- Nell'alpha, l'Armatura cresce con l'aumentare della statistica principale del personaggio, eccetto per i Mastri Birrai, di cui bisogna ancora decidere il da farsi, forse legando Noncuranza all'Agilità;
- Insieme alla mitigazione attiva del danno tramite abilità e del crescente uso dell'Armatura in questi casi, questi cambiamenti permettono di continuare a bilanciare gli scontri e il livello oggetti richiesto;
- La riduzione del danno magico è stata abbassata notevolmente nell'alpha e insieme alle modifiche già citate rendono i Difensori più forti contro i danni fisici, ma più dipendenti verso i curatori e altre classi contro il danno magico;
- Blocco ora ha uno scaling simile a quello dell'Armatura, aumentando di pari passo con l'aumentare del livello oggetti dell'equipaggiamento;
- Questo però causa la diminuzione dell'efficacia di Blocco contro mostri e boss che richiedono equipaggiamento di alto livello. Per contrastare questo effetto, gli Scudi saranno più rilevanti per le classi e specializzazioni che li possono utilizzare di quanto non lo fossero prima;
Sigma ha scritto
A few things about tank mitigation that came up in this discussion:
Magic mitigation, outside of major cooldowns like Shield Wall, is generally much lower this expansion. This is intended: the distinction between physical and magical damage is less "these are two parallel things that sometimes require different buttons" and more "this damage is different because it pierces many of your defenses." While tanks can still have some variance in the anti-magic tools, those tools are fewer than in the past and cap out at smaller amounts of mitigation.
Related to this, active mitigation is also making use of armor as a mechanic more often. There are a few reasons for this:
- It makes primary stat more important on tanks. So far in alpha, every tank except Brewmaster has an active or passive effect that turns primary stat into armor. This brings more consistency to the value of ilvl upgrades and other effects that increase primary stat. (TBD exactly how to handle this on Brewmaster)
- It allows us to make use of the fact that more difficult enemies (for example, endgame content later in the expansion) can demand more armor to reach a par level of mitigation (for theorycraft types--the "armor constant" can increase). This again allows for gear progression while keeping armor-related effects balanced at different tiers of content.
Block works similarly to armor. Its effectiveness now increases as you equip higher-ilvl shields with higher block value. Its effectiveness (as a %) decreases as you fight enemies that are meant for stronger gear. In particular, this makes a shield a more significant upgrade than it used to be, for the specs that use them.
In both of the above cases (armor and block), the plan is for the % mitigation they provide to remain roughly constant over the expansion, when in par gear for the content you are doing. Your % will be higher anytime your gear is ahead of the curve, and lower if your gear is behind.
Sigma ha scritto
04/12/2018 01:10 PMPosted by Disowns
The value of block now passively increases as you get more and more gear, most notably from shield. Block as a mechanic still scales somewhat linearly throughout the expansion, instead of double dipping with the increased survivability from having higher armor contribution on top of it.
This is the right idea. Since there have been a lot of questions about this--
Block seeming to decrease when you gain armor is mostly an artifact of how we're currently presenting it on the character sheet (which might be worth revisiting). I'll keep using Shield of the Righteous as the example since it's a large temporary armor change.
Block now uses similar scaling to armor itself, for the reasons mentioned in my other post (briefly--it's more gear-driven and makes upgrades matter, and allows content to be tuned around higher block values as you proceed further into the game). When you gain a massive amount of armor from Shield of the Righteous, you're now at a higher point on the armor DR curve. So adding a fixed amount of armor, which is essentially what block is doing, translates to a lower %.
This is no different from how gaining a buff for X armor would appear to add less mitigation (as a %) if you had Shield of the Righteous up--i.e. the way armor as worked for the whole history of WoW. Block just happens to be called out as its own % on the character sheet, so this is more visible. In all cases, gaining more armor will further reduce damage from both blocked and unblocked hits.
We of course could make abilities like Shield of the Righteous increase block value as well as armor, so the "block %" stayed similar. But I'm not sure that's what you'd actually want from a gameplay or balance perspective. That's basically saying we'd give block more value during the time when you're already protected by Shield of the Righteous. That's the opposite of the usual desire (it would increase damage variance). Letting armor DR work using its natural mechanics, causing an effect like block to have more % value when you have lower armor, seems better.
Summing up, I hope that clarifies a bit more what's going on, and so far I think the biggest outstanding question is whether there's a clearer way to present the block information on the character sheet.
The first direction we're likely exploring for Brewmaster is to make Stagger the mechanic that is driven by Agility, and ultimately make sure it has similar scaling to the armor-based mechanics on the other tanks. This would not necessitate any large player-facing changes to how Stagger works or how you use it.
Also, an upcoming alpha build will have a reduced % on all the effects that translate primary stat to armor. They're too high right now because a recent change reduced armor values across the game and didn't change those abilities to conform. It's just a math fix, when it happens.