GC, any 12759 Shaman comments?
by Shuuwki | 15/08/2010 01:20:42![]() We'd love to hear from you regarding ideas you're batting around, upcoming concepts, and dropped ideas so that we can guide our own discussions. Shaman discussion has pretty much died other than totem complaints lately, so something Shaman-related that doesn't have anything to do with Totems would be grand. |
by Ghostcrawler | 15/08/2010 02:48:34![]() I'd welcome a shaman discussion that wasn't based around totem griping. :) Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 15/08/2010 23:33:09![]() Lots of questions. I don't have time to answer them all, but I will hit a few.
When you're casting Earthquake?
Our goal was to not have all of the healer talent trees to be mirror images of each other. So a priest might get one thing for free and have to talent into something else. As long as the end result is pretty similar (e.g. the priest can't get everything for free and just be able to spend talent points on candy) then it should be fine.
That's just part of the shaman design though, namely that Enhancement still cares a lot about spells instead of being a 100% melee weapon class. I'd argue that Enhance and Elemental still play fairly differently (such that you do have to adjust when respeccing). I'm not sure the mage design, where there is virtually no overlap among talent trees, is a superior model. It's just a different model.
It's not the intent that Enhancement has to worry about mana a lot. Generally you should have enough mana to do what you want to do. It's a model we're still adjusting. We haven't quite established a base regen for the casters and healers that we're happy with and every time we tweak that, it affects the Ret paladins and Enhancement shaman, who aren't really supposed to be mana-constrained.
The model we're trying to use for all the classes is that you can't just soak up no-brainer talents in the first few tiers. Often there is a dps talent, and then a survival talent and then maybe an efficiency talent. You definitely get the first one, but you often need to get one of the others to progress down. This is what we mean about not being able to cherry pick just throughput-oriented talents and skipping everything else that is utility, etc. It's an evolving process though. I'm not sure I could point to a class yet and say "There. We nailed it."
Yup. This is a challenge. As I mentioned above, Enhancement likes spell damage so it's hard to put anything in Elemental that Elemental wants that Enhancement also doesn't want.
Agreed. This is something we're discussing. A new shield doesn't have to be the answer though.
Long-term forum posters know that busting out the "I'm insulted" is a good way to get me to skip over your posts. If anything about a game insults you, then you're taking it more seriously than I am, and I take it pretty seriously, seeing as how this game pays my yacht slip fees. :) There are a half-dozen similar threads on totems, and I figured some shaman players felt like their non-totem concerns were getting shouted down.
This is the kind of feedback we struggle with a lot on most classes. As soon as something grants a bonus, it feels like a penalty when it's not up because players are very efficiency-focused. If it was say Riptide, wouldn't it feel like a penalty whenever Riptide wasn't available? Or a penalty because every heal cost that extra GCD for Riptide in order to behave at maximum efficiency?
I agree with that. I think a lot of the complaints about "we're the only class" or "are buffs aren't awesome enough" only come to bear when dps is low. As I said recently, we think Enhancement dps was competitive when there wasn't a lot of movement involved and when you weren't competing with guys using orange weapons. We can fix the movement problem. We don't think we need to fix the legendary "problem" because those Shadowmournes will all be banked at level 85.
They are different spells with different niches. Chain Heal excels when you have a small number of players injured and Healing Rain is more for those big bursts when everyone takes damage. There are enough occasions when you need to heal say more than just the tank that we think healers can stand to have several different strategies to deal with it.
We are changing a lot of glyphs. It's too early to know which ones we are keeping. If this one dies then we might consider putting in the functionality elsewhere.
That's not the intent. Hit / spirit can be capped, but if you start viewing haste, crit or mastery as junk compared to another stat, then we need to change something. It's fine if one stat is slightly better than another. Remember that crit values overall are going to be far lower than the 70%+ that some players can reach in current content. Lava Burst crits, sure, but you cast a lot of spells besides Lava Burst.
This is something we are trying to fix. We already have the totem choosing your target. Next we need to make sure it doesn't "helpfully" grab additional mobs. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 16/08/2010 19:20:11![]()
Right. The problem with tier 1 Enhancement is you have Focused Strikes, which clearly is for Enhance and nobody else. Then you're left with Elemental Weapons, a good talent for all 3 specs, and Improved Shields, a good talent for Enhance and Resto. That leaves Elemental with only 3 points they want to spend in tier 1 and a strong desire to get to tier 2. But, as I said above, if Elemental did care about shields, then presumably they could care about Improved Shields.
Fun is obviously very important to us, but it's also a really difficult thing to talk about. I read these forums constantly, and it's pretty typical to see the class who had exciting changes a few weeks ago now bored of those and eager for new changes. The grass is greener mindset is huge around here, perhaps understandably since it's hard to stay in touch with the changes going on for all classes at once. When you drill down sometimes on what players are looking for to make their class fun for them, you often get a list of ideas that would be terribly overpowered or just not work in our game, or both. That doesn't mean it's not a goal. It just means that delivering what is fun for one player means something very different than what is fun for another player.
We'd like to downplay Fire Nova in lieu of Earthquake (in addition to Chain Lightning of course). We also agree that Fire Nova should be used for true AE situations and not against single targets.
We didn't set out with the goal of change for the sake of change though. Most of the new rotational abilities we've added were to fix problems with the class. Prot warriors for example are going to be hitting the same buttons they hit in LK because we think that works. Elemental is getting Unleashed Weapon (and Earthquake), and beyond that we think you have the right number of buttons to hit, so we're hesitant to cram a new button in there. Nor are we excited about giving you "Super Duper Lightning Bolt" that lets you take Lightning Bolt off your bar just for the sake of having a new button. I'd characterize the Elemental playstyle as closer to a mage, who isn't managing a ton of different nukes, but does have to react to what is happening in terms of procs, short cooldowns and movement. Lava Surge, Elemental Mastery and Unleashed Weapon are examples of those respectively. We'll definitely take the feedback under advisement though.
Feral Spirit should scale like all pets. (It doesn't yet). Losing Parry was a consequence of losing Spirit Weapons, but we'll give it back somewhere.
I agree that Enhancement's choice at level 10 is transformative. I disagree that Resto similarly plays very differently at level 10. I also think you're downplaying Thunderstorm. Now you can Lightning Bolt and when a target gets closer to you, Thunderstorm them back and then Lightning Bolt them again.
Different classes work differently. Hunters and DKs don't use mana at all and are balanced around it. Caster spells do much more damage than melee specials because the latter have autoattacks. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 16/08/2010 19:54:26![]()
Elemental's range talent needs to affect Unleash Weapon too. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 20/08/2010 08:14:30![]()
A very worthwhile read. Specificity is good. (Brevity generally is too.) Good: "Lightning Bolt isn't improved by enough talents so as a result, it does too little damage given its cast time." Less helpful: I'm not sure why, but I don't like Lightning Bolt." Even less helpful: "I want a new spell because mages just got one." Not helpful: "I feel neglected." Ghostcrawler Lead Systems Designer |


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