Blainie

Blue Posts: PvP and Class Information

Sign in to follow this  

1 post in this topic

19995-blue-posts-pvp-and-class-informati

Make sure you're up-to-date with the latest information coming from the blues on the forums! Today's post covers tuning in PvP, Monks, Priests and Rogues.


Our first post of the day is a large one covering the various aspects of PvP tuning on the Alpha. Blizzard have finally decided to start balancing numbers, which means feedback now is even more important if Legion is to succeed. The team at Blizzard seems to be fairly positive that tuning is going to be a lot better this time round, since they can specifically tune classes based on their PvE or PvP performance, without affected the other. 

Blizzard Icon PvP on the Alpha

+ Show

Hey everyone,

Once again, we want to start off by thanking you all for participating in the Alpha and posting here in the forums. It's extremely valuable to us to be able to play with you all online. We're constantly reading these forums and discussing your feedback within the team. It's been a great help!

At this stage of development, the class and PvP teams are spending more time on class tuning and balance. We've read everything you posted so far and look forward to hearing even more of your thoughts going forward.

Honor Level 50 Templates Incoming
We've gotten some great feedback on the new Honor system and we've made some adjustments to its pacing. Now, we think the time has come to focus on getting as much feedback as possible on the Honor talents themselves. In an upcoming build (sorry no specific ETA), we've set the Honor level to 50 on the templates used to create new characters. If you'd like to instead continue to test the Honor progression, you are more than welcome to Prestige. We'd love the feedback!

Class Tuning
Damage and healing tuning has begun for classes and as such we'll be monitoring its effects on PvP. One of the big additions to PvP in Legion is our ability to adjust character stats on a per spec basis to tune things like damage, healing and health pools for PvP. So if we feel like a class is doing too much damage, we'll decrease their Strength, Agility, or Intellect. We commonly run into the problem that for any number of reasons, a class could be doing a lot of damage in PvP but not enough in PvE. For example, we recently reduced the PvP Agility on Havoc Demon Hunters to counteract a buff they received to their spells for PvE. Another example is the increase of Stamina for all Warlock specs since they did not feel tanky enough.

PvP Spell Multipliers
We also have the ability to easily apply PvP multipliers to specific spells when needed. These PvP multipliers only adjust the spell when used on another player or, in the case of healing spells, when engaged in PvP combat. We'd prefer to limit the number of spells we adjust in this way as it can be difficult for players to keep track of which spells have been adjusted. But, we'd like to illustrate some examples of how we've used this capability so far in the Alpha.

Self-Healing
Self-healing is valuable for giving players some degree of personal sustainability, but it can be problematic for the pace of gameplay in PvP if it is too strong. On the Alpha, we've recently used PvP multipliers to reign in the strength of Fury Warrior healing through Bloodthirst and Demon Hunter leech in Metamorphosis for just this reason.

Burst Damage
Many of our classes have instant cast spells that deal a lot of damage to create exciting inflection points in their rotation. But for PvP, where burst damage in kill windows matter so much, it can be problematic when one spell does too much damage. For this reason, we applied PvP multipliers to reduce the damage of Marksmanship Hunter's Aimed Shot and Marked Shot on Alpha. Of course, if the Class Design team adjusts the damage of either of these spells, we would adjust the PvP multipliers if we felt its necessary.

Thank you again, for all of your participation within the game and here on the forums. We couldn't do this without your help and we really do appreciate your support.

(source)

One of the plagues of expansions past was the large amount of cheating that occurred during seasons of PvP. It's no surprise that it has popped up on the Alpha forums, since it can be an extremely frustrating problem to deal with. It looks like Blizzard are hoping to adapt their systems moving forward to try and stay on top of the problems. Given that the Honor system will most likely bring back many botters, Blizzard will have their work cut out for them in Legion.

Blizzard Icon Dealing with Cheaters in PvP

+ Show

We take the integrity of the game very seriously. We have departments and technology dedicated to detecting cheats and punishing people that use them. We are constantly working to fix the problem but we don't discuss our plans or actions openly. Rest assured, it is as important to us as it is to you.

(source)

Over on the monk forums, Celestalon posted an update on the changes that are happening for Storm, Earth and Fire's AI. Previously, it was rather frustrating using the spell since it was no longer in your control. The spirits would pull mobs that weren't even in combat with you by just going and meleeing them. Thankfully, it looks like this is being fixed!

Blizzard Icon Windwalker Updates

+ Show

An update on this: We've significantly improved SEF's AI, and tailored it for its new purpose.

SEF clones will count toward SCK, and they will actively seek to maximize its effect. Every time they TP or BoK or RSK, they'll switch to a new target. Their target selection logic will try to hit targets that haven't been hit yet, and beyond that will prefer ones that were hit longest ago. They'll also ignore targets that have >90% DR or are not in combat with you. And since they Flying Serpent Kick to each target, they lose nearly no time in travel time even if the targets are spread apart.

Basically, SEF should help you maximize SCK in just a couple GCDs, while they're out.

(source)

For a while now, Holy Priests have had a bug with the class where Prayer of Mending hasn't been working as intended. It has since been hotfixed and the feedback is overwhelmingly positive. Rather than having to spam Renew, Holy Priests can now fully utilise the spells given to them.

Blizzard Icon Prayer of Mending Hotfix

+ Show


Prayer of Mending splitting each jump is being hotfixed to alpha.

(source)

It looks like a fix will be coming to Rogues as well, however this is planned for a future build. Currently, an issue is occurring with the Phantom Assassin ability and Symbols of Death, where more energy is spent than intended.

Blizzard Icon Phantom Assassin Bug

+ Show


Agreed. Not intended for Symbols of Death to cost Energy when applied through Phantom Assassin. Fixed in an upcoming build.

(source)

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Starym
      Well, that didn't take long! It seems you can't keep the WoW secret finders in the dark for too long, as they've already broken through and managed to obtain the mount! Warcraft Secrets and the secrets discord were hard at work the past few days and today finally bore fruit as they pushed through all the colored crystal monocles and found their way to the Court of Stars.

      From there it's a whole lot of petting kittens and purring, followed by phase-shifting platforms to navigate, and then the goal itself:

      While the very end of the guide hasn't been updated yet, it will be very soon so head on over to Warcraft Secrets and check out the full guide, and you might be riding this crazy thing soon as well.
      And, of course, congratulations to everyone that helped out in the endeavor, it was an amazing performance by all involved!
    • By Starym
      New hotfixes and this time around there's a whooole lot of dungeon changes to non-boss enemies as well as a tragic modification to Fetid Devourer's classic walk. M+ affixes were also tuned, with a Grievous nerf and a Bursting buff. The Elixir of Tongues has also made an appearance, allowing you to understand the opposing faction, and you can buy it from Lizzi Liverzapper. There's also Island Expedition fixes and a few PvP changes as well.
      December 14 (source)
      Classes
      Hunter Marksmanship Double Tap will no longer be immediately consumed for no benefit if it is activated while channeling Rapid Fire . Dungeons and Raids
      Grievous should no longer stack to 2 on the first periodic. Increasing damage of Bursting to 7% per tick (was 5%). Atal’Dazar Removed Infested from several stationary enemies in the instance. Kings’ Rest Adjusted spawns of Teeming in the instance immediately before and after the Golden Serpent. Animated Guardian’s Released Inhibitors only increases Melee haste. Lowered duration of King A’akul’s Hidden Blade to 4 seconds (was 8 seconds. Lowered Embalming Fluid DoT duration to 6 seconds (was 10 seconds). Lowered Golden Serpent’s Animated Gold health by 75%. Lowered Guard Captain Atu’s Axe Barrage to 6 seconds (was 10 seconds). Queen Patlaa’s Dark Shot changed. It now takes 1.5 seconds to land. Reduced Spectral Berserker Severing Blade damage by 25%. Seneschal M’bara is now level 120 and is susceptible to crowd control. Spectral Berserker is now level 120 and is susceptible to crowd control. Motherlode Adjusted spawns of Teeming in the instance. Reduced Venture Co. Mastermind Leech Globule healing by 50% Increased Feckless Assistant Transfiguration Serum recast to 20 seconds (was 10 seconds). Reduced Weapon Testers Echo Blade damage by 50%. Reduced damage of Venture Co. Earthshaper’s Rock Lance by 25%. Reduced Recast of Earthshaper’s Earth Shield to 20 seconds (was 10 seconds). Wanton Sapper casts Final Blast at 10% health (was at 20%). Sethrallis Increased recast of Healing Wave cast by Charged Dust Devil to 16 seconds (was 10 seconds). Reduced duration of Sandswept Marksman Neurotoxin to 4 seconds (was 8 seconds). Faithless Tender’s Greater Heal is now single target. Reduced melee damage of Faithless Conscript by 70%. Increased respawn of Faithless Conscripts to 50 seconds (was 60 seconds). Shrine of the Storm Lowered damage of Temple Attendant’s Wash Away by 25%. Wash Away no longer hits pets and guardians. Runecarver Sorn’s Carve Flesh initial damage reduced by 75%, but is now increased by 70% per tick. Increased recast on Drowned Depthbringer’s Rip Mind to 16 seconds (was 8 seconds). Removed Infested from the Living Current before Aqu’sirr. Siege of Boralus Reduced damage of Blacktar Bomber’s Burning Tar initial damage by 50% and Fire Bomb by 25%. Adjusted spawns of Teeming and Infested in the instance. Increased cast time of Ashvane Commander’s Bolstering Shout to 5 seconds (was 3 seconds). Reduced Hadal Darkfathom’s Break Water unavoidable damage by 25%. Reduced range on Bilge Rat Demolisher Terrifying Roar to 10 yards (was 30 yards), and added a precast visual. Tol Dagor The Sand Queen’s Buzzing Drone no longer melees, but casts Itchy Bite much more frequently. Ashvane Marine’s Suppression Fire initial damage removed, but periodic damage immediately deals damage. Overseer Korgus Incendariy Rounds no longer stacks. Heavy Cannon’s Cannon Blast damage should now scale with the Keystone Level of the dungeon. The Underrot Increased recast on Devout Blood Priest abilities. Reduced Fanatical Headhunter Barbed Spear duration to 4 seconds (was 8 seconds). Reduced duration of Warcry to 8 seconds (was 30 seconds). Elder Leaxa will now only spawn one Blood Mirror clone. Waycrest Manor Deathtouched Slaver is now susceptible to Stun. Maddened Survivalist Freezing Trap is now Magic. Uldir Fixed a bug with the way Fetid Devourer uses his walk. No time to talk. Island Expeditions
      Resolved an issue in Jorundall that could cause the Southsea Pirate invasion to spawn a pirate ship in Fatigue waters. Items
      Players are now able to purchase Elixir of Tongues from Lizzi Liverzapper. Using and applying the potion will allow players to be able to understand the opposite faction. Captain's Signet of Command is now item level 395 (was 380) to match its Horde counterpart. Scouting Maps should again show up on the Honorbound and 7th Legion vendors and display the Pathfinder requirement to buy it if you do not have that achievement yet. Fixed an issue where Cloak of the Restless Tribes was not scaling properly after exiting a Timewalking dungeon. Player versus Player
      Monk Wind Waker will put a spell visual on the Monk when an ally triggers it. Paladin Ultimate Retribution will now cancel when Divine Shield or Blessing of Protection is applied. World Quests
      It is now raining additional mana for the Nazmir Assault World Quests "It's Raining Mana " and "Untapped Potential ". Previous hotfixes.
    • By Starym
      The folks over at Warcraft Secrets are hard at work, with The Hivemind mount still eluding them. But that may not be the case for long, as some secrets have already been revealed and a whole lot of clues found. As a reminder, the mount is presumed to be multi-person, and each person on it speeds it up by 10%, so it's one of the most unique mounts to come to WoW in a long time. In any case, there's colored crystal monocles and a lot of puzzle games involved, as well as everyone's favorite shopkeeper Griftah, who starts the whole thing off with the Talisman of True Treasure Tracking which then leads you to Vashj'ir, Skyreach and the Halls of Origination to start with.
      This one's definitely going to be a tricky hunt and you can check out the full guide for all the parts discovered so far and even help out with the search over at Warcraft-secrets.com.

      And, of course, as always, you can also join the Secret Finding Discord to share your findings and get really into the secrets and mysteries of WoW.
    • By Stan
      Game Director Ion Hazzikostas recently answered some Battle for Azeroth questions submitted by the Greek WoW community before the expansion came out and here's a summary of the Q&A. We learn more about the removal of Master Loot, Warforging/Titanforging and the stat squish system.
      Q&A Highlights
      The team is excited about Mythic+, but at the same time they realize the incentive to run Mythic+ content with a lower barrier of entry has somewhat affected raiding in general and they're going to continue adding new benefits that are distinctly compelling to make sure raiding is still popular. They wanted to disable gear swapping in Mythic dungeons sooner but felt like doing it in the middle of an expansion in Legion would be bad. An entire Mythic+ dungeon is viewed in a lot of ways just like a single boss encounter, meaning no gear/talent swapping even when you drop out of combat over the course of the run. They're always looking for each spec to have a unique combination of strengths and weaknesses in PvP and that's hard in a game with 36 specializations. If you're Class is highly mobile, it's going to have less survivability. On the opposite side of the spectrum, you can expect to be tankier if you have less mobility. The team mainly focuses on increasing strengths as opposed to mitigating weaknesses. The alternative of always trying to bolster weaknesses leads to a state where everyone's kind of average at everything and that's a less interesting game to play in their opinion. With work done to the stat squish system in Battle for Azeroth, future stat squishes should be fairly easy to execute. They've overhauled every single spell and creature from 2004 through 2018 to complement the new system. No stat squish is needed for at least one expansion. Stat squishes are there to prevent numbers from spiraling out of control when there's no gameplay value out of it. Paladins and Druids in the Legion environment already bring plenty of utility, so they decided not to bring back Blessing of Kings and Mark of the Wild in the end. They're going to add more abilities to Classes whenever there's a need for differentiation. Years ago, loot was much harder to come by. Over the years, the game moved away from a space where you just kill a boss or run some content week after week and never see the item you want. Drop rates are now higher across the board, so you're effectively spending less time getting the item you want. Warforging and Titanforging keep some level of interest and potential growth in those repeated clears and create the opportunity for everything to happen, giving you more incentive to continue raiding the same tier. Sco got a Warforged socketed Polearm halfway through progress that was a giant upgrade for him on his tank that made an immediate difference. In a world where loot is more common, the rare opportunities to have these amazing items retains some moments of excitement. You're much better off doing a high Mythic+ rather than clearing old content for a small chance to get an upgrade. This was a problem especially in Legion, where players went back to clear Emerald Nightmare for a chance to get Legendaries or Titanforged versions of Class sets. That wasn't healthy for the game and they decided to move away from that. The benefits of removing Master Loot have outweighed the downsides so far and there are three things: On the lower end of the organization spectrum, there are guilds that go through trials and historically in the Master Loot world, guilds had very strict control of loot and trials were not allowed to get any loot. For the time and effort spent, the trial would get literally nothing out of it if the guild decided to not make the player a part of the roster. On the high end of the spectrum, we've seen top guilds run the same raid over and over to funnel gear to specific mains. Split raiding made it difficult to balance encounters and provide a challenge for Method and other guilds while still being a fun and satisfying progression experience for the majority of Mythic guilds in weeks to follow. Method's item level during the first week of Mythic would be higher than what typical guilds would have to work with a month later. It worked well in Uldir. Bosses like Mythrax, G'huun and even Vectis were challenges for top guilds without needing massive nerfs. Finally, it lets the team itemize in a somewhat different way. When Master Loot was an option, they had to design loot tables around the possibility of Master Loot, so very niche items (useful only to a handful of people) would drop even though there would be nobody in the raid to wear them. They think the raid composition in place since Warlords (LFR/Normal/Heroic/Mythic) is the right for World of Warcraft. LFR/Normal are serving totally different audiences. LFR is not a social or progress experience. Normal difficulty is for friends and family groups. In Mists, Normal difficulty was similar to Heroic today, groups found LFR unsatisfying and Normal as it was then to be too difficult, that's why Normal exists today in its current form.
    • By Starym
      We have some incoming class tuning next week, with some flat % buffs for Feral Druids and Frost Mages, applied to both PvE and PvP.
      Class Tuning for December 18 (source)
      With scheduled maintenance next week, starting on December 18 in American realms, we’re focusing on shoring up a couple of specs that fell a little behind with Tides of Vengeance:
      Druid
      Feral Damage of all abilities increased by 7%. Mage
      Frost Damage of all spells increased by 3%. Both of these adjustments will apply to PvP activities as well.