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Mudanças nas classes coming soon =D
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Tilt BR :: Taberna de Orgrimmar :: WoW
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Mudanças nas classes coming soon =D
Hoje, o Designer de sistemas da Blizz postou algumas mudanças que teremos em breve
Sei que alguns nerfs vai tirar o sono de alguns, mas no geral achei que ficou bem legal! Eles estão querem trazer ao jogo classes/habilidades/talents que até então muitos nem sabiam que existiam!
Por exemplo, Heal eh uma magia de priest que vc ganha no lvl 15... Engraçado que só agora no 85 que eu estou usando
Tou copiando o [Tens de ter uma conta e sessão iniciada para poderes visualizar este link] pra quem nao quiser ir em outro site...
We have a lot of players at 85 now doing everything from Heroic dungeons to rated Battlegrounds, and the class design team is starting to prepare our list of items to investigate for our next patch.
Before you dive down into the meat below (not really a pleasant image, that), be advised that we’re still early in the preliminary stages. The patch isn’t coming out tomorrow. I wrote this before the end of the year and other things may have cropped up in the meantime. Just because your class or pet problem isn’t mentioned below doesn’t mean we won’t address it.
PvE
We’re happy with damage overall. We have very few traditional tank and spank fights (even Argaloth likes to parry melee) so it’s hard to get consistent numbers without very large data sets. Still, we see Survival hunters and Unholy DKs on top of a lot of single target fights. Arcane, Marksman, and Beastmaster damage is too low. Retribution, Shadow, and Fire and Frost mage damage might be too low, but we’re still watching them. We aren’t seeing a lot of Subtlety rogues in PvE yet, so that sample size is still small. On fights where there is a lot of area damage, Demonology warlocks, Frost DKs and possibly Survival hunters are all too high. Shadow priest AE, mostly due to a weak Mind Sear, feels too low.
Healing in PvE is working out pretty much as intended. There are some Heroic dungeon bosses that are probably tougher than the required item level average permits. In general, you might have a tough time upon zoning into a Heroic dungeon with a bunch of strangers as soon as Dungeon Finder permits, especially if your group isn’t willing to communicate and work together. We want Heroics to be challenging -- if you want to zerg the content, stick to normal dungeons.
Tank balance overall seems good at this point in time. Threat seems to be in a good place -- good tanks don’t have much of a problem, but they can’t “phone it in” either. We’re seeing all four tanks get a lot of use, even on Heroic raid fights. That could change as more guilds are able to make serious heroic attempts.
PvP
The larger health pools, decreased impact of Mortal Strike debuffs, and slower healing are all having the desired effect in PvP. Burst damage has its place, but doesn’t determine the outcome of every encounter. There are several individual abilities that we aren’t happy with in PvP.
We’re keeping a close eye on dispels. We still like the design of making dispels more of a commitment rather than liberally sprinkling around dispel resistance or consequences for every class. Defensive dispels (removing a debuff) generally feel good, but we think offensive dispels (removing an enemy buff) feel too powerful, especially for DPS specs. In particular, Purge and Spellsteal will probably get nerfed.
We’re also looking at crowd control, interrupts, and self-healing in PvP. It’s possible we’ll reduce the durations of some crowd control effects, especially the area effect ones, and decrease the duration of interrupts.
Priests are a little weak in PvP, especially at mobile healing. We have made some changes to glyphs and talents to enhance their survivability and instant healing.
We also want to make sure the epic PvP gear isn’t too easy for just anyone to obtain, given that the PvE endgame content is more challenging than it was in Lich King. We don’t want the player base to just migrate to the most efficient epic delivery mechanism; we want you to participate in what you find most enjoyable.
Stats
We’ll make a pass to make stats that aren’t attractive (but are supposed to be) more attractive. For example, we don’t want Assassination rogues to dismiss crit or Feral tanks to dismiss haste. We are considering making some physical attacks such as Lacerate, Steady Shot, and Slam scale with haste.
Mastery is a new stat for us, and there are a few specs that don’t value it enough. In some cases (e.g. Combat rogues), the design for mastery is fine and we just need to buff the effects to make it more desirable. In others, we don’t think it’s possible to buff mastery enough in its current form. For example, the Retribution mastery, Hand of Light, is fun, but it doesn’t contribute enough damage. To make it contribute enough damage, the proc would need a very high chance, which then can cause paladins to devalue other sources of Holy Power. Instead, we are redesigning Retribution mastery to add a percentage of the damage of Templar’s Verdict, Crusader Strike, and Divine Storm as Holy damage (which also plays better with Inqusition). Because Hand of Light is fun, however, we are going to change Divine Purpose as a chance to proc Hand of Light instead of a chance for extra Holy Power (which will also remove a little of the randomness from the rotation). Unholy DKs are another spec for whom mastery just isn’t working out. Our current intent is to redesign their mastery so that their attacks cause more damage to diseased targets (in a similar manner to the Restoration druid mastery).
Potpourri
Some additional class-specific tweaks (keeping in mind this is not the full list):
* Even after we fixed their mastery, Feral druid bleeds still do a lot of damage and are undispellable. We plan to shift some of that damage back to main attacks. They are also a little too hard to control. Given that they are already hard to root, snare, or polymorph, we think the fear immunity from Berserk is too much.
* Arms warrior burst damage might still be too high in PvP, while we don’t have a great way to adjust their sustained damage for PvE. The Lambs to the Slaughter talent is a good place to address this. We also might nerf warrior stuns.
* We think Arms and Fury warriors are getting too much damage out of Heroic Strike. We want it to be clear that it’s a rage dump and not make it the hardest hitting ability.
* For Holy priests, we’re increasing Chakra’s duration and changing Surge of Light so it can now from Flash Heal and Greater Heal and can crit.
* We’re making some additional buffs, such as Pain Suppression and Barkskin, undispellable.
* We’re buffing Wild Mushroom. It’s a cool spell that isn’t getting enough play.
* Empowered Touch will now benefit from Regrowth as well. We’re also buffing the Glyph of Regrowth.
* We are looking at Holy Concentration (after our most recent buff) and Omen of Clarity to make sure they don’t account for too much mana savings.
* We are probably going to remove Drain Mana from warlocks. It is incredibly situational in PvE but causes problems in PvP. This might mean we need to evaluate Mana Burn as well.
* Inferno will no longer increase the radius of Hellfire.
* Shadow and Flame can now proc from Incinerate in addition to Shadow Bolt.
* We want to redesign Improved Soulfire.
* Censure will no longer break Repentance.
* As part of the Marks and Beastmaster buffs, we’re buffing Aimed Shot, Kill Shot, Chimera Shot, and Kill Command.
* To reduce mage control, we are discussing reducing the duration of Frost Nova and Ring of Frost.
* We want to make it clear that Combat is intended to use fast off-hand weapons. We also want to polish Revealing Strike a bit.
* We want to make sure Enhancement shaman avoid caster weapons.
* We want to make sure Unholy DKs prefer two-handed weapons.
* Necrotic Strike needs to be affected by resilience.
* For Cataclysm, we changed Death Strike almost completely into an ability for Blood DK tanks, which is a bit unfortunate. We want to make sure it is still a useful button for Frost or Unholy DKs who need healing.
* We also want to address DK mobility in PvP.
* We think we overnerfed Every Man for Himself, and are reverting it back to a 2-minute cooldown again. We might evaluate other racials after we’ve seen more PvP.
“GC, is this the final list of changes? Does this mean I can expect no changes for my class? Does this mean you don’t care about me?”
No. This is some stuff we are looking at so that you’ll have some context if you see changes on a future PTR. The final list of class patch notes for the next patch will doubtless be much longer.
-Greg “Ghostcrawler” Street is the lead systems designer for World of Warcraft. He uses words like “potpourri.”
Sei que alguns nerfs vai tirar o sono de alguns, mas no geral achei que ficou bem legal! Eles estão querem trazer ao jogo classes/habilidades/talents que até então muitos nem sabiam que existiam!
Por exemplo, Heal eh uma magia de priest que vc ganha no lvl 15... Engraçado que só agora no 85 que eu estou usando
Tou copiando o [Tens de ter uma conta e sessão iniciada para poderes visualizar este link] pra quem nao quiser ir em outro site...
We have a lot of players at 85 now doing everything from Heroic dungeons to rated Battlegrounds, and the class design team is starting to prepare our list of items to investigate for our next patch.
Before you dive down into the meat below (not really a pleasant image, that), be advised that we’re still early in the preliminary stages. The patch isn’t coming out tomorrow. I wrote this before the end of the year and other things may have cropped up in the meantime. Just because your class or pet problem isn’t mentioned below doesn’t mean we won’t address it.
PvE
We’re happy with damage overall. We have very few traditional tank and spank fights (even Argaloth likes to parry melee) so it’s hard to get consistent numbers without very large data sets. Still, we see Survival hunters and Unholy DKs on top of a lot of single target fights. Arcane, Marksman, and Beastmaster damage is too low. Retribution, Shadow, and Fire and Frost mage damage might be too low, but we’re still watching them. We aren’t seeing a lot of Subtlety rogues in PvE yet, so that sample size is still small. On fights where there is a lot of area damage, Demonology warlocks, Frost DKs and possibly Survival hunters are all too high. Shadow priest AE, mostly due to a weak Mind Sear, feels too low.
Healing in PvE is working out pretty much as intended. There are some Heroic dungeon bosses that are probably tougher than the required item level average permits. In general, you might have a tough time upon zoning into a Heroic dungeon with a bunch of strangers as soon as Dungeon Finder permits, especially if your group isn’t willing to communicate and work together. We want Heroics to be challenging -- if you want to zerg the content, stick to normal dungeons.
Tank balance overall seems good at this point in time. Threat seems to be in a good place -- good tanks don’t have much of a problem, but they can’t “phone it in” either. We’re seeing all four tanks get a lot of use, even on Heroic raid fights. That could change as more guilds are able to make serious heroic attempts.
PvP
The larger health pools, decreased impact of Mortal Strike debuffs, and slower healing are all having the desired effect in PvP. Burst damage has its place, but doesn’t determine the outcome of every encounter. There are several individual abilities that we aren’t happy with in PvP.
We’re keeping a close eye on dispels. We still like the design of making dispels more of a commitment rather than liberally sprinkling around dispel resistance or consequences for every class. Defensive dispels (removing a debuff) generally feel good, but we think offensive dispels (removing an enemy buff) feel too powerful, especially for DPS specs. In particular, Purge and Spellsteal will probably get nerfed.
We’re also looking at crowd control, interrupts, and self-healing in PvP. It’s possible we’ll reduce the durations of some crowd control effects, especially the area effect ones, and decrease the duration of interrupts.
Priests are a little weak in PvP, especially at mobile healing. We have made some changes to glyphs and talents to enhance their survivability and instant healing.
We also want to make sure the epic PvP gear isn’t too easy for just anyone to obtain, given that the PvE endgame content is more challenging than it was in Lich King. We don’t want the player base to just migrate to the most efficient epic delivery mechanism; we want you to participate in what you find most enjoyable.
Stats
We’ll make a pass to make stats that aren’t attractive (but are supposed to be) more attractive. For example, we don’t want Assassination rogues to dismiss crit or Feral tanks to dismiss haste. We are considering making some physical attacks such as Lacerate, Steady Shot, and Slam scale with haste.
Mastery is a new stat for us, and there are a few specs that don’t value it enough. In some cases (e.g. Combat rogues), the design for mastery is fine and we just need to buff the effects to make it more desirable. In others, we don’t think it’s possible to buff mastery enough in its current form. For example, the Retribution mastery, Hand of Light, is fun, but it doesn’t contribute enough damage. To make it contribute enough damage, the proc would need a very high chance, which then can cause paladins to devalue other sources of Holy Power. Instead, we are redesigning Retribution mastery to add a percentage of the damage of Templar’s Verdict, Crusader Strike, and Divine Storm as Holy damage (which also plays better with Inqusition). Because Hand of Light is fun, however, we are going to change Divine Purpose as a chance to proc Hand of Light instead of a chance for extra Holy Power (which will also remove a little of the randomness from the rotation). Unholy DKs are another spec for whom mastery just isn’t working out. Our current intent is to redesign their mastery so that their attacks cause more damage to diseased targets (in a similar manner to the Restoration druid mastery).
Potpourri
Some additional class-specific tweaks (keeping in mind this is not the full list):
* Even after we fixed their mastery, Feral druid bleeds still do a lot of damage and are undispellable. We plan to shift some of that damage back to main attacks. They are also a little too hard to control. Given that they are already hard to root, snare, or polymorph, we think the fear immunity from Berserk is too much.
* Arms warrior burst damage might still be too high in PvP, while we don’t have a great way to adjust their sustained damage for PvE. The Lambs to the Slaughter talent is a good place to address this. We also might nerf warrior stuns.
* We think Arms and Fury warriors are getting too much damage out of Heroic Strike. We want it to be clear that it’s a rage dump and not make it the hardest hitting ability.
* For Holy priests, we’re increasing Chakra’s duration and changing Surge of Light so it can now from Flash Heal and Greater Heal and can crit.
* We’re making some additional buffs, such as Pain Suppression and Barkskin, undispellable.
* We’re buffing Wild Mushroom. It’s a cool spell that isn’t getting enough play.
* Empowered Touch will now benefit from Regrowth as well. We’re also buffing the Glyph of Regrowth.
* We are looking at Holy Concentration (after our most recent buff) and Omen of Clarity to make sure they don’t account for too much mana savings.
* We are probably going to remove Drain Mana from warlocks. It is incredibly situational in PvE but causes problems in PvP. This might mean we need to evaluate Mana Burn as well.
* Inferno will no longer increase the radius of Hellfire.
* Shadow and Flame can now proc from Incinerate in addition to Shadow Bolt.
* We want to redesign Improved Soulfire.
* Censure will no longer break Repentance.
* As part of the Marks and Beastmaster buffs, we’re buffing Aimed Shot, Kill Shot, Chimera Shot, and Kill Command.
* To reduce mage control, we are discussing reducing the duration of Frost Nova and Ring of Frost.
* We want to make it clear that Combat is intended to use fast off-hand weapons. We also want to polish Revealing Strike a bit.
* We want to make sure Enhancement shaman avoid caster weapons.
* We want to make sure Unholy DKs prefer two-handed weapons.
* Necrotic Strike needs to be affected by resilience.
* For Cataclysm, we changed Death Strike almost completely into an ability for Blood DK tanks, which is a bit unfortunate. We want to make sure it is still a useful button for Frost or Unholy DKs who need healing.
* We also want to address DK mobility in PvP.
* We think we overnerfed Every Man for Himself, and are reverting it back to a 2-minute cooldown again. We might evaluate other racials after we’ve seen more PvP.
“GC, is this the final list of changes? Does this mean I can expect no changes for my class? Does this mean you don’t care about me?”
No. This is some stuff we are looking at so that you’ll have some context if you see changes on a future PTR. The final list of class patch notes for the next patch will doubtless be much longer.
-Greg “Ghostcrawler” Street is the lead systems designer for World of Warcraft. He uses words like “potpourri.”
Lekka- Mensagens : 191
Data de inscrição : 20/05/2010
Re: Mudanças nas classes coming soon =D
No site do WowGilr tem o post traduzido
[Tens de ter uma conta e sessão iniciada para poderes visualizar este link]
[Tens de ter uma conta e sessão iniciada para poderes visualizar este link]
Lekka- Mensagens : 191
Data de inscrição : 20/05/2010
Re: Mudanças nas classes coming soon =D
Still, we see Survival hunters and Unholy DKs on top of a lot of single target fights. Arcane, Marksman, and Beastmaster damage is too low. Retribution, Shadow, and Fire and Frost mage damage might be too low, but we’re still watching them. We aren’t seeing a lot of Subtlety rogues in PvE yet, so that sample size is still small. On fights where there is a lot of area damage, Demonology warlocks, Frost DKs and possibly Survival hunters are all too high. Shadow priest AE, mostly due to a weak Mind Sear, feels too low.
Sobre aquilo que conversamos ontem, eles só citam que unholy e survival estão fazendo mais DPS que os outros, e só falam que o DPS está muito alto no caso do AoE. Então acho que se houver um "nerf" vai ser só na questão do AoE. Provavelmente as outras classes vão ganhar um pouco de carinho e chegar mais próximo dos dois que estão liderando.
Abraços,
thronedal- Mensagens : 344
Data de inscrição : 19/05/2010
Idade : 43
Localização : São Paulo
Re: Mudanças nas classes coming soon =D
Aparentemente me enganei( se tivesse esperado a tarde para postar não precisaria corrigir agora ), na versão 4.06 que está no PTR parece que unholy e survival vão sofrer um "nerf", seus buffs de [Tens de ter uma conta e sessão iniciada para poderes visualizar este link](10% -> 5%) e [Tens de ter uma conta e sessão iniciada para poderes visualizar este link](15% -> 10%) foram diminuídos, apesar de algumas outras habilidades tenham tido seu dano aumentado, diminuir o buff no principal atributos desses specs deve fazer com que o DPS caia, embora tenhamos que esperar para ver os números no PTR.
([Tens de ter uma conta e sessão iniciada para poderes visualizar este link])
([Tens de ter uma conta e sessão iniciada para poderes visualizar este link])
thronedal- Mensagens : 344
Data de inscrição : 19/05/2010
Idade : 43
Localização : São Paulo
Re: Mudanças nas classes coming soon =D
Mas as mudanças vão ser enormes... Pra DK principalmente. Vai acabar o "super tank DK" como é agora... Ticonheço está com os dias contados no "solo" dos bosses... Achei que o Zezão também vai sofrer... Vou postar as mudanças que mais me chamaram atenção.
Mudanças do tank DK:
Blood
•Blood Strike damage is increased by 12.5% for each of your diseases on the target, up from 10%.
•Heart Strike now deals 120% weapon damage, up from 100%.
•Blood Boil base damage increased by 20%, from 297 to 357.
•Blood Presence now increases armor contribution by 30%, down from 60%.
•Death Strike now heals for 15% of the damage sustained, down from 25%.
•Crimson Scourge now has a 5/10% chance to proc from melee attacks on a target infected with your Blood Plague. (Old - 50/100% chance to proc from Plague Strike)
•Will of the Necropolis no longer regenerates a Blood Rune but makes your next Rune Tap free instead.
Druida Feral:
•(Mangle) Mangle now deals 300% normal damage, down from 360%. Additional damage reduced by 17%, from 1044 to 870.
•Thrash base damage has been reduced by 17%, from 243 to 202. Bleed effect base damage also reduced by 17%, from [ 7.8% of AP + 455 ] to [ 7.8% of AP + 379 ]
•Lacerate damage has been reduced by 17%, from [ 11.5% of AP + 295.99 ] damage + [ 0.038% of AP + 118.4 ] bleed over 15 sec to [ 9.58% of AP + 246.66 ] damage + [ 0.032% of AP + 98.65 ] bleed over 15 sec.
•Frenzied Regeneration now regenerates 0.15% of max health for each point of rage, down from 0.3%.
•Swipe base damage has been reduced by 17%, from 171 to 143.
•Maul now scales from 30% of Attack Power, down from 36%.
•Berserk no longer clears the effect of Fear or makes you immune to Fear for the duration.
•Pulverize now deals 100% weapon damage, down from 120%. Base additional damage reduced by 17%, from 541 to 450.
•Leader of the Pack now causes you to gain 8% of your maximum mana, up from 4%.
•Thick Hide now increases armor while in Bear Form by an additional 26/52/78%, up from 11/22/33% (única coisa boa de verdade)
Hunters, mudanças conforme esperado mesmo...
Beast Mastery
•Kill Command now scales from 51.6% of Ranged Attack Power, up from 43%.
Marksmanship
•Kill Shot additional damage increased by 50%, from 362 to 543.
•Aimed Shot! now deals 102.5% ranged weapon damage, up from 95%.
•Chimera Shot base damage has been increased by 11%, from 973 to 1081.
Survival
•Into the Wilderness now increases Agility by 10%, down from 15%.
Estranhamente não nerfaram os locks...
Mudanças do tank DK:
Blood
•Blood Strike damage is increased by 12.5% for each of your diseases on the target, up from 10%.
•Heart Strike now deals 120% weapon damage, up from 100%.
•Blood Boil base damage increased by 20%, from 297 to 357.
•Blood Presence now increases armor contribution by 30%, down from 60%.
•Death Strike now heals for 15% of the damage sustained, down from 25%.
•Crimson Scourge now has a 5/10% chance to proc from melee attacks on a target infected with your Blood Plague. (Old - 50/100% chance to proc from Plague Strike)
•Will of the Necropolis no longer regenerates a Blood Rune but makes your next Rune Tap free instead.
Druida Feral:
•(Mangle) Mangle now deals 300% normal damage, down from 360%. Additional damage reduced by 17%, from 1044 to 870.
•Thrash base damage has been reduced by 17%, from 243 to 202. Bleed effect base damage also reduced by 17%, from [ 7.8% of AP + 455 ] to [ 7.8% of AP + 379 ]
•Lacerate damage has been reduced by 17%, from [ 11.5% of AP + 295.99 ] damage + [ 0.038% of AP + 118.4 ] bleed over 15 sec to [ 9.58% of AP + 246.66 ] damage + [ 0.032% of AP + 98.65 ] bleed over 15 sec.
•Frenzied Regeneration now regenerates 0.15% of max health for each point of rage, down from 0.3%.
•Swipe base damage has been reduced by 17%, from 171 to 143.
•Maul now scales from 30% of Attack Power, down from 36%.
•Berserk no longer clears the effect of Fear or makes you immune to Fear for the duration.
•Pulverize now deals 100% weapon damage, down from 120%. Base additional damage reduced by 17%, from 541 to 450.
•Leader of the Pack now causes you to gain 8% of your maximum mana, up from 4%.
•Thick Hide now increases armor while in Bear Form by an additional 26/52/78%, up from 11/22/33% (única coisa boa de verdade)
Hunters, mudanças conforme esperado mesmo...
Beast Mastery
•Kill Command now scales from 51.6% of Ranged Attack Power, up from 43%.
Marksmanship
•Kill Shot additional damage increased by 50%, from 362 to 543.
•Aimed Shot! now deals 102.5% ranged weapon damage, up from 95%.
•Chimera Shot base damage has been increased by 11%, from 973 to 1081.
Survival
•Into the Wilderness now increases Agility by 10%, down from 15%.
Estranhamente não nerfaram os locks...
Re: Mudanças nas classes coming soon =D
Warlock
Affliction
* Drain Mana has been removed.
* Drain Life (Soulburn) base damage has been decreased by 13%, from 125 to 109.
* Curse of Exhaustion now reduces movement speed by 30%, down from 50%.
Demonology
* Inferno no longer increases the radius of Hellfire.
Destruction
* Shadow and Flame effect can now also proc from Incinerate.
Warlock foi nerfado sim, mas não muito, ja que o dano deles foi muito nerfado recentemente e ta no nível dos demais (exceto aoe).
Drain Mana não vai mais existir, não sei quais os impactos reais disso, mas acho que deve ser uma grande mudança pra pvp...
Ah, as curas dos Priests, tanto Holy quanto Disc, vão melhorar. Discipline teve mais melhorias, e tava merecendo, pois atualmente ta muito ruim comparado com Holy.
Outpost- Mensagens : 136
Data de inscrição : 25/05/2010
Idade : 36
Localização : São Leopoldo, RS
Re: Mudanças nas classes coming soon =D
Nerfaram o warlock só no pvp, o destruction ganhou um buff. Agora, se um destro warlock ataca um bicho, também [Tens de ter uma conta e sessão iniciada para poderes visualizar este link] de +5% de spell crit, assim como affliction ou demo.
Já o druida, os nerfs relevantes são só os do Swipe, Thrash e Frenzied Regeneration, os nerfs das habilidades single target não vão mudar o jogo. Os ataques de área mais fracos indicam que os ursos vão precisar se preocupar mais com expertise, pois o agro de área já está subindo lentamente e irá diminuir mais (ao menos o meu, que quase não tenho expertise).
Já o druida, os nerfs relevantes são só os do Swipe, Thrash e Frenzied Regeneration, os nerfs das habilidades single target não vão mudar o jogo. Os ataques de área mais fracos indicam que os ursos vão precisar se preocupar mais com expertise, pois o agro de área já está subindo lentamente e irá diminuir mais (ao menos o meu, que quase não tenho expertise).
Zeezoo- Mensagens : 238
Data de inscrição : 22/05/2010
Re: Mudanças nas classes coming soon =D
E os Shamans foram ignorados novamente , não sei se é bom ou se é ruim
thronedal- Mensagens : 344
Data de inscrição : 19/05/2010
Idade : 43
Localização : São Paulo
Re: Mudanças nas classes coming soon =D
Segue link dos patch notes mais completos:
[Tens de ter uma conta e sessão iniciada para poderes visualizar este link]
[Tens de ter uma conta e sessão iniciada para poderes visualizar este link]
Zeezoo- Mensagens : 238
Data de inscrição : 22/05/2010
Re: Mudanças nas classes coming soon =D
The wind direction and fun coefficient of the Cyclones that appear in Heroic difficulty during the Altairus encounter have improved clarity.
The tauren racial trait War Stomp can now be used while shapeshifted.
The tauren racial trait War Stomp can now be used while shapeshifted.
Zeezoo- Mensagens : 238
Data de inscrição : 22/05/2010
Re: Mudanças nas classes coming soon =D
Sim, os Shamans foram ignorados. Mas eu acredito que isso seja bom, pois significa que a classe está equilibrada.
A minha spec de rogue (assassination) também não sofreu alteração. Acho que isso deve ao fato de que ela não mudou quase nada desde a expansão passada (a grande mudança foi a adição do mastery).
Rogue combat teve algumas alterações nas skills novas, não sei qual o real impacto das mudanças pq joguei muito pouco como combat nessa expansão, mas pelo que eu entendo, vai estar melhor.
Nerfaram o Smoke Bomb do rogue, provavelmente por causa do PVP. São poucas situações em que o Smoke Bomb é util em PVE.
A minha spec de rogue (assassination) também não sofreu alteração. Acho que isso deve ao fato de que ela não mudou quase nada desde a expansão passada (a grande mudança foi a adição do mastery).
Rogue combat teve algumas alterações nas skills novas, não sei qual o real impacto das mudanças pq joguei muito pouco como combat nessa expansão, mas pelo que eu entendo, vai estar melhor.
Nerfaram o Smoke Bomb do rogue, provavelmente por causa do PVP. São poucas situações em que o Smoke Bomb é util em PVE.
Outpost- Mensagens : 136
Data de inscrição : 25/05/2010
Idade : 36
Localização : São Leopoldo, RS
Re: Mudanças nas classes coming soon =D
Finalmente um pouco de atenção para os shamans
([Tens de ter uma conta e sessão iniciada para poderes visualizar este link])
Resumo:
Gostei da alteração do Chain Heal, ele realmente estava muito fraco, hex foi "nerfado" em PvP, mas parece que os outros CC's serão também, purge também recebeu um "nerf", mas acho que merecido( removia 2 efeitos do alvo, agora remove apenas 1), o tremor totem foi totalmente alterado, e agora não pode mais ser deixado em funcionamento desde o começo de uma luta, deve ser usado no momento certo para surtir efeito( "NERF").
Aumentar o dano do Earthquake, deixa nosso único AoE de verdade um pouco mais próximo das outras classes( embora seu custo de mana ainda seja um pouco proibitivo), acredito que a alteração no flametongue seja um buff , e o fato de mental quickness não afetar mais o purge retira a vantage do enhacement sobre os outros specs nesse quesito. o talento Cleasing water nao dispara 2 vezes ao se remover um debuff magico e uma maldição simultaneamente( aparentemente correção de bug, mas mesmo assim um nerf). O valor do mastery foi melhorado, mas mesmo assim não sei se vale apena, mas está um pouco mais próximo do Crit. GHW recebeu um buff e um aumento de custo, pois seus valores estavam muito próximos do HS. O Mana Tide acho que é um buff, se o shaman sincronizar seu uso com procs e uso de trinkets, o aumento de spirit é absurdo.
Abraços,
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Zarhym escreveu:
Those changes were only announced in the context of warlock changes. I recognize though that the first draft of patch notes did not yet have shaman changes listed. In light of that -- and to hopefully dissuade you all from invading the warlock forum about the changes I listed there -- below you'll find the tentative shaman notes. The patch notes will likely be updated to include these changes tomorrow evening.
Shaman
- Chain Heal’s effectiveness has been increased by approximately 10%.
- Hex now has a PvP duration of 8 seconds.
- Purge now dispels a single effect instead of two.
- Tremor Totem has been redesigned. The totem is now usable under Fear, Charm, or Sleep effects, and pulses much more rapidly, but lasts 6 seconds and has a 1-minute cooldown.
- Talent Specializations:
- Elemental Combat
Earthquake damage has been increased by approximately 10%.
- Enhancement
Flametongue Weapon damage now scales from attack power instead of spell power (for Enhancement shaman only).
Purge no longer has its mana cost reduced by Mental Quickness.
- Restoration
Cleansing Waters no longer fires its heal effect twice when a shaman removes a Magic and a Curse debuff with a single cast.
Deep Healing (Mastery) has been increased to 3% per point, up from 2.5%.
Greater Healing Wave mana cost has been increased by 10%; healing done has been increased by 20%.
Mana Tide Totem has been redesigned. The totem no longer multiplies the Spirit of those affected by it. It instead gives a flat amount of Spirit equal to 400% of the casting shaman’s Spirit, exclusive to short-term Spirit buffs affecting the shaman when the totem is dropped.
Resumo:
Gostei da alteração do Chain Heal, ele realmente estava muito fraco, hex foi "nerfado" em PvP, mas parece que os outros CC's serão também, purge também recebeu um "nerf", mas acho que merecido( removia 2 efeitos do alvo, agora remove apenas 1), o tremor totem foi totalmente alterado, e agora não pode mais ser deixado em funcionamento desde o começo de uma luta, deve ser usado no momento certo para surtir efeito( "NERF").
Aumentar o dano do Earthquake, deixa nosso único AoE de verdade um pouco mais próximo das outras classes( embora seu custo de mana ainda seja um pouco proibitivo), acredito que a alteração no flametongue seja um buff , e o fato de mental quickness não afetar mais o purge retira a vantage do enhacement sobre os outros specs nesse quesito. o talento Cleasing water nao dispara 2 vezes ao se remover um debuff magico e uma maldição simultaneamente( aparentemente correção de bug, mas mesmo assim um nerf). O valor do mastery foi melhorado, mas mesmo assim não sei se vale apena, mas está um pouco mais próximo do Crit. GHW recebeu um buff e um aumento de custo, pois seus valores estavam muito próximos do HS. O Mana Tide acho que é um buff, se o shaman sincronizar seu uso com procs e uso de trinkets, o aumento de spirit é absurdo.
Abraços,
thronedal- Mensagens : 344
Data de inscrição : 19/05/2010
Idade : 43
Localização : São Paulo
Re: Mudanças nas classes coming soon =D
hahaha tô rindo aqui, o responsável pelos nerfs no shaman foi um warlock:
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E o detalhe, o parceiro de arena dele é um resto shaman
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[Tens de ter uma conta e sessão iniciada para poderes visualizar este link]
E o detalhe, o parceiro de arena dele é um resto shaman
[Tens de ter uma conta e sessão iniciada para poderes visualizar este link]
Zeezoo- Mensagens : 238
Data de inscrição : 22/05/2010
Tilt BR :: Taberna de Orgrimmar :: WoW
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