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  • Kil'jaeden
  • 40. Re: New Dispel Resistance mechanic   01/08/2009 07:44:43 PM PST
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Have you taken into consideration some abilities which are now extremely vulnerable to dispel and are not being compensated for in any way with this change (read: Chains of Ice)?

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  • Vek'nilash
  • 41. Re: New Dispel Resistance mechanic   01/08/2009 07:44:50 PM PST
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Q u o t e:


use a scorpid if you're relying on drains


Scorpid is nerfed too. The poison doesn't stack anymore. Try to keep up : )

Known as Tails from Ravencrest-EU, Sienna from EJ Hunter Mechanics thread, lvl 80 Hunter and longtime theorycrafter
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  • 42. Re: New Dispel Resistance mechanic   01/08/2009 07:45:42 PM PST
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What's Sanctified Seals gonna do now?

This ain't qq - In the same way I wouldn't stay with a woman who stopped shaving and bathing and who put on 200 pounds. Blizzard has become my fat, hairy, apathetic, girlfriend.
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  • Vek'nilash
  • 43. Re: New Dispel Resistance mechanic   01/08/2009 07:45:52 PM PST
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Q u o t e:


Isn't it considered a dot?



Doesn't this imply that it is undispellable?


Helpful dots are probably hots, not stuff like viper sting.

Known as Tails from Ravencrest-EU, Sienna from EJ Hunter Mechanics thread, lvl 80 Hunter and longtime theorycrafter
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  • Tichondrius
  • 44. Re: New Dispel Resistance mechanic   01/08/2009 07:46:19 PM PST
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Q u o t e:
My only big gripe with the change is that a lot of things that needed the dispel resistance had it removed.

Warlock - Curses needed dispel resistance. It's a huge part of their class.

Rogues - Wound poison either needs to 5 stack to make a full stack harder to remove, or let wound poison have dispel resistance. What rogue is really going to get dispel resistance for a mostly pve poison now?

The change seems to have been too evenly spread without consideration to the individual classes which have dispel resistance on their abilities.

My big concern is that now you've reverted back to the point where dispelling classes are too powerful in pvp. I don't think dispel spam should be a valid tactic in pvp to win.
Rogues get vile poisons for PvE for the increased poison and envenom damage. The dispel resistance is simply the PvP side of the talent.

As a shaman I'd prefer the other way around. Elemental and enhancement have no resistance talent anyways but 100% chance to dispel frost shock (only escape/distance closer) and 100% chance to dispel flame shock (major portion of shaman burst potential) , 100% chance to dispel hex (only CC, 45s cooldown), purge still subject to resistances.
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  • Shadowsong
  • 45. Re: New Dispel Resistance mechanic   01/08/2009 07:47:02 PM PST
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My (clearly biased) opinion is that immunity effects should also go on the no-resistance list with cc's.

A fail chance on their only counter (mass dispel) seems to defeat the purpose of it existing in the first place
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  • Lightning's Blade
  • 46. Re: New Dispel Resistance mechanic   01/08/2009 07:47:29 PM PST
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At least our totems are harder to dispel now! Just as good as Horn of Winter, Icy Talons, Frost Trap, and Devotion Aura!

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  • Daggerspine
  • 47. Re: New Dispel Resistance mechanic   01/08/2009 07:48:22 PM PST
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Q u o t e:


Scorpid is nerfed too. The poison doesn't stack anymore. Try to keep up : )


apologies :)

in that case hopefully viper falls under the dots category
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  • Illidan
  • 48. Re: New Dispel Resistance mechanic   01/08/2009 07:48:26 PM PST
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Q u o t e:


Helpful dots are probably hots, not stuff like viper sting.


I figured GC of all people would know the difference between a Dot and a Hot.
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  • 49. Re: New Dispel Resistance mechanic   01/08/2009 07:48:52 PM PST
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how will this affect abilities like tranq shot, purge and offensive dispels?

will they retain some power or become mostly pointless?
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  • Illidan
  • 51. Re: New Dispel Resistance mechanic   01/08/2009 07:49:28 PM PST
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Q u o t e:
how will this affect abilities like tranq shot, purge and offensive dispels?

will they retain some power or become mostly pointless?


Tranq shot is already pointless.
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  • 52. Re: New Dispel Resistance mechanic   01/08/2009 07:49:52 PM PST
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A good change overall. This would allow for an easier time dispelling CC rather than dots and self-buffs.


My concerns with dispel mechanics still remain:

1) some specs/classes don't have easy access to dispel protection ie Moonkins, Destro warlocks

2) dispel, purge, spellsteal are all pretty spammable and more reliable now with the changes. Have you considered adding a short cooldown to dispel spells (ie 5 secs) to make them a bit more about choice rather than something you spam? A cooldown might hurt PVE encounters =\
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  • Black Dragonflight
  • 53. Re: New Dispel Resistance mechanic   01/08/2009 07:50:43 PM PST
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Q u o t e:
The general rule of thumb is that helpful spells (e.g. buffs) and dots are protected. Other offensive spells (e.g. crowd controls) are not.

We are definitely interested on hearing feedback on this implementation. We like the basic mechanic of casting and dispelling spells, but I think many players agreed that the system beyond that needed an overhaul. I am sure many players have their own ideas on how this should have worked, because a lot of them have been pitched to us.

Feel free to discuss dispel and dispel resistance here rather than having the conversation across multiple threads.


Got a thumbs up from me.
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  • 54. Re: New Dispel Resistance mechanic   01/08/2009 07:52:55 PM PST
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Q u o t e:
The general rule of thumb is that helpful spells (e.g. buffs) and dots are protected. Other offensive spells (e.g. crowd controls) are not.

We are definitely interested on hearing feedback on this implementation. We like the basic mechanic of casting and dispelling spells, but I think many players agreed that the system beyond that needed an overhaul. I am sure many players have their own ideas on how this should have worked, because a lot of them have been pitched to us.

Feel free to discuss dispel and dispel resistance here rather than having the conversation across multiple threads.


This change would appear to remove the dispel protection for Vampiric Embrace. It's not a CC and it has a cooldown. Is this change (assume it's true) working as intended?
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  • Tichondrius
  • 55. Re: New Dispel Resistance mechanic   01/08/2009 07:54:11 PM PST
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Q u o t e:
A good change overall. This would allow for an easier time dispelling CC rather than dots and self-buffs.


My concerns with dispel mechanics still remain:

1) some specs/classes don't have easy access to dispel protection ie Moonkins, Destro warlocks

2) dispel, purge, spellsteal are all pretty spammable and more reliable now with the changes. Have you considered adding a short cooldown to dispel spells (ie 5 secs) to make them a bit more about choice rather than something you spam? A cooldown might hurt PVE encounters =\
He is talking about the opposite of what you are thinking. Trying to dispel the PWS from the priest would hit the dispel resistance. Trying to dispel the fear from your teammate would not hit the resistance. Cleanse, devour magic, dispel magic, cure poison, cure disease and decurse are the ones that benefit from the proposed change unless they are trying to dispel a DoT (curse of agony, flame shock, deadly poison, moonfire, etc).
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  • Mal'Ganis
  • 56. Re: New Dispel Resistance mechanic   01/08/2009 07:54:43 PM PST
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I think the entire dispel system here is kind of a failure. Especially for classes like Warlocks and Shadow Priests who have their entire class/spec pretty much crippled by them. There really isn't any risk associated with dispelling. Even if you have something like Unstable Affliction which is supposed to make people think twice, the threat just isn't large enough to care. And this is of course ignoring the simple fact that debuffs in this game really aren't worth dispelling anyway because so few of them have any real impact on anything.

I still think the best dispel model I've ever seen in an MMO was the one used by Shadowbane. In Shadowbane, all buffs and debuffs were given a rank and placed in a queue on players. In order to dispel someones buffs or debuffs you'd first have to dispel all the things that were ranked before it. Each rank of spells followed a FILO type model. A friendly target could dispel anything from anyone. Buffs, Debuffs, etc.

As an example lets just look at 5 different spells chosen randomly. These are given arbitrary ranks that don't mean much but are there just to show an example.

There is Silence, Mortal Wounds (wounding poison, mortal strike, etc), Renew, Fortitude, and Corruption.

Renew is a rank 1 spell.
Fortitude is also a rank 1 spell.
Mortal Wounds is a rank 3 spell.
Silence is a rank 5 spell.
Corruption is a rank 2 spell.

Suppose you wanted to dispel Corruption off someone. Well in order to do that you'd first need to dispel Renew, Fortitude, and then Corruption. Hopefully that gives you the general idea. Now you put some actual risk in there for dispeling in this game. It may not be worth taking Corruption off the target because you'd dispel beneficial spells before it.


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  • Shadowsong
  • 57. Re: New Dispel Resistance mechanic   01/08/2009 07:55:01 PM PST
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Is it just me or are a lot of people getting different meanings from this line:


Q u o t e:
The general rule of thumb is that helpful spells (e.g. buffs) and dots are protected. Other offensive spells (e.g. crowd controls) are not.


I read the "protected" bit as: *protected by any existing dispel resistance talents as currently on live*

Not that buffs are suddenly protected from all kinds of dispel; which is the tone I seem to see in some posts

Or in other words; All CC'ing debuffs now have 0 dispel resist.

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Ghostcrawler
Blizzard Poster
  • 58. Re: New Dispel Resistance mechanic   01/08/2009 07:55:37 PM PST
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The dispels spells themselves generally have not changed. The talents that protected some of your spells have changed.

Overall, dispelling attacks used against you should be easier to dispel (except for dots).
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  • Ravencrest
  • 59. Re: New Dispel Resistance mechanic   01/08/2009 07:56:17 PM PST
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So wait....now fear is even worse?
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