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  • 20. Re: Resilience change   06/18/2009 07:24:59 PM PDT
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Rolling a... oh wait. nvm :)

In all seriousness though, I'm curious about the reasoning behind this change. You've mentioned before that you'd like to slow fights down, where players go from 1-2 global cooldowns to 3-4. Is this change an attempt to achieve that goal?

If so, I'm uncertain it will be successful. You've discussed how healing as well as burst is very powerful, and reducing burst might allow fights to go on forever. While recognizing this was hyperbole, it does seem that this change might grant healing much more power. Then, as you've said, the focus switches from burst to CC.

What's the design philosophy behind this change? How do you envision it altering BG's/Arenas?

btw-just specced tree and <3 healing in BG's. Don't nerf me bro!
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  • 21. Re: Resilience change   06/18/2009 07:29:20 PM PDT
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This would help against cleave teams though. I think what they kind of want 3s to look like is 1 healer 2 DPS. Sounds good to me.

A dreamcatcher works, if your dream is to be gay.
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  • Thrall
  • 22. Re: Resilience change   06/18/2009 07:32:32 PM PDT
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Q u o t e:


bout dam time!!!

pets gaining res any time soon aswell?
im tired of having 20% of me gimped from the offset

Yes.

http://www.mmo-champion.com/index.php?topic=65797.0

40% of yours.


Q u o t e:

This morning a Resto druid punched me in the eye when I was trying to eat my Fruit Loops.
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  • 23. Re: Resilience change   06/18/2009 07:33:51 PM PDT
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........................HOLY.............ummmm yeah rage NEEDS to be normalized there is no way in heck you can not be considering the massive effect this has on rage gains
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  • 24. Re: Resilience change   06/18/2009 07:50:50 PM PDT
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Before the crying over Resto Druids and whatnot continues, shall we consider that they're not even anywhere close to being finished yet?


Q u o t e:
With this being said, individuals without a functioning brain should not be allowed to participate in the World of Warcraft.
-- Alkarra of Kul Tiras

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  • 25. Re: Resilience change   06/18/2009 08:00:55 PM PDT
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can we get a quick confirmation if healing is gonna sit the same as it is now pvp wise? or still in works (i hope) etc ?

And as the army of ret palys stormed across the field you could only hear the crys of "OMG NOOB, HEAL ME, WTF ARE YOU DOING, HEAL ME!!!"
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  • 26. Re: Resilience change   06/18/2009 08:01:10 PM PDT
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GC, are you worried that this will result in the "unkillable" healer situation in 3s and 5s? Double-healer/arms warrior is already a very powerful setup because of it's survivability. This also has the potential to destroy comps that don't utilize MS effects, since 20-30% less damage taken from the "burst" comps is obviously going to make kills significantly more difficult.

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  • Korgath
  • 27. Re: Resilience change   06/18/2009 08:03:03 PM PDT
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I for one welcome our new Affliction overlords.

E: And what the guy above me said. No MS = lose now.

[ Post edited by Dyslexi ]


http://www.wowarmory.com/character-sheet.xml?r=Draka&n=Dazanna
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  • 28. Re: Resilience change   06/18/2009 08:03:16 PM PDT
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So now that damage in PvP is nerfed, what about heals? It took insane burst to actually kill a skilled healer in less than 10 minutes. Seems like MS is needed now more than ever to actually kill something.
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Ghostcrawler
Blizzard Poster
  • 29. Re: Resilience change   06/18/2009 08:03:23 PM PDT
quote reply

Q u o t e:
In all seriousness though, I'm curious about the reasoning behind this change. You've mentioned before that you'd like to slow fights down, where players go from 1-2 global cooldowns to 3-4. Is this change an attempt to achieve that goal?


That is the intent. We want to lower damage so that players don't die quite so quickly and have a chance to do something to respond. This should help lower the "burst damage" problem, along with some changes to specific classes. It does nothing for, or perhaps exacerbates, the "burst healing" problem. To attempt to counter this, we lowered the healing done by Penance and Lifebloom and hit some of the mana sustainability of Holy paladins (through Illumination) and druids (through Innervate and Improved Barkskin). Shamans were not heavily respresented in Arenas so we didn't think their healing output needed to be nerfed. It's possible healing may still be too good and that is something we'll need to keep a close eye on.

We changed the way dots were affected by resilience (or to be more specific, we started treating all player damage the same way) because Shadow priests and warlocks were also not performing at the level we wanted them to see them, and obviously they do a lot of damage through dots. Dots were not lowered the way other forms of damage were lowered, so dot classes by comparison will do more damage in PvP than other forms of damage than they do today.

Changing resilience to affect player damage is an attempt to make it unattractive to tanks and make it less useful for PvE in general. Note also that resilience becoming a more important stat in PvP means that damage (and to a lesser extent healing) will also likely go down, since wearing PvE gear in PvP will be even riskier.

We understand this change can affect rage generation. We have found however that rage is a notoriously difficult number to predict based on math and simulations alone (that's kind of an understatement given the history of the mechanic) so we need to see some more PvP tests to know what the actual effects will be and what changes are needed.

I should add that this is a pretty major change for PvP and will no doubt require additional iteration going forward. It is also not a panacea that obviates the need for additional PvP balance changes as needed. We ask that you be patient and try and direct your feedback towards constructive comments that will help improve the game. We think we can get PvP, and Arenas specifically, into a place that is more fun for everyone.

[ Post edited by Ghostcrawler ]


Ghostcrawler
Lead Systems Designer
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  • 30. Re: Resilience change   06/18/2009 08:06:14 PM PDT
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This isn't meant to be a dig, but is blizzard rethinking their stance on "one combat system" for PvE and PvP? An awful lot of these changes are adding secondary effects to the PvP game.

I'm not complaining one bit, since I'm an advocate of two systems if it makes balancing an easier task.

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  • Emerald Dream
  • 31. Re: Resilience change   06/18/2009 08:06:19 PM PDT
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Q u o t e:


That is the intent. We want to lower damage so that players don't die quite so quickly and have a chance to do something to respond. This should help lower the "burst damage" problem, along with some changes to specific classes. It does nothing for, or perhaps exacerbates, the "burst healing" problem. To attempt to counter this, we lowered the healing done by Penance and Lifebloom and hit some of the mana sustainability of Holy paladins (through Illumination) and druids (through Innervate and Improved Barkskin). Shamans were not heavily respresented in Arenas so we didn't think their healing output needed to be nerfed. It's possible healing may still be too good and that is something we'll need to keep a close eye on.

We changed the way dots were affected by resilience (or to be more specific, we started treating all player damage the same way) because Shadow priests and warlocks were also not performing at the level we wanted them to see them, and obviously they do a lot of damage through dots. Dots were not lowered the way other forms of damage were lowered, so dot classes by comparison will do more damage in PvP than other forms of damage than they do today.

Changing resilience to affect player damage is an attempt to make it unattractive to tanks and make it less useful for PvE in general. Note also that resilience becoming a more important stat in PvP means that damage (and to a lesser extent healing) will also likely go down, since wearing PvE gear in PvP will be even riskier.

I should add that this is a pretty major change for PvP and will no doubt require additional iteration going forward. It is also not a panacea that obviates the need for additional PvP balance changes as needed. We ask that you be patient and try and direct your feedback towards constructive comments that will help improve the game. We think we can get PvP, and Arenas specifically, into a place that is more fun for everyone.


Thank you for the response, and yes it will be rewarding to be able to wear PVP gear in PVP with the slated changes.

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  • Stormscale
  • 32. Re: Resilience change   06/18/2009 08:13:17 PM PDT
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It seems to me what has been done with this resilience change is to promote the plate dps class disparity even higher, by taking away their burst and giving them extreme survivability.

This is going to be a funnyone, the 1.1k resil plate target with Max Armor/Stam potentials makes me think some prot specs are going to really take this patch to the house.

Normalized Damage and ecouragement to use pvp gear is an awesome concept.

Having a Prot warrior and a Prot pally 1.1k resil max mitigation beating you on the mana game each and every fight is what i picture.
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  • 33. Re: Resilience change   06/18/2009 08:13:25 PM PDT
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Q u o t e:

We think we can get PvP, and Arenas specifically, into a place that is more fun for everyone.


Keep Arena fun. Don't kill off the 2v2 bracket, please.

I am a shadow... The true self...
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  • 34. Re: Resilience change   06/18/2009 08:14:22 PM PDT
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Could an elegant solution to the problem of healing be to make Resilience also lower the effectiveness of mana regen, or lower incoming healing?

Maybe Resilience could also lower the chance of a critical heal, or lower healing received by 20%.

Why not make Resilience lower the chance of receiving a critical heal, and lower the effect of HOT, but leave normal heals alone.

[ Post edited by Spalls ]


Eat my chaos bolt bubble boy!
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  • Alterac Mountains
  • 35. Re: Resilience change   06/18/2009 08:17:50 PM PDT
quote reply

Q u o t e:


That is the intent. We want to lower damage so that players don't die quite so quickly and have a chance to do something to respond. This should help lower the "burst damage" problem, along with some changes to specific classes. It does nothing for, or perhaps exacerbates, the "burst healing" problem. To attempt to counter this, we lowered the healing done by Penance and Lifebloom and hit some of the mana sustainability of Holy paladins (through Illumination) and druids (through Innervate and Improved Barkskin). Shamans were not heavily respresented in Arenas so we didn't think their healing output needed to be nerfed. It's possible healing may still be too good and that is something we'll need to keep a close eye on.

We changed the way dots were affected by resilience (or to be more specific, we started treating all player damage the same way) because Shadow priests and warlocks were also not performing at the level we wanted them to see them, and obviously they do a lot of damage through dots. Dots were not lowered the way other forms of damage were lowered, so dot classes by comparison will do more damage in PvP than other forms of damage than they do today.

Changing resilience to affect player damage is an attempt to make it unattractive to tanks and make it less useful for PvE in general. Note also that resilience becoming a more important stat in PvP means that damage (and to a lesser extent healing) will also likely go down, since wearing PvE gear in PvP will be even riskier.

We understand this change can affect rage generation. We have found however that rage is a notoriously difficult number to predict based on math and simulations alone (that's kind of an understatement given the history of the mechanic) so we need to see some more PvP tests to know what the actual effects will be and what changes are needed.

I should add that this is a pretty major change for PvP and will no doubt require additional iteration going forward. It is also not a panacea that obviates the need for additional PvP balance changes as needed. We ask that you be patient and try and direct your feedback towards constructive comments that will help improve the game. We think we can get PvP, and Arenas specifically, into a place that is more fun for everyone.



How will, say, Ret paladin kill any healer now ever, or even help to kill a healer without a silence/interrupt/ms effect, meanwhile having lower burst and lower survivability?
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  • Ravenholdt
  • 36. Re: Resilience change   06/18/2009 08:18:54 PM PDT
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Q u o t e:

We think we can get PvP, and Arenas specifically, into a place that is more fun for everyone.


As for the change to what ratings can buy you in 2v2 - I'm not sure how much deciding to turn a blind eye to 2's will help you balance 3's and 5's (and thus hopefully make it "more fun for everyone" in these brackets), but I do know that the 2's change will make arenas much _less_ fun for a large portion of your customer base.

Is this something you realized would happen and are willing to live with for the good of 3's and 5's balance, or were the developers hoping the customer base would be more accepting of this change?
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  • 37. Re: Resilience change   06/18/2009 08:21:45 PM PDT
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Q u o t e:



How will, say, Ret paladin kill any healer now ever, or even help to kill a healer without a silence/interrupt/ms effect, meanwhile having lower burst and lower survivability?


Good thing 3s and 5s are the only competitive arena brackets now.

Seriously, I'm not being sarcastic. It's a good thing they can't solo a healer, especially since they still have their defensive tools available.

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  • 38. Re: Resilience change   06/18/2009 08:23:30 PM PDT
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Q u o t e:


As for the change to what ratings can buy you in 2v2 - I'm not sure how much deciding to turn a blind eye to 2's will help you balance 3's and 5's (and thus hopefully make it "more fun for everyone" in these brackets), but I do know that the 2's change will make arenas much _less_ fun for a large portion of your customer base.

Is this something you realized would happen and are willing to live with for the good of 3's and 5's balance, or were the developers hoping the customer base would be more accepting of this change?


Players go where the loot is. That fact has been proven over and over and over.

My magic-8 ball says, "Quick and dirty way to increase 3s and 5s participation, but overall arena participation will still decline".

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  • 39. Re: Resilience change   06/18/2009 08:26:46 PM PDT
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Q u o t e:

We think we can get PvP, and Arenas specifically, into a place that is more fun for everyone.


Could you please respond to the tidal wave of players who are not happy that you are effectively destroying their favorite arena bracket? Many of us enjoy 2v2 more than any other bracket, and many of us will be offered no upgrades next arena season. I know that blizzard generally drops a ridiculous bombshell ("lol 2s doesnt get you gear") and then softens it ("ok fine, 2s gear is worse than 3s and 5s gear, or 2s gear requires higher rating than 3s and 5s gear), but I am very concerned that this may not be the case in this situation.

I've enjoyed 2s whether I was horridly underpowered (s1 and s5) or horridly overpowered (the other seasons). Your player base deserves more than you throwing your hands up in the air and giving up on game balance. We deserve a response on this.

This is as absurd as you saying that certain BGs no longer give honor, or that 10 man naxx no longer drops gear.

http://www.wowarmory.com/character-sheet.xml?r=Bloodscalp&n=Nightcross
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