Q: The new "assist" pet stance added in 4.2 would work very well with fire totems - is there any reason why totems were specifically excluded from that functionality? – Korghal (NA/ANZ)
The Fire Elemental is even more complicated than Searing Totem because the totem is the master of the elemental, not the shaman. It generally works pretty well focusing on the Flame Shock target, but we plan on rebuilding the spell so that the totem summons the elemental (and killing the totem could still despawn the elemental), but the shaman is considered the master, which will solve some of the problems that arise. Q: Have you considered reincorporating Windfury as the shaman's main DPS ability? Lava lash is their best ability (Cataclysm), but it feels nerfed and feels far too predictable. – Saverhagen (LA)
As an aside, there were several questions that we didn’t answer about whether Enhancement DPS is too low overall. It is, and we buffed it for 4.2: (http://us.battle.net/wow/en/blog/2723732) Q: Currently, Enhancement benefits greatly from mastery, but poorly from crit and haste; what solutions have you considered (aside from the previously mentioned possibility of 200% crits) to make these stats more attractive to Enhancement shaman, especially since the spec has such a high requirement for hit rating and expertise rating, making it harder to reforge into more mastery? – Wickedpissah (NA/ANZ)
Q: Is anything ever going to be done to decisively end Enhancement's usage of spell power weapons? – Ragnarok (NA/ANZ)
Q: DPS Warriors and Frost DKs can generate threat very quickly, even if they are trying to be very careful, letting the tank build up threat, etc. Are there any plans for these 2 classes who seem to have threat issues? – Snooptrogg (NA/ANZ), 용소랑 (KR)
Q: Will we ever see an in-game damage and healing meter to replace Recount? – Sinthìa (NA/ANZ), Hemodynamic (EU-EN)
On the other hand, one benefit of having easy-to-use Blizzard meters would be getting players to focus on their own personal DPS instead of what the best players in the world are capable of. It makes developers cry when we see a good Fury warrior go Arms and do lackluster DPS just because they read that Arms DPS is higher. (Now, if that player just likes Arms or wants to try something different, more power to them.) Also consider that damage and healing meters are valued by a pretty small set of the playing population as a whole. New UI features like the quest and equipment systems we added not so long ago, and even the upcoming Dungeon Journal, would be more widely used overall. So the short answer is that it would be a very useful tool and we suspect we’ll do it eventually, but we have an enormous responsibility to get it right, and even then it could do bad things to the community as a whole. Q: Are there any plans to reduce ramp-up times and RNG for certain specs? IE shadow orbs can not proc for quite a while sometimes, hindering our DPS. – Xista (NA/ANZ), Whitewnd (KR)
The intent for Shadow Orbs was that procs weren’t guaranteed so that there is some unpredictability involved to add gameplay. We could easily make it less random, but then they wouldn’t be something you think about or factor in your rotation. Sometimes you won’t get Shadow Orb procs and your DPS will be lower than it could be if you get really lucky. Shadow Priest DPS is balanced around the average of those two extremes. If you get lucky and get good procs, that’s an unexpected bonus. There’s a thin line between something that’s frustratingly random and something that is boring and has no gameplay. We have learned that when percent chances are too high, then rather than feeling like a bonus when it happens, it becomes very frustrating when it fails to happen. Q: If encounters are not being designed with positional requirements and or other abilities (Shred, Backstab, Feral Charge on Al'akir, Killing Spree in general) in mind, why do we still have those requirements? It seems unfair in a competitive PvE environment to allow those very limiting requirements to exist if the encounters are going to be heavily punitive towards classes that have them. – Foxlore (NA/ANZ)
Now there are some encounters where the positional penalty is just too extreme. In 4.2 we have the ability to make the “back” of a boss encompass 240 degrees, and we have done so for bosses like Magmaw, Sinestra and Ragnaros. Furthermore, there are fights where Killing Spree and Feral Charge just kill you. That obviously isn’t acceptable. We have manually added some safeguards to try and manually solve a few encounters, such as Magmaw, but even that isn’t bulletproof and we are investigating more robust and global solutions. But it’s technically challenging given the diversity of our encounters. |
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Q: What do you consider when looking at whether a class is doing too much or too little damage? – Merovin (LA)
Seriously though, we look at a lot of different measurements, which becomes the full-time job of several designers. Our three most powerful tools are doing predictive modeling for how classes will perform under various scenarios and with various levels of gear, actually testing these numbers using characters in the game world, and then measuring the numbers generated by actual players on PTR or live servers. Remember that we have access to a number of tools not available to players. While theorycrafters have gotten very good at reverse engineering how our damage calculations work, there are still a few opportunities where they get it wrong while we can just peek under the hood to remind ourselves how a calculation is made. Secondly, it’s very easy for us to create a lot of characters with whatever gear we want and have them beat on whatever kinds of targets we want in a very controlled environment. We can also change any of the numbers to empirically test the outcome. Furthermore, we can automate character damage rotations to a much greater degree than macros can accomplish, which gives us an idea of the delta between theoretical maxima and more typical player performance (which includes things like human reaction speed, decision making and good old Internet lag). The specific situation that the character is in matters enormously. Maximum sustained DPS is almost irrelevant in PvP when applying burst in controlled windows is king. Yet both numbers have a huge impact on the game and neither is more important than the other. In PvE, the specifics of an encounter can trump almost everything. We have very few Patchwerk-style fights these days, and sometimes we even buff or debuff characters directly as part of the encounter. Some specs are good on movement fights. Some do better when there is a lot of incoming damage. Some benefit from spreading dots. Some can shoot flying dragons. We tend to focus a lot of our balance effort on the current tier of raiding content, because that is what is most important to players, but even then we have to look at a wide variety of skill sets. We do look at scaling into future content, but we tend to obsess over it a lot less than players do, because we adjust classes quite often these days. We actually do read the forums a lot too, our own and all the others out there that you probably read, just to make sure there is nothing we’re missing. Our community team helps enormously in this endeavor, particularly in helping to funnel the feedback from players from Latin America, Europe and Asia. We’re in contact with expert gamers from around the world. We also all play the game a great deal and very often we personally catch a bug or something else that isn’t working quite right. As an aside, this is the kind of question we were really hoping to get more of with this series. It’s open-ended, potentially interesting to a lot of different players, and not just a thinly veiled demand for buffs. Q: Rogue is the only pure melee damage dealer class, however their overall damage is lower to compare with other pure DPS classes (like mages, warlocks and hunters) due to obsolete mechanics. We lose a lot of DPS while switching between targets, which happens rather often in Cataclysm encounters. Redirect ability is useful of course, however its cooldown is way too long and at the same time you can’t redirect poisons and some other effects from one target to another. Taking this in mind, do you have any plans to change rogue mechanics in the nearest future? – Луксурия(EU-RU)
Q: Could you find a way to give a sense of responsibility to damage dealers as much as tanks and healers already have in instances? – Raghnar (EU-FR)
Going even further, we’d say that one of the reasons our current raid encounters are considered so difficult is that the failure mechanics are fairly steep. We have a lot of “you’re the bomb!” spells where if you fail to run out of the group, you can kill not only yourself, but the entire raid. That makes it harder to bring along inexperienced players or new recruits to see a boss encounter. Maybe those type of mechanics should stick to the Heroic modes of the fights, where everyone is presumably signing up for a lot of individual responsibility. Q: Do you have any plans to improve Frost mages in PvE? Currently, Frost isn't considered a viable tree, as a fair number of players spec either Arcane or Fire, but they rarely consider Frost. – Tenecto (LA)
It’s hard to just look at logs and get an accurate picture of the mage DPS situation. When the best mages in the world are playing Fire and Arcane, it’s natural to expect that there are a lot of huge DPS averages for Fire and Arcane mages. That might not mean that Frost damage is low, only that the best players aren’t playing Frost. We see this sort of thing over and over again. As we mentioned recently, you can see Unholy DPS drop in 4.1 not because Unholy’s DPS was nerfed, but because so many good DKs switched from Unholy to Frost. While it’s ideal that all DPS specs are viable in all aspects of the game, and that remains our goal, it’s a lofty goal. Frost remains the mage spec of choice in PvP, which is a better situation than if it were just a dead spec. While some specs may do slightly higher damage than other specs within a given class, the differences aren’t so great that you’d really be holding your group back if you played your favorite talent tree instead of the one with the highest DPS logs. In almost all cases, individual skill, gear, encounter specifics and Internet lag will have a bigger effect on your DPS than your spec choice (and often your class). Seriously, try Frost mages. Try Subtlety rogues. Their DPS is honestly pretty competitive. Archive: Ask the Devs - Answers #1: http://us.battle.net/wow/en/forum/topic/2228225718 Ask the Devs - Answers #2: PvP http://us.battle.net/wow/en/forum/topic/2267599521 Ask the Devs - Answers #3: UI http://us.battle.net/wow/en/forum/topic/2301722463 Ask the Devs - Answers #4: Armor and Weapons http://us.battle.net/wow/en/forum/topic/2353015977 Ask the Devs - Answers #5: Achievements http://us.battle.net/wow/en/forum/topic/2369681189 Ask the Devs - Answers #6: Guild Advancement http://us.battle.net/wow/en/forum/topic/2416158906 Ask the Devs - Answers #7: Professions http://us.battle.net/wow/en/forum/topic/2522165843 Ask the Devs - Answers #8: Firelands http://us.battle.net/wow/en/forum/topic/2580388888 Ask the Devs - Answers #9: Tanking http://us.battle.net/wow/en/forum/topic/2649805301 |
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We want Freeze Trap to be a trap. We actually tried a frost shot in the beta for Wrath of the Lich King, but it just diminished the trap vibe. It wasn't a hunter trap anymore, it was simply a freeze. We understand that traps have some inherent limitations but ultimately we want to make them cool, rather than just cutting the concept and letting hunters do everything with shots. |