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#52 Feb 27 2009 at 11:43 AM Rating: Good
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I saw one poster there hazard a guess that they are nerfing health so SD can affect magic damage as well. A clever idea that makes sense.

If that is wrong and the only changes are Primal Gore, IMotW and HotW we are in worse shape and will start to feel it as gear gets better. Bears need another scaling stat. The whole we only really care about 2 stats thing is not good. With DRs in the game we have the least amount of of wiggle room to improve via stats without getting Mauled by DRs.

Mauled by DRs get it? ;)
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#53 Feb 27 2009 at 6:41 PM Rating: Good
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I have a feeling that it's going to take alot of balancing and re-balancing of feral tanking with all these changes before we're on par with the other tanks. Feral tanks arn't particularly popular right now, but have a niche position where high health or predicability is needed. This reduces feral in both departments and I suspect that will result in feral being the least favored choice of tank. Certainly still capable of tanking heroics and current raids, but when Ulduar hits and puts class balances under the microscope 100g says feral tanks will end up dead last.

But the PTR is still young and SD isn't even implemented yet. Perhaps bears will be properly balanced by time 3.1 goes live and my concerns will be unfounded
#54 Feb 27 2009 at 10:12 PM Rating: Good
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lifebloom change:

Quote:
Lifebloom: Mana cost of all ranks doubled. When Lifebloom blooms or is dispelled, it now refunds half the base mana cost of the spell per application of Lifebloom, and the heal effect is multiplied by the number of applications.


in short, if you let it roll like normal, itll cost twice as much to keep it up. however, if you let it bloom you get half the mana back of the cost. consequently, for each application of LB, the effect of the bloom is increased by 100%. in essence, its an elegant way of making people WANT to let lifebloom bloom, and it gives you incentive to stacking it three times and then letting it fall off.

also it means a single dispel on a three-stack of LB wont ***** the druid; itll heal whoever gets dispelled by a pretty hefty chunk AND refund mana to the druid.
#55 Mar 01 2009 at 7:59 PM Rating: Good
The lifebloom change will massively reduce its PvE usefulness (other than timing the bloom to go off in Loathebs 3sec window - massive buff here). The bloom will end up being overheal most of the time. I'll just stick to RG & Rejuv now more than ever.

It would be interesting to hear their thinking behind the changes. If they expect us to let it bloom, then they must realise that overheal is a massive issue. If not, then they do they think rolling lifeblooms are too efficient/powerful? They certainly don't feel that way in-game.



Edited, Mar 2nd 2009 4:07am by RareBeast
#56 Mar 01 2009 at 9:04 PM Rating: Decent
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Seeing how I can click just about any wordwebstat report for any given raid, and find that there is at least 50% overhealing, I'm honestly not concerned. There is quite obviously way too much mana around these days if it can be so easily wasted.

Bring it on...

Edited, Mar 2nd 2009 6:05am by Kanngarnix
#57 Mar 01 2009 at 10:08 PM Rating: Decent
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Kanngarnix wrote:
Seeing how I can click just about any wordwebstat report for any given raid, and find that there is at least 50% overhealing, I'm honestly not concerned. There is quite obviously way too much mana around these days if it can be so easily wasted.

Bring it on...


The majority of overhealing in my experience was from that bloom at the end. I've never applied it for that final heal, and I really doubt this change will make me want to.
#58 Mar 02 2009 at 12:00 AM Rating: Decent
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Quote:
The majority of overhealing in my experience was from that bloom at the end. I've never applied it for that final heal, and I really doubt this change will make me want to.


Might have to clarify. I wasn't referring to Lifebloom overhealing, but raid overhealing in general- by all classes.

There is currently so much mana around that more than half of it gets wasted on overheals. You don't check who is being healed by whom, how, and for how much. You just spam your own heal on top of it - just to be sure.

I like the thought of stacking blooms. That's essentially 3 new spells in one. 3 different amounts of healing. It always struck me as odd that the HoT part would stack, but the Bloom would not.

Hope this change goes through. The mana cost part... insignificant.
#59 Mar 02 2009 at 11:11 AM Rating: Good
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Our plan is to allow warriors (probably druids too) to generate rage when being hit while protected by an absorption shield AND also while hitting a target with an absorption shield. (Source)


Probably?????
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#60 Mar 02 2009 at 11:34 AM Rating: Good
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Quote:
It would be interesting to hear their thinking behind the changes. If they expect us to let it bloom, then they must realise that overheal is a massive issue. If not, then they do they think rolling lifeblooms are too efficient/powerful? They certainly don't feel that way in-game.


i dunno. its something of a tough call. i think they want to make sure things at the high-end go away from "have the tree spam lifebloom on 3-4 tanks" as well as give lifebloom more pvp use while highlighting a part of the spell that is often ignored by people (lets be honest, nobody who thinks of lifebloom thinks of the "bloom" part as being important).

whether thats a good thing or not i cant say. it sounds like an interesting mechanic to try to work with, but part of me wants something a bit more controlled, like having a way to manually make lifebloom "bloom" prematurely on a short cooldown (swiftmendish) that isnt tied to swiftmend. would essentially give druids two 2-stage instant heals, which could make for some interesting play.
#61 Mar 02 2009 at 1:09 PM Rating: Good
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Quote:
Quote:
Our plan is to allow warriors (probably druids too) to generate rage when being hit while protected by an absorption shield AND also while hitting a target with an absorption shield. (Source)

Probably?????

No kidding, eh?

I can already hear the masses cry if Warriors would get that and Druids didn't.
#62 Mar 02 2009 at 1:23 PM Rating: Decent
That would be blizzards fault though. They have been implying they want us similar to warriors. If they then cut back druid stamina so we are more inline with other tanks, especially wars, and then give wars a rage ability druids don't have, its going to irritate people. But I think the poster was talking about fury, and that as a way to increase rage based dps when your not the tank. with all the rage we get when we tank, and the fact that our dps roles dont rely on rage. I cant see were it would affect us at all besides being insulting.
#63 Mar 02 2009 at 1:54 PM Rating: Good
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I don't really see why you'd be PW:S'd if you're a Fury Warrior.
#64 Mar 03 2009 at 10:18 AM Rating: Good
Selverein wrote:
I don't really see why you'd be PW:S'd if you're a Fury Warrior.


Nobody's even saying that...the fury warrior aspect is being able to get rage while swinging at an absorb shield, not the other way around.
#65 Mar 03 2009 at 11:21 AM Rating: Good
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Lemme put that in order:
-Blizz say they wanna give that shield-rage thingy to Warriors and probably Druids.
-I say Druids would be pissed if they did that.
-Chimera says it'd mostly apply to Fury Warrs since our DPS doesn't come from rage anyway, and MT'ing should give you near-unlimited rage.

Now let me elaborate on my previous comment:

I agree that Fury Warrs would perhaps benefit more from the change, but the tanking aspect should not be neglected. While tanking will indeed give you crap tons of rage, there are still encounters in which rage will be more limited. (Casters come to mind) If only because of that, the change should be made for Bear Druids as well, since the part of the original post "to generate rage when being hit while protected by an absorption shield AND also while hitting a target with an absorption shield" clearly has tanking in mind as well as Fury DPSing.

In PvP, you'd find both Bear Druids and Fury Warrs being PW:S'd, so that's one more reason I can't see why Warriors would be more "deserving" of such a change while Druids wouldn't be affected.

My comment was just a really vague pointing at that bolded part of the Blizz post which implied the change was done tanking in mind as well.

Edited, Mar 3rd 2009 1:27pm by Selverein
#66 Mar 03 2009 at 12:57 PM Rating: Decent
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I don't think "probably druids" meant "we may only give it to warriors." I read it as "Oh, we came up with this idea while discussing changes to warriors, but now that I'm letting you know about it it should also be Druids. I'm not going to say it will definitely be Druids because we never explicitly discussed this as a team."
#67 Mar 03 2009 at 2:21 PM Rating: Good
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I read probably as probably not.

Blizz could somehow see the change as making druids too OP.

The druids are OP QQ is immense on the O-boards right now.
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#68 Mar 04 2009 at 6:31 AM Rating: Good
Which really baffles me...how are we OP, exactly? Cause we can solo 3 man group quests? Cause we can solo 70 heroic bosses?

I don't see us doing anything that other classes can't do. I'm not a fan of misdirecting an argument but if you want to talk OP...Death Knights need a looksee (though I have no doubt some of these same QQers are simultaneously yelling about DKs).

Edited, Mar 4th 2009 9:32am by Norellicus
#69 Mar 06 2009 at 5:07 PM Rating: Good
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120 posts
Horsemouth wrote:
[quote]
Talents
Balance

* Owlkin Frenzy is now properly considered an Enrage effect. Now also does not trigger from spell hits, only physical ranged and melee attacks.




cause moonkins really needed a pvp nerf...
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