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    Ormai è una consuetudine, con ogni nuova espansione arriva una ventata di novità per i difensori e curatori. Legion continua questa tradizione, sempre con l'obbiettivo di migliorare lo stile di gioco dei due ruoli e possibilmente rendere più bilanciata e divertente l'intera esperienza.

    • A differenza di WoD, i difensori non sono più auto-sufficenti per gran parte degli incontri e dovranno ricevere più cure dirette dai curatori;
    • Per fare questo, il danno che sarà possibile ridurre direttamente dai difensori sarà diminuito, tramite cambiamenti alle abilità attive di quest'ultimi;

    • Le abilità di mitigazione attiva del danno saranno potenti e soddisfacenti da usare;
    • I CD difensivi più potenti avranno però tempi di recupero più lunghi, aumentando la strategia decisionale dietro il loro utilizzo;

    • Le cure passive o indirette dei curatori saranno leggermente depotenziate
    • Di conseguenza, gli scontri saranno bilanciati diversamente, con le fasi di danno burst ridotte drasticamente, favorendo invece un danno più costante per tutto il combattimento;

    • I danni provocati dalle creature che dovranno essere affrontate in gruppo sarà diminuito;
    • Infine, i difensori saranno in grado di giocare le fasi in solitaria grazie ad un danno generale aumentato e con uno scaling migliore da parte dell'equipaggiamento.

    Celestalon ha scritto

    In the latest Legion Alpha build, tanks and healers will notice significant changes to the tuning on many of their defensive abilities. These may appear to be “nerfs” at first glance, but are actually part of a widespread adjustment to improve overall tank (and tank healer) gameplay, that includes reducing the strength/frequency of defensive cooldowns, and adjusting creature tuning to compensate.Over the course of Warlords of Draenor, tanks have been mostly self-sufficient, providing the vast majority of their own survival, with only minor direct assistance required from healers. Encounter design has unfortunately reinforced this, focusing tank damage into more and more bursty moments in an attempt to challenge tanks. This has made long-cooldown defensive ability usage more and more important, while also further trivializing direct healing requirements.For Legion, we want to return the overall tank gameplay to a more stable environment. In that, we have laid out some specific goals that we aim to hit:

    • Tanks will require more direct healing. This will also improve on healer gameplay, as it’s more engaging when there’s a mixture of the types of healing that need to be used on any single encounter.
    • Active Mitigation abilities for tanks (such as Shield Block or Death Strike) should feel rewarding, allowing an experienced tank to meaningfully reduce damage taken.
    • Healers should care about the time and mana required to heal tanks, so that taking less damage as a tank is considered valuable.
    • Tanks and healers’ long-cooldown defensive abilities (such as Barkskin or Shield Wall) should feel like a valuable resource. These abilities should be strong, but not necessarily available for every danger during a specific encounter.
    • Tanks should have much more survivability than a non-tank. However, they don’t necessarily need to be extremely more sturdy. If the difference in ‘tankiness’ between tanks and non-tanks becomes too much of a gap, we then risk having situations such that if any one add gets loose, it’s likely to instantly kill any poor healer or damage dealer they hit–as the damage that these creatures deal would need to be exponentially higher to offset the sturdiness of the tank. This also brings a risk that tanks would opt to ignore enemy abilities that are designed to be dangerous to non-tanks, just taking those relatively minor blows rather than trying to avoid them as intended.
    • In raid encounters, tanks should spend more time tanking, and less time waiting for their turn to tank.
    • Tanks should be able to handle solo content quite effectively. They need to do less damage than dedicated damage dealers, but that difference can be moderate. It doesn’t have to be a massive difference.

    Celestalon ha scritto

    Looking at these goals, we’ve made the following changes for tanking in Legion. We hope that these explanations will help you understand the bigger picture, in that these should be viewed as an overall improvement to the style of tank gameplay, rather than nerfs.

    • In order to ensure that tanks require direct healing from healers, we’re increasing the amount of damage that makes it past a tank’s mitigation. This will include reducing or removing passive defensive abilities, along with the below changes.
    • We’re toning down how frequently you’re able to use Active Mitigation abilities. This change will generally affect the length of their cooldowns, and not necessarily the strength of the ability. We believe these abilities are important to tank survival; but, when the uptime on these abilities gets too high, skill in knowing when to use them strategically matters less.
    • EDIT: Passive healing from healers (such as Beacon of Light) will be toned down, and other tank heals adjusted to compensate.
    • There are many long-cooldown defensive abilities that will be able to be used less frequently, and, in some cases, these abilities may be weaker. Many of these abilities are currently either too numerous or usable too frequently, resulting in a strong cooldown for almost every threatening moment of every encounter.
    • Encounter design will be adjusted to account for these changes. Overwhelming burst damage will be toned down, in favor of more steady and consistent damage on tanks.
    • The damage of creatures that are intended to be tanked in group content will be reduced overall, in order to ensure that tanks can still perform their role just as well as before.
    • Damage output by tanks will be increased, and their scaling with gear will be improved. This is being done so that tanks can stay in-line with damage dealers as a group gears up together.

    Please note that many of these changes are preliminary, and we’ll be tweaking our changes based on testing and feedback. We’ll continue making adjustments as the Alpha moves along, until classes are in a more balanced state, and we look forward to hearing your thoughts throughout this process.For more info on the latest Legion Alpha changes, see our summary thread: http://us.battle.net/wow/en/forum/topic/20420212939

  • Celestalon aveva annunciato importanti novità per quanto riguarda i Difensori in Warlords of Draenor. Un suo nuovo e lungo post sul forum spiega le ragioni dei cambiamenti in arrivo per il ruolo di Difensore. Secondo gli sviluppatori, i difensori hanno ricevuto troppa resistenza negli ultimi anni, rendendo di fatto banale la difficoltà negli scontri più facili per una mera questione di numeri.

    Per questo motivo, il team ha deciso di ridurre globalmente l'efficienza difensiva dei Difensori, lasciandone però intaccato lo stile di gioco. In pratica ci saranno cambiamenti solo nei numeri e nell'efficacia di certe abilità, mentre il danno derivante da mostri presenti in Spedizioni e Incursioni sarà ridotto.

    Celestalon ha scritto
    Hey all. I've briefly mentioned this in tweets, but wanted to provide some more concrete info here for you. In an upcoming build, we're making some major changes to tanks.

    But don't freak out, tanks, this is for the better. It'd be very easy to see datamining of these changes and think the sky is falling; don't be deceived! If you do the classic "scroll to my class, read datamined changes to my class only", you'll be sad and angry. And I'll be sad that you're sad and angry.

    The core issue that we're aiming to solve is with the power level of tanks' defensive abilities. And I don't mean their gameplay. Their gameplay is great, especially Active Mitigation; that's not changing. I mean their total defensive effectiveness. Health, damage reduction (flat, percentage, random avoidance, etc), passive and active, cooldowns, etc.

    Tanks have gotten a lot of power creep. A tanking specialized character should be better at tanking than a non-tanking specialized character, obviously. But by how much? 3x? 5x? 10x? It's gotten to be more like 50x or even 100x. Fun fact as a point of comparison: Most of the Mythic raid bosses (first raid tier) we've been testing deal tank damage roughly equivalent to what Heroic Lei Shen (second raid tier) did, after accounting for the squish and level difference. Some even more.

    So, what are we doing about it? We're effectively doing a squish to tanks defensive effectiveness, and to dungeon and raid mob damage to tanks. This list is going to sound like a big pile of nerfs, but it's important to understand that it's not. It's happening to *all* tanks, and mob damage is coming down as well, to compensate.

    Additionally, before anyone points it out, yes, some of these changes affect the defensive effectiveness of non-tanks. We didn't forget that; this was done consciously, because we think these changes should be made anyway, or we're considering other changes to compensate them if necessary.

    Here's a summary of the actual changes (please post this around, and discuss this, not the datamining which will paint a very skewed and incomplete picture):

    • Creature damage has been retuned. In particular, the damage of creatures intended to be tanked in dungeons and raids has been drastically reduced to offset the below changes.
    • The amount of Armor on Plate, Mail, Shields has been reduced significantly.
    • Many tank abilities that increase maximum health have been reduced in effectiveness: Guarded by the Light, Stance of the Sturdy Ox, Bear Form, Empowered Bear Form, Blood Presence, Veteran of the Third War, Shadow of Death (Enhanced Death Coil), Ursa Major. In most cases, the magnitudes of these effects have been reduced.
    • Many tank abilities that passively reduce damage taken in some way have been reduced in effectiveness: Unwavering Sentinel, Improved Defensive Stance, Mastery: Critical Block, Defensive Stance, Sanctuary, Guarded by the Light, Stance of the Sturdy Ox, Bear Form, Blood Presence, Primal Fury. In most cases, the magnitudes of these effects have been reduced.
    • Many tank abilities that provide Active Mitigation have been reduced in effectiveness: Shield Block, Shield Barrier, Shield of the Righteous, Mastery: Divine Bulwark, Bastion of Glory, Guard, Stance of the Sturdy Ox, Shuffle, Savage Defense, Pulverize, Frenzied Regeneration, Tooth and Claw, Death Strike, Rune Tap. In most cases, the frequencies or magnitudes of these effects have been reduced.
    • Many tank abilities that provided long-cooldown temporary defensive buffs have been reduced in effectiveness: Shield Wall, Last Stand, Demoralizing Shout, Divine Protection, Guardian of Ancient Kings (Protection), Fortifying Brew, Barkskin, Bristling Fur, Survival Instincts, Might of Ursoc, Bone Shield, Dancing Rune Weapon, Icebound Fortitude, Vampiric Blood. In most cases, the durations of these effects have been reduced.
    • Resolve has been changed to no longer scale with Stamina, only incoming damage over the last 10 sec, and its scaling rate changed.
    • Resolve % = 100 * MAX(0, 8.5 * (1 - e^(-0.045*DamageMod)) - 1)
      DamageMod refers to the % of a basic equal-level creature attacking you that you've had directed at you over the last 10 sec.
    • This Resolve amount is much much larger than previously. To compensate for that, baseline healing and absorption from tanks is being significantly reduced. The net result will be a curve that keeps abilities such as Word of Glory, Frenzied Regeneration, or Shield Barrier scaling roughly in parallel to other %-based abilities such as Shield of the Righteous, Savage Defense, or Shield Block; weak when fighting weak enemies, and strong when fighting strong enemies.

    We understand that these changes will sound scary, but ask that you keep an open mind and try to comprehend the complete picture. Tuning may be pretty rough for a few builds as we iterate on these changes, so please be patient.

    I'll try to answer questions as I have time, but please understand that we're all extremely busy trying to finish and polish things over here, so time is limited.

    Thanks, everyone!
  • Chiunque sia stato difensore in Mists of Pandaria conosce l'importanza che ricopre Vengeance. Spesso alcune classi, come ad esempio il Druido, possono fare danni di altissimo livello con un buon equipaggiamento ed un alto livello di Vengeance.

    Con Warlords Of Draenor probabilmente non sarà più così: i tempi in cui un tank può rivaleggiare con i DPS in quanto a danno fatto pare giungeranno al termine con la nuova espansione e l'implementazione di Resolve. Questa nuova meccanica pare più improntata alla difesa che non all'attacco: un ritorno alle origini che potrà essere gradito a molti, ma che forse farà anche storcere qualche naso.

    Che ne pensate? Siete felici del cambiamento? Il tanking come lo abbiamo conosciuto negli ultimi anni potrebbe essere stravolto.

    Celestalon ha scritto
    One of the new mechanics in Warlords of Draenor for tanks is Resolve. It is similar in design to Vengeance, except without the offensive component. Incoming damage increases the effectiveness of your self-healing, so that things like Shield Block and Shield Barrier stay competitive with each other, both in solo questing, and mythic raiding.

    Resolve: Increases your healing and absorption done to yourself, based on Stamina and damage taken (before avoidance and mitigation) in the last 10 sec.

    Resolve from Stamina
    • You always get a baseline amount of Resolve, based on Stamina
    • This uses the formula: Stamina / (250 * ItemScaling[PlayerLevel])
    • ItemScaling is a table with a value for each player level, that you can find in the DBC files. Ex: ItemScaling[100]=261
    • This updates dynamically with temporary stamina buffs.

    Resolve from Damage Taken
    • You also get some based on damage taken, as a % of Max Health , and decaying over time
    • The server remembers your damage taken events for the last 10 sec.
    • This portion is recalculated every 1.0 seconds and on every damage taken event.
    • Each damaging event grants 0.25 * [ Damage * 2 * ( 10 - ( Now - DamageTimestamp ) ) / 10 ] / MaxHealth
    • This averages to ~Damage/MaxHealth
    • This calculation uses the damage before damage reduction (% damage reduction effects, and armor).
    • Damage that is not mitigated by armor (Spell and Bleed damage) grants 2.5x as much Resolve.
    • Auto-attack damage that is avoided counts as the average amount of damage that that auto-attack would have done.
    • MaxHealth does not include increased max health from temporary multipliers like Last Stand, or Ursa Major.

    Additional Notes:
    • Resolve is multiplicative: A heal of size X becomes size X*(1+Resolve).
    • Resolve does not affect percent-based heals (i.e. "heals you for 20% of your life" would be unaffected.
    • There is no quick-ramp-up mechanism or taunt-transfer mechanism
    • Resolve will persist through shapeshifts.
    • Resolve only affects self-heals and self-absorbs
    • It will still have diminishing returns when attacked by multiple mobs (same formula/logic as Vengeance had)
  • Nonostante il PAX-East 2014 si sia concentrato prevalentemente su Hearthstone e Heroes of the Storm, Warlords of Draenor non è stato certamente dimenticato, e lo dimostra la nuova intervista fatta da ConvertToRaid a Celestalon e Zarhym, decisamente interessante.

    Guarnigioni
    Le Guarnigioni sono state cambiate e sviluppate molto dal Blizzcon 2013, e ci saranno almeno quattro interventi sul blog di World of Warcraft per presentare le novità. Le Guarnigioni, infatti, saranno parte integrante dell'esperienza di levelling, e i Seguaci che ospiteremo interagiranno sia con noi che con gli altri NPC in maniera dinamica.

    Vendetta e Difensori
    La meccanica di Vendetta è stata modificata. Il suo nome ora è Determinazione. Il cambiamento è stato necessario a causa dell'elevato danno che i difensori riuscivano ad infliggere, a volte superiore agli assaltatori, per questo solo la parte difensiva di Vendetta è rimasta, mentre quella offensiva è stata rimossa. I difensori avranno comunque qualche bonus al danno, in base alla loro classe. Inoltre, con Warlords of Draenor i difensori dovranno essere molto più attivi nel loro ruolo, usando al meglio le loro abilità.

    Guaritori e la rigenerazione del mana
    La rimozione delle abilità di rigenerazione di mana è stata necessaria per riportare il guaritore ad una attenta e capace gestione delle proprie risorse, ovviamente affiancando un bilanciamento dei costi in mana. Anche la rigenerazione del mana è stata sistemata di conseguenza ed in base anche ad altri cambiamenti. Alcune forme attive di rigenerazione del mana potrebbero rimanere, ma è tutto in discussione.

    Il ruolo dei guaritori deve tornare preminente ed esclusivo. Altre classi e specializzazioni potrebbero aiutare in momenti di bisogno, ma gran parte delle sfide di cura in Mists of Pandaria era affrontata usando tutti i CD difensivi degli assaltatori, eliminando in pratica la sfida per i guaritori. Questo in WoD cambierà, in parte con l'eliminazione di certi CD e in parte evitando che i loro effetti siano cumulativi.

    Cambiamenti alle classi e considerazioni
    Le classi subiranno numerosi cambiamenti, e quelli rivelati le scorse settimane non sono certo definitivi. Gli obiettivi principali in questo momento sono differenziare e bilanciare le specializzazioni, in particolare per Cacciatori, Ladri e in parte Guerrieri. I perk, ovvero potenziamenti che verranno distribuiti durante il livellamento, rendono l'esperienza nel salire di livello nuovamente appagante ed aggiungono la sensazione di essere diventati effettivamente più forti.
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M: Devastamondi Garothi
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M: Alto Comando degli Antoran
M: Guardiana dei Portali Hasabel
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M: Imonar, il Cacciatore di Anime
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H: Varimathras
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2 Below Average
6/11 (M)
Antorus, the Burning Throne
M: Devastamondi Garothi
M: Vilsegugi di Sargeras
M: Alto Comando degli Antoran
M: Guardiana dei Portali Hasabel
M: Eonar, la Protettrice della Vita
M: Imonar, il Cacciatore di Anime
H: Kin'garoth
H: Varimathras
H: Congrega delle Shivarra
H: Aggramar
H: Argus il Distruttore
3 IgnorHunters
5/11 (M)
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M: Devastamondi Garothi
M: Vilsegugi di Sargeras
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M: Guardiana dei Portali Hasabel
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H: Imonar, il Cacciatore di Anime
H: Kin'garoth
H: Varimathras
H: Congrega delle Shivarra
H: Aggramar
H: Argus il Distruttore
4 Hated
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M: Eonar, la Protettrice della Vita
H: Imonar, il Cacciatore di Anime
H: Kin'garoth
H: Varimathras
H: Congrega delle Shivarra
H: Aggramar
H: Argus il Distruttore
5 Lesih Per Casoh
3/11 (M)
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M: Vilsegugi di Sargeras
M: Alto Comando degli Antoran
H: Guardiana dei Portali Hasabel
H: Eonar, la Protettrice della Vita
H: Imonar, il Cacciatore di Anime
H: Kin'garoth
H: Varimathras
H: Congrega delle Shivarra
H: Aggramar
H: Argus il Distruttore
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