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On November 11 2015 00:39 TomatoBisque wrote: What Blizzard says they want to do is give each class a simple baseline rotation, but then you can add a bunch more active spells on top of that if you want complexity. This is a change from before when some specs were really complicated (Feral, Demo) and some were braindead simple (Arms).
The idea is if you like the idea of a spec, you don't have to worry about it being too easy or too complicated for your liking.
I cant see that being a real choice except maybe for leveling or farming. Everyone will just want to use what is best and not what is easiest. And even if someone lacks the ambition for that someone else will come and tell him "Lol you are using the noob spec??!?".
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Eh, I feel like WoW is long past the point where its culture demanded players keep up with "what is best". Yeah PuGs will probably berate you if you don't have whatever Icy-Veins lists as best, but it probably doesn't matter otherwise.
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On November 11 2015 01:33 Redox wrote:Show nested quote +On November 11 2015 00:39 TomatoBisque wrote: What Blizzard says they want to do is give each class a simple baseline rotation, but then you can add a bunch more active spells on top of that if you want complexity. This is a change from before when some specs were really complicated (Feral, Demo) and some were braindead simple (Arms).
The idea is if you like the idea of a spec, you don't have to worry about it being too easy or too complicated for your liking.
I cant see that being a real choice except maybe for leveling or farming. Everyone will just want to use what is best and not what is easiest. And even if someone lacks the ambition for that someone else will come and tell him "Lol you are using the noob spec??!?". This would happen regardless of what the talents were unless the choices were meaningless
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On November 11 2015 00:39 TomatoBisque wrote: I have no idea why people are freaking out about their dps when we haven't even seen numbers yet. It's not like you're a Shaman or Pally who have historically been screwed over in tuning
Also, the talent system is like MoP's, but like 5 rows are pure throughput rather than being mostly a pointless choice. On a given row you get choices between, like, a passive, a proc, or an active. What Blizzard says they want to do is give each class a simple baseline rotation, but then you can add a bunch more active spells on top of that if you want complexity. This is a change from before when some specs were really complicated (Feral, Demo) and some were braindead simple (Arms).
The idea is if you like the idea of a spec, you don't have to worry about it being too easy or too complicated for your liking. Then we're also gonna get abilities from our artifact (for example, Afflic has that 45s dot)
Destro's mastery is dumb though, some degree of rng can be fun but 50% damage swings are insane. This isn't Hearthstone boys
Well like I said, numbers aren't out, but if the fights in the expansion are based around burst phases or bursting down adds before they can become a problem, Warlocks just don't seem to be good on those fights with what I'm reading. Used to be that Demonbolt demolocks and Destrolocks could put out huge burst, but with the changes to mastery being random and demonform gone, the damage seems to be flattened out across sustained damage. While that's nice and all, unless the sustained damage is higher than most classes can reliably put out, there's really no reason to bring a warlock to a raid.
I'd certainly hope they'd buff Healthstones to be useful and make more fights where stuff like Portals and any new raid utility features are viable. For the most part, it just matters for perception: if the community doesn't value warlocks in a raiding environment, I won't be able to get PuGs or a decent guild.
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I don't see how destro is less bursty beyond having a shit mastery now?
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On November 11 2015 01:57 TomatoBisque wrote: I don't see how destro is less bursty beyond having a shit mastery now?
Soul Shards are less reliable than Burning Embers were since they're a proc on Immolate now and Chaos Bolt costs 2 shards. My assumption (possibly untrue) would be that there's still 4 Soul Shard slots, so that means you can only bank 2 Chaos Bolts for a burst phase and there's no guarantee that you'll have them up when you need them because it's a random proc. Over a long enough fight, you'll get roughly the same amount, but that doesn't help when you need them at specific times.
I fucking hated Nightfall being the only way to get Soul Shards in WoD and I hate that they're doing it to Destro too.
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Hand of guldan consumes up to 5 so it is likely more than 4 for all. Conflag also generates one. Resource generation being rng sucks (I played t17 ret) but with banking soul shards and a conflag charge that is decent on demand burst, compared to most other classes so far
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Every expansion some classes/specs are bad at a certain situation. Some perform bad in target switching fights, others cant handle lots of adds and some dont have as much burst. You bring enough dps that a few being slightly less good at X is not a big deal outside of cutting edge class stacking.
Its kind of a bigger deal for healers (and even more so tanks) where you only bring 4 which has me kinda worried about the paladin. Are they going to be treated as melee by bosses (like the monk already is) so they can be close to melee? How badly hurt are they going to be in fights where the entire raid is spread? And having your entire healing drop by X% because you had to step outside the group for a mechanic can feel like a problem.
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On November 11 2015 02:31 Gorsameth wrote: Its kind of a bigger deal for healers (and even more so tanks) where you only bring 4 which has me kinda worried about the paladin. Are they going to be treated as melee by bosses (like the monk already is) so they can be close to melee? How badly hurt are they going to be in fights where the entire raid is spread? And having your entire healing drop by X% because you had to step outside the group for a mechanic can feel like a problem.
I highly doubt they would count as melee. Monk counts because if fistweaving he actually has to deal melee dmg to heal, not because he can heal better when standing close. When the raid is spread out almost every healer heals less, the paladin now only joins this club.
On November 11 2015 02:31 Gorsameth wrote: And having your entire healing drop by X% because you had to step outside the group for a mechanic can feel like a problem.
This is already the case with monk chi burst, it is almost never a problem.
Come to think of it, I wonder what they do with fistweaving. I could actually imagine they kill it and take melee status away from monk heals. At least to me as a monk healer it feels like an unfair advantage. I can stand where I want, melee or range camp what ever I like better, I get ignored by many boss mechanics and on top of that I have great mobility and self protection CDs. I almost never die except wipe and its really easy.
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So I'm leveling my Druid because dat Scythe of Elune. I'm enjoying healing dungeons while leveling, but I'm wondering. Does the Balance gameplay get more interesting as you get further in levels? Right now it's just kinda Hit Starsurge -> Hit your instant Moon-/Sun- fire ability -> Spam whichever spell is Eclipsing. It's interesting from a lore and mechanics standpoint, but the execution has been... a bit dull.
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Pandemona
Charlie Sheens House51325 Posts
That is how boomkin works at all levels indeed xD Only fun thing was the absurd aoe they pulled but that was nerfed slightly but still good. But yeah Druid artafacts and the bear form/kitty form looks very worth playing !
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United Kingdom20157 Posts
Destro's mastery is dumb. Adding random bonus damage up to 40% to every cast balances out over a long enough run, but wildly fluctuates the damage of the spec that's supposed to be the most able to control their burst potential
They have a mechanic on MM hunter that has a random chance (completely random, not adjusted ppm or another system) to make your damage bad at the start of the fight. You have a chance of doing dmg on the high end of normal during burst (where MM is strongest) but a strong chance of having bad damage just due to RNG. Over the course of a fight with several burst phases, you end up with a ton of pulls where you do normal damage, but maybe a quarter of your pulls do substantially less damage than expected if you don't get the amount of procs during burst phases you need.
I've had it proc 5 or 6 times back to back to back to back, yet i've also had it not proc for over 20 seconds.
I hope it's changed for Legion cause it's the biggest QOL thing for hunters IMO.
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Based on the wording I'm pretty sure Holy's mastery scales based on the distance
So like if you have 30% mastery, maybe it's 5% at 40+ yards from you, and then scales up at like a % a yard so you get max benefit within 15 yards. It's definitely a weird mechanic, especially since how good it is will depend on the fight or even phase (for example, it'd be great during feast of souls on gorefiend, not so great on the rest of the fight)
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On November 11 2015 03:07 Requizen wrote: So I'm leveling my Druid because dat Scythe of Elune. I'm enjoying healing dungeons while leveling, but I'm wondering. Does the Balance gameplay get more interesting as you get further in levels? Right now it's just kinda Hit Starsurge -> Hit your instant Moon-/Sun- fire ability -> Spam whichever spell is Eclipsing. It's interesting from a lore and mechanics standpoint, but the execution has been... a bit dull. Boomkin is boring as hell for leveling until you at least get Starfall imo. Dotting and pulling a bunch of stuff works at most levels, but that gets more fun and MUCH more efficient once you get starfall, which is unfortunately fairly late.
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United Kingdom20157 Posts
To add to the above, here's a simulation of hunter damage during burst phase:
you can clearly see that it's split into "got decent procs" and "didn't get decent procs". There's no middle ground, you do good or bad damage. It's binary and completely random, not even semi-random with a luck compensation system. ^This is a 250'000 iteration sim of exactly 20 seconds from pull with my current gear.
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that looks like t17 ret except instead of "good or bad" it was "acceptable or a bit above the tank"
wtf is MM's procs that make this so crazy anyway? Thrill of the Hunt?
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United Kingdom20157 Posts
wtf is MM's procs that make this so crazy anyway? Thrill of the Hunt?
Yeah, ONLY thrill of the hunt. Pretty much everything else is reasonably controlled or doesn't make-or-break your DPS. That one mechanic away from perfection makes it way more annoying than it otherwise would be. It makes way too much difference to your focus for a completely random, medium chance mechanic and a resourceless hunter is dead in the water, 10 cooldowns up or not
So yah i hope this is not a huge concern with legion hunters and that if a similar mechanic is used, it will at least have some level of luck compensation to it so that you can't get obscenely lucky/unlucky so often.
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United Kingdom50293 Posts
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+ Show Spoiler +
I love my DK and I think the changes are actually quite good looking.
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so scourge strike is aoe when stnading in dnd are they getting rid of bloodboil????
frost is just bad when obliterate doesnt even get affected by frost mastery blood and unholy look ok
2 ghouls are gonna be op in pvp if they can double stun for 4 interupts but prob not ay
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