
Originally Posted by
Lore & Ghostcrawler, BlizzCon 2009
So, with the new Paths of the Titans, is the idea to have it be more obvious like "You want to go this path if you want to be a tank, you want to go this path if you want to be a melee DPS" or is it more ambiguous?
[blizzard]Yeah, we want to keep it more ambiguous. I think the best analogy is something like when you had to make the choice between Aldor and Scryer. There was a lot of debate about which was the best, and some people thought that it was clear cut, and some people didn't. We want it to be more of a theorycrafting debate about "Oh, you want to try this if you're a rogue, you want to try this if you're a DPS Warrior." But we're not trying to gear them necessarily towards [specific roles]. For example, the Path of Eonar is very healing-focused. Maybe there will be a lot more healing stuff in there, but that's not to say that a tank would never pick it up.[/blizzard]
Talking about stats for a second. The mastery stat: With Masteries, you go down the tree, you get more passive bonuses as you go down. That's what's replacing all the stuff like "This gives you more crit. This gives you more damage." What exactly does the Mastery stat do? Does that just bump up one of the Mastery bonuses?
[blizzard]It bumps up one of the bonuses. Each of the 30 trees has has one stat that Mastery will improve, and they're all different, so for example the Assassination tree would improve Poison damage but for the Combat tree it might improve something else.[/blizzard]
What about Haste then? You've already explained the rage, energy, and focus mechanics, but you mentioned that you were exploring some options through talents for Enhancement and Retribution. Any details on that?
[blizzard]The talents aren't in place yet. We know it's a problem we're going to have to solve to make it work for those guys, we just haven't yet because they generally have unlimited mana at any given time, or can get it back quickly, so anything that's going to help with energy regeneration just isn't going to help them.[/blizzard]
Right, so giving a Ret more mana doesn't really help anything.
[blizzard]Exactly.[/blizzard]
Now, with the Stamina change, or not really a Stamina change, just "Less of everything else, more Stamina", is part of the idea to kinda push back to where PVP lasts longer and we don't have bosses that one or two shot tanks? Or is the idea to increase everything's damage to compensate and kinda keep everything where it is now?
[blizzard]We think in Lich King we ended up in a place where health pools are just too small relative to the amount of healing and damage you can do, and we think everything from PVE to PVP would work better if the health pools were a little larger so that it wasn't a single heal bringing someone back up and tank health wasn't constantly going from like 95% to 5%, to 95%, to 5%; and be more like "Okay he's hurt, lets get some heals back on the tank and get him back up there again."[/blizzard]
A while back there were some epic craftable two-handers on the PTR that were tanking-related, and they got taken out because you didn't want to do a tanking two-hander sort of thing. Now in 3.2.2, the new Thunderstrike actually has dodge on it. What's going on there?
[blizzard]We still don't want to start creating two handed tanking items just for the obvious reasons; we're trying so hard to get rid of these very special case loot items, and we don't want to go back and add two handed tanking items there. We'll see how many death knights and druids end up using it. We definitely don’t want to get into the situation where druids get a tanking weapon every other tier or so and feel screwed because we don’t itemize bear sticks every time, and we’ve been very careful not to offer great two-handed DK weapons because we know we’re not going to offer them often. I’m not sure the current stats of Vendorstrike are what we’ll ship with, but we’ll see.[/blizzard]
I talked to you a bunch yesterday about Heroic Strike. Would you mind rehashing that a little bit?
[blizzard]We don't really like on next swing attacks -- all of them -- and we'd love to get rid of all of them in Cataclysm. We're pretty committed to it. We have to solve Heroic Strike and Maul, particularly, and Rune Strike too. We have a couple of ideas of how it might work, but we haven't figured out exactly all the details yet. One is that Heroic Strike could be an instant attack, maybe with a cooldown, maybe not, and could do more damage the more rage you had, and actually cost more rage. So it might cost 3 rage if you don't have much, or 30 rage if you have a lot, and that way you could still use it to bleed it away quickly, but yet it wouldn't be competing for GCD's with Shield Slam or anything like that.[/blizzard]
Any ideas on what you want to do with rage yet?
[blizzard]We definitely think it needs to be normalized a little bit more because of the problems we're having where Warrior DPS is bad with bad gear and then really great with awesome gear. Also, one idea we had on the tanking side is to get a lot less of your rage from being hit. There's basically no normalization on that at all. If you get hit for 100,000, you get a lot of rage. So, trying to shift more of that to the damage you deal, which then also helps the offtank situation for the guy that has to keep high on threat because he's going to be the tank target soon. "I can't get any rage if you don't hit me," that whole problem.[/blizzard]
So, now in Cataclysm, as far as character progression goes there's gear, talents, glyphs, enchants, gems, now there's reforging and ancient glyphs also. Are you worried that there might be a little too much passive building up your character ahead of time, and then once you get into a raid, it's just kind of going through the motions until you're done?
[blizzard]That's a really deep question. There definitely is a lot of building up your character. One of the things we're concerned about with, say, Paths for example, is that people might start being like "Oh you can't come to my raid until you've maxed out all your paths," because that's what players will do. So it's definitely a concern. I don't have a like "Here is the way we're going to stop that from being a problem" solution yet, but I totally understand the issue.[/blizzard]
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