Joined: Jan 12, 2006 Posts: 1271 Location: Havelock, NC
Posted: Sat Jul 17, 2010 9:14 am Post subject: New Blue Posts on all Classes for Cata pt 2
Q. It seems that our DPS with Runic Empowerment is very random, will that be changed?
A. Runic Empowerment is being changed to a trained ability so that all specializations can access it without feeling forced to, since we see it as a core part of death knight gameplay in Cataclysm. The way the talent is engineered, it should never disrupt your rotation, but rather give you bonus resources layered on top of your rotation. The proc rate is high enough that the actual variability in procs over time shouldn’t be excessive.
Q. Death knights are the only tanks without a stun, which is pretty key for a few things, like adds on Heroic Lich King. Any plans to give them one?
A. There’s a video of a death knight solo-tanking 10-player Heroic Lich King. Impressive stuff. But just like stuns are incredibly good on Lich King, there are a number of fights where mechanics like Death Grip, or the ability to pre-drop a Death and Decay to pick up spawning adds, are incredibly useful. That’s part of class and encounter diversity.
Q. Is there a plan to support dual-wield tanking for death knights (something like Threat of Thassarian versus Might of Frozen Wastes)?
A. It will be technically possible to dual wield and tank, but it will not be optimal threat-wise.
Q. Dark Simulacrum for death knight has a pretty long cooldown. What's the reasoning behind that exactly? (just curious)
A. It’s been reduced to 1 minute in the latest build, but it’s also an extremely powerful ability with which we expect players to pull off fun and scary things.
Q. Do you plan to give the Unholy tree a more centralized focus, instead of split between Scourge Strike, diseases, ghoul, auto-attack, Anti-Magic Shell?
A. In a sense, that IS a centralized focus. Unholy death knights are about diseases and Unholy pets. Frost is about icy attacks and runic power. Blood is about tanking and self-healing.
Q. Death knight tanks in Cataclysm seem to be gaining a lot of defensive buttons. As a death knight I love it, but will those numbers be changing soon?
A. It’s possible that some of it may need to be scaled back, but we like the cooldown aspect of death knight tanking and would like to preserve it.
Q. Since implementing and receiving feedback on the new death knight rune system, have you made any changes to it you can reveal to us?
A. It still needs a lot of iteration. We don’t want there to be significant “dead time” in death knight rotations. Also, the Runic Empowerment ability has some bugs with displaying the current state of available runes, which complicate the situation. Look for more death knight changes in the near future.
Q. What is the intent and thoughts on changing the rune cost of Scourge Strike?
A. In Wrath of the Lich King, it is closer to being a clone of Obliterate with a slightly different feel than we’d like. We want to change that. We’re also very aware of the rotational problems inherent in decoupling the Unholy and Frost runes. Rest assured, our solution will not be expecting you to Icy Touch alongside each Scourge Strike.
Q. Is there any intent to bring back the On A Pale Horse talent for Death Knights, possibly in a different tree?
A. Yes, On a Pale Horse is back as a sub-specialization-accessible Frost talent in our latest internal build.
Q: Moonkin: What are your plans for Eclipse, and why does it infect so many of our talents? What are your plans to make Moonkin fun?
A. The model we are trying now lets Solar and Lunar Eclipse procs last for about 45 seconds, and each spell of the appropriate type that you cast moves the bar back closer to the middle again. The buff is canceled by reaching the middle. This should let Moonkin "hold" the buff for short periods of time when they need to move or get out of the fire.
Q. Skull Bash has a 1-minute cooldown. Is it supposed to be that way, or can we expect it to be lowered to the likes of Shield Bash?
A. The base cooldown is 60 seconds to keep the ability from being used by Balance and Restoration druids to layer too much crowd control. A Feral tree talent reduces the cooldown to 10 seconds, putting it in line with Kick and other similar interrupt abilities.
Q. Why was the Feral druid's mana reduction cost removed from King of the Jungle? And what happened to two combo points on critical strikes?
A. These are data errors that will be corrected. Neither is intended to be cut.
Q. Druids were always a "jack of all trades, but master of none" and usually mocked when specializing. Will new talents change this?
A. In my own raids, I find druids of all 3 specializations that excel at their chosen specialization. So, I don’t understand your question.
Q. Druids now get Swiftmend at level 10 for being Restoration, but it is a talent in the tree. What is the plan there?
A. This was a data error that has since been corrected.
Q. What's the deal with Typhoon? Is it going back into talents or will it be a standard druid spell?
A. Typhoon is now back in the tree. Sorry about that.
Q: Last time I checked feral druid tree, there were only 5 points in the first tier which means NO choices. Is that getting fixed?
Q. Last time I checked the Feral druid tree, there were only 5 points in the first tier which means NO choices. Is that getting fixed?
A. Still working on early Feral.
Q: Will Arcane spells do more damage with higher Lunar power on the scale? And will more Mastery increase that bonus damage?
A. Currently, the plan is for Mastery to increase the damage bonus of Eclipse (both Lunar and Solar).
Q. Is Moonfire designed to be a damage-over-time spell with an instant cast nuke, or the other way around?
A. Both. We want the instant nuke to be more meaningful in Cataclysm, especially on the move.
Q: Cat and Bear builds are only off by about 3 talent points. Why not just consolidate fully at that point?
A. This is definitely one of our concerns. We don’t want a player to be able to have an optimal DPS specialization in Cat Form and be able to tank. We will definitely engineer the Feral tree such that being a viable tank, or even off-tank, will have some cost in terms of lost DPS while in Cat Form. The druid talent trees currently in beta are very rough and need more polish.
Q. Will druids finally get shapeshifting on a separate global cooldown like hunter aspects & warrior stances?
A. We have no plans to remove shapeshifting from the global cooldown. Shapeshifting can be used to escape Root and Polymorph mechanics, and so cannot have no global cooldown.
Q. Concerning Marksmanship hunters, why is the PvP talent Resistance is Futile a prerequisite for PvE talent Marked for Death?
A. In an upcoming build it won’t be a prerequisite, and we want to change it to proc a free Kill Command instead of an instant critical.
Q. How are you trying to separate the play styles of the hunter specializations? What makes Cobra Shot feel different from Steady Shot?
A. Cobra Shot is ideal for Beast Mastery and Survival hunters because they don’t really have any other way of keeping Serpent Sting up (Cobra Shot extends Serpent Sting’s duration), and also for Survival because it is “Elemental” damage. It's also useful in PvP or in some other niche situations, say, when a creature is immune to physical damage. Now you have a solution.
Q. Will Hunters be able to pet-tank through cata (even if just beast masters)?
A. What, you didn’t see that video where some guy tanked Marowgar with his Gorilla?
Q. What is the design choice behind the focus recharge in Aspect of Fox, is it meant to replace Viper?
A. Aspect of the Fox is intended to be used for mobile damage or kiting. There is still some tuning to be done on Focus and this aspect, but that is the design goal.
Q. Will mages get pets for Arcane and Fire specializations at any time?
Q. Will each Mage talent tree be on a level PvE and PvP footing, or do you plan to make them bias to specific modes?
A. The idea is to make them have equal footing. If that doesn’t work out, then we would prefer for one specialization to not be completely dead. But we want, for example, for players to choose Frost because they like Frost.
Q: What is the goal when re-designing the paladin class? How do you plan to change rotations, talents, etc?
A. All of the paladin specializations will make use of a new resource called Holy Power. Holy Power accumulates from using Crusader Strike, Holy Shock, and some other talents. Holy Power can be consumed to augment a variety of abilities, including:
•An instant mana-free heal: Word of Glory
•A buff to increase holy damage done: Inquisition
•A massive physical melee attack for Retribution paladins: Templar’s Verdict
•Holy Shield’s duration is now extended by Holy Power
•Divine Storm’s damage is now increased by Holy Power
We also introduced several new heals for Holy Paladins including Healing Hands (an AoE heal-over-time that is applied to all players standing near the paladin), Light of Dawn (a cone heal with a 30-yard range), as well as a new heal called Divine Light, which is similar to a priest's Greater Heal, and the new instant heal mentioned above, Word of Glory.
Q: Can you give us a sneak peek at one or two of the new Retribution abilities or talents?
A. Templar’s Verdict: An instant weapon attack that causes a percentage of weapon damage. Consumes all applications of Holy Power to increase damage dealt:
Word of Glory: Consumes all Holy Power to heal a friendly target for a specific amount per application of Holy Power (0 mana cost, 0 cooldown, instant cast).
Q: If Judgement of Wisdom is being removed from the game, are paladins getting a new Judgement so we don't all have to use Judgement of Light?
A. There will only be one Judgement spell. This spell places a single debuff on the target with the effects currently associated with Judgement of Light and Judgement of Justice. The Judgement of Wisdom effect has been retired completely.
Q: Are the improved aura talents going away? They were still present in beta.
A. If you mean talents like Improved Devotion Aura, then those are gone. We still have talents that, say, increase healing on targets of your auras. Improved Concentration Aura still exists. In general, though, you shouldn’t have to worry about having raid buffs of different power competing with each other.
Q. Are Protection Paladins still going to refresh Divine Plea on melee hit (via a talent or trained ability)?
Q. Any thought to having Retribution paladins use spell power plate to help put Holy paladins on equal footing as other healers?
A. We think Retribution paladins needs to use strength plate. Changing this would require a lot of funky solutions, such as how we handle Crusader Strike damage, and trying to control Retribution from being too powerful a healer. We realize it’s odd to itemize spell power plate for one specialization, but we think all of the solutions to this issue are worse than just living with it.
Q. Power Infusion: not in beta talents. Coming back, or gone for good?
A. If it’s not in your build, that’s a bug! It’ll be back.
Q. A lot of Shadow priests' talents seem mandatory. Any chance for a trimmed down tree? We feel like we need to pick all of them.
A. Some changes are underway for Shadow priest trees.
Q: Will Leap of Faith get some sort of secondary buff? Pulling a high aggro target to a clothie healer seems dangerous
A. This ability is intended to save party and raid members from imminent danger,such as pulling someone out of a fire that would otherwise kill them. It does not need a secondary buff.
Q. Will Holy priests get some fun talents, like Evangelism and Archangel in the Discipline tree? At the moment it will be expensive for Holy to take those.
A. While we still have a ways to go in design on the talents, we want Holy to be able to also do an Archangel sub-specialization if they wish. In some ways it may be stronger than the Discipline main specialization version.
Q. Where do you see priests fitting in the healing world? They seem very 'jack of all, master of none' with the new trees.
A. It’s difficult to judge healer strength right now, as all spells are still going to be tweaked with good mana cost/healing amounts. We will say we want both priest healing specializations to be unique, powerful and fun.
Q. Please talk about Lightwell. There has been much wailing about it on priest forums. Are you intent on keeping it in?
A. Lightwell is complicated because it deals very much with the healing philosophy we’re trying to resurrect in Cataclysm. Remember when your raid would make a conscious effort to survive before doing damage, would bring stacks of bandages and use them throughout the fight to save their healers mana? Lightwell is very strong – if not overpowered – in that environment.
Q. I'm excited about the Smite mechanic in Disc. Are you going to do anything about hit so that mechanic can be effective?
A. We had a talent to give you a bunch of spell hit in a beta build, but spell hit on your offensive spells is a hard sell in the new talent model. But yes, we want to do something about spell hit for the Discipline Archangel specialization, possibly move up Twisting Faith to a tier that Discipline can obtain it in Shadow (so your spirit would convert to hit as Discipline/Shadow sub-specialization).
Q. Why is Vampiric Touch being changed back after the 3.0 Replenishment revamp?
A. Talents like these are still in development flux. Players should expect most abilities to stay generally the same as they are today. For example, when revamping the trees we changed some ranks of talents down from five points to three, and didn’t re-balance the talent for three points. Most five-pointers that become three-pointers will be as strong as they were when they were five-pointers.
Q. How do you optimize the sub-specialization choices for an Assassination rogue? Some needed talents are not reachable in the current trees.
A. Right now you have to spend too many talent points to get all the “essential” Assassination talents. You end up taking pretty much the entire bottom half of the tree. In the next build, things have been streamlined a little so that you should be able to credibly take spend 31 points there.
Q. Recuperate makes me feel like a tiny unkillable god of death. ...you aren't going to nerf this are you?
A. Wait, but it doesn’t make you hit harder, so how can it be overpowered?
Q. The Combat tree seems really lackluster; i was taking talents like +armor and Recuperate to fill up my tree. Any plans to buff it?
A. If you were able to spend all 41 points on nothing but increasing your damage, we’d consider that a failure in our current design, because those would be the only choices. But with “utility”; talents there’s no clear answer -- some rogues, even serious raiding min/max types, might have preferred to be able to use Sprint more often rather than taking Reinforced Leather, for example. In the end, we’ll make sure you’re able to do the damage you need to do, in order to have fun and feel competitive in all aspects of the game.
Q. What's the plan to give Subtlety some pressure versus plate? A slow-ticking Rupture isn't going to cut it. Shadow damage during Dance?
A. That’s an interesting idea. Subtlety is probably going to end up as the lowest-damage of the three rogue specializations to make up for its superior mobility, but that doesn’t mean it's harmless, either. And no, Rupture isn’t intended to be the PvP solution to that situation.
Q. How does Smoke Bomb help me take on a Frost mage? Isn't Blizzard a pretty trivial counter to keep me in combat?
A. Keep you in combat, perhaps. But Frostbolt you? Polymorph you to stop you from killing the stunned healer that you just shrouded in smoke? Nope!
Q. How does Deep Healing work? Will it heal severely less at high health that it is difficult to keep a target at a safe level of health?
A. No, view it as a perk that boosts your heals when that extra healing is most needed. It’s a class-specific bonus, so healing overall won’t be balanced around the expectation that Deep Healing applies.
Q. Are there any plans of making totems utility only (e.g. Earthbind, Grounding) and turning buff totems into auras or cast buffs?
A. Not at this time. We’re aware of the concerns regarding the use of buff totems among some shaman, but the positional aspect is something that we consider inherent to the nature of totems. By increasing totem durations, consolidating some buff totems, and introducing the multi-drop totem spells in Wrath of the Lich King, we’ve attempted to mitigate as much of the inconvenience as possible, while preserving the core gameplay of paying attention to where totems are being dropped.
Q. With Elemental Fury becoming a passive for Elemental shaman, will Enhancement be seeing more physical based damage?
A. Spells like Lava Burst and shocks will always be a big part of Enhancement’s damage, but yes, we’d like weapon attacks like Stormstrike and Lava Lash to be a larger part of Enhancement Shamans’ damage in Cataclysm. N.B.: Mental Quickness is getting a boost to help compensate for the loss of Elemental Fury.
Q. Will Spirit Link make a return after all? Ghostcrawler mentioned he'd like to bring it back, but no sighting of it yet.
A. Anything’s possible, but at this point it isn’t looking good for our beloved talent…. If we changed it to be an absorb or a different sort of mechanic, then it wouldn’t be the iconic Spirit Link that we all remember from Warcraft III. But that core damage-sharing mechanic poses major design and balance challenges (e.g. does a rogue really want to start taking damage suddenly because the shaman in his group decided to link him to the tank?).
Q. With the new implemented Lava Surge, will Chain Lightning become useful for multiple mobs only?
A. It always has had, and will continue to have, some niche use as a gap-filler against single targets when Lava Burst has around a second left on its cooldown. Lava Surge won’t always proc, but it’s likely to be more of a multi-target ability, yes.
Q. Do you consider Primal Wisdom or Shamanistic Rage "required" so Enhancement shaman won't run out of mana? Is running out of mana intended to be a danger?
A. Yes, once high-level Enhancement shaman have all their abilities and are using them in sequence, Primal Wisdom will be required to sustain a rotation. We’d like to let shaman use Shamanistic Rage for survival or emergency situations, rather than assuming rotational use for mana.
Q. What are you planning for Doomguard and Infernal? That Demonology talent is quite... strange.
A. Look now, they are now… Diamonds. I mean, guardians. The Doomguard does strong ranged damage and the Infernal is good for area-of-effect damage. They're shared cooldowns, so it's your choice which you want to use. 10-minute cooldown. No more stones or figurines!
Q. Any plans to alleviate Affliction's target-switching woes? Bane of Havoc used to be in reach of all specializations. Now it's only for Destruction.
Q. You've stated warlock trees have a way to go. Any plans you'd like to share? Early Demonology in specific seems really boring.
A. The first two tiers of all specializations are intended to be what we call “scaling talents,” or general percentage modifiers on abilities. Consider them entry-level talents -- easy to understand for newer players and good sub-specialization candidates. That said, a lot of early Demonology talents have changed in an upcoming build.
Q. Can Master Summoner become default for all warlocks? 6-second cast time is long enough for a pet.
A. But how often are you summoning a pet? You can also use a shard to summon one instantly. We want killing a warlock's pet in PvP to be a meaningful investment of time and effort, and likewise we want summoning/resurrecting your pet to be a meaningful investment of time and effort.
Q. Can we finally have Soul Link baseline, or at least give each tree its own defense mechanic so that we aren't forced into Demonology for PvP?
A. It is a possibility, we’re still talking about it.
Q. How will the Demon Soul talent work? Is it like a replacement for Demonology's Metamorphosis, another cooldown to pop, or...?
A. While Demonology has potentially two (with Metamorphosis and Demonic Empowerment), warlocks in general usually don’t have a power-up ability they can cast for burst damage in PvP or PvE. This is what it is intended to be.
Q: What do you think warriors will be more unique for in PvP now that Mortal Strike is available to other classes and reduced to 20%?
A. We don’t think warriors need a unique ability that is so awesome that you just have to have a warrior on your Arena team. That is bad mojo for all the other classes. We do want warriors to be useful in PvP, however. One ability we are trying out for Arms is "Throwdown," which lets them knock an opponent to the ground for five seconds. Since it’s usable in Battle Stance, they can also use it as a Pummel in a pinch.
Q: You mentioned Disarming Glare isn't likely to make it. Could you expand on this a bit?
A. We cut it in exchange for the Throwdown talent above.
Q: Hi, it's me Rend! I'm sort of terrible, but if tanks are having to use me in Cataclysm, may I be a good ability now?!
A. Get back to the back of the bus, Rend.
In all seriousness, though, we don’t want Rend to be the answer to Protection warrior threat. It isn’t going to keep mobs glued to you. We do think we have room to boost its damage though, even for warriors with a DPS specialization. One change we’ve made is letting it do a tick of damage immediately, so that you see and feel damage right on the application instead of waiting for the first tick.
Q: Why does Fury have two 31-point talents? Wouldn't it be simpler to merge them so one doesn't have to re-specialize when new weapons drop?
A. We view swapping from two-handed to one-handed weapons as more of a play style choice than swapping from mace to axe because the axe has more DPS. You are rarely going to be in a situation where a boss drops two one-handed weapons that are superior to your two-handed weapon.
We expect the player to decide which type of dual wielder they are and collect weapons and gear that fit that type.
Q: How is Heroic Leap working so far? Is it progressing better than your last attempt at putting it in-game?
A. We’re pretty happy with it so far. The version we have right now lets the warrior target where they want to leap, so they can use it as an escape tool as well. We all know paladins would never retreat from a battle, but warriors have been known to do so.
Q: Will Whirlwind still be a part of a Fury warrior's rotation on single mobs or will it be multi-mobs only?
A. Multiple mobs only.
Q: Concussion Blow is rarely used these days outside of PvP. Any plans for it? Will you unlink it from Vigilance?
A. It’s pretty useful on Mr. Lich King….
Q: Are Fury Warriors still going to see a new attack to fill the loss of Whirlwind? Any insight?
A. Yes! It’s called Raging Blow (at least for the moment), because we wanted to distance is a little from the old Enraged Assault. It's Fury-only and can only be used when Enraged, but does not consume the Enrage. It does indeed strike with both weapons (including the animation).
Q. Slam's design is pretty archaic and not very fun. Is there any chance of Slam becoming an instant-attack baseline ability?
A. We think it makes the ability feel different. Slam as an instant attack isn’t very different from some of the other attacks. As it’s designed though, Fury shouldn’t use Slam at all without procs and Arms should only use it with the Improved Slam talent. We tried (briefly) making Slam a low-level ability, but weren’t happy with it.
Q. Will rend (sigh) be refreshed by Thunderclap on all targets used with Blood and Thunder?
A. Yes. The idea is that you Rend once and then Thunder Clap from then on. We still hope it’s an optional talent, not the only way warriors can AoE tank.
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