#186 - 2011/11/15 11:36:00 PM
Hey all, as always we greatly appreciate the questions, concerns, and constructive feedback. We are paying attention to the discussion here and I have a bit more from Ghostcrawler to channel for you. We really do want to make sure we're communicating our plans clearly and in a way that will help everyone understand the ultimate goals and decisions being made. We also want to make it clear that none of these proposed changes are being done to cause anyone distress or make anyone miserable. So, to that end, here's some additional follow-up. As always, we welcome constructive feedback. Please refrain from forum code of conduct violations or derailing the thread.
A change like this would be huge and would require a massive reworking of a lot of classes. Things like innervate and divine plea would be significantly devalued since they wouldn't scale not to mention the mastery of Arcane Mages (to use a non-healer example).
It’s actually not that massive a reworking. Innervate and Divine Plea for example already use a % of max mana, so they would stay exactly the same. Innervate is 5 or 15% of max mana and Divine Plea is 12% of max mana. Arcane would actually benefit from the change, because currently the spec is harder to play when mana pools are low and has too easy a time cranking out huge numbers when mana pools are high, which makes it hard for other mage specs to keep up in later tiers without constant tweaking.
Honestly, we don’t think a lot of players will even notice the change unless they are really in tune with how much mana their character has. A lot of players learn that say Greater Heal takes up a chunk of their bar of X length and they have an idea on how many more heals they can cast before they run OOM. In other words, they already think in terms of bar length and percentage, not absolute number. The biggest differences will be that your mana bar won’t grow from 100,000 in 4.0 to 120,000 in 4.2 and mana-pool-based regen mechanics won’t grow more and more dominant over Spirit-based regen mechanics as your gear improves (and we can certainly boost Spirit-based regeneration if needed so that healers don’t feel nerfed).
I would point out the shaman's talent Telluric Currents. This talent scales mana regen with damage done. Since Int increases damage done, this talent allows more regen for better stats. With low end gear the mana regen can be negative since the cost of the spell outweighs the mana regenerated. With high end gear the opp set can be true.
Yes, good catch. That is an example of an Intellect-scaling regen mechanic. It would be easy to convert it to something like the paladin mechanic of Judgement granting X% of your total mana.
Complex for you to balance or complex for players to understand? I don't I can believe any player has a hard time getting what intellect or what spirit does now.
Well, both ultimately, but we meant the latter. Players probably understand generally that Intellect increases spell power, mana pool and crit. What is harder to understand is that Spirit is a good regen stat up to a point and depending on your class, but that Intellect “double dips” because it makes your heals larger and increases the benefit of non-Spirit based regen, such as Divine Plea, and at a certain point, Intellect as a regen stat is more powerful than Spirit as a regen stat. It’s not exactly rocket surgery, but we’re not sure we get a lot of interesting design space out of it. Several players have pointed out that we could make all regeneration mechanics work off of Spirit, and that would be another way to go, but we thought that required even more change. Consider for example that non-healers often have no Spirit but still need to benefit from Divine Plea.
And what makes it such that your large pool can do that? It's not the pool itself, as its size increase only cover a few more casts. No, it's the regeneration that you get from that huge pool. As long as Blizzard increases the Spirit based regen to compensate for the loss (or major nerfing) of Replenishment and other percentage-based regen mechanics the effect will be exactly the same as the current system, though probably not as pronounced (as reducing the extent of the longevity scaling was one thing mentioned as being behind this change).
Well said.