View Full Version : With the new patch...
How many of you are still going to play?
I guess alot of people on the WoW forums hate it.. But hey they are obviously the coolest kids around.
Ralrra
11-07-2004, 08:46 PM
I'm still gonna play, after living through some of the AC2 patches this is a cakewalk. There's a lot of VERY frustrating aspects to it though.
The real problem is that people are acting like their entitled to a warning before some of their skills get nerfed/equipment looses ar/etc. I know it'd be nice to have advanced warning that some of these nerfs were coming. But the fact is this is still a beta, and we're not paying customers yet. I highly doubt this will be the level of customer comunication/support after retail.
I totally disagree with the changes to the spirit healer though. 100% loss of durability to not only your equipped items but also your inventory is beyond absurd.
redstar
11-07-2004, 09:03 PM
The 10% durability loss on death I imagine will be quite a killer on pvp servers.. makes me sad that they introduce time/money sinks before evaluating the fun factor. meh. :cry:
CuriousJorge
11-07-2004, 09:21 PM
Finally death means something (still not enough imo). This has been best change they've made in a long time. No more endless zergs!!
Which change is for that bad yall talkinga bout?
Edit: Erp nvm went and read up on patch changes.
JonChron
11-08-2004, 12:01 AM
Keep in mind we have had shitty patches before that were later fixed.
Just keep playing and watch n see how they tweak things. Some times it helps to give your input with /suggest.
Hiero
11-08-2004, 12:46 AM
im not going to say i WONT play but
up until this patch i knew i would buy WoW the first day on the shelf
with todays patch i am beginning to think i might watch it for a while after release before deciding
kaiser
11-08-2004, 01:37 AM
i am lame
Uh, only been playing it for a few hours. I am shocked that they would change warriors this drastically this late in the beta. Defensive stance is not really needed anymore, they would do better holding aggro with their cleave (thus making a priests life hell).
The new durability on death might be ok, but since Warriors and aggro management are a thing of the past, is hurting some more than usual.
Blizzard hasn't replied to any of the posts on their forums concerning Warriors. Hopefully we can see what they had in mind soon.
P.S. Paladins are insane.
Rekuul'
11-08-2004, 05:16 AM
Insanely good?
Because I heard a lot of people screaming that paladins were gimped when patch notes were shown...
-Rek
Anonymous
11-08-2004, 08:28 AM
Omfg blizzard sucks so hard the patch is the worst shit like the last.
I played my pally for 5 months and now i have to spend 150g to buy the spells What the hell is that fucking shit.
When i can log to the Beta forum ill flame the blizz %§(/=)( so they can finally close my acc
Taunt = WTF
The New Finisher is too uber (12000crit)
blizz lies when they open their mouths awesome changes my ass.
U can ban me here too im too pissed to play anymore days
Tyrul
11-08-2004, 11:01 AM
keep in mind the guy crit with impale talents, a crit, full rage bar, prolly sundered the hell out of the monster, and deathwish? Who knows what other factors could have been implimented, i know its a bit ridiculous i dont see how he could really get that high. It will get fixed the move is only supposed to do 600dmg (when mob is at 20% hp) and +15 dmg for every rage point you have. So if you have a full rage bar the dmg should be 1875 non crit. Now add in death wish (20% dmg increase) that is 2475 dmg. Add a crit and impale talent heh. Major dmg. This is meant to finish off anyone/anything at 20% or close to death, so yes it will do major damage, it is a finishing blow. I do agree that what 10k something crit that guy got was ridiculous, but having a finishing move like that is nice.
I am worried about the taunt ordeal though. How can warriors now tank more than one mob if the recycle is 10seconds? The idea was to up the aggro from pressing taunt once and they put a recycle so you wouldnt burn your fingers spamming it. But i dont think they took into account tanking multiple mobs unless they wanted more offtanks so people such as paladins / druids were more useful. That could be a factor. Warriors would still be the best at tanking boss mobs, but if you have adds you might want to throw in an offtank. Sure it changes the gameplay abit but its not going to kill you now that there is a challenge. Have faith in Blizzard, they have never let us down, just because they change something doesnt mean its for the worse. They know what they are doing....10years of warcraft. Every game, game of the year. Faith!
Masolus
11-08-2004, 11:12 AM
I know they don't plan to add any cc "mez" type spells. But I saw the taunt issue as gearing more towards that playstyle. In a perfect world there would only be one mob in camp to fight, and the warrior would have more of a snap aggro with taunt rather than have'n to press it 30 million times.
This may force people to use traps etc to pull singles? I have found with the change that warriors can pull aggro faster now if it is only one mob, but yea multiples suck. Are they trying to force people to use more skills to get singles? Or maybe they want a world of mass dual tanking. I'm not sure. I haven't had any experience with high level hunters since they added talents to see if the new trap skills / talents make that huge of a difference.
I was born to dungeon crawl, so adds in WoW will allways be a part of life. I guess I'll crank out subltey talents and pray to the aggro gods. I really think they will get it right.
-Maso
Hiero
11-08-2004, 02:29 PM
the death system is by far the biggest problem for new players
before, in WoW, it was impossible to dig yourself into a big enough hole, whether with xp debt like EQ2 or with item/durability/money loss, that you could not easily work your way out and go have fun again
now, even in the mid 20's, its quite easy to dig your character in such a big hole through death that you have no wearable items, no money, and no easy way to acquire either and keep playing your character
this is a really big deal to me and other new players who don't want to have to play their characters in a full group and be extremely careful in every situation in order to refrain from an extremely painful death penalty...
Tivoli
11-08-2004, 02:53 PM
I was thinking it over and was trying to figure out a good solution to this problem, one might be a burst aggro thing, like say the warriors taunt is up, rogue hits his finishing move, priest lands a big heal, mages hit their pyroblast or other high damage spell on the main target, after it all hits, the warrior hits taunt and for the next 4-6 seconds the warrior lays into the mob, cleaves, TC, MS, disarm, etc. rogues build combo points priest basically meds a little mana, mages use arcane missles, just to not outdamage the warrior, then at the 6-7 second mark, priest starts casting a big heal, mage starts casting a big nuke, rogue does a finishing move at the 9 second mark, everything should hit around the 10 second mark, warrior taunts, rinse repeat.
If there are multiple that you can't CC, then i think thats where the increased aggro from AE abilities, Cleave, TC, Demo shout is supposed to hold aggro on the warrior. It will take timing, but i'm guessing for a single group this is about how it's supposed to work, assist the tank and drop 1 mob at a time. It may just take some practice to get used to the new system, i'm not saying that i like it, but i don't think it's changing anytime in the near future anyway.
Masolus
11-08-2004, 03:19 PM
I think as long as everyone stays on one mob, fighting will be about the same. The warrior should have the same amout of hate with the new system as the old, it will just be given in bigger quantities at lesser intervals. Fighting one mob I think the group could act as usual.
I have never been a fan of the tank switching targets unless a named or some mini boss type was added and everyone switched to the new target. Assisting the main tank and burning through whatever they are taunting makes me warm and fuzzy. I just don't know how it will end up when dealing with multiple mobs in small spaces where kite'n is not an option.
The reason they are so dead set against a mez type class is that it makes balance'n pvp very hard. But in dungeon crawls folks will have to come up with some sort of gheto mez, rooting, off tanking, whatever it takes to occupy the extra mobs untill the main focus of the group can burn through what the tank is on.
The main tank can only generate so much aggro, so it's everyone elses job to do the max amout of damage / healing / whatever your job is, without pulling the mob off the main tank. It's not the tanks job to taunt more, it's your job to watch your aggro. It just sucks when there is an untaunted mob in camp right when you pop off a heal. Maybe aoe skills will come into play, maybe status (stun etc) I dunno. I guess only time will tell.
-Maso
Tyrul
11-08-2004, 03:51 PM
Well being a warrior i have thought it over too tivoli. For multiple mobs, if specced right (tactical mastery) you can keep i beleive up to 20? or 25? Rage at the max when changing stances. It is 20 rage to whirlwind, that effects up to 4 targets. So what if the warrior was to demo shout the adds, cleave, taunt one, sheild block maybe :) then switch to berserker whirlwind, switch back to def and whatever. That should keep pretty good aggro. All moves for warrior cause higher threat now. So you can heroic strike one while taunting another. And use demo shout. I think warriors can hold aggro fine still just takes some thinking instead of button taunt mashing. Warriors begged to be able to use moves instead of waisting rage on taunt, now here it is. Now they dont want it D= I personally like the change. Appears some people dont want to use skill in instances hehe. Button mashing roar! It used to hurt my finger when taunting 3-4 mobs D=
Tyrul
11-08-2004, 03:55 PM
Ah another idea i just thought of to help this situation would be everyone gets an aggro meter :) That way you can decide (as a healer) when to use big heals / small heals/ renews and such more efficiently. When you click the mob a meter would come up with green being no aggro and red being aggro and it would waver in between what your stance of aggro is on that mob. This way the warrior can decypher if hes losing it or not and what moves/skills he needs to be working..hmm think i'll suggest this :)
Ellix
11-08-2004, 04:39 PM
Its a good idea but it'd prolly be too hard to implement. Besides, takes a bit of the risk out of nuking and healing. And why help out the priests and mages when you can make their life harder instead :wink:
Rahvin
11-08-2004, 06:22 PM
Making the Priests life hard as a warrior = bad idea.
screw the mages though.
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