3.2 PTR Notes Up! - Page 2 - TankSpot
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3.2 PTR Notes Up!
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  #21  
Old 06-18-2009, 07:17 PM
Warrior of Demise
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I noticed this subtle note in the UI section:

Quest creatures and objects will now show on the player's world map.
Built in Quest Helper perhaps? Sounds good to me.

Loving the PVP changes, I'd like to see how the new AB and EotS work out in terms of overall time, but it looks like we may finally have reasonable BG times. The new BG sounds like what AV should have been too, really stoked for it.

I lawled at this:

Chef's Hat is now superior quality and allows the chef to cook faster.
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  #22  
Old 06-18-2009, 08:00 PM
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Sigh.
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  #23  
Old 06-18-2009, 08:11 PM
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I quite like the new (or return to BC) approach to badges. Firstly it gives an incentives for nightly heroics runs, which are fun to do. Secondly, consider a player leveling after 3.2 was released. Either, they'd have to go through Naxx->Ulduar->Colisseum, or Colisseum would have to have really easy modes, or they can get these badges.
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  #24  
Old 06-18-2009, 08:23 PM
Meatshield
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I quite like the new (or return to BC) approach to badges. Firstly it gives an incentives for nightly heroics runs, which are fun to do. Secondly, consider a player leveling after 3.2 was released. Either, they'd have to go through Naxx->Ulduar->Colisseum, or Colisseum would have to have really easy modes, or they can get these badges.
I agree... this should lead to an increase in the number of heroics being ran... i'm on a high pop server and trying to get a group for anything other than the daily is a painful task, even on my holy pally
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  #25  
Old 06-18-2009, 08:39 PM
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Just as a warning to others; expressing your concerns about these changes is acceptable, however, posting whine messages, berating newer players, and outright offensive posts in this thread is strictly moderated. Bashing on "casuals" is about as pathetic as you can get.

If you're gonna come here and QQ about how you want to quit the game because of it, no one cares, take it to the WoW forums where no one will care, and enjoy a time out from our site for being blatantly stupid.
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  #26  
Old 06-18-2009, 08:46 PM
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Some comments on what stuck out in my opinion, only commenting on classes that I know well enough to actually say something about.
Blood Strike: The bonus damage this ability receives from diseases on the target has been increased to 50% per disease.
This makes blood strike incredibly strong, doing more single target damage then heart strike. When you have unholy's 3 diseases up, that would make blood strike do 100% weapon damage plus 600+ bonus damage. Combined with the +5% damage buff you get from it, I now see death knights forgoing death runes and just using blood strike more.

  • Summon Gargoyle: The gargoyle now flies lower to the ground, making it susceptible to melee attacks. This ability now has a fixed duration of 30 seconds and a fixed cost of 60 runic power.
  • 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 30% of the damage done by Death Coil. This damage accumulates in the same way as Ignite and Deep Wounds.

Gargloyle gets worse in the arena, but better in all other situations. I'd have to do some thinking about the unholy blight change, but I think it should work out to be a damage boost (and a rotation simplification.)

Blessing of Sanctuary: This blessing now also increases stamina by 10%. This effect is not cumulative with Blessing of Kings.
Meh.
Sorry. It's a nice boost, but it'll mostly come into play when the tankadin is the only paladin present, and those situations become trivial quite quickly as gear improves.
For me personally, no real change, as I'll have kings (and probably another blessing) anyway in situations where I could use the buff.
Hand of Reckoning: Redesigned. Now does damage only when target does not currently have the caster targeted, but damage done increased to 50% of attack power, occurring after the taunt effect is applied
It makes the taunt slightly better, giving us a slight threat lead, but it's not a huge change. Nice, but lackluster at best.
Judgement of Light: Now heals for 2% of the attacker's maximum health instead of a variable amount based on the spell power and attack power of the judging paladin
A big nerf, sadly. Not a huge deal, since judgement of light was never gamebreaking, but still. It also removes some of the tactics from playing a paladin well, making it more brainless.
Righteous Fury: No longer has a duration or mana cost, remaining until cancelled or death. Also cancelled when a Paladin activates a different talent specialization.
About time! Paladins were the only class that had to keep up their defensive stance analogy, and it was annoying. (Plus, it cost so much mana that it made buffing take longer due to the need to drink twice.)
Sacred Shield: When a paladin casts Flash of Light on a target with this buff, they also now place a heal over time effect on the target, healing that target for 100% of the Flash of Light amount over 12 seconds.
Buffs are always nice to get, but this one is doubly nice. Combined with the buffs to beacon of light, this gives paladin healers some nice tricks, perhaps even more depending how one paladin's shield interacts with another paladin's heals.
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.
Ah, nice. Combined with some of the other buffs and nerfs, this one should ensure that paladins keep doing similar amounts of threat, and that their threat scales better with weapon damage.

Ardent Defender: Redesigned. Currently, any damage taken by the paladin while at 35% health or below is reduced. Instead, any attack that would reduce the paladin to 35% health or below has its damage 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.
This one is HUGE.
Seriously - I have to see the actual numbers on it, but I think that Paladins are now the prime choice to tank Vezax without moving him, or frozen blows...
Heck, if a boss now hits for heavy damage, the paladin won't notice it.
(Frozen blows... damage the boss hits for goes up from ~25k to ~40k. That's a 15k increase. Since that hit would definatly bring a topped off paladin to below 35%, it gets reduced. If the recuction is similar to the old 30%, that would mean the damage gets reduced by the old 30%, that means a 13k reduction. So the damage gain from the boss, while not nullified, does get trivialized.
Vezax is a similar deal. +100% damage, every blow should take the paladin to below 35%, so it's reduced by 30%, leaving a grand total damage boost of 40%, which is nasty but could be more or less managable.)
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  #27  
Old 06-18-2009, 08:47 PM
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this patch has hit Deathknight tanks agian in a attempt to nerf Dk pvp.
i like to see DK's like a warrior now, or IBF is now the shield wall but we have no shield.
yet i'll stay strong and keep tanking
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  #28  
Old 06-18-2009, 10:01 PM
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Not so much. It only doubles block value from gear, excepting shields. Raise your hand if you've got more than a trivial amount of block value on your gear right now.
It'll be interesting to see where the block value items wind up for high level damage mitigation. Unfortunately, most of them still have block rating as a secondary stat, which is also a pretty underwhelming, so the over all return on item value is probably not going to go up enough.

An interesting change at least until they can really address the problem.
exactly.

and you still need to sacrifice other stats to get SBV, or SBR.. no one doing progression is really going to gear for it.

the upgrade to how much you block will be small, and with no other changes, pretty useless.
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  #29  
Old 06-18-2009, 11:09 PM
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The change to ATT is a solid change. As Arms I will gain ~150AP. as Prot I willgain ~300AP. More damage, more rage, more threat. Ill take it.

2s arena wont be able to get new tier of weapons but 3s and 5s can? I thought 2s was the most popular of the 3. What the fud?
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  #30  
Old 06-18-2009, 11:44 PM
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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.
Uhoh. This sounds like the Seal will do more damage, but only when you actually hit the target? No more apply with Hammer of the Rigtheous to multiple targets and having a dot tick away I guess. If you have only 3 (or 4 glyphed) mobs in front of you, that may not matter. They say they want to increase the damage but at the same time make it harder to get the damage to occur? Sounds like a design oopsie to me.
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  #31  
Old 06-18-2009, 11:54 PM
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I don't really understand the change to block value for warriors... if they were to double TOTAL block value now that would be a legitimate (and easy to implement) change that would actually help warriors... I wouldn't mind having 3,000 BV because that would actually impact my survivability and with critical blocks it'd actually be really nice. As is though, it looks like they're simply trying to make Warrior T8.5 more appealing because at the moment the legs, head and chest are a little bit underwhelming in terms of itemization compared to other pieces available...



If Blizz is trying to push warriors towards stacking more block, block value, and strength, they should at least make it good enough for us to sacrifice the stats we'd have to sacrifice in order to refocus our itemization.
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  #32  
Old 06-19-2009, 12:23 AM
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DK tank so their advantage is supposed to have CDs, and a bit higher armor, hp. But look at the changes.

Armor 15% --> 10%
Sta bonus 10% --> 6%
blood sta bonus 6% --> 3%
IBF 1 min --> 2 min

and other crap....

I remember when they were nerfing warlock or druid they do it step by step. But now they want to nerf DK to the ground with one patch. (and at the same time hugely buffing pally)

I don't know what to say? Does Blizzard care about our feeling? DK got a lot of random QQ and hate from the community and now GG finally a dead penalty awaiting for us.

When 3.2 release we'd all becomes "death" knight...

I rather they erase all the blood/frost/unholy trees and give us a resto tree. Come on badge spec!
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  #33  
Old 06-19-2009, 02:15 AM
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The newest season of Arena gear can only be purchased if you meet the requirements with your 3 or 5 player team rating. Rating requirements from 2 player teams can still be used to purchase the previous season of gear.
I do not understand this change ? I will only be able to buy old season gear with my 2vs2 rating ? forcing player to go 3vs3 and 5vs5 to get new gear. <i don't like this change at all
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  #34  
Old 06-19-2009, 02:46 AM
coe
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DK tank so their advantage is supposed to have CDs, and a bit higher armor, hp. But look at the changes.

Armor 15% --> 10%
Sta bonus 10% --> 6%
blood sta bonus 6% --> 3%
IBF 1 min --> 2 min
Armor bonus is lowered from 15% to 10%.
Frost presence change is different... it was 10% hp, now it is 6% sta. I guess that this is balancing over end-game gear.
Third change concerns only blood tanks, which are minority.
IBF change was excepted, cooldown was too short.

I don't see this as "to the ground" nerfs, we'll be ok.
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  #35  
Old 06-19-2009, 03:44 AM
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Doubling block value would double shield slam damage which would be ridiculously OP.

I do like how DKs are getting nerfed.
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  #36  
Old 06-19-2009, 04:24 AM
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Sadly, I think the DK nerf was well fanfared. GC said they were happy with the Ulduar encounters being as tough for the shield tanks as they were. DKs finding them easier was a promise of an incoming nerf.

Pally buffs seem well o.0 That's a whole raft of changes, so congrats to them!

As for the Warrior changes, we appear to be one of the few classes that Blizzard are afraid to hit with a mighty buff/nerf hammer. All the changes post-WotLK have been small steps (albeit in the right direction). Dropping the -10% def stance damage penalty to -5% hardly caused the earth to move for me, and the AttT change is welcome but I won't be reaching for a new pair of pants (Americans, read: undergarments, panties, boxer-shorts, my-ole-grandma's-crochet-blanket-wot-I-shaped-into-these-here-thongs :P ).

I'm sure there'll be more/less to come when it goes live.


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Covered all the bases there.
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  #37  
Old 06-19-2009, 04:39 AM
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Doubling block value would double shield slam damage which would be ridiculously OP.

I do like how DKs are getting nerfed.
No, it wouldn't. Lowest damage output tank would still be lowest damage output tank with shield slam doing double damage.
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  #38  
Old 06-19-2009, 05:50 AM
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I quite like the new (or return to BC) approach to badges. Firstly it gives an incentives for nightly heroics runs, which are fun to do.
\o/
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  #39  
Old 06-19-2009, 06:20 AM
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As a Raidleader I find this Horrible. People get burned out fast enough as it is, and now they'll ( want to ) spend even MORE time in WoW, causing them to get bored even faster.

Hm, Try fitting U10+U25+C10+C10HC+C25+C25HC in a 3 day raidweek XD
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  #40  
Old 06-19-2009, 06:39 AM
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In keeping with ignoring warrior problems we've decided to remove all hair color options for warriors except red. Your class will be renamed " the step child "
I just laughed drink all over my keyboard, at work, people are looking at me like I'm a freak!
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