Recent events
by Tseric | 09/02/2007 09:16:39![]() Ok, Druid. Even though I'm getting a little weary of other classes coming onto the Warrior boards, whether it be for pity, trolling, support, disdain or what have you, I'll entertain this post rather than move it or delete it.
Some would regard it as a buff, some as a non-nerf, some as a bug fix, some as simply a change. I lean towards the latter of the two.
The devs would agree. From what they've seen, warrior tanks tend to out-perform hybrid tanks in raid encounters. Rage mechanics lend themselves better to larger hits and crits from bosses and that won't drastically change in the near future. Threat generation can be separated from damage through game mechanics and the warrior tank ends up as more definitive as a tank in a raid situation. Pallys and Druids have good off-tank, multi-target abilities, which means they can clean up a sloppy pull or peeling targets better than a single target threat generator like the Warrior. The Warrior requires more twitch and target switching to hold aggro on multiple targets.
Agreed, yet this will be the crux of the more hybrid classes. They may be called on to operate in other ways. A Paladin main tank might run into mana efficiency issues. A druid tank might run into mitigation/rage issues. They may be called on to heal or dps or buff, but during that time they won't be tanking. Those will be real demands from a smaller raid group or even a 5-person group.
Hyperbolic. What's a rage generation 'table'? While there may be threat generation issues to work out, rage normalization fears should only be relegated to the over-geared. Armor mitigating rage generation is something the devs are aware of, but it is far from 'broken'. Change could be made, but at the moment that is neither here nor there. As for consistently nerfed damage, a mechanic that has the potential to generate infinite damage will usually seem like it has to be nerfed, because mathmatically rage mechanics have no top end. You're always trying to keep it in reason against a zero line. Subtractive changes, not additive are more of the common course.
Druids are high on situational appeal. Yes, their tanking will serve a purpose, but that "new hotness" feel will wither like any other class balance issue that folks butt heads over. Same as it ever was.
I think they'd agree with you on that. I know I do.
I wish all class forums would do the same. Rogues and warlocks arguing. Pallys/Druids arguing with Warriors. Priests/Shaman just wanting to hate themselves. Mages have always been crazy...And Hunter's? Dealt with some recent nerfs fairly reasonably, so cheers to them. If they complain about this post, tell them I said to sic their pet on me and I hope they spec'ed BM. Reasonable advice for any class. Bug reports and specific reports of effects and abilities are more accessible than term papers and sweeping theories of game design. That's not to say we can't talk about sweeping theories of game design, but doing so is more suggestion or opinion than feedback. You'll find less concrete response in your 'treatise of how [x] class should be revised, revamped or completely deleted' than you would with 'ability [y] seems to function wierd in [z] way'. And as a final note, the devs don't like nerfing, they like buffing. As it stands, they see legitimate issues of class balance for Warriors and Shaman in the current situation. Changes may occur to any and all other classes, as per usual, but those are points of concern for the devs. Try not to wrap those legitimate concerns in too much exaggeration. Don't tell me it can't happen; I've already seen it. Slanche. |
by Tseric | 09/02/2007 09:24:21![]()
Ok, personally I won't take issue with that. However, the devs would probably want to see more math behind that statement. |
by Tseric | 09/02/2007 10:01:00![]()
The thing is, they do test it and play it. They have the math. They also understand that it is not beyond the capacity of the community to provide critical insight into specific game mechanics. There are plenty of reverse-engineered formulas out there to draw from already. The matter comes down to them comparing your claims with their data. Granted, the data doesn't tell the whole story, which is a strong reason why I told y'all a month back that they want warriors to play the game and gear up. In a middle game, a 1v1 situation changes from day to day as different players level up, gain new gear and fight each other. The hard data is so chaotic, it makes it much less worthwhile to hand out buffs in a middle game and end up nerfing them in the end game. And, as Iv'e said before and I hate to say again, the Warrior is gear-dependant and that can require questing, grouping and raiding for good items to fill the potential of the class. |
by Tseric | 09/02/2007 10:07:13![]()
Single target lends itself better as a raid mechanic. It isn't necessarily balanced around that mechanic. This is something that the devs have priority on in changes for this class. Keeping viability of the other tank classes has to be balanced with this. It would be improper to think that all tank classes will function the same way. This is one of the ways they diverge. I'll certainly agree that Druid tanks are seeing high demand in smaller settings at this point, but I have also seen the need for single target threat in several small group situations. But that's just my own experience. |
by Tseric | 09/02/2007 10:22:51![]()
Maybe. It's an interesting point, nonetheless. |
by Tseric | 09/02/2007 10:26:27![]()
What is an ideal bad pull? If it's a bad pull, I should hope you have off-tanks to support. Is that not an ideal situation? |
by Tseric | 09/02/2007 10:36:18![]()
You've already explained the situation. The Warrior is main tanking while the pally/druid may pick up the adds that slip. If you have both classes, more power to ya. I fail to see the problem for the group. |
by Tseric | 09/02/2007 10:47:02![]()
Have you never been in a group where you could focus DPS onto healer aggro while main-tank and off-tank are consolidating aggro? Then dps targets and peel them off as you will? Choices in bad circumstances. You're suggesting that a single point of threat (the tank) bear all possible threat. Again, we're going to include off-tanks in class balance and PVE encounter balance. Much of the community has already considered the fact that a lot of encounters don't adhere to the 'tank and spank' scenario. |
by Tseric | 09/02/2007 11:38:23![]()
That is one way to look at it, yes. Or, as the internet fads would have it, QFE. Devs might agree with your last sentence, but may also consider it variation of tank abilites and situations which are within reasonalbe game play. By that I mean, able to be compensated by the group. |
by Tseric | 09/02/2007 11:47:58![]()
You're focusing on the constraints put on rage mechanics by game design. As a pure mechanic, rage always increases through intended play.
No , it isn't hard to obtain. That's why the community has concerned itself with rage dumps previously. That's why there are particular constraints put on it. |
by Tseric | 09/02/2007 12:41:56![]()
They rely on mana for threat generation which is its own problem.
While dealing damage does cause threat, the two mechanics are separate and mitigation will diverge in larger encounters. |
by Tseric | 09/02/2007 12:48:10![]()
Are you required? No. Does it help? Obviously. You do the math. |
by Nethaera | 09/02/2007 20:39:41![]()
They play the same as anyone and do pick-ups and group with friends the same as anyone else as well. They also are on the same gear hunt as you all are on. Believe me, we all share what cool new loot we get and our dreams of even cooler new loot we want with each other. |
Hot: Grab one of our RSS feeds to stay updated with what's happening with your class!



Recent Blizzard Announcements

