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Azel
20/06/2009, 12:23
<font size="3" style="line-height: 1.3em;"><b>The Midsummer Fire Festival Begins</b></font><br /><span style="color: white;"><i></i></span><div class="blizzquotewrap"><div class="blizzquoteinner"><span class="corners-top"><span></span></span><div class="blizzquoteheader"><span>Quote from: <b>Nethaera (<a href="http://blue.mmo-champion.com/1/17899801933-the-midsummer-fire-festival-begins.html" target="_blank" style="color: white;">Source</a>)</span></b></div><div class="blizzquote">Each summer, the arrival of the Midsummer Fire Festival (<a href="http://www.worldofwarcraft.com/info/events/midsummer/" target="_blank"><span style="color: white;">http://www.worldofwarcraft.com/info/events/midsummer/</span></a>) signals a time of merriment and a chance to revel in the hottest season of the year by lighting celebratory bonfires across the land and sharing in what the elemental spirits have to offer. This year (beginning Sunday, June 21st and continuing until July 5), the festival features achievements. Learn more about the Midsummer Fire Festival content in our recently updated page, (<a href="http://www.worldofwarcraft.com/info/events/midsummer/" target="_blank"><span style="color: white;">http://www.worldofwarcraft.com/info/events/midsummer/</span></a>) which also includes a screenshot gallery. (<a href="http://www.worldofwarcraft.com/community/submission/screenshot-form.html" target="_blank"><span style="color: white;">http://www.worldofwarcraft.com/community/submission/screenshot-form.html</span></a>) Once the event begins, submit your screenshots of Festival fun here. (<a href="http://www.worldofwarcraft.com/community/submission/screenshot-form.html" target="_blank"><span style="color: white;">http://www.worldofwarcraft.com/community/submission/screenshot-form.html</span></a>) </div><span class="corners-bottom"><span></span></span></div></div><br /><font size="3" style="line-height: 1.3em;"><b>Resilience Changes in 3.2</b></font><br /><div class="blizzquotewrap"><div class="blizzquoteinner"><span class="corners-top"><span></span></span><div class="blizzquoteheader"><span>Quote from: <b>Ghostcrawler (<a href="http://blue.mmo-champion.com/28/17899681400-resilience-change.html" target="_blank" style="color: white;">Source</a>)</span></b></div><div class="blizzquote">Just to clarify, the change to resilience affects ALL player damage. This includes both normal hits and crits. We wanted to keep the proportion of damage coming from hits and crits the same and just reduce damage across the board. Crit damage is lowered twice, but will still contribute the same proportion of damage as it does today.<br /><br />Dots do receive a slight relative buff since they are no longer taxed more than other forms of damage. <br /><br /><span style="color: white;"><i>In all seriousness though, I&#39;m curious about the reasoning behind this change. You&#39;ve mentioned before that you&#39;d like to slow fights down, where players go from 1-2 global cooldowns to 3-4. Is this change an attempt to achieve that goal? </i></span><br />That is the intent. We want to lower damage so that players don&#39;t die quite so quickly and have a chance to do something to respond. This should help lower the "burst damage" problem, along with some changes to specific classes. It does nothing for, or perhaps exacerbates, the "burst healing" problem. To attempt to counter this, we lowered the healing done by Penance and Lifebloom and hit some of the mana sustainability of Holy paladins (through Illumination) and druids (through Innervate and Improved Barkskin). Shamans were not heavily respresented in Arenas so we didn&#39;t think their healing output needed to be nerfed. It&#39;s possible healing may still be too good and that is something we&#39;ll need to keep a close eye on.<br /><br />We changed the way dots were affected by resilience (or to be more specific, we started treating all player damage the same way) because Shadow priests and warlocks were also not performing at the level we wanted them to see them, and obviously they do a lot of damage through dots. Dots were not lowered the way other forms of damage were lowered, so dot classes by comparison will do more damage in PvP than other forms of damage than they do today.<br /><br />Changing resilience to affect player damage is an attempt to make it unattractive to tanks and make it less useful for PvE in general. Note also that resilience becoming a more important stat in PvP means that damage (and to a lesser extent healing) will also likely go down, since wearing PvE gear in PvP will be even riskier.<br /><br />We understand this change can affect rage generation. We have found however that rage is a notoriously difficult number to predict based on math and simulations alone (that&#39;s kind of an understatement given the history of the mechanic) so we need to see some more PvP tests to know what the actual effects will be and what changes are needed.<br /><br />I should add that this is a pretty major change for PvP and will no doubt require additional iteration going forward. It is also not a panacea that obviates the need for additional PvP balance changes as needed. We ask that you be patient and try and direct your feedback towards constructive comments that will help improve the game. We think we can get PvP, and Arenas specifically, into a place that is more fun for everyone. </div><span class="corners-bottom"><span></span></span></div></div><br /><font size="3" style="line-height: 1.3em;"><b>Blue posts</b></font><br />It&#39;s time for a huge wave of 3.2 related blue posts, and it&#39;s probably not the last one!<br /><div class="blizzquotewrap"><div class="blizzquoteinner"><span class="corners-top"><span></span></span><div class="blizzquoteheader"><span>Quote from <b>Blizzard staff</b></span></div><div class="blizzquote"><span style="color: white;"><b>Retaliation Battlegroup stability issues</b></span><br />It appears our Database Administrator was able to find a solution to the stability issue. These realms should now be much more stable and playable. Please, continue to post any outage or disconnect, if one should occur. Thank you for your patience, while we worked to resolve this situation. (<a href="http://blue.mmo-champion.com/1/17900052383-retaliation-battlegroup-all-posts-here.html" target="_blank"><b><span style="color: white;">Source</span></b></a>)<br /><br /><span style="color: white;"><b>Patch 3.2 PTR Notes</b></span><br />Well bear in mind the patch notes we&#39;ve posted reflect what has been added to our internal patch 3.2 builds thus far. Some of the death knight notes have even changed since we posted them. The patch notes are far from all-inclusive at this point, and even the notes that do exist are subject to revision. <br /><br />We&#39;ll try to update them as often as possible to keep players informed about the latest changes. (<a href="http://blue.mmo-champion.com/1/17900032287-ptr-320-more-dk-nerfing.html" target="_blank"><b><span style="color: white;">Source</span></b></a>)<br /><br />[...] We&#39;ve stated many times that compared to the prior content patch, this one would not have nearly as many class changes. More importantly, the notes we have released were done so that everyone could start taking a look at what we have planned currently, but it does not encompass the full extent of changes. So, at this point, you could either see more get added for your class, or not. But that possibility is still there and I&#39;d hate for people to get fastened into the mindset that this is "it" for all of the notes. We have tried to make them as complete as possible up to this point&nbsp; but we have yet to go into the PTR and start looking at the actual testing and no one should expect this to be a simple one week of testing and then live.<br /><br />Make no mistakes, this patch has a lot of content in it, whether it&#39;s content you want or like is debatable, but it&#39;s nothing to sneeze at. We&#39;re going to be keeping a close eye on a variety of things and we will be continuing to look for constructive feedback as we always do.<br /><br />Not everyone is going to have the same amount of changes and not everyone should expect that. I know you want to see more, and that&#39;s fine, but these sorts of posts don&#39;t add to the discussion very well. I don&#39;t see warriors as "fail" nor do many others. If there is something you think can be improved upon though, talk about it, include details and let other players help you hash out whether you&#39;re on the right trail or if you&#39;ve gone off it. It gives us a better understanding of the overall feedback being provided. (<a href="http://blue.mmo-champion.com/1/17900031764-32-means-nothing-for-warriors-again.html" target="_blank"><b><span style="color: white;">Source</span></b></a>)<br /><br /><span style="color: white;"><b>Flying in Azeroth</b></span><br />Flying in Azeroth would be pretty awesome. There are almost limitless amounts of features we&#39;d like to add to the game, and flying in the old world is certainly one of them. It all comes down to prioritizing as best as possible to keep the game appealing to as broad a population as possible. We try to keep all sub-communities and play styles in mind whenever working on content, and we&#39;re always looking at the big picture. Features being added in the next patch are features that were planned and in production months ago, just as features coming further down the road are in development right now. (<a href="http://blue.mmo-champion.com/1/17899682265-why-wont-blizzard-finish-azeroth.html" target="_blank"><b><span style="color: white;">Source</span></b></a>)<br /><br />[...] The old world was not designed to support flying (this is a technical issue currently, not an unwillingness to allow this on our part) and by having the level requirement for flying, it allows us to set a pace at which we feel content should be accessed. As you can see by the recent mount changes, this could be readdressed at a future point in time. (<a href="http://blue.mmo-champion.com/1/17899691604-flying-mounts-in-old-azeroth.html" target="_blank"><b><span style="color: white;">Source</span></b></a>)<br /><br /><font size="3" style="line-height: 1.3em;"><b><span style="color: #90FF53;">Player vs. Player</span></b></font><br /><span style="color: white;"><b>XP rewards in Battlegrounds</b></span><br />We do want players to focus on the objectives of each individual Battleground. By offering experience for completing the objectives necessary to win a game, we effectively incentivize the need for a team to focus on strategy. If experience was based on honorable kills alone, corpse camping out in the world would only become a bigger issue, and players in Battlegrounds would be encouraged to farm kills and drag out matches as long as possible, whereas we&#39;ve made adjustments to several Battlegrounds to shorten the length of each match. <br /><br />[...] The theory really isn&#39;t different from obtaining honor in Battlegrounds. Farming kills is ultimately not as efficient as winning a match as quickly as possible and re-queuing. Perhaps there will be Battlegrounds in the future where the objective focus is more based on slaying your opponents, and that alone; but the Battlegrounds we currently have available involve strategies where you kill who you need to in order to capture a flag or hold a capture point. Awarding experience for each kill will take away from the focus of the match.<br /><br />With all of this being said, please keep in mind the system is very new and hasn&#39;t been tried out by ...</div><span class="corners-bottom"><span></span></span></div></div>


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