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barks
08-19-2005, 09:17 AM
Test Realm patch notes here:
http://www.worldofwarcraft.com/patchnotes/test-realm-patchnotes.html

For those firewall impared I will cut and paste below but will try to edit the bs.


Patch 1.7 Changes
Zul'Gurub

Hidden within the jungles of Stranglethorn, blagh blagh blagh...

Stranglethorn Fishing Extravaganza

The Stranglethorn Fishing Extravaganza is a grand new event set along the coasts of Stranglethorn ValeBlagh Blagh Blagh

General

Switching weapons in combat triggers a 1 second global cooldown for all abilities for rogues and a 1.5 second global cooldown for everyone else.
Tauren can now ride wolves if they learn the wolfriding ability.
Possessed units (e.g. Mind Control, Eyes of the Beast etc...) can now cancel combat mode by clearing your current target. In addition, the UI will have a gold border when the possessed unit is actively in combat mode with the target.
Several stun spells and abilities that were previously unresistable can now be resisted as was always intended.
Damage absorption no longer protects against falling, drowning, or fatigue damage.
The targeting circles for area effect spells will no longer be cancelled when the caster moves.
Absorbed and resisted environmental damage is now shown in the combat log.
If an attack deals non-physical damage, the type of damage is now reported in the combat log.
Fixed bug where you could kill someone in a duel with spell reflection.
Auras and shapeshift forms can be cancelled while you are fleeing or confused.
Fixed bug where you couldn't right click to attack a hunter who is feigning death.
You can no longer unequip weapons while they are disarmed.
Debuffs and area effect spells now use their actual cast level rather than effective cast level for calculating periodic resistance.
Escape Artist works with Frost Nova and Frost Trap again.
Damage absorption is now applied before damage splitting effects.
Casting spells on your pets and summons will no longer cause guards in neutral towns to attack you.
Fixed a bug where mana was being regenerated while channelling spells that use mana.
Fixed a bug where the Dazed ability used by creatures when attacking targets from behind was countered/dispelled by some spells (e.g. Blessing of Freedom).
Fixed a bug where area of effect periodic damage spells were being resisted more frequently than they should have been when casting lower level ranks of the spell (affected spells were Blizzard, Consecration, Explosive Trap, Flamestrike, Hurricane, Rain of Fire and Volley).
Effects that make players immune to physical will no longer be immune to the "Recently Bandaged" effect from First Aid.
Made general improvements to the camera.
Meeting Stones
blagh blagh blgh



Druids

Improved Starfire - The stun effect can now be resisted.
Druids should now be able to shapeshift back into caster form while Feared.
Cat Form - The base weapon damage of the form has been increased.
Cat Form - Each point of agility now adds 1 attack power.
Cat Form - Rip's damage per combo point has been increased.
Cat Form - Ferocious Bite's damage per combo point has been increased. In addition, extra energy now converts to damage at a higher rate.
Cat Form - Replaced global cooldown on Tiger's Fury with a 1 second self cooldown. In addition, its duration has been increased to 6 seconds.
Cat Form - Rake's damage has been increased.

Hunters

Due to significant talent changes, Hunters will have all talent points refunded and can be respent. Training costs for all talent spell/ability replacements have been significantly reduced.
Survival and Beast Master talent trees have undergone major revisions in an effort to give Hunters additional, viable choices when selecting talents.
Deterrence - Will now increase parry chance when using Fist Weapons.
Deflection - Will now increase parry chance when using Fist Weapons.
Improved Concussive Shot - The stun effect can now be resisted.
Trueshot Aura - Attack Power and Ranged Attack Power bonus increased, mana cost decreased, area of effect increased.
Frost Trap - Updated tooltip to reflect duration of the Frost Trap Effect.
Aimed Shot - Fixed tooltip to correctly display shot time.
Auto Shot - Fixed a bug where switching targets would cancel Auto Shot. Switching targets should now continue firing on the newly acquired target.
Scatter Shot - Should now cancel combat mode when used.
Eyes of the Beast - Cast time reduced.
Flare - Fixed the tooltip to accurately reflect the actual radius of the effect.
Ranged Weapon Specialization - Now affects all ranged weapon attacks (e.g. Arcane Shot).
Improved Concussive Shot - Will now have a chance to stun targets that are afflicted with other slowing effects (e.g. Wing Clip).
Pet Abilities
Hunters now have the first round of pet customization available. New passive abilities include increased armor, stamina, Fire resistance, Frost resistance, Nature resistance, Shadow resistance, and Arcane resistance.
Hunter pets can now be untrained of all their skills from any beast trainer in the major cities. Similar to talents, untraining a specific pet scales up as you do it more times: 10 silver, 50 silver, 1 gold, 2 gold, 3 gold, etc., eventually stopping at 10 gold.
Training point costs for all abilities have been rebalanced. You'll now be able to use all your pet's training points with meaningful choices. To help make "hunting" pets more viable in more situations, the Growl ability is now free to all pets.
Bats, owls, and carrion birds can now learn the Screech ability, a fast single-target attack that also lowers the attack power of all enemies within melee range of the pet.
Cats can now learn Stealth. In addition to being unseen, they receive a damage bonus for their first attack coming out of stealth.
Scorpids can now learn Scorpid Poison. The poison deals Nature damage over time and stacks up to five times on a single enemy.
Wolves can now learn Furious Howl. The howl adds a flat amount of damage to all nearby party member's next attack (within 15 yards).
Hunter pets now gain experience based on the level difference between them and their target rather than the difference between the Hunters and their target. This will make it much easier to level up a low level pet. Keep in mind that the Hunter must still kill creatures from which he/she will gain experience.
The tooltips for quick Hunter shots have been updated to show them as instant abilities.
Feign death is no longer resisted by players.
Hunters are now able to rename their pets while mounted.
Hunter's pets will be smarter about when to use Dash/Dive.


Paladins

New Spell: Hammer of Wrath (Level 44) - Hurls a hammer that strikes an enemy for Holy damage. Only usable on a wounded target.
Blessing of Sacrifice no longer shares damage with dead Paladins (You can no longer kill Paladin Ghosts).
Paladins can no longer activate Divine Favor on the previously cast healing spell.

Priests

Focused Casting - Mana cost removed. Now no longer triggers the global cooldown on all other spells.
Vampiric Embrace - Now heals 20% of the damage actually caused (including critical hits, buffs etc...) but now only heals when shadow spells cause the damage.
Switching to Shadow Form no longer cancels Holy buffs on a priest.
You can cancel melee combat while mind controlling by clearing the target, like you can normally.

Rogues

Riposte - Will now initiate combat when used.
Deflection - Will now increase parry chance when using Fist Weapons.
Mace Specialization - The stun effect can now be resisted.
Shoot Bow/Gun/Crossbow - Should no longer cause a global cooldown on all other abilities.
The fire damage from the Blazefury Medallion and the Gutgore Ripper's effect should no longer immediately break Gouge.

Warlocks

Inferno - The stun effect can now be resisted. Tooltip updated to reflect enslave duration after the initial summon.
Spell Lock (Felhunter) - In addition to interrupting spellcasting, it will now silence the target for a short duration.
Benefits received from the old Master Conjuror talent should now be removed on all Warlocks.
Firestone - When a Firestone is equipped, it should no longer interrupt tradeskill creation.
Demonic Sacrifice - All effects gained from sacrificing the pet should no longer be dispellable.
Conflagrate - The Conflagrate spell is now instant cast. The damage and mana cost has been raised on all ranks of the spell.
Fear will now cause creatures to flee immediately, even if they are already moving.
Succubus pets will be smarter about when to use Seduction.
Succubus pets can now autocast Lesser Invisibility.

[b]Warriors [b]
[list]
Deflection - Will now increase parry chance when using Fist Weapons.
Retaliation - Will now cause a maximum of 30 retaliatory strikes in 15 seconds. In addition, retaliatory strikes will not be possible while stunned.
Improved Revenge - The stun effect can now be resisted.
Mace Specialization - The stun effect can now be resisted.
Retaliation, Recklessness and Shield Wall will no longer be cancelled if you switch stances while the effect is active.
Shield Slam - Threat caused increased.
Shoot Bow/Gun/Crossbow - Should no longer cause a global cooldown on all other abilities.


And much more

barks
08-19-2005, 09:30 AM
What is a dressing room?

Look here: http://www.worldofwarcraft.com/info/underdev/dressingroom.html

Mackadoody
08-19-2005, 09:40 AM
Once again.. no love for mages... :(

Cyclone
08-19-2005, 10:28 AM
What is a dressing room?

Look here: http://www.worldofwarcraft.com/info/underdev/dressingroom.html
*cough*Firewall*cough*

TotalCarnage
08-19-2005, 10:40 AM
WTF with the weapon swapping thing. That' a load of shit.

Vorgra
08-19-2005, 10:43 AM
OMG...the "oops it looks like my closet threw up on me" look must be getting to some of the alliance. WTF is up with this when they should be looking into other things.

Vorgra
08-19-2005, 10:46 AM
WTF with the weapon swapping thing. That' a load of shit.

I have to agree. And whats up with giving the pallys any more abilities...damn don't they have enough already. I guess we will start seeing them throw that hammer from the back of their mounts.

barks
08-19-2005, 11:37 AM
*cough*Firewall*cough*
Does not make a lot of sence with out the pictures but Just for you!!!

How many times have you been to the auction house, checking for better equipment, trying to decide between +7 Stamina/+6 Agility wrist armor and +6 Stamina/+7 Agility wrist armor only to find out that those new blue bracers just don't quite go with your orange gloves, after you've won the auction?
Of course it's arguable that the game is all about stats and not looks. But what about the pleasure of catching everyone's eyes with your slick, and useful, new outfit?

http://www.worldofwarcraft.com/info/underdev/images/patch1p7/dressingroom/foehndress.jpg
Surely, even the most hardcore PvP players should be mindful of their appearance. What's the point of being the best in your realm if you look like the average Joe? Be creative! Look for items with more than just stats! With a distinctive look, people will remember you better! After all, "There goes that vile Shaman" is so much more memorable when you add, "with the blood-red gloves"!

With the exciting new Dressing Room feature in the upcoming patch, you'll no longer have an excuse for not competing as much with your looks as with your stats!

How does the Dressing Room feature work?
It is quite simple. Each time you see an icon for an object, even if you can't equip it, you can Ctrl+Left-Click on it and a new window will pop up, showing how you would look with that item equipped.
Even better: you can use the same mechanism for any item linked in chat (trade, party, guild, whisper, etc).
Last but certainly not least, the auction house interface has been revamped to get its own automatic Dressing Room window. Just check the Display on Character box to activate the feature, and Left-Click on any item you want to see on your character.
Get the best of the Dressing Room

When she goes to parties, Foehn wears a Silver-thread set composed of:
Silver-thread Robe
Silver-thread Sash
Silver-thread Gloves
Silver-thread Pants
Silver-thread Boots
Lord's Crown
Mesh Cloak

For sportswear she switches the robe and puts on some wrists and shoulders:
Silver-thread Armor
Silver-thread Cuffs
Silver-thread Amice


Vendors
Some may argue that you should almost never buy equipment from vendors. While this is usually true for pure stat-boosting items, some vendors sell fashionable clothes, such as colorful shirts. Use the Dressing Room to help you choose when to take the plunge and buy something you might otherwise have ignored!

Be my guest!

OK! I will fight for those!

Also remember that you can preview items you are unable to wear. Check in with the Battlegrounds or PvP vendors and see how good you will look after your rank or reputation has increased.

Tip: When you browse a vendor's wares and use the Dressing room feature, you can close the vendor window, keep the Dressing Room window up and check out another vendor's wares. That way you can, for example, see how a certain weapon available at one vendor looks on you with a particular piece of armor available at another. You can even combine this with other methods, such as the chat link.

Chat

Who wants to buy
a custom made dress?
Any equipable item link can be previewed with the Dressing Room. To do so, just Ctrl+Left-Click on an item linked in chat. This technique is very useful to send "preview" links for things you can preview normally only on yourself. You can use it to link:

Professions items from your professions recipe window.
Quest items from your quest window.
Quest rewards
When you take a quest, you can now see how the reward will look on you. Ctrl+Left-Click on the icon and the Dressing Room window will pop up. If you want to show the new item's look to your guild mates or friends, you can Shift+Left-Click on the item's icon to display a link in a chat line, and they can then also see for themselves how it would look on their own characters.

http://www.worldofwarcraft.com/info/underdev/images/patch1p7/dressingroom/ss3.jpg

http://www.worldofwarcraft.com/info/underdev/images/patch1p7/dressingroom/ss5.jpg

http://www.worldofwarcraft.com/info/underdev/images/patch1p7/dressingroom/ss7.jpg

Mackadoody
08-19-2005, 11:50 AM
What is a dressing room?

Look here: http://www.worldofwarcraft.com/info/underdev/dressingroom.html


I'm SO glad they're really looking to improve gameplay with THIS gem... I can't wait to nerf my character by setting it up with some fashionable duds.

Brocken
08-19-2005, 01:27 PM
Items

* We have determined that the defense statistic was being applied to items too liberally, causing those items to be stronger than they should have been relative to other items of the same level with different effects. As a result, we have reduced the amount of defense points on all items with bonuses to defense by approximately 33% in order to bring those items in line with other similar items.

FUCK YOU.

barks
08-19-2005, 01:40 PM
FUCK YOU.
Go ahead, let it out.

Don't hold back. This is not good for you. Get in touch with your inner rage and let it go..... :D

The one that make me give them the old (,|,,) is the change weapon nerf.

Switching weapons in combat triggers a 1 second global cool down for all abilities for rogues and a 1.5 second global cool down for everyone else. Every time I change to bear form I change weapons to increase survivability. If this stands my 4700 HP bear will be nerfed down to 3700. All together now....

Fuck You Blizz....

Euroranger
08-19-2005, 02:43 PM
So basically, as an undead warrior, the last two patches have:

- Nerfed the natural Undead fear resistance from "one time per combat useful" to "pretty much a fucking joke useless"

- Determined that a class that foregoes magic, healing, etc... to concentrate on weapons and armor cannot now switch weapons in combat effectively and cannot enjoy the armored bonuses as stated on the item

Oh, and I'm with Vorgra on the Pally...like them bitches needed any more fucking help. You all thought I was joking when I said they only thing they can't do is fly and have laser beams shooting out of their eyes. Keep smiling...next patch is coming.

I swear, this game was getting a little tedious...but this brings me closer to simply hanging up my account altogether.

It's absolute crap that you make a considered decision to roll a character and then spend months and quite a bit of subscription money to level that character up...only to watch Blizzard basically confine them to a wheelchair with a fucking target on their back.

It's bullshit.
:mad:

Euroranger
08-19-2005, 02:48 PM
Oh...I also noticed that while the weapon switch is a 1.5 sec cooldown for everyone else, rogues get whacked for only 1 second.

That said, I'm still simply amazed that a rogue can gouge you and drop you to a knee...even if you're 50 levels above them. No apparent "to hit" detriment, no apparent decreased time effect. Nope. Any rogue can disable any other player, regardless of the difference in their levels, and then simply run off.

No offense to the rogues here...but that class is almost as overpowered as the palladins. And then Blizzard decides that while they're gonna smack everyone switching weps...they won't do it quite as bad to rogues.

This game is beginning to become a bad joke...

raideromega
08-19-2005, 02:50 PM
"OMG! my hammer of justice only stuns them for 3 seconds! im only 20 feet away from them, dangit this is bs! i wish i could throw another hammer"

whats next?
patch 1.8 notes-
-palladins: can now fly and shoot heat beams out of their eyes, and for 2000 gold paladins now have the ability to buy battle mecs

-warriors: can no longer wear plate, thats for the pallys now

-mages: the cool down on blink and frost nova has been increased by a minute

-priests: now have the ability to summon little boys to attack like hunter and warlock pets.

-warlocks: now you have to carry twice the stones for the same effect! and they still dont stack!

-rogues: the sap attack along with its 'sap' effect now does 700-1500 damage and hinders healing effects for 2 minutes

-druids: can now turn into frogs. while in frog form you can hop around and capture all the flags in WSG because no one can cog on you because your too small

-shaman: shamans attacks are no longer affect paladins in any way, shaman were too powerful to be on the horde side, so we nerfed em cause we fell like it.

-hunters: hunters can now own everyone cause now there are automatic ranged weapons.

--
if i missed any classes too bad. haha. this sucks

Vorgra
08-19-2005, 03:06 PM
No offense to the rogues here...but that class is almost as overpowered as the palladins.

Sorry, but we are not even close.

Mackadoody
08-19-2005, 03:34 PM
They are simply adding a ranged attack to Paladins... but they still can't pull non-aggro'd (injured) MoBs.

The thing with rogues and stun effects is that now anything that CAN create a stun, can also be resisted... so any sword/mace combat rogue cannot take full advantage of a equip swap macro coming out of stealth after a dagger attack.

I'm willing to guess that EVERYONE complains about their class-type. Mages have been griping about the utility of the fire tree when PvP'ing against Molten Core geared people running around with amazing purple gear that also gives them +300 fire resist.

Mages complain about that... and that at lvl 60, our damage levels max out. For casters to deliver more damage, we have to sacrifice attributes... where the melee classes get more damage from their attributes.

So... to even everything out, Blizzard nerf's EVERYONE!

GGs Bliz..

TotalCarnage
08-19-2005, 03:47 PM
The problem is, that while they stop that, they also affect me in one of my most effective fighting methods. DW to 1h/sheild swap. This is basiclaly to stop the macros. But the big thing is this. When fighting in PVE I may Dual wield, but as a caster goes to cast I'll switch weapons. There was already a delay and switching mid fight and getting the bash off is tough, now I have a 1.5 second delay so it won't happen.

Wez
08-19-2005, 04:00 PM
I agree with Mack. People always focus in on and amplify the nerfs to their class. I have a really hard time beating good rogues and warriors, in addition to Druids and pallys. It seems like melee classes in general have been beefed up over time so that they have so many slows, stuns and spell disruptors that when played well, they are hard to beat. I hear people bitch about stuff that seems so minor to me, but obviously really pisses them off.

When push comes to shove, Blizzard has to make decisions they think will create balance, not take away from it. They seem to do this pretty well. While I find many classes hard to beat when played well, the bottom line is they all can be beat, which is a rarity in most games. Warriors have gotten a lot of lovin over the last months, don't be shocked when they reign them back in a little.

Fathercrew
08-19-2005, 04:03 PM
-priests: now have the ability to summon little boys to attack like hunter and warlock pets.




I have learned a whole new respect for Raider. This is by far the funniest line I have ever seen posted on a forum. It made me laugh so hard something came out of my nose.

:D

Raider may easily surpass Euro if he keeps this up.

Euroranger
08-19-2005, 04:42 PM
-palladins: and for 2000 gold paladins now have the ability to buy battle mecs


http://www.iconusa3.com/online/Images/MechWarrior/MADCAT_small.jpg

Oh yeah...pally's rock da howz!

Euroranger
08-19-2005, 04:57 PM
I agree with Mack. People always focus in on and amplify the nerfs to their class. I have a really hard time beating good rogues and warriors, in addition to Druids and pallys. It seems like melee classes in general have been beefed up over time so that they have so many slows, stuns and spell disruptors that when played well, they are hard to beat. I hear people bitch about stuff that seems so minor to me, but obviously really pisses them off.

When push comes to shove, Blizzard has to make decisions they think will create balance, not take away from it. They seem to do this pretty well. While I find many classes hard to beat when played well, the bottom line is they all can be beat, which is a rarity in most games. Warriors have gotten a lot of lovin over the last months, don't be shocked when they reign them back in a little.

I'm curious. As a priest you can't beat a warrior/rogue of equal level? While I'm by far one of the worst PvP players here...I see no reasonable way to avoid/resist/break being sheeped...repeatedly. Seems to me that, if you wanted, you could sheep a warrior/rogue and simply depart. I'll entertain suggestions as to how I, as a warrior, can deal with that.

That is, as a warrior and unless I have a special wep, I cannot stun/lock/ice/morph someone long enough to leave a fight I'm ill-equipped to fight. So, basically, if yer a warrior and the opponent wants to fight...yer fighting...no other options. Throw that in against the recent wep/armor nerfs and now I'm fighting...but with less effective attacks and defenses.

As for the "lot of lovin"...I'd be curious to know the items that fall into that category. I've been playing a warrior exclusively since February and recall a single instance where a patch actually delivered something useful to the class. Otherwise, pretty much every patch has been neutral or nerf insofar as my particular character goes.

Mackadoody
08-19-2005, 05:27 PM
I'm curious. As a priest you can't beat a warrior/rogue of equal level? While I'm by far one of the worst PvP players here...I see no reasonable way to avoid/resist/break being sheeped...repeatedly. Seems to me that, if you wanted, you could sheep a warrior/rogue and simply depart. I'll entertain suggestions as to how I, as a warrior, can deal with that.
.....

Priests don't sheep or freeze.

But, if a caster doesn't get you in combat before you charge, that's 1 stun for a caster. Then there's the shield bash (but you need a shield), and the piercing howl. The dual wield guys hit so many times, a 3sec cast sometimes will take 6sec... unless a mage is kiting you... in which case, you can trinket out of a frost nova, run to the dude, and howl him for 6sec and continue to build rage for a few good heroic strikes.

The polymorph is usually used to reset a fight... if you've been nuked a few times, and you get sheeped... stay sheeped.. you'll be at 100% health in 3 sec... while the mage is at 40% mana.

----------------

It all comes down to the grief or the kill. I think we're all looking for the kill. The grief is when you get sheeped and the mage runs away... or the pally puts up the shield and hearths.

Paladins DO suck. They have nothing... no DPS, and a way to not get killed. Which causes everyone Grief. If you get beat by a paladin somehow... then something is wrong with you... they can't do crap normally. They are pure tank/support. Their auras do practically nothing for them solo.

Wez
08-19-2005, 05:29 PM
I'm curious. As a priest you can't beat a warrior/rogue of equal level? While I'm by far one of the worst PvP players here...I see no reasonable way to avoid/resist/break being sheeped...repeatedly. Seems to me that, if you wanted, you could sheep a warrior/rogue and simply depart. I'll entertain suggestions as to how I, as a warrior, can deal with that.

I wish I could sheep you, but priests can't do that. I can fear you, but your stances now solve that problem for you. You can disrupt my spells with bash and with a really good weapon and a crit, you can take me down in two or three hits.


That is, as a warrior and unless I have a special wep, I cannot stun/lock/ice/morph someone long enough to leave a fight I'm ill-equipped to fight. So, basically, if yer a warrior and the opponent wants to fight...yer fighting...no other options. Throw that in against the recent wep/armor nerfs and now I'm fighting...but with less effective attacks and defenses.

You stun me with a charge, hamstring me so I can't get away and I'm sure there are a few other tricks you can pull on me that I don't know about because my warrior alt is only lvl 16. 8) Don't forget netting me with engineering.

As for the "lot of lovin"...I'd be curious to know the items that fall into that category. I've been playing a warrior exclusively since February and recall a single instance where a patch actually delivered something useful to the class. Otherwise, pretty much every patch has been neutral or nerf insofar as my particular character goes.

If you think Warriors suck now, you should of seen them at launch. I used to laugh at a warrior, wasn't even a fair fight. Believe me, they have beefed up warriors considerably. They are even considered a flavor of the month. Sure mages can kill them easy, but thats just rock paper scissor stuff. Every other class needs to give a good warrior a lot of respect.

Euroranger
08-19-2005, 06:36 PM
My bad on the sheep comment...I'll plead mind-altering meds today. :)

raideromega
08-19-2005, 10:09 PM
"you could sheep a warrior/rogue and simply depart"

EXCATLY! haha! good against rogues that jump me, i love that move hehehe.

Euroranger
08-20-2005, 01:31 PM
Exactly. The point I was trying to make before some of the less informed areas of my brain got involved is that warriors don't have a "break" move to get them out of a combat they don't want to be in.

...and then they go and nerf our ability to deal damage and absorb same effectively.

The best I can do is to hamstring someone and try and run away. If I have a swiftness pot, I can hit that...same with the stopwatch I suppose. But, the point is, pretty much every other class has some method for leaving combat voluntarily.

But, as per all things, I'll get on, enjoy the change, prolly bitch about it some more...and go on. I'd really be much happier if they simply restored my undead resistance to fear...getting feared 3-4 times in a combat is a real piss off...it was the only thing the undead were good for and was exactly why I rolled an undead character in the first place.

raideromega
08-20-2005, 06:55 PM
yea they screwed the undead over. i was about to make my warrior alt an undead one, but when u said that the fear thing dosent work anymore i rolled that tarun. they really should give that talent back, or atleast nerf the nightelves shadow meld.

Brocken
08-21-2005, 09:32 AM
I agree with Mack. People always focus in on and amplify the nerfs to their class. I have a really hard time beating good rogues and warriors, in addition to Druids and pallys. It seems like melee classes in general have been beefed up over time so that they have so many slows, stuns and spell disruptors that when played well, they are hard to beat. I hear people bitch about stuff that seems so minor to me, but obviously really pisses them off.
The +defense nerf has nothing to do with pvp concerns. +def doesnt have effects on casters, just on melee.

The problem with nerfing +def is it dramatically increases the odds of a major boss critting me. And in many situations that can wipe the party in a heart beat - or at a minimum it can sap the healers entire mana pool.

What this means is either a) we need 30% more healing mana, or b) people need to help farm 30% more +def gear to compensate.

Either way sucks ass. There was no reason to do this.

T-Bone
08-22-2005, 10:49 AM
So they are saying that a purple item shouldn't be any better than a green item u can get defensive wise?

That is the gist i get from it. If you were wanting a massive defense item that was purple U can just get a green item that is close enough.

That is moRonic and i was a mage.

Brocken
08-22-2005, 01:15 PM
the problem is that +def didnt scale. the best +def belt is a green quest reward. The best shield is a blue drop. Best helm is a blue drop. Best cloak is green (emerald cloak of defense or soem shit like that). The might and wrath set didnt bring any +def to the table.

the complication came when they looked a the value of +def compared to +ac/+sta/+str etc and +def was leaps and bounds better. By torching the +def gear +sta becomes king. The downside is that it would take +10 to +20 sta per item to compensate for the defense change.

Like everything, they took too long to make this choice. Half the tanks on the server have worked on +def for 9 months and now it's value is totally borked.

Wez
08-22-2005, 01:40 PM
The +defense nerf has nothing to do with pvp concerns. +def doesnt have effects on casters, just on melee.

The problem with nerfing +def is it dramatically increases the odds of a major boss critting me. And in many situations that can wipe the party in a heart beat - or at a minimum it can sap the healers entire mana pool.

What this means is either a) we need 30% more healing mana, or b) people need to help farm 30% more +def gear to compensate.

Either way sucks ass. There was no reason to do this.

My bad Brocken, I didn't realize at first what you were so pissed about. I'll shutup.

TotalCarnage
08-22-2005, 03:29 PM
The flipside is true for me as well.

Early on Brocken and I figured we'd be tanking the high end instances for the guild. As a result we built two completely different ways. He went Protection spec working +def. I went Arms/Fury working on +crit. I try to build relatively balanced so that I can defend as well.

The thing is that I offtank. As a result I may be in dual wield or two hand mode most of that time. I do it because I'm trying to deal damage. In some cases I'll switch back. Eitherway it requires me to stance change and weapon change ALOT. The problem I have now is that I'm in dual wield, I switch to shield to bash a caster and have to wait 1.5 seconds. My only other option is to switch to berserker stance to pummel...yippie...I take 10% more damage in the process, worse if I get stunned.

Now, say the maintain gets critted and killed due to the new +def nerf. I have to switch real quick and get aggro...well that 1.5 seconds that I can't do shit now means we could wipe because I can't get aggro on a mob that is running to my priest. 1.5 seconds is easily enough for him to be out of should range.

So overall? Yeah, I'm pissed.