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  • Ysera
  • 80. Re: What's the deal with my Imp?   02/19/2007 11:30:05 AM PST
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You actually use the Imp? Before i switched to a Pali i couldn't even tell you the last time i used an imp for anythign other than HP buff and a +DMG addition to my own dmg. The imp is NOT meant for DPS so suck it up and deal with it jesus.
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  • Dragonmaw
  • 81. Re: What's the deal with my Imp?   02/19/2007 11:40:59 AM PST
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Q u o t e:
You actually use the Imp? Before i switched to a Pali i couldn't even tell you the last time i used an imp for anythign other than HP buff and a +DMG addition to my own dmg. The imp is NOT meant for DPS so suck it up and deal with it jesus.


Stick with your pally then. Most competent warlocks can identify encounters where through proper positioning the imp can offer his own firebolts safetly.
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  • Demon Soul
  • 82. Re: What's the deal with my Imp?   02/19/2007 05:53:14 PM PST
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I love when people talk about crying when a class gets screwed over and the company doesn't mention it.

We're using the SAME PRODUCT. Bad customer service for us = bad customer service for YOU.
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  • Demon Soul
  • 83. Re: What's the deal with my Imp?   02/20/2007 11:55:20 AM PST
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My kingdom for an update. :(
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  • 84. Re: What's the deal with my Imp?   02/20/2007 11:59:25 AM PST
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Regarding the supposed 'nerf' to Improved Firebolt..


It was always my understanding that putting a 2nd point in that talent was worthless because the imp just got caught up on his GCD. The changed talent requires you to put both talents in to get full effect, as was obviously intended from the start.
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  • Demon Soul
  • 85. Re: What's the deal with my Imp?   02/20/2007 12:01:53 PM PST
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Q u o t e:
Regarding the supposed 'nerf' to Improved Firebolt..


It was always my understanding that putting a 2nd point in that talent was worthless because the imp just got caught up on his GCD. The changed talent requires you to put both talents in to get full effect, as was obviously intended from the start.


You're incorrect. Having the 2nd point not work was a bug from the very beginning. In a recent patch, they fixed it to it's intended functionality. AFTER that is when they altered it without telling us.
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  • 86. Re: What's the deal with my Imp?   02/20/2007 12:19:01 PM PST
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Q u o t e:


You're incorrect. Having the 2nd point not work was a bug from the very beginning. In a recent patch, they fixed it to it's intended functionality. AFTER that is when they altered it without telling us.


Oh, well thats pretty lame then. Not like I ever specced Machine gun Imp, but with Oblivion 2 piece bonus, he actually regens pretty quick, so semi sustained dps from mr Impy isnt IMPossible
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  • Demon Soul
  • 87. Re: What's the deal with my Imp?   02/21/2007 02:00:38 PM PST
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Q u o t e:

I see what you're saying. Give me some time to touch base with the designers and I'll see what kind of info I can get. I've got an idea of what is going on here, but I'd prefer to get feedback from the devs before I go speculating as to the nature of this. ;)


Any news Tseric? I really want to know if I should spec out of this.
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  • Demon Soul
  • 88. Re: What's the deal with my Imp?   02/24/2007 02:05:34 PM PST
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Pretty please? :(
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  • Dark Iron
  • 89. Re: What's the deal with my Imp?   02/24/2007 03:49:31 PM PST
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I'm also curious about this. Please reply. In particular, I'd like to know:

If the new "reduce cast time by .25 secs" for Imp Firebolt a permanent change or just a part of the temp Imp nerf?

The answer will help me, and others, decide whether or not to respec. Thanks
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Tseric
Blizzard Poster
  • 90. Re: What's the deal with my Imp?   02/24/2007 03:58:26 PM PST
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Ah, I was looking for this thread...

The spell damage coefficients have been reapplied to the imp, but they are obviously lower than before.

In regard to the improved firebolt, this was a design change that was backlogged for a while because of the nature of the casting time.

This talent has not been working correctly for a long time for a basic reason. The game simply doesn't recognize the ability to reduce casting time below 1.5 seconds, when relying on pet AI. It's a tech limitation that imposes a barrier at 1.5 second cast time. The talent was originally coded to reduce casting to less than 1.5 seconds and the game basically gets confused, which is why the first point worked, but the second point didn't apply the appropriate reduction. At this time, we can't change the mechanics to support a reduction to a 1 second cast time, so the talented reduction was changed from .5 seconds per point, to .25 seconds per point. So, at the least, the second talent point has an effect, rather than doing almost nothing at all. Yes, it is something of a workaround fix, but we're limited in our options to make the talent work as originally designed.

edit - the Imp's casting time is inhibited by particular AI. Player spells or cast times of 1 second are not the issue at hand.

[ Post edited by Tseric ]


http://www.youtube.com/watch?v=UL3y7f6TbOg
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  • Thunderlord
  • 91. Re: What's the deal with my Imp?   02/24/2007 04:02:29 PM PST
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Q u o t e:
Ah, I was looking for this thread...

The spell damage coefficients have been reapplied to the imp, but they are obviously lower than before.

In regard to the improved firebolt, this was a design change that was backlogged for a while because of the nature of the casting time.

This talent has not been working correctly for a long time for a basic reason. The game simply doesn't recognize the ability to reduce this casting time below 1.5 seconds. It's a tech limitation that imposes a barrier at 1.5 second cast time. The talent was originally coded to reduce casting to less than 1.5 seconds and the game basically gets confused, which is why the first point worked, but the second point didn't apply the appropriate reduction. At this time, we can't change the mechanics to support a reduction to a 1 second cast time, so the talented reduction was changed from .5 seconds per point, to .25 seconds per point. So, at the least, the second talent point has an effect, rather than doing almost nothing at all. Yes, it is something of a workaround fix, but we're limited in our options to make the talent work as originally designed.


Make it a 1-pointer with .5

But thanks for the reasoning...


EDIT: Oh...and...

First! First! FIRST!

FIRST!!!

[ Post edited by Deadhoof ]


Most epic music ever.

http://www.zelda-infinite.com/files/music/lttp/ending.mid
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  • 92. Re: What's the deal with my Imp?   02/24/2007 04:13:33 PM PST
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Q u o t e:
Ah, I was looking for this thread...

The spell damage coefficients have been reapplied to the imp, but they are obviously lower than before.

In regard to the improved firebolt, this was a design change that was backlogged for a while because of the nature of the casting time.

This talent has not been working correctly for a long time for a basic reason. The game simply doesn't recognize the ability to reduce this casting time below 1.5 seconds. It's a tech limitation that imposes a barrier at 1.5 second cast time. The talent was originally coded to reduce casting to less than 1.5 seconds and the game basically gets confused, which is why the first point worked, but the second point didn't apply the appropriate reduction. At this time, we can't change the mechanics to support a reduction to a 1 second cast time, so the talented reduction was changed from .5 seconds per point, to .25 seconds per point. So, at the least, the second talent point has an effect, rather than doing almost nothing at all. Yes, it is something of a workaround fix, but we're limited in our options to make the talent work as originally designed.


Is this your answer? You can't be serious; you obviously don't understand what's happened since the beginning - let me explain:

First the original conditions:
1. The imp's firebolt spell is a 2 second cast time.
2. The Improved Firebolt talent reduced it by .5 each time. (Prior to the current patch, obviously)

In the very beginning, your statement was correct. The talent 'tried' to reduce it to 1, and...I don't know...got itself screwed up and wasn't able to, so only having one point in the talent showed an improvement, while two didn't.

Then came a patch (I'm not looking up the number right now; I'm sure you can pull it out of somewhere), that removed the global cooldown on the Imp's spells, including Firebolt, which had the effect of letting the Imp FIRE AT ONE A SECOND like it was originally intended. All was well.

NOW, you're telling me that "At this time, we can't change the mechanics to support a reduction to a 1 second cast time" when it WAS SUPPORTING A REDUCTION TO A 1 SECOND CAST TIME just prior to this patch, and you're changing the talent for no reason.


Just what exactly is going on here?

Edited for spelling.

[ Post edited by Sesshu ]

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  • 93. Re: What's the deal with my Imp?   02/24/2007 04:17:49 PM PST
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Eh, 1.5 second barrier on casted spells? Wrath gets a cast time of 1.0 seconds with talents after a crit, and Corruption can be reduced to 0.0 seconds ( or even just above 0.0).... so.... where's the barrier?
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  • Demon Soul
  • 94. Re: What's the deal with my Imp?   02/24/2007 04:18:59 PM PST
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Q u o t e:
Ah, I was looking for this thread...

The spell damage coefficients have been reapplied to the imp, but they are obviously lower than before.

In regard to the improved firebolt, this was a design change that was backlogged for a while because of the nature of the casting time.

This talent has not been working correctly for a long time for a basic reason. The game simply doesn't recognize the ability to reduce this casting time below 1.5 seconds. It's a tech limitation that imposes a barrier at 1.5 second cast time. The talent was originally coded to reduce casting to less than 1.5 seconds and the game basically gets confused, which is why the first point worked, but the second point didn't apply the appropriate reduction. At this time, we can't change the mechanics to support a reduction to a 1 second cast time, so the talented reduction was changed from .5 seconds per point, to .25 seconds per point. So, at the least, the second talent point has an effect, rather than doing almost nothing at all. Yes, it is something of a workaround fix, but we're limited in our options to make the talent work as originally designed.



Someone you talked to is woefully ignorant of what happened.

You say that mechanics prevent this from properly casting at one second.

Tseric, it WAS casting at 1 second. Several weeks ago it was working EXACTLY as it was supposed to with 1 second firebolts when you had 2/2 in the talent.

Seriously, talk to a different coder because the one you spoke with has no idea what he's talking about. They can't say it's not possible for this to reach 1 second when it WAS reaching 1 second.

I hope this doesn't come across as being angry with you. I'm happy you've looked into it, but the response simply makes ZERO sense.
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  • 95. Re: What's the deal with my Imp?   02/24/2007 04:33:45 PM PST
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Q u o t e:
Ah, I was looking for this thread...

The spell damage coefficients have been reapplied to the imp, but they are obviously lower than before.

In regard to the improved firebolt, this was a design change that was backlogged for a while because of the nature of the casting time.

This talent has not been working correctly for a long time for a basic reason. The game simply doesn't recognize the ability to reduce this casting time below 1.5 seconds. It's a tech limitation that imposes a barrier at 1.5 second cast time. The talent was originally coded to reduce casting to less than 1.5 seconds and the game basically gets confused, which is why the first point worked, but the second point didn't apply the appropriate reduction. At this time, we can't change the mechanics to support a reduction to a 1 second cast time, so the talented reduction was changed from .5 seconds per point, to .25 seconds per point. So, at the least, the second talent point has an effect, rather than doing almost nothing at all. Yes, it is something of a workaround fix, but we're limited in our options to make the talent work as originally designed.


so how come it was working befor...what happened to meny rouges threatend to quit?

logic =/= blizzard
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  • 96. Re: What's the deal with my Imp?   02/24/2007 04:55:24 PM PST
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Q u o t e:


It was a little more than just unimpressive....with 700+ dmg (800 with a trinket) and no points in the Improved Fireball my imp could hit for 350-400 consistently, and crit for over 600. Now imagine those kinds of numbers with a faster cast time.....ouch.


Someone obviously never got frostbolted by a mages pet. *rolls eyes*

But its ok they can hit for well over 600 dmg since they are on a cooldown after you are dead.
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  • Bleeding Hollow
  • 97. Re: What's the deal with my Imp?   02/24/2007 05:07:21 PM PST
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so blizzard didnt actuslly know it was working rofl gg guys.
Cause it was working fine and then you nerfed it and broke it so dont give us some lame excuse that game mechanics dont support it cause they do, and did for months.
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  • 98. Re: What's the deal with my Imp?   02/24/2007 05:08:50 PM PST
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Adding my voice to the others. you cannot say the mechanic does not exist, because it DID exist. I specced it, I observed it, it happened. Imp had 1 sec bolts. period.

I am not spec'ed for imp firebolt presently, so I can't comment on the current state of affairs. I mearly want to point out the falacy of your earlier statement.
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  • Arygos
  • 99. Re: What's the deal with my Imp?   02/24/2007 05:13:22 PM PST
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Q u o t e:
Ah, I was looking for this thread...

The spell damage coefficients have been reapplied to the imp, but they are obviously lower than before.

In regard to the improved firebolt, this was a design change that was backlogged for a while because of the nature of the casting time.

This talent has not been working correctly for a long time for a basic reason. The game simply doesn't recognize the ability to reduce this casting time below 1.5 seconds. It's a tech limitation that imposes a barrier at 1.5 second cast time. The talent was originally coded to reduce casting to less than 1.5 seconds and the game basically gets confused, which is why the first point worked, but the second point didn't apply the appropriate reduction. At this time, we can't change the mechanics to support a reduction to a 1 second cast time, so the talented reduction was changed from .5 seconds per point, to .25 seconds per point. So, at the least, the second talent point has an effect, rather than doing almost nothing at all. Yes, it is something of a workaround fix, but we're limited in our options to make the talent work as originally designed.


So... Druids can expect Wrath's cast time to increase by 0.5 seconds so it's talent's work, right? Since talents can reduce that to 1 second. Will you change the talent for Corruption as well?

[ Post edited by Unity ]


Unity - Druid
Named - Warlock
Fabius - Warrior
Wespe - Hunter
Kayvee - Druid
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