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#1 Sep 05 2008 at 4:02 PM Rating: Good
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Ghostcrawler wrote:


47. Re: Talk more about druid items please 09/04/2008 05:15:24 PM PDT


Flavor wrote:

What I wanna know is why druid tanks cant parry.


Flavor. Believe me, if we ever hit a brick wall where we just can't make druids work without parry, then guess what will happen.

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And for Blizzard to say "Don't worry, other classes have concerns too" is not a very effective way of dealing with them.


Fair enough. My point was more that Lich King is a pretty different game than Burning Crusade, moreso than the change from Classic to BC. It's harder to make assumptions about how things will work based on how they've always worked. Our design philosophy levels up and respecs sometimes too. :)

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We scaled EXTREMELY well with the few stats we could stack because we just hit Armor Cap and worked around it with higher avoidance and stamina. Then comes Sunwell and they had to nerf EVERYONE'S avoidance by 25% to get us all back on line lest we do the same to bosses like Brutallus.


Agreed. As far as scaling is concerned, we've made great efforts to scale abilities so that upgrading your gear doesn't totally change their effectiveness. Here's the problem with Feral druids: because they have so few stats (in the sense that e.g. parry and spellpower aren't important to Feral), it's easy to focus on those stats. If those stats scale really well, then we run into problems where druids can either hit the caps or get such high numbers that the content starts to break. Once druids hit the armor cap in BC, they could start improving dps stats which would eventually have overshadowed other tanks in both mitigation and threat. When they stacked agility, agility and more agility, it just improved their tanking and damage really quickly.

Warlocks were in a pretty similar situation with spell damage. They wanted almost nothing else and kept stacking the same thing and pretty soon they outstripped similar classes.

From a design point of view, the challenge isn't making druids amazing tanks and dps. The challenge is preventing them from getting too good too easily. (Note, mean old Ghostcrawler is not saying we're trying to keep Ferals really weak. Just remember that while your goal as players is to get as good as possible, ours as designers is to keep you in proportion to other classes.)

Is Mother Bear as effective at level 80 as it is at level 70? Yes. Does it scale with AP or armor? No. Does getting AP and armor still make you a better tank? Yes. Will you spec out of Mother Bear when you reach a certain gear plateau? Unlikely. Until recently, Sunder Armor did not scale. It was just crappier the better your gear became and was less effective at generating threat as everyone else's threat increased.

As to cats, we don't know yet if their dps is too low or not. We should have a better idea soon.


So feral is taking forever because due to scaling and itemization we are either 'teh suck' or 'uberpwnage'.

Every time I check the beta o-boards for blue posts and see stuff like this I become more convinced feral is getting completely and radically changed. I don't think Blizz has fully realized it yet but they seem to be heading that way more and more, as evidenced by the bold line.

The expansion will bring changes to all classes and specs but I feel ferals are getting altered on a more fundamental level than any other class or spec. How this plays out remains to be seen.


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#2 Sep 05 2008 at 5:46 PM Rating: Good
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Another post by Ghostcrawler

Ghostcrawler wrote:

We want druids to be able to MT Naxx and Ulduar.

I really don't think they're that far off, but if I'm wrong and bears collapse on Patchwerk, we'll change the numbers until they can stand up. We'll try to change the numbers in intelligent ways so that bears are tanking Arthas too and not standing in the back healing the warrior tank.

Likewise, if cat dps is always near the bottom of the dps damage meters, we'll fix that too.

There isn't any actual armor with bonus armor any longer. It was just too problematic a stat. It does still exist on non armor pieces: the rings, necks and maybe cloaks. The way the game is designed, tanks need a certain amount of armor and we'll make sure you have it without having to resort to PvP gear or Sunwell gear. As I have said before, we can boost the bear intrinsic bonus or Thick Hide or come up with a new scalar off existing stats. This feels like a solvable problem to me.

Personally, I would love to be able to get rid of Feral Attack Power as a stat. It feels a little kludgey and it makes itemization harder because you can't share with anyone else in the game. It's like having a libram for your main weapon. But it's not going to happen for Wrath, at least not initially.


I hope when beta bears try to tank Naxx they fail. The extreme changes to our itemization have barely any or minimal synergy with our talents. This will cause ferals to fail until it is addressed via changing the tree in a more extreme way.

Tweaks and nudges are not what they did to our gear and that is what they are trying to do to our tree.

As a side note I also feel they should drop feral attack power.




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#3 Sep 05 2008 at 9:43 PM Rating: Decent
From what I understand, feral gear is basically being ditched and we're going to be competing with Rogues for our leather (excluding raid sets, of course). If this is the case, it seems to me that we're not going to be too far off from what we have now, with the sole exception being Stamina. Currently, Rogue gear has all the chewy bits a feral tank likes, we just don't use it because the Stamina is sub par and it doesn't have augmented armor values. Instead of seeing one blue/epic after another (depending on where you are in progression) that you have to pass up because it lacks the augmented armor that makes us viable tanks now, we may see leather with mostly agility, haste, hit, expertise, maybe some strength from time to time, and sockets. The sockets would be where we'd stack the Stamina. Enchants would have us focusing on Stamina as well. Mother bear makes up for an enormous portion of the lost armor contribution from items and it just means that we won't be soloing the WotLK equivalent of Durn or entry-level WotLK non-heroic dungeons.

In terms of threat generation, I'll take +hit or +expertise over Strength any day at this point. Nothing drives me up the wall quite like having 2 consecutive Mangles in a row get blocked/dodged/parried at the start of a fight. How do you explain to your raid that ya, I'm rocking 600 tps because feral itemization blows?

Expertise also assists with mitigation (that crazy next-attack speed increase mobs get when they parry attacks is evil). I've read that our dodge gets obliterated in beta...we get a little extra from talents but something tells me if the bridge patch were to go live tonight based on what's in the beta, my dodge % would be a spectre of what it is right now. What I'm actually quite curious to see is if the mitigation from armor stacks with the mitigation from Mother Bear above the 75% cap. From the time between the bridge patch and WotLK, we'll be planet crushing demi-gods. (static 87% raw mitigation?!?! Naw...too good to be true).

As the itemization stands, any feral druid in T5+ epics is going to arrive in Northrend and obliterate solo content. Where the transition will hurt is when we have to start swapping out our current feral tanking epics for WotLK gear not because the new gear offers better mitigation, but because we need the boosted stats for threat generation.

Personally, I like where Blizzard is going with itemization in general. Fewer shards and people getting geared faster works for me.
#4 Sep 05 2008 at 10:34 PM Rating: Good
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The things I dislike about Rogue gear is the excess hit we wont need, the AP we don't fully scale with yet and the haste that we don't benefit from as much as other classes.

The armor thing stinks also but that is easily fixable by moving and buffing Thick Hide.

Expertise is good. I like that stat for my tank needs.

The tier gear is a wild card. I want to see it and if it has Int on it.

Overall, I like the direction but I can see it going bad. Like I spec resto bad. Or balance it looks sexy...
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#5 Sep 06 2008 at 1:47 AM Rating: Excellent
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Perentage modifiers are almost always multiplicative, so, for example, if you're armor-capped in a full party with Mother Bear, your mitigation would be 78%. Here's an example.


Boss hits for 10,000 damage before armor.
Armor-capped Druid soaks 75%, or 7,500 damage, leaving 2,500 to the face.
Mother Bear soaks another 12%, or 300 damage, leaving 2,200.

Same boss, with current talents and WotLK's generic rogue/feral druid leather.
My feral in DPS gear has enough armor to soak 60%, or 6,000 damage, leaving 4,000.
Mother bear would eat another 12%, or 480 damage, leaving 3520.

I'll take any mitigation where I can get, don't get me wrong. But it's most likely not additive, so we're not going to cut the damage we take from 25% to 13%.
#6 Sep 06 2008 at 2:41 AM Rating: Excellent
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blizz has said that a lot of leather gear that druids and rogues would share is going to be rather lean on +hit. the idea behind this being supported by sockets; rogues will socket for hit, druids will socket for stam (while tanking) or a dps stat (for cat).

this kills two birds with one stone; one, it satisfies the cross-class gear notion quite handily, and two, it allows for a lot of customization within a given piece of gear. having a piece of leather drop and knowing that your melee dps and your MT can use it is pretty nice. helluva lot better than seeing it drop again and knowing that your only rogue would have loved all that ap and crit and hit, but having to shard it because its, at best, a minor downgrade for your bear MT.
#7 Sep 06 2008 at 8:41 AM Rating: Excellent
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Quote:
The tier gear is a wild card. I want to see it and if it has Int on it.


Well here is Naxx's 10 man feral druid set from MMO-Champion.. It might give us an idea of whats to come.
#8 Sep 06 2008 at 10:30 AM Rating: Good
GryphonStalker, Guardian of the Glade wrote:
Quote:
The tier gear is a wild card. I want to see it and if it has Int on it.


Well here is Naxx's 10 man feral druid set from MMO-Champion.. It might give us an idea of whats to come.


Bah! You beat me to it.

Honestly, so not impressed. Agility and Stamina. It appears to be huge amounts of both, but that's relative to level 70 TBC standards. What irks me a bit about it is that the sockets are red and yellow (+meta on head). And with one exception, the socket bonuses are...dum dum DUUUUM!!! Stamina. Let's see some friggin' blue sockets in there, ya? As it is, if the current color/stat combination on gems carries through to WotLK, those sockets are going to be stuffed with hybrid Agility/Stam gems. Which means the gear...from top to bottom...will have less armor contribution than my existing TBC epics, and...agility and stamina.

How phenominally dull.

Here's to hoping that's just early slapped-together itemization at its finest and will be tweaking extensively before the expansion goes live.
#9 Sep 06 2008 at 11:17 AM Rating: Good
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What AureliusSir said. How will tanks pack Sta and get a Meta gem bonus? New red Sta patterns?

Also there is 0 Int. Welcome to 3 shifts per mana bar. Cat/Bear form is 35% base mana cast cost. We will now have base mana + 20% and whatever is on our on-leather gear. Making shifting out to heal, innervate or b-rez very costly.

Just looked b-rez is 68%. Cat form is 35%. 35 + 68 = 113%. So with out doing more math with HotW we can probably b-rez once then are OoM for the rest of the fight. Reduced utility FTW.


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#10 Sep 06 2008 at 11:33 AM Rating: Good
Horsemouth wrote:
What AureliusSir said. How will tanks pack Sta and get a Meta gem bonus? New red Sta patterns?

Also there is 0 Int. Welcome to 3 shifts per mana bar. Cat/Bear form is 35% base mana cast cost. We will now have base mana + 20% and whatever is on our on-leather gear. Making shifting out to heal, innervate or b-rez very costly.

Just looked b-rez is 68%. Cat form is 35%. 35 + 68 = 113%. So with out doing more math with HotW we can probably b-rez once then are OoM for the rest of the fight. Reduced utility FTW.


From what I understand, we'll still be regenerating mana in animal form. Drop to form before the pull and you're already one step ahead...pop out to battle rez and you aren't going to be doing another battle rez for 20 minutes minimum. I doubt it would be worth stacking intellect on other pieces to make up for it, and realistically speaking in raids now, I'm not tossing out so many offheals that I need a ton of mana. Where this will sting ferals is in PvP when they can't pop out, toss a HoT, and then pop back in nearly so often, and I think that's necessary. If the kitty dps is going to scale the way Blizzard seems to want it to, you'd be talking about a self-healing rogue in arena/BGs and that would most definitely warrant attention from the nerf-bat monster.
#11 Sep 06 2008 at 2:30 PM Rating: Excellent
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Quote:
Also there is 0 Int. Welcome to 3 shifts per mana bar. Cat/Bear form is 35% base mana cast cost. We will now have base mana + 20% and whatever is on our on-leather gear. Making shifting out to heal, innervate or b-rez very costly.


Don't forget the feral mana regeneration penalty from a previous patch has been removed on beta and the cost of our forms still isn't set in stone. Speaking from a purely feral raiding point of view; with powershifting dead and gone, I don't want to waste the item points on Intellect. As for PvP (which is a completely diffrent monster), I'm sure our set will continue to have Intellect like the previous seasons.




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