Legion- Feedback per le classi e cambiamenti
  • grallenMost Valuable Poster 15 febbraio 2016, 11:27 grallen
    BattleTag: Grallen#2521
    Messaggi: 5721

    Dal caos si crea l'ordine e dell'ordine si genera il caos.
    #1
    Interessanti interventi di Celestalon sui feedback rilasciati dalla community per i cambiamenti alle classi e spec.

    Druido Guardiano

    Celestalon ha scritto
    We'll fix the extension cheese on Frenzied Regen, don't worry. For better testing, just don't use that.

    On the topic of Bear AoE, we'd like to hear more fair discussion about it. There's obviously a significant amount of transition shock, going from 100% spammable AoE to just 6sec Thrash and Berserk.

    How much of the concern is that shock, and how much is actual ineffectiveness in gameplay? Thrash seems to certainly be enough to hold onto mobs once you've hit them with it, so the only weakness would be in mobs that stream in more often than its cooldown. How often does that actually happen, and when do your other single-target abilities (including Moonfire which is ranged) not suffice?

    Tanks have different strengths and weaknesses, and this is certainly a weakness of Bears. But is it weak enough to make you unable to perform your role in a dungeon? Or unable to be brought to raid? (Since there are 2 tanks in raids, things tend to work out fine as long as each tank can do at least 1 of the jobs on each fight..)


    Cacciatore Precisione di Tiro

    Celestalon ha scritto
    Hey Marksmanship Hunters. You've given tons of constructive feedback, which we appreciate, and are using to continue iterating on things. Please keep it coming, and know that we are listening.

    The next build will include several significant changes based on testing, and your valuable feedback. This includes highlights such as Multi-Shot becoming a Focus-generator for Marksmanship, and applying Hunter's Mark to either all or none of its targets (instead of randomly rolling against each target individually), Marked Shot hitting all marked targets, a much longer Vulnerable duration, and a few talent revisions.

    We look forward to you all getting to try out that build, and hearing your feedback based on it! Thanks!


    Random side note, any news on fixing the bug where Vulnerability, Marked for Death (artifact trait), and True Aim are attributed to only one hunter? There's also a bug where you can only cast Marked Shot 6s after Hunter's Mark is triggered, even though the Hunter's Mark debuff lasts 12s. Admittedly #1 isn't a huge deal for testing gameplay (though it feels bad to do so much less DPS when you're not the only hunter), but #2 affects how you play quite a bit. Fixing these would be the cherry-on-top.


    Celestalon ha scritto
    I believe every one of those is fixed for the next build. Also, you'll probably appreciate that Hunter's Mark is now applied on cast of Arcane/Multi, rather than on land.


    Guerriero Furia

    Celestalon ha scritto
    Thanks to all of those contributing useful, constructive feedback.

    As we've been saying lately, this is an alpha. And an alpha is the perfect time to experiment with a variety of potential designs, and get feedback on them. So when we make changes and you dislike them, that's not a failure, that's an opportunity for successful use of the testing process. Share your feedback, and do it in a constructive way. We're listening. (And please share your feedback when you do like things as well!)

    We're iterated many times on Fury so far this expansion, based on testing and feedback, and will continue to do so. Capturing the essence of a raging berserker, with fantasy-fulfilling, engaging, and enjoyable combat is a very delicate process.

    The next build will include a multitude of further revisions to Fury, including things like Rampage triggering (instead of requiring) Enrage, and Furious Slash being free. We look forward to more constructive feedback once you've had a chance to try that build.

    Thanks!


    Also, if you can squeeze it into the next build could you fix the bug with haste reducing the length of enrage? It makes it very hard to test the specs functionality correctly.


    Celestalon ha scritto
    This is not a bug. It looks weird, but it's important that it works that way so that haste doesn't change how many abilities fit into an Enrage, thus creating a gigantic haste breakpoint. Haste acts to compress the entire rotation, reducing GCDs, short cooldowns, and Enrage duration.


    Che ne pensate?
    0
  • grallenMost Valuable Poster 24 febbraio 2016, 10:58 grallen
    BattleTag: Grallen#2521
    Messaggi: 5721

    Dal caos si crea l'ordine e dell'ordine si genera il caos.
    #2
    Nuovi interventi questa volta riguardanti Paladino Castigo e Ladro Scaltrezza

    Paladino Castigo

    I actually don't mind Ret's abysmal gap-closing relative to other classes so long as the devs realize just how big a tradeoff this is. For example, if demon hunter is a mobility specialist then by rights our utility should blow theirs out of the water.


    Kalgan ha scritto
    We too believe this is key. Mobility will be a weakness for the paladin (and death knight), but it has to be offset adequately in other ways (utility, survivability, dps throughput while on target, etc).


    The class should be designed in a way that regardless of what talent I take I should never be standing around auto attacking waiting for abilities to come off cooldown. The main different between live and legion alpha is that on live, even with the most simple talent options we basically never have to wait for things to come off cooldown 99% of the time and we can generate holy power pretty quickly thanks to the shorter cooldowns on judgement/crusader strike and random procs with exorcism/hammer of wrath.


    Kalgan ha scritto
    The above is a philosophical statement we don't necessarily agree with. There are people that enjoy a slower pace of combat (one that isn't gcd locked), and the class design has to service their preferences too.

    There's a fairly common tendency for some players to believe that all talents should be designed to service their play style (active versus passive, gcd locked versus not, solo questing versus raiding versus pvp, etc) such that they have three choices on all rows that they consider compelling alternatives, when in reality it's more about choosing a set of talents that fits your particular style and therefore defines your character (or at least the way you play it in any given situation).


    Ladro Scaltrezza

    Celestalon ha scritto
    Currently, Subtlety can AoE through multi-dotting Nightblade. Obviously, this has some major downsides compared to traditional AoEs (namely, it requires more effort targeting enemies, has significant rampup when there are significant target counts, and takes a long time to play out all of its damage). It does have some upside (namely, in a situation suited for it, say 3-5 targets that last 20-30sec, its performance is relatively high, or at least will be with tuning).

    However, it also has another upside, in that when there are multiple targets around, but you mostly care about damage on a single target, you can funnel all of those tons of extra combo points into the primary target, skyrocketing *relevant* damage. With people organizing roles to maximize overall performance, you can do things like "You three fully-AoEing will be enough to kill the adds in time, so the Subtlety Rogue can maximize boss DPS." and end up ahead.

    Over the course of a raid tier, this will occasionally be above average, but not usually. We'd certainly argue that the current situation is more interesting than just having an "AoE Eviscerate" finisher, and there's always going to be some variance in AoE performance between specs on any given fight. The question is: Is it too much performance difference in the typical situation, to be acceptable? We'd love to hear your thoughts on the matter.


    Che ne pensate?
    0