Upcoming racial ability changes

by Kalgan | 06/09/2008 12:38:08

Kalgan

Changes that should be in the next beta push. Bear in mind that some of these may change somewhat or entirely, and there may also be other changes coming in subsequent pushes:

Orc
- Hardiness now reduces the duration of stun effects by 15%


Troll
- Racial Passive "The Voodoo Shuffle": Reduces the duration of all movement impairing effects by 15%. Trolls be flippin' out mon!

- Berserking: no longer has an activation cost of energy/rage/etc


Draenei
- Gift of the Naaru: The amount healed is increased based on the caster's Spell Power or Attack Power, whichever is higher. This ability does not lose casting time from taking damage.

- Shadow Resistance: reduces the chance to be hit by Shadow spells by 2%


Dwarf
- Frost Resistance: reduces the chance to be hit by Frost spells by 2%

- Racial Passive "Mace Specialization": Expertise with Maces and Two-Handed Maces increased by 5.


Undead
- Shadow Resistance: reduces the chance to be hit by Shadow spells by 1% (yes, this is lower than the other resistance racials)

- Will of the Forsaken: removes any fear, sleep, or charm effect (no longer has a lasting immunity).


Night Elf
- Quickness: reduces the chance to be hit by melee or ranged attacks by 2%

- Nature Resistance: reduces the chance to be hit by Nature spells by 3%


Tauren
- Endurance: now scales based on base health, to be tuned to approximately a 5% heath increase if the player were wearing green quality gear

- Nature Resistance: reduces the chance to be hit by Nature spells by 2%


Gnome
- Escape Artist: the freeing effect can no longer be resisted

- Arcane Resistance: reduces the chance to be hit by Arcane spells by 2%


Blood Elf
- Mana Tap: ability removed (partially integrated into Arcane Torrent)

- Arcane Torrent: restores 15 energy, 15 runic power, or 6% of mana to the Blood Elf (along with the current 2s silence effect)

- Magic Resistance: reduces the chance to be hit by spells by 2%


Human
- Perception: changed to a passive, now grants one character level of passive stealth detection

- Racial "The Fall of Humanity": Feign death which may trick enemies into ignoring you. Any threat is restored versus enemies still in combat upon cancellation of this effect. 5min cooldown

- Racial Passive "Human Supremacy": The dominance of Humanity is evidenced by having one more racial bonus than normal. Actually, make that two counting this one. (just a tooltip, no actual functionality)

- The Human Spirit: spirit bonus lowered to 5%


Note: this is a list of changes/additions, not an exhaustive list of all abilities. Racial abilities not mentioned here haven't changed (or are ones I forgot to put on this list).

[ Post edited by Kalgan ]

by Kalgan | 06/09/2008 12:55:40

Kalgan


Q u o t e:
2 things:

gift of the naaru is very difficult to cast in combat because of the cast time and the lack of push back resist




I've updated the post above with the actual change we made as it reads in the tooltip, it does include built-in pusback resistance.

by Kalgan | 06/09/2008 13:02:31

Kalgan


Q u o t e:
Not sure what the overall goal here is, Kalman.

Going from 2.x.x to 3.x.x, the migration from "Chance to resist" to "Lowers duration of" will be complete with the Orc racial being confirmed to change from 15% chance to RNG destroy another class in Arena to something actually manageable. Another casualty of this change was the much-needed removal of mace stun.

However, now you guys are adding flat RNG resists to all the races. Were there not enough random chances potentially screwing you over in PvP that you had to add more? Change those racials to something reliable like 1/2/3% less damage taken from <school>. Otherwise, things will go from:

"Oh awesome he missed the pummel on my flash heal and LOLMACESTUN"
to this:
"Oh hey this Tauren Warrior is about to obliterate my Rogue I'll go cyclone him and LOLTAUREN NATURE MISS"



It's under consideration, although it's possible to offset those few percentage points with hit chance, something that players tend to go over the cap on frequently regardless, so I don't think it's really in the same ballpark as the stun procs or stun resists.

by Kalgan | 06/09/2008 13:06:39

Kalgan


Q u o t e:
I'm just curious why undead get a 1% when every other race gets 2% and bloodelf get 2% to all.


It was intended to offset somewhat the general perception that undead are the uber-race. That might not be the case any longer with the wotf change, although honestly I don't think the wotf change is as significant as some angry undead are making it out to be.

by Kalgan | 06/09/2008 13:09:50

Kalgan


Q u o t e:


PvP casters do not stack excess hit rating. We currently tailor our gear around 3% spell hit, it's very rare to see a properly geared caster with more than ~3.5%.


If missing a fear (for example) is a gamebreaking event against some targets, then maybe one should consider sacrificing a percentage of damage for that extra percentage or two of hit chance.

Also, note that with the wotlk patch you can completely eliminate resist chance through hit chance (you can overcome that final 1% resist chance).

by Kalgan | 06/09/2008 13:13:51

Kalgan


Q u o t e:
It would be really nice to get a definitive answer on racials in arenas. Now is the perfect time to level up an alt if it's required for maximum competitiveness in arenas, so either way the answer would be unpopular, but it's really unkind not to give one.


There are no plans to remove racials from arenas. To the best of my knowledge, the only racial that actually improved a player's average rating is Perception, which has been changed.

Beyond that, it appears that racial imbalance is dramatically overshadowed by other factors.

by Kalgan | 06/09/2008 13:18:48

Kalgan


Q u o t e:


Not only do we have to deal with the new Abolish Poison, we have to fight our way through 2-3% poison resist as well? Unbelievable. I thought the effort of WOTLK was to remove RNG, not contribute to it.



Bear in mind that increasing your hit rating from gear also increases your chance to not miss on your poison delivery (since hit rating works for both melee and spell attacks now). So, if you have +8% hit chance (for example), you'd never fail to apply poison to even a night elf (barring some other additional poison resist that they manage to get somehow).

by Kalgan | 06/09/2008 13:30:03

Kalgan


Q u o t e:


The way I read it is that it will work like Feign Death in solo/PvP situations (complete with a chance to be resisted) but it won't be usable as a high-powered permanent threat dump in raids.




Yep, that.

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