the amount of time it will take to get into a game with an equal amount of people queuing. We want to avoid calling this a one time “queue cure” as we’re still not entirely certain how the changes will affect queue times under full load. Especially considering the increase in activity we see with any major patch release.

    I think they’re guaranteed to have some effect, but if it isn’t an adequate impact we’ll need to make further adjustments.

    Although I don’t have an arena partner or arena spec at the moment, shorter queue times = win.

    The Sunwell Plateau

    Part of the current higher-than-average tension between “hardcore” and “casuals” (also in its side incarnation PvE vs PvP) is most definitely due to the fact that the top raiders have run out of content, some of them several months ago. While I definitely don’t like AQ-Style server-wide unlocking events, this one looks to be less mindless grind-focussed than its infamous predecessor. The Isle of Quel’Danas is probably going to be as packed as Hellfire Peninsula was during the first days of TBC’s release, and since I currently don’t play my horde pallie, I’ll give the whole offensive a miss.

    Still, the whole Shattered Sun Offensive comes along with a huge amount of new content from solo to five-men to full raids, so people who more or less ran out of things to do will have plenty new stuff to keep themselves occupied for the coming few months.

    Of course, the top catassing guilds may very well burn through the new content in two weeks like what happened with MH and BT, but designing content with these people in mind is, fortunately, no longer on Blizzard’s agenda. Either Tigole and his crew grew softer on the catassing part or the rest of the design team has been overshouting them for a couple of months now (in fact, Tigole has been very subdued since his ill-advised Welfare Epics remark). Whatever the reasons, this is full of win for the large majority of the playerbase, hardcore and casual alike, and the couple of sour apples who don’t find the game challenging or fun enough for their taste anymore will move on. Less lag for me, and probably 0.1% less QQ on the o-boards. Not that you’d notice any difference of course.

    The New Combat Log

    The new combat log is going to increase data collection accuracy for damage meters and for WWS alike. While the change will require all addons working with the log to change, the net result is more precise information from all relevant tools. For any player, hardcore or casual, striving to improve their playing skills, accurate measurement of their performance is a good thing. Always remember, though, that in a group or a raid, you are actually playing an instance, not “top-the-meters”.

    Teleport to CoT

    Due to the travel time involved, getting to Caverns of Time is almost as much as a pain than going to Kara. Adding a means to teleport from Shattrath straight to the summoning stone is removes a lot of the wait, leaving more time for actually playing the instances.

    Intellect Boosting Mana Regen from Spirit

    While I don’t play any classes which rely on spirit and the 5-seconds rule as part of their normal routine, this will be huge for priests, druids but also mages. Other classes will spend less time drinking, which equates to less downtime. Now if it would only affect MP5 while casting too…

    Faster Weapon Skillups from 1 to 295

    Anyone who ever had to skill up a neglected weapon by even a mere 100 skill points will immediately remember what a pain in the nether regions this is. Less mindless killing for skillups? Yes please. The only thing unclear to me is whether it actually applies to weapon skill below 295 or players below level 60. If it’s the latter, the change will be, unfortunately, not noticed by level 70 toons, which would immediately remove this paragraph from the sexy additions to the “badly thought out” list.

    Daily Quest Amount Raised to 25

    Not that I’d care too much since I rarely do more than 3 dailies (never managed to unlock Ogri’La on the paladin). Still, more choice is always a good thing in my book.

    Multi-Target Abilities no longer hit CCed NPCs

    I have a bit mixed feelings about this one, actually. It certainly lowers the skill requirements in instances and participates in the dumbing down of the playerbase. On the other hand, it also means less wipes when running with people who lack the most basic CC management skills. An interesting side-effect, though: people who no longer care how they position CC relative to tanks will actually find running with a tankadin more difficult than before if their CC ends up in the Constant Consecration area. Since the Flavour of the Month in terms of 5-men tanks remains firmly in tankadin hands, the dumbing down may result in a couple of unexpected and hilarious wipes. Then again, good tankadins don’t really need CC in the first place.

    Mana Cost Reduction on Regrowth

    I don’t play a drood but from what they tell us, this is a very nice change, which actually gives them more variety in their spell casting rotations. As a recovering healadin, having just one single heal which makes up most of your casting routine (at least there’s cleansing and protecting to break the monotony) is something which gets pretty dull. More tools to keep your party or raid group alive, more varied gameplay? Yes please.

    Avenger’s Shield Won’t Hit Critters Anymore

    I love this one. Imagine the following pull: 3-mob group to the left, another group farther back on the right. The closest mob of the left-hand group stands at the right side of that group. Your tankadin positions himself and pulls with Avenger’s Shield on the closest mob of the left group, expecting all three mobs to have a good does of front-loaded threat on them.

    Unfortunately, there’s a pesky critter sitting, unnoticed, between the left and right group, and Avenger’s shield actually bounces over it to hit the closest mob of the right-hand group. Your group now has to deal with 6 mobs instead of 3, 4 of them without any frontloaded threat.

    Sounds familiar? Won’t happen again. Win.

    Turn Undead Rank 3+ working on demons

    Makes sense. Though why not Rank 1 and 2 escapes me. Then again, I think the last time I’ve ever used Turn Undead was on my level 26 alliance paladin desperately trying to survive an unexpected meeting with Morladin in Duskwood while bubble was on cooldown. And that was before TBC got released. So it’s a sexy but pointless change for the sake of consistency.

    Partial Vanish Debugging

    There’s been various abilities which would leave a rogue stealthed when using plain normal stealth but break vanish. Bug fixing is always nice in my book, and vanish has been plagued by bugs for a long time now.

    New Stormstrike Icon

    I’m kidding. Shamans get little love in this patch, and one of the more jaded shammies out there once commented on a message board “it will be changed to a middle finger Blizzard is pointing at shamans”. ‘Nuff said.

    BG Honour calculation changes

    There’s no more diminishing returns per kill until an opponent dies 51 times, and honour gets awarded on the spot. If it helps diminish the AFKing in the peace cave, I’m all for it.

    Horde AV starting point moved back

    This is a change for the better, and will help balance the map. In the same spirit, actually mirroring the whole map perfectly would definitely remove any claims of map imbalance and make it all about teamwork and tactical skill. This has been suggested for much longer than I’ve been playing AV and should come back.

    In the same vein, joining AV as a group is something I have very mixed feelings about. If the group is 5 or 10 friends joining together, I rather like it. But with the extremely soft matchmaking happening, getting steamrolled by a 40-men preform AV for 0 honour (which you probably never will be allowed to join if you don’t have 350+ resilience, which you won’t be able to get in a hurry because the bloody AV premades kill you over and over for 0 honour) is going to be utterly detestable.

    Warsong Gulch changes to Flag Carriers

    In a valiant effort to shorten the pat situations where both sides could have been hiding with the opposing flags for ages, Flag Carriers will now appear on the map within 45 seconds and will get a 50%/100% damage increase debuff after 10/15 minutes. I like it but I still don’t think it goes far enough. Add reinforcements like in AV, each cap and kill taking off from the enemy reinforcements, and you could pretty much guarantee much more action-packed games lasting 15-20 minutes tops, and perhaps even kill the mindless HK farming which happens way too often. One can always hope…

    And that takes up to 16 changes. There’s actually more to be highlighted, but Cosmo said 16, so 16 it is.

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