Ono što najviše interesuje sve igrače, a to su izmene po klasama. Blizzard Blue post-eri su iskoritistili dosta vremena kako bi govorili na nekim temama o balansu i šta će sve da isprave u idućim Beta Buld-ovima:
DruidBalance changes
While I'm sure every class would say this, it's probably no surprise to you that Balance damage was low. Way too low.
We are addressing most of it through base spell damage changes to Wrath, Insect Swarm and especially Starfire. Hopefully that will give you some more talent choices because some of the damage talents will feel more optional (or as optional as more damage ever feels), instead of the bare minimum you need to be close to other casters.
We also fixed a few bugs with Star Fall and Typhoon. Not sure those changes will boost dps much, but playing your class should be less annoying. (src)
Wrath casting time lowered
Okay, we'll lower it back down. No problem. (src)
AE Tanking & Swipe
We are still working on Thunder Clap and Swipe. We think paladins can
AE tank fine and DKs are probably close. Warriors and druids are still
limited by the target limit of their abilities. Removing the target
limit may be the answer, but we want to explore the issue first. (src)
New druid form art
It's not going to be in for Lich King. Sorry. Doing an entire animal
texture takes a lot more art than a hair change. But we all agree it's
high time for new druid form art. It's a high priority after Lich King.
You absolutely deserve new skins and we want to do it right, and we
want to do it soon. I don't want to promise any more specifics than
that until we see what problems arise when LK ships and what we need to
fix. In our opinions, Raven Lord and epic flight form set the bar. (src)
HunterPet stat layout
Yeah, the pet stat layout has totally not kept up with the times. It
needs an overhaul and we hope to work on it as soon as LK ships.,Aside
from players just knowing what their pet's stats are, it will help
people improve their pets, as well as help us realize where the problem
areas are. (src)
Hunter DPS & Mana regeneration
Frankly, Hunter's DPS right now is balanced with Aspect of the Viper in
mind. If we, say, reduced the amount of time you were in it drastically
or the damage penalty we'd have to do something equivalent of reducing
Hunter's total DPS by at least 10-30%. While you guys might not notice
it with the pre-mades, the Hunter class is currently king of DPS.
What I do buy is that when you're soloing, between pulls or not able to attack, you aren't gaining the regeneration. What we just did is make the regeneration passive and not require you to attack, but basically just regenerate mana. (It would still have the damage penalty though) (src)
Agility mail gear won't have any MP5
There won't be MP5 on AGI mail gear. (src)
MageFrostbite and Fingers of Forst
It is intended that with both Frostbite and Fingers of Frost fully talented, Fingers never triggers independently.
It is not intended that the Fingers procs get consumed too early when that happens. (src)
About the Arcane Blast change
Arcane Blast ended up being so good that we were concerned you could
remove all your other buttons, and that every mage would go spec deep
Arcane. Rather than just nerfing it, we are trying mechanics that let
pushing the button be awesome, but pushing it twice in a row be less
awesome. For what it's worth, I would be very surprised if the 300%
penalty was our final implementation of this spell. (src)
PaladinDivine Plea changes
I believe the only change we are making right now (aside from some
general bug fixing) is a change to Divine Plea. Divine Plea will have a
longer duration but the same total percent mana returned per cooldown. (src)
Shield and Hammer of the Righteous
Shield of Righteousness was going to scale way too well as a multiplier
on block value. We already saw cases where it was 40% or more of
paladin dps with very few hits. I'm not sure if you got the entire
change in with the hotfix, but it's now 100% of block with a flat
component and two ranks. See how it feels in the next beta build. (src)
It's not critical that Shield Slam and Shield of Righteousness hit for equal amounts, so long as overall dps and threat are pretty close. We're trying to keep them as distinct as possible, since there are already concerns about the two classes moving too close together. (src)
Wer'e going to buff Hammer of the Righteous. That should even out with the Shield of Righteousness nerf, plus give you a little more reason to hand that +spell power blade back to the warlock. (src)
Tanking in WotLK
We want paladins to be *competitive* MTs if that makes you feel better.
If your block is worse than warriors, we'll get that fixed. It's
possible to make a lot of progress with theorycrafting, but at some
point everyone just needs to get out there and see what happens in a
"real world" environment.
To reiterate, we're not that crazy about trying to strongly reinforce niches or special abilities for fear that those lead to certain tanks being more desired than others. That design strategy probably works okay for dps and healing roles, because you tend to have more of them and they tend to be slightly more interchangable from raid to raid. For better or worse, groups tend to stick with their main tank.
Even after LK goes live, you have my assurance that we'll try to keep parity. If something unforseen (the weird interaction of a glyph and new set bonus perhaps) causes one tank to get far ahead, we'll get it taken care of. (src)
PriestImp Inner Fire swapped with Imp Power Shield
Finally, something I can work with! I'll do this tomorrow morning. (src)
Holy Tree Changes
Improved Holy Concentration -- We'd like to keep this based off spell
crit. Its possible we're too conservative with the numbers. As for
other crit talents, Surge of Light now also procs an instant flash
heal. (We're looking into fixing the Surge of Light/Improved Holy
Concentration bug with them eating each others charges btw)
Desperate Prayer -- We had to give it a mana cost to balance the spell with its new cooldown (It went from 10 minutes -> 2 minutes).
Divine Providence -- 10% healing for any healing spell that heals more than one target is pretty good. Granted its not very complicated or flashy, but I don't think that makes the talent bad. I mean we could tack on something like "Your healing spells are increased by 10% when your mana is above 50%" but that would really just be tacked on in an effort to make it feel different and interesting.
Test of Faith -- Compare it to Holy Specialization(5% crit), its 6% crit and 6% healing for 3 points vs 5% crit for 5. 50% happens more often than you'd think, and extra healing and crit chance is most important when a target is at 50% or under.
Guardian Spirit -- I agree with this, we boosted the heal from 10% to 50%. (src)
Shadow Priest DPS
We test single target DPS with blue, epic and green gear. In all trials
the Shadow Priest was doing more than expected DPS, I believe it was
around ~2500 in epics. This was solo in a 5-minute trial (without raid
buffs). In a raid setting, your DPS would probably be significantly
higher. In a nutshell, we feel we've made a lot of progress in our goal
of bumping the Shadow Priest DPS numbers/scaling to where we want it to
be. Unfortunately players won't really be able to see these numbers on
their characters because you are using low tier PvP gear. (src)
ShamanRiptide & Imp Water Shield changes
We improved the base heal by 33% (Not sure if you have that build or
not). It also now procs Tidal Waves, and we've changed Tidal Waves to
two charges now (up from 1). Improved water shield will also be changed
to affect riptide. (src)
Riptide and Imp Chain Heal are now unlinked
Done. (src)
WarriorDevastate compensation
It will probably be in Revenge or Shield Slam, but we're still working on the exact implementation. (src)
Titan's Grip
Titan's Grip needs a counter-balance because two-handed weapons are
more powerful than one-handed weapons. Period. Nobody would argue this
I imagine or else you wouldn't be interested in the talent in the first
place.
So the only thing that is really in contention is whether the increased dps is higher than we typically offer in one talent point. We think it is. We tried it as a 5 point talent, but that felt awkward because it was one of those where the first talent point expenditure is worth so much more than the additional talent points.
Once the dps numbers are balanced, if we see a lot of Fury warriors skip over Titan's Grip, then we'll know our estimates were off and we'll lower the penalty. I don't predict that will happen, but I make bad predictions sometimes like everyone else. (src)
Thunderclap and threat
The threat on beta was reduced because the damage was increased. Give
me some time to a full analysis of the numbers though and I'll post
them here. It could be you aren't factoring in something, or it could
be we have a math problem somewhere.
As I said in another post, we are still figuring out how the damage, targets, threat and cooldown of Thunder Clap. One of the problems with the numbers before the most recent nerf is that at high gear levels (beyond Naxx I mean), Thunder Clap would do more damage and threat than many other core warrior abilities. It would go from being situational to being in your main rotation (aside from the debuff which you obviously want to renew). (src)
DK PvP Changes
We're starting to get a lot of PvP data in, and several classes are
having trouble beating rogues, Frost mages, Ret paladins and death
knights.
Death knights have a lot of options at the moment, which is cool, but makes it really hard for another player to catch a break and burn a death knight down. So we're going to try some changes. I won't sugar-coat it -- these are nerfs.
-- The ghoul is doing too much damage. He is receiving 100% of death knight strength, which is much higher than most pets.
-- Chains of Ice is going back to be being dispellable. It is probably
the best snare in the game at the moment, for a class that already has
Death Grip.
-- The same is true of both Strangulate and Mind Freeze. Strangulate's
cooldown is going to go up. Mind Freeze remains the quick interrupt.
-- We're increasing the cooldown on Anti-Magic Shell. We don't think
this will hurt DKs in PvE much, and it still leaves you with Icebound
Fortitude to use often.
As always, if we overdid it, if DKs are now too weak in PvP, we'll adjust. But we were at the point where we weren't getting a lot of good numbers because some fights were just over too quickly. (src)
DnD and Blood Boil graphics
The previous version (the dark smoky one) made it hard to see what was
going on. We started to hear "DK, don't use that spell!" on boss
fights. Not good. The NPC spell swap was a temporary fix to see if it
resolved the problem.
There is a new Death and Decay and Desecrate art that should be in next
build... or possibly the one after that depending on when they take
data. Both do a better job of showing you the outer limit of the
effect, which is generally the most important thing to know (for DK and
victim). (src)
Desecration damage
Desecrate's damage not working is actually a code bug so it's a little
hard to fix. We've obviously known for some time that it's a problem
but it's not a trivial one to fix. We'll get it eventually. (src)
Scourge Strike
We lowered the percent weapon damage on Scourge Strike because it was
the only ability that ended up scaling too well. Several other
abilities didn't scale well enough and we made adjustments accordingly.
But even after those changes, at some gear level Scourge Strike would
have outpaced other DK abilities, forcing everyone to go Unholy.
Bypassing armor is just a huge benefit. (src)
Death Coil damage
Death Coil's coefficient was increased. We more recently changed the
base points, say from 390 to 440 at rank 5. You probably don't have
this last change yet. If you used a Death Coil every rotation, that's a
lot of extra damage. (src)
Ghoul damage and Unholy
The ghoul does too much damage. He gets, IIRC, 100% of the master's
Strength, which is very generous when most pets scale at 30% or so of
the master. (src)
We did structure Unholy's talents in such a way that you can completely
skip over the Ghoul if you don't like pets. This is a different tact
than we took with Demonology or Beast Mastery. You can get fine dps out
of Unhloly through AE spells or focus on Scourge Strike. (src)
Rune Strike and Runic Power
I personally don't find the comparisons to the old Kill Command very
apt. Kill Command was an almost trivial cost so it always made sense to
use it whenever it was up. Rune Strike on the other hand uses 15% of
your total runic power, or more than 30% of a Death Coil.
We found that the real problem, IMO, was Death Coil and Frost Strike weren't hitting hard enough relative to other DK abilities, so they didn't feel like they were worth the button push, and subsequently, building up runic power didn't feel like a big deal. Both Death Coil and Frost Strike received serious buffs. You may still find yourself at full runic power when killing mobs while leveling that take only a few hits. If you're at full runic power on bosses, something is going wrong. (src)
----------------------
8970 Bug List Q/A and upcoming DK changes
Scourge Strike hitting for significantly less damage.
Looking into this. We dropped the weapon damage down to 60% but then
buffed the flat points. I suspect the bugs you're reporting are more
due to the crit / hit problems. However, even though Scourge Strike
does Shadow damage, it should still be able to be blocked, dodged or
parried. Those are properties of melee attacks. Scourge Strike is not a
"spell" even though it does magical damage. It crits for 200% for
example.
Wandering Plague is still getting resisted all the time.
Think we finally fixed this.
Desecration still does not grant +5% damage.
This is reported fixed but I can't verify yet.
Death and Decay is being affected by Crypt Fever.
Fixed.
Shadow of Death still buggy, not always triggering on death
Need to figure this out. It could be that the data gets messed up when
existing DKs get the new data without talents being wiped.
Necrosis
I know it's annoying, but not all abilities will work right on target
dummies. Try and specify when you notice a bug if it was on these, a
mob or another player.
Rime not working
We are trying to make this talent work better, but it's going to take some code. Known issue for now.
EDIT:
Scourge Strike doing correct damage again.
Strikes consume Cinderglacier.
Rime works now as intended.
They tell me Desecrate works now. We'll see. :)
Hopefully you will see these changes next build. (src)


