#1 - Jan. 11, 2013, 2:04 a.m.
•Rapture now reduces the cost of Power Word: Shield by 25% 50% and provides mana equal to 150% 250% (was 200%) of the Priest's Spirit
Um, the revert on the mastery changes, haste back down to 50% (though haste isn't very good for us anyway and is more a fury buff), and the rage cost on OP are all going backwards for arms DPS. I hope there's more changes coming? As it stands we would do far less in 5.2 compared to what we do on live now.
Myself and many many many rets would be happy to just have these gimmics gone. Please?
Drop Skull Bash to 10 energy (currently 15), since we lost of the Glove bonus.
Could you please make the bonus work for Aimed Shot (or even Steady Shot) too?
Every other melee interrupt is already free (or effectively free for enhance and ret). Only rogues, monks, and ferals have any cost at all. The "resources need to matter more" applies only to Arms warriors, and charging for utility isn't the way to do it, they need to spend rage rotationally.
While we're on the subject of PoH, though:
Is there any way we might be able to get it changed into a smart heal rather than being "group-centric"?
That isn't it at all. Many of those upset about the push back to PW: Shield are those who played Disc Priests during Wrath. We don't want to go back there. I'm pretty sure you wouldn't want to go back to doing nothing but spamming one spell all day long. That's what it was like for Disc Priests, too. It was a horrible model, but I guarantee you that once we get enough Spirit, we will go right back to doing that because right now it is looking like our most reliable source of throughput.
Yes I do realize it's 40% execute time, but Unholy mastery does not make it pull that much further ahead of frost in execute, and the KM procs being able to be used on soul reaper would make frost soul reaper much better.
I have one concern about the Eminence change. With the nerf to Eminence, it results in a nerf to our 90 talents (Xuen especially). Were the 90 talents considered with the Eminence change?
I too would like to hear anything about Blood DKs at this point. Even if it's just a "we think Blood DK set bonuses are in a fine spot" :).
Minor point: would a 10-rage discount on the next Execute make more sense for Overpower?
Appreciate the update Ghostcrawler, but still waiting on news of a buff for Destro single target damage.
Is there a reasoning behind this? It honestly feels like you're taking the opinions of a mysterious part of the playerbase (like the same portion who you quoted as "not liking DivPurP because it was too RNG") and changing the entire spec paradigm around it. Why push for MORE class homogenization when the game already has WAY too much?
So let me get this straigt, TFB will reduce the cost of Execute as well? Or does using OP reduce the cost of Execute by 10 for X seconds? Sounds like the second one which is not bad tbh. Means Execute replaces Slam in the rotation (Unless with excess rage in Zerker Stance with CS up) which it should,
We can't test PVP on the PTR because you disabled queueing for battlegrounds and didn't give premades PVP gear.
GC gives in again to the demands of bad players. Relearn their class... lol!!!! How is waiting until you see a cast then pressing a button relearning your class. WEAK EXCUSE!
I have to agree with an earlier post about how this game should be about bringing out a good product and making it a good game. It seems more and more the justification for changes (or not making changes in this case) is the number of subs that will be lost.
Are you on some sort of cheap drug when you make choices. Tanks care about these things dodge parry block armor HP. Thats all that should matter. It has always been this way in every game ever made. It is the D & D way and the correct way. When you take this focus away you lose your ability to be a lead developer and deserve to be removed from the team.
Either you need find a way to better weed out the bad feedback or your team needs better personal understanding of PvP. Patch 5.0 warriors were IMO worse than S5 DK's.
Some of us feel that making PvP better should be an extremely high priority even at the expense of some players feeling a bit confused when logging in after a patch.
So you have no problems making warriors or shaman relearn their class mechanics mid-expansion?
And this reasoning right here is why my account is canceled as of the 28th.
In 5.2, no healer will be able to live through the opener of a Mage/Rogue/X comp, blanket silences, instant CC and stuns will just make those 2 classes very strong together for anyother combination of classes to combat.
The reality is that moving more towards the 'interrupt heals, don't prevent them' paradigm would be wonderful. But a huge amount of changes to a great many classes need to be made to make that possible. 5.2 just isn't the time for that. I don't even think it's realistic this expansion, but I'll be they'll try.
Posts like this really bother me.
Scared to even read this thread.
If you somehow feel the energy cost is fair (impossibru :p), what if we could Maim any target? Rather than only our combo target? Kinda of like having Redirect built into Maim? Or convert Maim into a bleed, so it ignores armor and scales with Mastery? Or make it so does extra damage if the target is immune to stuns?
I saw Bashiok post about Balance and I thought about posting something in there, but no, I'm going to continue harrasking here: Are you folks playing balance on the dev team? Do you have enough people playing on PTR? Do I need to find some time to help folks like Owlcapwn test so our cries can still be ignored?
On topic: Blood DK 4 piece design being off is not player perception at this point. Some of my and others posts previous on the matter show math that this bonus on raw numbers is not as good as the previous bonus.
Nerfing Talents to the ground just to make other talents look more attractive never worked.
Glyph of Deep Freeze - now also lowers the stun duration of Deep Freeze by 1 sec in addition to taking Deep Freeze off the GCD.
you seem like a smart guy, explain how this helps our current problem?
And now you want to take that away too, you're turning the talent into a Hand of Freedom that has a longer cooldown and a shorter duration. Despite the buffs to disc I feel this is a big and unnecessary blow to a spec that's already struggling.
Single target damage is bad for shadow priests, and the only changes we're getting so far are:
The problem is the feline swiftness talent. It always has been. But now you're forcing feral PvP into a catch 22 situation. We're either forced to take feline swiftness just to stop the out of range errors when trying to use abilities, and lose our gap closer.. or we get inundated with out of range errors when trying to do anything. You know the feral hit box is still out of whack... and the feral speed bonus on the PvP set was to compensate for this.
Was the damage buff it provided too strong? In almost the exact same gear I'm using, I was doing ~67k sustained single target dps. Seemed fine, provided that I had 0 mobility while doing that.
Was the rotation being used to maximize it's effect not what you envisioned? I like how it changed our rotation without actually changing it. We were just hitting DP more frequently.
Not really sure what this mean or how this really affect gameplay nor why this change now tbh... mind to explain?
I can see that 99% of this entire thread is related to PvP, but any chance of some feedback from GC on how he can think a 40-50% nerf to Disc AoE heals is a fair thing, given that at the absolute most we top the meters by 20%. Sure we needed a nerf, but an execution?
Oh, and there's no point in making Fade an escape tool. If the priest is running at 100%, gets slowed, but uses his "escape tool" to go back to 100%; IT STILL DOES NOTHING SINCE THE PERSON COMING AFTER HIM IS RUNNING AT 100%.
Hey, The Balance 2 piece looks interesting, but the 4 piece looks weaker than lots of trinkets I've disenchanted this expansion.
what the (insert explicit here) are you thinking nerfing shadow priests this hard? you do realize it all but benches them in pve right? they needed a buff in pve as it stands now, and your nerfing them??? seriously?
GC, it is obvious that the nerf to Mindspike glyph is a loss on dps even if you are just standing and doing damage.
If they catch your cast time spells, which only melee really seem to bother doing these days, then you'll be unable to cast Dispersion until your shadow school is available again. But yes, if a mage decided to wait for you to cast a VT and counterspell that, instead of using a blanket silence on you, then they could prevent dispersion for 6s.
you may think you have fixed it - but you have not. Only 3 days ago on life I was pursuing a hunter - I don't have any speed bonus except the +25% from cat - my nose was almost touching his back and I still got "out of range" errors.
Yep. Frost is a lot better than Ret. I'm not trying to suggest otherwise. I just think that those saying the Sac change isn't potent are wrong. It's a huge buff to Ret utility.
Thing is, and this is what is puzzling GC with the whole hitbox situation.. is that we're getting out of range errors, yet our white swings are still merrily hitting the target. It's that disparity that confuses the kitties. I've never seen that kind of issue on any other melee class.
Spirit Shell formula is slightly off - right now the metagem critical effect (1.03) is only being multiplied in on the expected aegis size on crits not on the entire crit heal. This is causing a slight decrease in the size of SS.
I doubt this is even close to enough to make an rbg team want to bring a ret.
It was stated abilities are meant to be counterable, but things like cloak of shadows and smokebomb are just fine. There is a double standard here.....
Eye for an eye baseline would be kinda cool, but it'll have to be designed really well because I don't want it breaking CCs lol. I would probably rather have something else if I had to choose though.
Reduce PW:S mana cost (this is gonna have to happen one way or another to make it viable), and make it so that a priest can't have more than 3 - 4 active PW:S to avoid PWS spam.
Looks like they need to just go ahead and buff Arms rage generation.
This post is from the perspective of an Elemental Shaman that mainly focuses on PvP.
Does that not seem odd to you? Where are your design principles? Where is the consistency?
I'm glad for warriors that you decided to revert the additional nerfs to Second Wind, but there is still a potential problem with it and that tier. The problem is that it's mandatory for warriors to take because it is so necessary for their viability.
just curious, what are you looking at that makes you think shadow priests are OP in pvp? It seems that we get more nerfs based on a projection of what you might think is the case, then classes that were/are OP. What about shadow makes you think it's over powered? I still feel like I get focused every game I play, and you nerfing my escape tool kit, when I don't ever see how priests had superior escapes.
Are you telling me that not only is this issue understood, but is considered acceptable? Being spammed with out of range while you're clipping someone elses model is incredibly frustrating and a major turn off to playing the game at all. It swings both ways too, being stunned by a melee ability from someone 20yds away is just awesome. I had hoped something would eventually be done to fix this crap.
1. Are you happy with how many different categories there are?
2. Are you happy that some abilities affect more than one DR category?
3. Are you happy CC is so complicated, that not even sites like Arena Junkies can track how they all interact?
4. If you are not happy, would you please please please consider reworking CC and DR and make it transparent in the tool tips?
That's what I'm trying to say in more attention grabbing ways. I can try running the numbers in simcraft or wrathcalcs if that will help, but I'm not the math expert that some of the silent laser chickens are.
Now moving into patch 5.2 We'll have a similar feel except we'll have a lot of GCDs where we can't do anything because we've blown our rage on AOE. We'll proably go... Mortal Strike > Thunderclap > Whirwlind > Twiddle our thumbs for 3 seconds while we wait for MS to come off CD. We don't have that filler of overpower to do something else whilel we wait.
MAKE SEPARATE TALENTS FOR PVE AND PVP!!!!
Perhaps there is a much simpler solution (a numbers tweak rather than a mechanics tweak)?