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Nisstyr
12-29-2004, 03:55 PM
http://forums.worldofwarcraft.com/thread.aspx?ForumName=wow-general&ThreadID=544177

Firecrak
12-30-2004, 12:43 PM
+1 support

Khalaio
12-30-2004, 10:57 PM
bumb the tread and 5 min alter its 3 pages back

VaderNL
01-01-2005, 01:46 PM
Hi, I'm new to this forum and I'd like to reply to this post =].
I've been visiting this site for some time now and I love the way you guys on this forum study and analyze the game.

I really agree with the post you made that it does concern a serious issue. A class shouldn't be cancelled out completely due to random effects like deep wounds being added to stack and thus removing others.

I do however encourage some sort of limited number of debuffs, because it will require planning to defeat monsters. I think this is what Blizzard intended to do when they put in a limiting amount.

Maybe Blizzard could add a limited number of debuffs per class. For instance you can have 5 debuffs for Warriors and 5 debuffs for Priests and so on. That way you still need planning and strategy to kill big monsters instead of just stacking up debuffs.

I'm only playing Closed Beta on Europe at the moment and I haven't played for that long (lvl 29 UD Priest) so I don't have a lot of knowledge of the game yet. So don't shoot me if this proposition is really stupid :P

Anyway, I really hope Blizzard comes up with a satisfying solution.

~Vader

Ralrra
01-01-2005, 01:52 PM
A max debuffs/class system would encourage strategy yeah but it would also seriously deter people from taking more than 1 or 2 warlocks on a raid. A warlock that can't put his DoT's on the target isn't as good as a rogue who can just do raw damage without the DoT's.

VaderNL
01-02-2005, 01:16 PM
Yeah that's true, but I think that will always be the case if you implement a maximum number of debuffs. Unless they really change the way how some classes work with debuffs.

~Vader

Palmen
01-04-2005, 01:16 PM
" There are a limit to how many debuffs, dots, effects you can have on any one NPC. This is a game balance design point that was decided on very early in the process.

The most effective raid groups must be aware of each other's abilities and which will be most effective to use and which should not be used. If a 380 damage DOT over 30 seconds is being used, then really, that player needs to do something else.

Also, many classes have abilities that overlap, such as Sunder Armor, Expose Armor, and Faerie Fire.

The important thing is to do the one that will be most effective and leave the rest of the debuff slots for something more useful."

Posted by Tyren

Ei
01-04-2005, 01:30 PM
tyren ....

Scorch
01-04-2005, 01:32 PM
What a joke that response is.

Honestly, 20 man raid yesterday, I hit Moonfire and the first tick of the dot doesn't even go off. It gets bumped off within the 3 seconds. With all the weapon procs and incidental nuke debuffs like Frostbolt and Fireball, 8-10 debuffs isn't even enough for a 5-man group.

Ei
01-04-2005, 01:40 PM
Hm maybe there should be 2 different types of dots .
DoT Only skills and SKills with DoT effect so a Skill with dot effect (fireball etc.) shouldnt kick a DoT only skill out of the Dot bar. Just handle those 2 differently. I mean dots are very usefull if they run the whole time it sucks like it is now. For example if theres a dot from frostshock active and a high dmg dot from a warlock and a mage attacks with fireball the fireball dot should only affect the frostshock dot.so the highest dot should be on top of the list all the time.

Karza
01-04-2005, 04:48 PM
" There are a limit to how many debuffs, dots, effects you can have on any one NPC. This is a game balance design point that was decided on very early in the process.

Well, I don't like it but I can see their point. However....


The most effective raid groups must be aware of each other's abilities and which will be most effective to use and which should not be used. If a 380 damage DOT over 30 seconds is being used, then really, that player needs to do something else.

Also, many classes have abilities that overlap, such as Sunder Armor, Expose Armor, and Faerie Fire.

The important thing is to do the one that will be most effective and leave the rest of the debuff slots for something more useful."

......don't piss on me and tell me it's raining. Come on, there are passive Weapon Procs, Bleeds and other debuffs on a % chance that I can't control aside from not spec'ing in or using the weapon. Either plainly state, "It's a balance issue and meant to add an element of chaos that you can't control in PvE fights" or throw us a freaking bone and say, "And in an effort to assist in the development of tactics, passive or lesser debuffs, DoTs and effects will never over-ride active debuffs, DoTs and effects once the 10 debuff effect is reached."

kyliejennings
01-04-2005, 04:58 PM
this is a really hard fix

the game has been balanced for 8 or what have u dots.

like you said in ur post almost 100k dmg missing because of lost dmg.. thats alot of dmg how will this effect gameplay IF they do fix it

i dont see a fix other then the higher dmg dots stay on the lower dot's fall off.

Tlear
01-04-2005, 05:50 PM
They need to allow mages and other people who have passive effects on spells(blackout etc) to turn them off. Something like: /cast Ignite(no_dot) or something simillar.

Weapon are not that huge of a problem, most of the best stuff seems to not have any useless debuff that it puts on mob.

I even have solution to dots :p. Make them stack all together but with diminishing returns. For example if Corruption is active next Corruption will add another 60% more dmg tot he tick of the one that is on and reset its duration, next corruption will add another 40% more etc. To balance dmg can increase ressit rate to dots perhaps.

Then you will be able to setup a good tactic, with each mob assigned what stuff is put on it and who does it plus you can turn off all passive junk dots. Say one slot reserved for taunt, sunder, deep wounds, poisons, Corruption, agony, sting etc

Palmen
01-08-2005, 03:54 PM
hahahahahahahhahaha

http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=674737&p=1&tmp=1#post674737

" Regarding the SM farming question -- Yes, we're aware of what's going on and are currently deciding which solution to move foward with.

As for the WC in combat bug, I think I know what's causing that and I'll try to get it fixed today. I'm guessing there are Serpentbloom snakes or Biletoads aggro somewhere in the dungeon.

--------------->The 8 slot debuff limit -- that's also on our list and will be addressed in the near future.<---------------------"

posted by Tigole

seems like they changed ther mind ^^

rage
01-09-2005, 02:57 PM
this is a really hard fix

the game has been balanced for 8 or what have u dots.

They didn't have any problem changing the whole agro management system around despite it being balanced previously !! COUNT IT.

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