Following the excellent success of the recent live Q&A on MoP, Blizzard hosted another live Q&A on 10/11/11 at 10:45 AM.
The talk was with the class design team, which interferes with the past, present, and future of World of Warcraft classes. We have transcribed the highlights during the event. There were a lot of questions with the entire design team, so we broke down the highlights by class, to make it easier to digest.
Summary of Q&A
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General:
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The current 5.0 model is for there to be 8 raid buffs: Health, Attack Power, Spell Power, Melee Haste, Spell Haste, Critical, Mastery, and Base Stats.
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Some players believe that there is a unique specific talent specialization for all PvE battles in the game, but we can still find ideal specializations for specific encounters. However, there is more scope for customization now than in the past.
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We would like to keep the primary and secondary stats on the same level.
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The goal of providing Resilience as a base stat is to make it possible for primarily PvE players to enjoy PvP content with their PvE gear, and remain seamless.
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For MoP: Intellect will no longer directly increase the player's mana amount. For healers, spirit will remain the pure regeneration stat. More balances will be put in place between regeneration and mana expenditure.
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The use of dispel is too frequent. At 5.0, dispel should have a cooldown and duration like Draw Spell, but gaining all buffs or debuffs at once.
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Change of talents: the current idea is
Vanishing powder it will become a "Learning Manual" that can be used to leave a glyph or talent box blank.
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Death Knight:
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Current fitness
Presence of frost not ideal.
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Presence of frost and his problems with the generation of runic power will be fixed in 4.3.
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Bloodthirsty grip will work like
Mental burning (it focuses only on one enemy, but it will affect from the center of that enemy, be it ally or even yourself).
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Rune Forge It's a bit boring these days, the change plans for Death Knights don't match just using a rune forge at max level.
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Druid:
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The general philosophy is to lead the Druids into transformations again. He will use abilities that require multiple forms, even for Restoration Druids.
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Incarnation in Balance becomes Elune's Chosen (increases spell damage and solar and lunar energy generation.
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There are plans to simplify the rotation of Feral Druids. In 4.3,
Glyph of Shred It will become in
Shatter instead. In 5.0,
Shatter it will no longer cause bleeding and therefore will not be necessary in the usual rotation. Talents
Estampida they will be part of the new Wild Charge.
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Shatter y
Grind will have changes:
Shatter y
Grind they will exist for ferals (cats).
Shatter debuff will no longer apply, but can be used from either front, as long as
Grind it will give a bit more overall DPS, if you are able to stay behind the enemy. The Guardians (bear) will take over
Shatter , but not with
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The PvP weaknesses of healing druids will be addressed in 5.0 (they will be able to choose skills such as
Typhoon and Wild Cargo, for example).
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The level 90 talents of druids come under the different levels required.
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One of the new Restoration Druid abilities will replace
Bark skin that can be used on others with the same effect and cooldown that it has.
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The new ability for all druids at level 87 will be called Symbiosis (it will greatly enhance the flexibility and usefulness of support skills.
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Hunter:
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In the future,
Cheetah appearance It won't stun when hit.
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Snake trap it will be focused on utility, not harm.
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They will lose the ability to parry, you can still equip melee weapons from specials (from missions, from events…), it seems.
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Wizard:
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Talents like
Explosive wave they are boring for a level 90 talent (many other classes have gained new abilities). Wizards are probably getting some new talents instead.
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Ice Branch has too much crowd control.
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We looked for ways to make Arcano less static (possibly adding
Arcane Barrage to the PvE rotation).
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Monk:
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The healing will be similar to that of the disciplinary priests, it may heal or "punish". It has many heals with no target requirements (it can be a competitive healer without having to heal a specific friendly player).
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Healing Monks will use mana (difficult to balance a healing class that doesn't use mana).
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Windwalker Sample Mechanic: Globes similar to DiabloIII's health appear and heal players when they pass through.
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Rolling can cost mana when you are a healer. They can also gain other abilities through talents, which heal and deal damage to targets that Roll through.
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"Brewmaster" tank monks will use a "double combo point" resource (Strength). For example, Dark Force can contribute to an absorption shield, while Light Force can contribute to damage avoidance (avoidance).
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Brewmaster will also have drinks that offer gains that restore light or dark force, Chi, etc. Also an interesting Ox statue!
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Paladin:
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The repression paladin playstyle should be a little less repetitive as well
Divine purpose it will be a talent that players will be able to jump on.
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Judgment at 5.0: There are temptations to put a 6sec cooldown, 30 yard range, and generate a holy power point.
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The possibility of a glyph for Inquisition, which will significantly increase its duration, at the cost of slightly reducing its effect.
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Word of Glory it will not have reuse as of 5.0.
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Rogue:
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With Vendetta active, they will be able to reach their maximum DPS capacity.
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The goal is for the rogues to use damage and poisons at the same time. A new
Mortal poison what will be the fusion of the ancients
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Another goal is to reduce the impact on rogue mechanics in 5.0.
Bandit's Cunning can become a unique advantage of the rogue.
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New changes to
Multiple Murder that will allow you to control how often and how many times you teleport.
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In 5.0,
Shadow Pass they will be on the same level of talents on purpose. It's currently a no-brainer to make them for PvP (we want players to make big decisions. They don't want to swing the class by thinking about the assumptions).
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The team was angered by the number of guilds that make 10-player gangs that don't have rogues, because "they don't contribute anything." There are plans to change this perception.
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The team also really likes the way the power system works (the model is lag-tolerant, has no production errors, and allows players to wreck a single target).
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Shaman:
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The 2-piece tier 12 bonus for Elemental Shamans is being improved. He was nerfed alongside the
Fire Elemental Totem and other talents will be upgraded accordingly.
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The totems will be removed in MoP, but the core buffs will still be a passive shaman aura, the buff
Unleashed Wrath it will continue to work.
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At first there were restrictions on totems, such as limited range and reuse when they were raid-only upgrades (but after generalization, these restrictions have been deprecated).
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Elemental Harmony will not apply to fire totems, and will not allow multiple of the same totems to be removed.
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Sorcerer:
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The new resource is Hell Embers. As the battle progresses they will spawn, faster and faster, the character will light up until it literally looks like a standing torch.
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All witches have
Shadow discharge at level 1. At level 40, it will transform depending on talents (Affliction – Evil Contron, Demonology – Demon Blade, Destruction – Incinerate).
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Since Druids use other forms, we want Warlocks to be able to use other pets that are not tied to their specializations.
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All pets must be comparable in DPS on a single target, with Felguard being the best pet for area damage.
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Soul stone will have a 40-yard range at 4.3.
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New
Burn soul : 15sec cooldown, but each skill used can only be enhanced with Burn Soul once per minute, Burn Soul will affect more skills like curses.
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Maleficent Control will be channeled by increasing the damage of curses on the target, and increasing its action time by up to 100%.
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Warrior:
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Blood and thunder can be used by the warriors Weapons and Protection.
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Changes to the anger mechanic in MoP. Some basic rotation skills generate rage instead of consuming it. The idea is to make anger more valuable and interesting as a resource.
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The Fury Warriors will replace
Onslaught for Savage Strike (a left weapon attack without the cast time of
Surge of blood It will allow you to perform 3 Savage Strikes with less cost and with a reuse of 1sec. The disadvantage of
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As well
Rabid attitude It has been re-modeled as a damage stance and the penalties for damage taken have been reduced.
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(fountain wowheadnews)
The general philosophy is to lead the Druids into transformations again. He will use abilities that require multiple forms, even for Restoration Druids.
You will use skills that require multiple forms,
even for Restoration druids.
EVEN FOR THE DRUID RESTORATION.
SIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII !!!!!!!!!!!!!!!!
http://profile.ak.fbcdn.net/hprofile-ak-snc4/41589_136781343024542_6688_n.jpg
I like the poplars ... up! I always liked its shape as a tree 😀
Up the trees! finally we will be eternal!
I don't like anything that has the word 'simplify' on it.
Plus: "The goal of providing Resilience as a base stat is to make it possible for players who are primarily involved in PvE to enjoy PvP content with their PvE team, and remain seamless"; it doesn't make sense where you look at it.