Patch 2.4 tidbits - Printable Version +- The Lurker Lounge Forums (https://www.lurkerlounge.com/forums) +-- Forum: Lurker Games (https://www.lurkerlounge.com/forums/forum-6.html) +--- Forum: World of Warcraft (https://www.lurkerlounge.com/forums/forum-16.html) +--- Thread: Patch 2.4 tidbits (/thread-2263.html) Pages:
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Patch 2.4 tidbits - Swiss Mercenary - 02-07-2008 The mage changes look good... While I can only roll my eyes at the elemental and enhance shamans (41 point 3 minute CD talent... That is dispellable by an Arcane Shot :rolleyes:) Patch 2.4 tidbits - Lissa - 02-07-2008 Quote:This is the problem with discussing AV balance. Trust me, once the Horde on your battlegroup figure out what the Alliance people here are telling you, you will win 100% of the AV matches, it really is that simple for the horde now with the new model. The IB choke makes it very easy for the Horde to win through attrition now. Patch 2.4 tidbits - Lissa - 02-07-2008 Quote:Some new tidbits dropped yesterday that are apparently from a leaked email or something. As such, take them with a large chunk of rock salt: Wonder how this change to Mana Burn will effect things. This may really kill priests in PvP when dealing with mana wars if the amount of mana burned is significantly reduced. Quote:Warlock Looks like Blizzard is trying to break the Warlock to Shadow Priest synergy (but no vice versa) with the change to ISB. It also appears that Blizzard is trying to make Immolate-Incinerate viable, but I'm not sure they can do it because even with the change to ISB, unless the coefficient change to Incinerate is 15% higher (around the same as Shadow Bolt), Shadow Bolt will still be preferential. Potential Shadow Bolt damage increases go like: {SB base damage range + [Shadow Damage * (0.857 (3/3.5) + 0.2 (5/5 SnF)]} * 1.1 (Curse of Shadows) * 1.15 (Sac'd Ho) * 1.15 (Shadow Weaving from SP) * 1.15 (possible ISB being up) or [SB base damage range + (1.057 * Shadow Damage)] * 1.455 (1.673 with ISB, 2.91 with Crit-Ruin and no ISB, 3.346 with ISB and Crit-Ruin) Potential Incinerate damage increases go like: {Incinerate base damage range + (111 - 128 for immolate being up) + [Fire Damage * (coeffient, presently .714 + 0.2 (5/5 SnF)]} * 1.1 (Curse of the Elements) * 1.1 (Emberstorm 5/5) * 1.15 (Sac'd Imp) * 1.15 (Imp Scorch) or [Incinerate base damage range + (111-128) + (Fire damage * .914 presently)] * 1.6 (3.2 with Crit-Ruin) Just a note as well, having immolate up brings Incinerate up to the same range as Shadow Bolt for damage range. Shadow Bolt 11 is 541 to 603 and Incinerate 2 (figuring in Immolate being on target) is 555 to 642. Average damage on each is then 572 for Shadow Bolt and 598.5. If we assume 1000 damage for each of calculations, the coefficient change to make Immolate equal to Shadow assuming 100% uptime of ISB would be: 0.905, up from 0.714, so around a 26% to 27% increase in the coefficent of Incinerate. So, unless Blizzard makes this drastic a change to Incinerate's coefficient, I don't see Raiding Warlocks switching away from Shadow Bolt to Incinerate. What I do see however, is Warlocks going with Incinerate if, and only if, there are mages rolling scorch in the raid and no shadow priests. Patch 2.4 tidbits - Jester - 02-07-2008 Quote:Trust me, once the Horde on your battlegroup figure out what the Alliance people here are telling you, you will win 100% of the AV matches, it really is that simple for the horde now with the new model. The IB choke makes it very easy for the Horde to win through attrition now. I'm not convinced it's ever going to be that easy. I may eat my words, I don't know. But ever since the beginning, the things I've been reading from the alliance folk on the lounge have been contrary to my experiences. -Jester Patch 2.4 tidbits - Skandranon - 02-07-2008 Quote:I'm not convinced it's ever going to be that easy. I had the same experience when reading Bloodlust battlegroup's reports of 600-0 Horde steamrolls. It wasn't happening at all on Ruin so I didn't know what they were talking about. You'll see when it happens; your battlegroup will eventually turn over and enough people will understand what to do, and you'll never lose again. I have faith in its inevitability because Horde need ten or fifteen people in each game to understand what to do and how to do it, and the Alliance counter requires thirty to thirty-five people to understand what to do and how to do it. Presuming that everyone is equally incompetent, that makes the task of making the Alliance execute correctly exponentially more difficult. Patch 2.4 tidbits - Artega - 02-07-2008 RIP Elemental Shamans. I'm going to assume these are fake. If they aren't, I might just keep playing Sword of the New World and hang up my WoW account for good. Patch 2.4 tidbits - Taelas - 02-07-2008 Even if they are not fake, they are supposed to be abilities that are meant to be tested internally. Blizzard tests stuff internally all the time -- could be one of those lists leaked; it's happened before. Everything about it screams "fake!" to me, though. The changes are far too massive. Patch 2.4 tidbits - Jester - 02-07-2008 Quote:Some new tidbits dropped yesterday that are apparently from a leaked email or something. As such, take them with a large chunk of rock salt: I'm confident blizzard would be able to spell "floes". I'm going to call fake. And since when does Turn Undead work in PvP? -Jester Patch 2.4 tidbits - Klaus - 02-07-2008 Quote:And since when does Turn Undead work in PvP? I had to think about that for a minute, too. It doesn't right now, but if they make it work on demons, then it could be used on warlock pets. So, they would reduce the effective time in PVP to match the others. I still think they're fake. Patch 2.4 tidbits - Taelas - 02-07-2008 Quote:I'm confident blizzard would be able to spell "floes".While I fully agree that they're fake, you can't call it on the spelling -- it's supposedly an internal leak on possible changes; stands to reason they wouldn't be hard on spelling. As for the Turn Undead thing, it's supposed to affect demons as well and there are demons in PvP. Patch 2.4 tidbits - Artega - 02-08-2008 Quote:Even if they are not fake, they are supposed to be abilities that are meant to be tested internally. Blizzard tests stuff internally all the time -- could be one of those lists leaked; it's happened before. Why would they nerf Elemental's only reliable form of DPS even more than they already have? Reducing the base cast time was a nerf to Elemental, but a small buff to Restoration, making casting Lightning Bolt and Chain Lightning a little more practical for them. It doesn't really affect Enhancement since Enhancement's not going to stand there and pewpew. If they decided to make it so that LO procs can't crit, then they'd damn well better increase the proc rate in compensation. Patch 2.4 tidbits - Taelas - 02-08-2008 Like I said, Blizzard tests stuff internally all the time (even outrageous stuff). Even if this is one of those leaked notes, I'm reasonably sure 95% won't make it to a PTR. It's just testing. Most of it doesn't get implemented. Take a look here for a list of Paladin changes that showed up in a test build (not a PTR) pre-2.2. Patch 2.4 tidbits - Lissa - 02-20-2008 Quote:Some new tidbits dropped yesterday that are apparently from a leaked email or something. As such, take them with a large chunk of rock salt: Looks like there was some truth to the leak after all, the above have been confirmed: List of Changes on MMO-Champion front page It will be interesting to see if more of the leak info does come to light in 2.4. Patch 2.4 tidbits - Bolty - 02-22-2008 The change to mana burns being affected by resilience is a hefty nerf to Priests in arenas, sadly. Priests' heals are the most expensive of all the healing classes, and Mana Burn is the equalizer when fighting other healers. A resilience-capped player will reduce the effects of Mana Burn from ~1,000 mana lost per hit to ~750 mana lost per hit. When you consider that Rank 7 Mana Burn costs a Priest 355 mana, spending that much mana and spending 2 seconds to burn off 750 mana from an enemy may just not be worth it anymore, except against Hunters. Still drives me nuts that Paladins can keep healing with like 100 mana. :) -Bolty Patch 2.4 tidbits - Tal - 02-22-2008 Quote:The change to mana burns being affected by resilience is a hefty nerf to Priests in arenas, sadly. Priests' heals are the most expensive of all the healing classes, and Mana Burn is the equalizer when fighting other healers. A resilience-capped player will reduce the effects of Mana Burn from ~1,000 mana lost per hit to ~750 mana lost per hit. When you consider that Rank 7 Mana Burn costs a Priest 355 mana, spending that much mana and spending 2 seconds to burn off 750 mana from an enemy may just not be worth it anymore, except against Hunters. I won't argue that this is aimed at Paladins and Shamans in Arenas and I can say that I'm pretty happy about it. As a paladin healer in pvp my only instant heal is holy shock forcing me often to stand still to heal my teammates. I don't have the luxury of HoTs to help even it out while I try to LoS an enemy priest/warlock in order to protect my mana pool. This also feels like a grass is greener situation.;) |