Warlocks Q&A - Instance Capacity

by Lucifer on July 02, 2009, 06:54:32 PM

More Yogg-Saron Hotfixes

Source
We've made one additional change to a specific element of the Yogg-Saron fight. Since the fight went live, there has been a hidden protection for players that prevents the casting of Psychosis and Malady of the Mind on targets with less than 30 Sanity. However, because Malady of the Mind has a slow missile speed and the hidden protection could take a second or two to apply, it was quite possible for the 30 sanity targeting threshold to be breached by these two random unavoidable effects.

To try to address this we're raising the threshold to 40 sanity, and increasing the missile speed of Malady of the Mind. Note that the spells are still being cast just as often, so the net sanity loss to the raid will still be the same. This hotfix just evens out the random targeting of the spells across the raid. Also note that the threshold is for targeting purposes of those two spells only, and this fix means Psychosis or Malady of the Mind can still bring you below 40 sanity. If you have 41 sanity, you're a valid target and can then be brought to 32 sanity by a casting of Psychosis on you.



Warlocks Q&A

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Community Team: We’d like start this Q&A off by asking a question that players of all classes often ask in regard to the very purpose of their class. In this case, we’re looking specifically at the warlock.

Q. Where do warlocks fit into the larger scope of things currently and where do we see them going from this point forward?

A. The warlock is a caster -- a ranged damage dealer. They can fill only one role, which makes them a “pure” class as opposed to a hybrid. Warlocks have a reputation for trafficking with darkness, and their spells and abilities reflect this -- demons, curses, drains, fears. All warlocks rely on damage-over-time spells and demonic pets to some extent. The Affliction tree focuses on damage-over-time spells, curses, and shadow magic in general. The Demonology tree emphasizes the damage and abilities done by demons. The Destruction tree gives up a little of both to become a little bit more like a mage with direct damage and fire magic. Overall, the vision is for warlocks to feel less fragile than mages. They have historically had higher health pools and easier to sustain mana, but fewer emergency escapes. Keeping the mage and warlock feeling distinct is a big challenge. They fill a similar role and share similar gear so sometimes even the profiles of their character art look similar.

Going forward, we want to try and make the warlock experience more different from the mage. Our new plans for Soul Shards will help here. We want to make them a core mechanic instead of a minor feature that can be neglected at best and feels tedious at worst.

We’re happy with the relative damage done by Affliction and Destruction. Depending on which Lich King patch you look at one or the other are slightly on top, but they’re close. Demonology still seems to lag a little behind. We think there is still room for a strong Felguard build in there. It might be that the pets still require too much management or it could just be that the rotation isn’t as interesting as the ones Affliction or Destruction use right now. Demonology suffers from a little bit of the same problem as the Beastmaster hunter, which is when the pet is such a big part of your damage you are crippled in moments when the pet is killed or ineffectual.

Except for a brief moment early in Lich King, warlocks have been under-represented in PvP and we want to see more of them. We don’t want to get there through fear bombs, though. In fact, we think the damage locks can do is in a pretty good place. The problem is survivability, especially when stunned. Now some of the 3.2 changes are going to chill out damage across the board and we are increasing the survivability of pets in PvP. Both of those changes should help warlocks, who historically have been a little better in endurance fights than quick scrums. If those changes aren’t enough, we’re prepared to make additional ones.

Lich King made the warlock pets more interesting but we think there is still a lot of opportunity here. Some of the pets have abilities that just don’t get much use (Imp Fire Shield anyone?) while other pets could benefit from a couple more abilities. The voidwalker for example does all of his damage through just a simple autoattack. While we are slightly positioning the imp as a Destruction pet and the felhound as an Affliction pet, we think we can make the choice of what demon to use at a particular time more interesting. The succubus has too narrow a niche, and the voidwalker is still used mostly as a level-up pet.

Q. What is it that makes them unique compared to all other classes?

A. Demons are a big one. Warlocks are a pet class, but they gain more of their own power from their pets and can make their pets do more than say a hunter or death knight. The way they do damage is different from a mage because a lot of their damage, even for Destruction, comes from damage-over-time spells instead. Warlocks bring some utility that doesn’t strictly increase raid damage, so we feel like it’s fine to keep those abilities unique to the lock -- things like summoning and health stones. But again, we think the real way to keep warlocks from feeling like mages with pets is to do more with the Soul Shard mechanic.

Q. Soul Shards is subject that has been a constant amongst warlock players since the launch of the game. While we've made some minor improvements over time, players still find Soul Shards to be an annoyance. Are there any plans in motion to make further improvements to the warlock Soul Shard system?

A. Yes. As we have hinted on occasion, we have a revamp of the entire system in the works. This is a big change, beyond the scope of the 3.2 patch, but we are confident -- CONFIDENT -- that the new system will be something warlocks finally enjoy. (I’m sure I will never, ever regret saying that.) We hope to be able to talk more about it at BlizzCon, but the basic idea is that shards provide a combat boost when needed without becoming a resource that needs to be farmed. Currently too many of the shard abilities are maintenance-like things such as demons and stones. Blowing a shard should be a big deal -- an exciting moment. We want to make shards fun and remove the hassle, but we want to make them a core part of the warlock experience and not a marginalized feature.

Q. Most DPS classes can spend three (or less) talent points to decrease their threat by 30%, while warlocks must spend four talent points in two different trees to gain a 10% drop in threat. What are our thoughts on this, and why the discrepancy?

A. There are a couple of situations like this in the warlock tree. The essential problem is we want locks to be able to go down their different trees. When you have something important like threat-reduction or range, it either needs to go very high in the trees where everyone can reach it, or you need to have duplicate talents that essentially accomplish the same thing. The problem with the latter approach is that confusing things can happen when you get both talents -- either they stack (which is too powerful) or they don’t stack (which can be confusing or make talent builds difficult). The way we have tried to solve the latter problem is having some talents affect Fire / Destro and some affect Shadow / Affliction. Of course the problem with that approach is that warlocks use both kinds of damage spells. We recognize that we need to solve this problem, but sliding a lot of talents around is not the right way to do it, and also beyond the scope of 3.2. See below for a partial solution for the threat problem though.

Q. As a follow-up to the last question, would we consider giving warlocks a better "aggro dump" ability? Currently, their one "aggro dump," Soulshatter, has a long cooldown and costs a reagent.

A. We are going to lower the cooldown of Soulshatter to three minutes. We don’t think the shard cost is a big expense in PvE situations. Threat-dump abilities are tricky to balance. We don’t want these spells to feel rotational -- you aren’t supposed to do say Curse of Agony, Immolate, Soulshatter, Curse of Agony, Immolate, Soulshatter. They are there for emergencies.

Q. In PvP, warlocks feel at a disadvantage against melee classes (and hunters), particularly rogues. What are our thoughts in this, and are there any plans to provide warlocks with a little more help in this area? Additionally, players have often suggested allowing Demonic Circle to be usable while stunned, is this something we'd consider?

A. The reason we don’t like making Demonic Circle usable while stunned is that changes the ability from a remote evacuation into a stun-breaker. Our concern is locks would never use it except for the stun removal, which makes the spell a lot less cool. Circle is definitely one of those abilities that requires a lot of finesse. Clever locks can do amazing things with it and beginner locks might not get as much benefit out of it. It’s probably also fair to say that stuns (especially chained ones) have become too important in PvP, especially now that we have toned down the impact of some of the other forms of crowd control.

Q. Pet survivability is something that comes up often. Do we see this as a concern, and if so are there any plans to increase warlock pet survivability and/or consider decreasing the warlock's dependency on pets in PvP?

A. It is a concern. We never wanted it to feel like it was stupid to attack the pet -- like they were so unkillable that you just have to endure damage from the pet while you chase down the lock. You have to remember that locks were once really dangerous in PvP (this was back when we added resilience for DoTs) and so everyone was nervous about making their pets too powerful. It’s just incredibly frustrating to be on the other end of that and finally get a pet down only to have to then face the warlock. However times have changed and we think pets are too fragile now. We tried buffing their health a few times, but we think it’s finally time to add resilience to pets and fix it right.

Q. Continuing off of the previous question, are we happy with pet scaling currently? One constant request by warlocks in PvP, is to allow scaling for resilience. Would we consider making this change?

A. Yes, pets are never going to scale correctly as long as there are some stats that affect the master but not the pet. If the lock gains crit and haste, the demons don’t benefit as much as if the lock had gained spellpower. This is a problem. We need to make pets just scale with all stats. Technically, this is not a “flip the switch” kind of change. It’s complicated so it’s going to take some time to do right. We’ll get resilience and spell pen done first.

Q. Many warlocks often find it difficult to resummon or switch pets, especially when compared to other pet classes. Fel Domination with Master Summoner is nice for those who have the talents, but still somewhat problematic due to the long cooldown of Fel Domination.

A. As you probably know by now, we are dramatically lowering the cooldown on Fel Domination.

Q. Talents that increase the range for spells is often a point of concern, particularly for PvE-focused warlocks due to the warlock's mixture of using both Affliction and Destruction abilities. Is it possible that warlocks can be given a merged range talent in a low tier of either tree?

A. This is the same problem I mentioned above. Moving the talent up higher is one solution, but it would have to be very high and whatever talents are there now would have to come down. This then becomes a pretty significant re-architecture of the talent tree. It is something we want to address, but probably isn’t a 3.2 change.

Q. Do we have plans to add a little more burst potential to the Affliction tree?

A. Yes, and Haunt is probably the right place to do it. Haunt is one of the few Affliction spells that can’t reach the 200% crit level, so we are going to make that change through Pandemic.

Q. The spell Hellfire is one that warlocks rarely use, due to that fact it's channeled, generates a great deal of threat, and has self-damaging properties. What are our thoughts on how this spell currently functions, and what might we consider changing in the future?

A. We’d agree that the “interesting tradeoff” isn’t that interesting, and in fact it’s hard to find niches for so many different AE spells. Long-term this might be the kind of spell that gets cut.

Q. A common concern that comes up regarding warlock players is in regards to their minor glyphs. While they understand that these glyphs aren't meant to be game-changing, many of the minor glyphs focus on improving spells that aren't really used at all, such as Eye of Kilrogg. Would we consider looking at the minor glyphs available for warlocks and possibly making some improvements?

A. We can look at the minor glyphs. We are more concerned at the moment with making sure the major glyphs are interesting without being overpowered.

Q. Green fire for spells has been something that's often requested by warlocks. Would we consider adding this into the game, possibly in the form of a minor glyph so that we're not forcing it on players who may not desire their fire spells to be green?

A. We wouldn’t do it through a minor glyph. Originally, we were going to make the minor glyphs mostly cosmetic like this, but as we evolved the glyph feature we found that some spells just didn’t make sense to have a major glyph, so these became minors. We definitely understand some (many? all?) warlocks would love to have green fire and we’ll try and find a cool way to deliver on this. At this point, we’d probably rather do it with a flashy new spell rather than just change up an existing one, but we’ll have to see. As with the new druid forms, after waiting so long, we’d want to do it right.

Q. Would we consider adding a warlock-specific flying mount? Warlocks have promised to never complain again should such a feature be added. Okay, not really...

A. I think it fits the warlock kit pretty well to have some kind of crazy flying demon. We don’t have any art for such a creature yet, but we’ll keep it in mind. You’d have to go back to Dire Maul to get it. Okay, not really???

Q. Are there any plans to allow warlocks to slightly customize or change the appearance of their pets?

A. This is something we are discussing. There are several voidwalker and imp models we could use pretty easily and it might be nice to add more felhounds and succubi. This isn’t a high priority, but something we would like to eventually get around to improving. We are discussing whether this is simply just random variation (like the names) or whether it becomes an even bigger feature.

Instance Capacity Update

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We are aware of the concerns regarding situations where players are unable to zone into an instance due to an instance limit being hit, which results in a message stating that additional instances cannot be launched. This limit was implemented as a short-term solution to preserve the gameplay for players who are already in an instance and to prevent numerous issues that can happen when too many instances are active at the same time, but we are currently working on better solutions to ensure that players can get into instances when they want to.

As one of the solutions to this situation, we are in the process of modifying our hardware setup to allow for more instances to be active without negatively impacting the performance of these instances. Once this hardware reconfiguration is complete, we expect to see a noticeable reduction in the number of players hitting the instance limit. However, this improvement to the hardware is a complicated and delicate process that will also require extensive testing before it can be fully implemented, so it may be some time before the updates can be completed. We would like to assure you that this issue currently a top priority for us, and we are working on resolving it as quickly as possible.

Further information and updates regarding this will be provided as we make progress in this process. Thank you for your patience during this time.

Faction Change Q&A - Engineering Clarifications

by Lucifer on July 01, 2009, 11:50:39 PM
EDIT: Added the recent in-game changes...

Recent In-Game Changes

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7/1/09
  • In the Mimiron encounter, the abilities Rapid Burst and Hand Pulse no longer cause spell pushback.


Faction Change Service Q&A

We found out about this new service, currently underdevelopment, a few days ago. Now Blizzard answered some questions about it:
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Due to the many questions that have come up with the announcement of this new service, we wanted to take the time to answer the ones we can at this point in time.

Q. Will we be able to switch between the races on our own faction?
A.. No. Players will only be able to switch to a race of the opposite faction.

Q. Will I be able to choose the race on the opposite faction that I want to change to?
A.. Yes, but you will only be able to switch to a race that has your class type available to it. So if you play a human paladin, you’d only be able to change to a blood elf paladin.

Q.How much will it cost?
A.. We do not have further information on this at this point in time.

Q.Will I be able to switch back to my original faction but a different race?
A.. No. You will only be able to switch back to your originally chosen race.

Q.. How will the switch between reputation, gear, mounts, etc be handled?
A.. We’ll have more details for you at a later point in time, though we plan to keep these as close to a reflection of the other faction as much as possible.

Q.How often can you change your faction?
A..We do not have any information to share on this at this point in time, however we will have restrictions on the frequency by which players can change their faction.

Q. How will this affect the balance of Horde and Alliance on the realms?
A.. We are taking great care in how we implement this new service in order to maintain balance between the factions on the realms but do not have any further details to share.

Engineering Changes Clarifications

These clarifications came after the announcement about the engineering changes made a few days ago on PTR.
Source
  • Here are a couple of additional changes coming in 3.2 that are not yet in the PTR patch notes:
  • Using engineering bombs should no longer remove a druid from any druid form.
  • Engineers will now be able to switch between Gnomish Engineering and Goblin Engineering for a fee.
  • World Enlarger: Cooldown is now 15 minutes, down from 1 hour.
  • Mind Amplification Dish: A passive bonus of 45 stamina has been added to this tinker.
  • Nitro Boosts: Passive bonus is now 24 critical strike rating.
  • Frag Belt: The cooldown is now 6 minutes, down from 10 minutes.

More Isle of Conquest Changes

Previous changes were announced last week and these are just some additions.
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In addition to the changes originally listed in this thread, the following change was recently added and is now live on the test realms:
  • Players gain a new buff after being launched out of the catapult that reduces all falling damage taken.
We intend to make the following changes to Isle of Conquest in the next test realm build:
  • Increase siege damage from Glaive Thrower.
  • Increase all damage from Siege Engine and its turrets.
  • When the parachute effect ends from jumping off the Gunship, players will gain a new buff that reduces all falling damage taken.
  • Increase the timer before a Catapult without a driver explodes from 30 seconds to 120 seconds.
It would be greatly appreciated if anyone who has experienced the following bug could provide us with as much information as possible on the circumstances surrounding its cause:
  • Sometimes the Keep Cannons are being despawned and they never return. This should not happen.
Given that the changes originally detailed in this thread are now live, we'd love to get feedback on your experiences in this new Battleground. Is the average length of each battle better now? Did the changes to the Huge Seaforium piles help address the overly advantageous strategy of capturing the Hangar and parachuting into the enemy's base? Do the Keep Cannons still feel effective now that they do less damage given that you can now repair them? Any information you can provide on your game play experiences will help us a great deal to make this Battleground as fun as possible. Thanks!

2009 Regional Finals: Videos & Gallery

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Last Sunday, the 28th of June, the 2009 Warcraft Regional Finals for Warcraft III:The Frozen Throne and World of Warcraft in Cologne, Germany came to an end. We have prepared for you a video page with an overview of all the matches that were played during the event. We have also updated our Gallery with more photos from the event. Make sure to check it out!

Please check back frequently over the next few days as we will be updating this site with after-event footage and commentaries on the matches.

Regional Finals Page: http://eu.blizzard.com/rf09/index.xml
Video Page: http://eu.blizzard.com/rf09/videos.xml
Gallery Page: http://eu.blizzard.com/rf09/gallery.xml

New PTR Build Updates - Yogg+0 Suspension

by Lucifer on June 30, 2009, 12:11:39 PM

Latest PTR Patch Notes Update

Source
    Items: General
    Item Buy Back Feature Revised
    • The Item Buy Back time will now expire if the player enchants or sockets an item. Players will see a confirmation dialog box now when they attempt to enchant or add gems to an item giving them a last chance to reconsider.
    New Dungeon Loot Feature
    • Players will now be able to trade soulbound items with other raid or group members that were eligible for the loot. This system will work like the Item Buy Back system and allow 2 hours for players to trade an item after it has been looted. Players who choose to enchant or add gems to the item will get one last confirmation before losing the ability to trade the item.
    DeathKnight Death Knight
    Blood
    • Bloody Strikes: This talent now provides 5/10/15% increased damage to Blood Strike instead of 15/30/45%.
    • Unholy Blight: This talent has been redesigned. It no longer deals damage to nearby targets. Instead, when you deal damage with Death Coil, the target will take periodic damage for 10 seconds equal to 20% of the damage done by Death Coil. This damage accumulates in the same way as Ignite and Deep Wounds.
    Hunter Hunter
    • Deterrence: This ability now allows the hunter to parry spells and attacks from behind as well as in front. Now has a new visual spell effect.
    Mage Mage
    Fire
    • Empowered Fire: In addition to its existing effects, this talent now also grants a 33/67/100% chance to regain 2% of base mana each time the Ignite talent deals damage.
    Paladin Paladin
    • Judgements: Some of these attacks were considered ranged and some melee. They are all now considered melee attacks that can't be dodged, parried or blocked.
    • Righteous Fury: No longer has a duration, remaining until cancelled or death. Also cancelled when a Paladin activates a different talent specialization.
    • Seal of Vengeance and Seal of Corruption: These seals have been redesigned to deal substantially more damage. Now, once a paladin has 5 copies of the debuff from these seals on his or her target, on each swing the paladin will deal 33% weapon damage as Holy, with critical strikes dealing double damage. In addition, the damage-over-time effect is now considered a melee attack instead of a spell attack.
    Protection
    • Ardent Defender: Redesigned. Any damage that takes the paladin below 35% health or below is reduced. This reduction applies only to the portion that pushes the paladin below 35% health (example: a paladin at 50% health takes a 40% hit; the first 15% hits as normal while the next 25% is reduced). In addition, once every 2 minutes an attack that would have killed the paladin will fail to kill, and instead set the paladin's health to 10/20/30% of maximum.
    Retribution
    • Crusader Strike: Damage reduced to 75% weapon damage to match the new 4-second cooldown. Mana cost reduced to 5% of base mana.
    Warrior Warrior
    Fury
    • Bloodsurge: Notification that Slam has become instant now appears in floating combat text.
    Protection
    • Devastate: Weapon damage increased to 60% and bonus per Sunder Armor on the target increased by 20%.
    • Shield Specialization: Now provides 5 rage on a block, dodge or parry instead of 2 rage on a block.
    Graphics
    • The frame rate for those with Shadow Effects enabled under the Ultra Video settings has been improved.
    Professions
    Engineering
    • Added a new Mind Amplification Dish attachment for helmets, allowing engineers to control other humanoid targets. Some restrictions apply: does not work in Arenas, dish sometimes reverses targets, unable to stack with other stat-improving head enchantments and makes your helmet look... stylish?
    • The Cobalt Frag Bomb now incapacitates enemies within a 3-yard radius. A short cast time was added, but they are usable while moving. This change applies to any Cobalt Frag Bombs already created. The existing recipe now makes 3 at a time.
    • Engineers can now learn to create a portable Wormhole Generator for Northrend. The Wormhole allows them to travel to different locations in Northrend, although the locations are sometimes in dangerous places.
    • A new repair bot has been added, and his name is Jeeves. He is the ultimate gentleman robot butler, able to perform all the mundane tasks of repairing, selling and buying junk for your entire raid. Additionally, he can open bank boxes for skilled engineers (350+). Jeeves is not destroyed when used, but due to pressing engagements, can only be summoned once an hour. The schematic for this handsome robot was said to be hidden within the parts of another robot - hoping to be found by an engineer one day.
    • Reduced the materials needed to create all engineering Dragonlings, and reduced their cooldowns, although they still cannot be used in Arenas.
    • A Steam-Powered Auctioneer has been added to the Dalaran Like Clockwork engineering shop, allowing access to one's faction Auction House. The Steam-Powered Auctioneer was programmed with a superiority chip, and will only interact with Grand Master engineers.

    Exodus Suspended 72h

    As you might already know they were the first to kill Yogg with Zero Watchers, but since they exploited a "bug" they were suspended for 72 hours. This is what we can read on their website:
    Quote
    The rumors are indeed true. We have been suspended for 72 hours for:

    Offense: Abuse of Game Mechanics
    Details: Circumvention of normal combat mechanics to defeat the Yogg-Saron encounter inside the Ulduar raid instance.


    In our many attempts at trying to figure out a way to defeat Yogg zero watcher, we found a way to use bugged game mechanics to make phase 3 easier in zero watcher then one watcher.

    The bug is when someone is left inside the brain room of Yogg-Saron, they can still get aggro on the adds that spawn in phase 3. That means if you have someone getting healing aggro in the brain room, they will get aggro on the adds, which cause them to evade in place and allows for all of your raids dps to be focused on Yogg.

    Read More and watch the movie on Exodus website

    ...and as a fix to this exploit:
    Source
    Immortal Guardians are now able to target players in the "illusion room" of Yogg-Saron with their summoning ability. This hotfix has been fully deployed to all regions.

    We're also in the process of deploying a hotfix for an issue with Immortal Guardians that could cause them to pause their movement before reaching melee range. This fix will also prevent the Immortal Guardian from running away if their target is stunned.

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