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WOW
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World of Warcraft WOW
Mist of Pandaria's ( MOP ) first arena season Power Leveling
Mists of Pandaria PvP What are your plans to encourage world PvP in
Pandaria for especially high-end PvP'ers. Is it possible there could be
PvP objectives that gave higher Conquest caps or other epic, important
rewards?
No flying mounts until level 90 and an item that can
dismount players, world bosses which factions will be competing against
each other to kill, areas that players will want to gain control of such
as the black market auction house and also us just wanting to have
people back out in the world. Generally the most enjoyable world PvP is
something that occurs spontaneously because you encounter others
randomly, not because of stuff that the designers put in to create
conflict.
World PvP is being encouraged with items that can
dismount players, black market auction house and more.
Warrior
Beta Class Balance Analysis The execute ability is currently doing a
TON of damage (equivalent to around 2 slams) is this intended? Yes.
We want to restore that button to its former glory. We figure anyone in
execute range in PvP is within a couple of globals of dying already.
Execute is hitting hard and it's intended.
Rogue Class Design
Rogues are in a pretty good place in Cataclysm in both PvE and PvP.
We don't see a lot of huge glaring problems that need to be fixed. I
realize there are several players out there asking for change just
because they're getting bored of the same class or at the very least
wanting to spice it up, and that is a totally valid way to feel. But you
also have to consider the risk we'd take for all of the rogues out there
who are totally happy with the way their class is playing now, thank you
very much.
As an example, we changed paladins in Cataclysm
because we thought they needed a resource mechanic to make their
gameplay more interesting. Overall we're happy with the way that has
played out, and it's even better in Mists, but it's also very easy to
find "please remove Holy Power" posts regularly. While we disagree with
those players, the fact remains that we made the class worse for them.
To use a second example, we are changing warlocks pretty extensively
for Mists because we thought they had several fundamental problems. Is
every warlock going to like those changes? Of course not. Are there
going to lots of players who beg us to revert the changes? Absolutely.
(And this is all ignoring the risk that even changing a mechanic
from an acknowledged bad design to a good design still risks frustrating
or annoying many players just because they have to relearn something.)
We are trying to fix some of the annoying things rogues have had to
deal with and we are trying to offer some options in talents and glyphs
that can help spice up the gameplay for someone who has been loyally
Sinister Striking for these eight years. But we also don't want to fix
what isn't broken. We try really hard not to change classes for the sake
of change. It's hard. But we try.
I'd go as far to say that most
of the class team would probably agree (and I didn't poll them, so I may
be sticking my neck out) that the rogue is the best designed class. And
much of that design was in place before virtually any of us started
working on classes, so we can't even really take credit for it. The
rogue has the best resource system (energy), a strong kit, a good
toolbox, and a clear role in PvP and PvE, yet it still has disadvantages
to go along with the advantages and can't just do everything flawlessly
all the time. It's a good design, again in our humble opinions, which is
why you see so few changes to the class overall. But please don't
over-read that as my stating that we won't fix bugs, add polish, balance
numbers, undo bone-headed design flaws when the need arises, or yes, add
a little bit of newness once in awhile just to keep things shiny.
Blizzard feels Rogues are in a pretty good spot both PvP and PvE
wise in Cataclysm. At least "no crippling flaws."
I sincerely
want to know by what measure and according to what data you conclude
rogues are "fine" in PvP right now.
What I meant was that we
didn't see any crippling design flaws in rogues that needed overhauling
in Mists. Sub rogues probably are too good in Cataclysm PvP, or at least
3v3 Arenas, which many players use as synonymous with PvP. It's hard to
tell if Assassination and Combat are really weak, or if Sub is so strong
that any sensible rogue just plays Sub. It's also entirely possible that
it isn't even Sub that is too powerful but just Prep and Shadowstep. In
any case, my comment was addressed towards the group of players that
believe rogues have this giant list of issues that must be addressed,
and at another (perhaps overlapping) group of players that just want us
to change things up for the rogue because they're getting bored. Sorry
for any confusion.
tl;dr: A player asks how is there no problems
with Rogue PvP. Blizzard replies saying they were talking mostly about
"crippling flaws" and they seem to agree Rogues are too good in
Cataclysm PvP.
What annoying things have we had to deal with that
you're fixing?
I'll just use one example because in our opinion
it's the biggest. Layered ramping mechanics were the single biggest
weakness rogues have in Cataclysm (and have had for some time). Some
ramping is desirable, but too much can really hurt target switching,
prohibit fast burst damage, etc. (Don't take this to extremes -- we
don't need posts from every class pointing out situations in which they
can't go from 0 to 60 when target switching and therefore arguing how
they need to be redesigned.)
In Mists, we want combo points to be
the ramping mechanic. Deadly Poison doesn't need to be a ramping
mechanic. Bandit's Guile doesn't need to be a ramping mechanic. We
changed the way both of those work.
You may not have thought it
was a problem, but we did, and we heard about it a lot from rogue
players, so we fixed it.
tl;dr: Blizzard is fixing mechanics that
makes it hard for Rogues to swap targets and deal damage.
Rogue
Feedback He hasn't answered anything about the Prep/Step issue.
Again, I feel like we have made plenty of responses to the topic. I
think it's one of those deals where because some players don't like the
answer, they say the topic has not been addressed.
For the
record, as many players will tell you, Sub is nearly impossible to
balance with both Preparation and Shadowstep. On the other hand, having
two talents that are both so good that you want them both and have to
think long and hard about which one to take and perhaps even swap back
and forth from time to time is pretty much exactly what we are trying to
deliver with the new talent system. Are rogues doomed in PvP without
both? I doubt that. Is it hard to choose? Of course, and that's the
point. If we conclude that it's just too cruel to ask rogues to choose
between them, we'd likely just cut Prep from the game and perhaps lower
a few cooldowns slightly. I really hope though that we aren't in a space
where every cool talent has to become mandatory or deleted.
A
player asks about how you can't have Preparation and Shadowstep.
Blizzard replies saying the balancing of having both is nearly
impossible.
Posted ImageDeath Knight
Death Knight Beta
Class Balance Analysis
That sounds much better for sustained DPS
comparisons of 2H and DW side-by-side, but will you address weapon
twisting? I don't want carry around two 1Hs and need to have "/cast [equipped:one-handed]
Frost Strike; /equip 1Hs" and "/cast [equipped:two-handed] Obliterate;
/equip 2H". As others have mentioned the respective +50% damage bonuses
are far too significant and ought to be spread across other abilities,
which will also rein PVP burst in.
Frost DKs twisting weapons
like that is something that’s on our list of things to fix before
release.
tl;dr: Frost Death Knights twisting weapons before
release is possible.
Hunter Class Design
Hunters and
Expertise
Shots that cost focus should give a partial refund when
they miss. If that isn't happening, we'll fix it.
We don't think
Steady and Cobra Shot need to provide resources even when they miss.
We're not going for a design where hunters can be certain to always have
maximum resource income in PvP. As long as they have enough focus,
they'll be fine. If we see evidence that hunters are focus-starved,
we'll adjust accordingly, but we haven't seen that so far. There hasn't
been a ton of PvP testing on beta yet. There has been a lot of
speculation, and while that is still valuable feedback, it is
understandably less valuable.
If Shred and Backstab were so
reliable in PvP, I don't think there would be such a storied history of
druids and rogues asking to buff alternatives to the positional
requirements or just removing the positional requirements for PvP. In
other words, I think "melee can nearly always attack from behind in PvP"
is overstated.
If hunters get close to hit and expertise caps,
they should do fine even against Agi users with high dodge chances. They
won't do fine against a rogue that pops Evasion, but Evasion is intended
as a survivability cooldown. Different classes are different and
cooldowns and durations all vary, but I don't know that rogues have a
great counter for Deterrence either.
The loss of minimum range is
a huge hunter PvP buff. I don't think we've seen the full ramifications
of it yet.
tl;dr: Shots that cost focus will be partially
refunded on misses. Hunters may need expertise in Mists of Pandaria.
Blizzard feels the lost of minimum range is a gigantic PvP buff.
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