Autor Stevan Mitrovic. Posted in Vesti
Dok svi uživaju uz božićne i novogodišnje praznike, Ghostcrawler i dalje prati WoW forum i pokušava da odgovori na sve postove. Sledi lista zanimljivih tema na koju je Ghostcrawler odgovorio.
Praznične Blue TemeCloth PvP Survivability (Source)

First, I think the warlocks would disagree pretty vehemently about their survivability. This message comes up pretty regularly on the damage forums.

Second, we know it's posible to make very tough priests, because Disc priests were exactly like that in later seasons. It took a high amount of resilience gear and some specific talent choices, but they could take a lot of damage and heal themselves through a certain amount of it.

I agree we have some work to do on Holy priests in PvP.

I think the concept of a cloth class without a lot of mobiliy that is supposed to just heal itself through damage would be a pretty hard sell. But we try to address it on the mitigation side for priests (and the occasional fear bomb doesn't hurt).

Damage/Healing or Survivability: Your Choice (Source)

I understand your point, but we actually do ask players to choose between more damage or healing and survivability. It is supposed to be an interesting decision. When you really want a talent because it is really useful for PvP and that prevents you from getting another talent that you also ideally want, you can argue that means the talent trees are actually working. One of the things I like about PvP specs is they do place a lot more emphasis on hybrid builds in order to pick up certain talents, while a great many PvE specs choose one tree and try to max it out.

I am probably taking the mob example far beyond what you intended, but I think it is actually illustrative. You are going to defeat, by a huge order of magnitude, most of the mobs you meet. In many examples it won't even be a challenge -- you will two shot them. If the PvP matchmaking is working well, however, you will lose 50% of every match (and that assumes classes are perfectly balanced, which I won't pretend to claim). It is much harder to feel like a hero in an Arena because we aren't trying to make you feel like a hero. Psychologically, I think that is a bigger deal than a lot of players realize.

Crown Control in PvP (Source)

Players complained endlessly about being chain feared and stunlocked too. Still do. It's the reason there are so many ways to break CC in the game now. You can't pretend that crowd control was an elegant weapon for a more civilized age.

Damage in Arenas: Higher than TBC? (Source)


I can't tell if you're being sarcastic or not, but no, this was not the intent.

It is hard to nail the sweet spot on Arena balance, and what that sweet spot is depends a lot on what role you play. At times players have felt that they couldn't prevent someone from healing, which turns the entire fight into mana draining, silence and crowd control, since nobody ever dies. Damage-dealers were frustrated because they felt like just beating on someone (which their entire spec may have been designed around) was ineffective. Currently, the opposite is true, where players can be beaten down very quickly and healers tend to wonder why they should even bother trying to heal.

Resilience will make a difference - remember that not only is PvP gear itemized for resilience, but it uses up points that would normally be spent on +dps. The defenses are not only higher, but the offenses are lower. Furthermore, once players can survive for a few seconds, it tends to force everyone to worry about defenses once again. Will resilience make enough of a difference? That is something we are discussing right now.

We hear and understand all of the concerns. I don't have any announcements to make of changes at this time, and honestly changes of the magnitude we're talking would not be the kind of thing I would just casually drop as an answer to a forum thread like this. But we do hear you.

Player Numbers versus Blizzard Numbers: The Nerf Game (Source)

It is challenging to compare our numbers to those that come up from the community. Since I have been doing this gig, there have been plenty of times when players will say "Yeah, we figured X was overpowered," but that is almost immediately followed by "but the nerfs were too much." I have honestly yet to see more than one or two players ever agree that the magnitude of a nerf (any nerf) was justified. I'm just sayin.

We have to rely on our testing more than the community. That's just the way it has to work. Your numbers, however, are a useful reality check. In situations where the community consistently finds different numbers, we might go check our numbers again. We will do so in this case.

Something else worth pointing out is the whole concept of "your mileage may vary." Not every player has the same timing, gear, situational awareness or even rotation. In many cases our calculations are based on the higher ends of the spectrum -- the damage potential generated by the best players in ideal situations. For a class like the hunter that does require a fairly high amount of skill to master that may mean that your damage didn't drop as much (because you weren't using a technique that the experts were using to coax every bit of dps out of their attacks) or your damage may drop a lot more (because the experts are able to switch to other sources of damage more readily than a less skilled player).

All I'm saying is that WoW isn't such a simple game that a 10% buff or nerf done on our end will automatically result in a 10% buff or nef for every player out there in every situation.


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