Archive for July, 2009

Blizzard to focus on battlegrounds more

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Ghostcrawler has posted a little paragraph on the forums, reaffirming something we’ve already heard from Blizzard: that in the past, they’ve spent more time on Arenas to the detriment of battlegrounds, and that battlegrounds are going to be gaining a little more focus in the future. They’ve already started, actually, with the Isle of Conquest in 3.2, but GC says there’s even more on the table, and that future plans will be revealed at BlizzCon.

He also brings up another good point, however: in terms of class balance, Arenas are a much more striking example of imbalances than battlegrounds are. Battlegrounds have all sorts of things going on, and so you don’t get as good a picture of just how the different classes work with and against each other as you do in Arenas. And so, if you’re a dev trying to figure out class balances, of course you’ll spend more time looking at the Arena gameplay than the BGs. GC also says that the majority of issues in BGs tend to be map-based rather than class imbalances, which is really a whole other science. Not that BGs aren’t relevant to how the classes work, just that there are many more variables in there than the relative vacuum chamber of Arenas.

All good points. I’m a fan of battlegrounds much more than Arenas, but I don’t particularly feel that Blizzard has ignored them necessarily. The real problem, to my mind, with BGs is simply how faction imbalanced they are: it seems like on every realm in every given BG, one side always seems to have the upper hand, for whatever reason. Sometimes it’s a population problem, sometimes it’s a map issue. But GC is right: those problems are more pressing than class balance in the BGs.

Phat Loot Phriday: Petrified Ivy Sprig

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Let’s do a wand! A really, really hot wand, too — best in slot for most casters in the game right now.

Name: Petrified Ivy Sprig (Wowhead, Thottbot, WoWDB)
Type: Epic Wand
Damage/Speed: 414-719 Nature / 1.80 (328.6 DPS)
Attributes:

  • +19 Intellect, +22 Spirit, +26 Stamina. Which is actually less than that other big endgame wand, but wait, there’s more:

Gallery: Phat Loot Phriday

Petrified Ivy SprigLast LaughConstellusThe Boreal GuardTouch of MadnessSilent Fang

  • Improves hit rating by 29 and spell power by 45
  • And there’s a yellow socket, which is the real reason why this wand is best-in-slot. With the socket, you can boost whatever stats you like, and if you go yellow, you can get a socket bonus of +4 Spirit, too. Very nice.
  • It’s kind of a woodsy feel, too. Not sure I like it as much as the granite feel of a lot of Ulduar weapons, but it has a nice glowy charm.

How to Get It: It likely won’t be easy — of course you’ve got to go into Ulduar, and you’ve got to down Freya, and yes, a stick like this will require you to down her hard mode. That means you leave the Elders up, and oh yeah, while they’re still standing, not only will they buff her damage output, but they’ll give her some extra abilities to rock your world with as well. It won’t be an easy fight at all. But bring her and her Elders down, and when this comes up, you can fight all of the other casters for it. Win that roll (good luck on that) or spend your DKP (more likely), and the sprig is yours.

Do I need to explain what a “sprig” is? It’s an old Middle English word that talks about a shoot off of a tree. Or, actually, it also can be used for a “representation of a sprig,” which is more likely what this is, given how it’s sculpted together.

Getting Rid of It: Sells back to vendors for 16g 50s 60c, or disenchants into an Abyss Crystal. But hang on to this one — it’ll last you most of the way through the Argent Coliseum, I’d bet.

Gearing up for PvP: Gaming surfaces and keyboards

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My wife recently won a Facebook contest run by those Razer guys to win a Sphex “gaming grade desktop skin”, which is actually just a fancy name for a mousepad. That was great timing, too, because she’d been confined to using a ratty Manila envelope as her mouse surface for the past couple of months. She’d been able to raid just fine (apparently Manila paper works better than some conventional mousepads), although a new mousepad might help.

Once you’ve gotten your mouse, you’ll want to pair it off with a proper gaming surface. My wife, who doesn’t PvP, uses a generic two button optical mouse which she bought simply “because it’s pink”. She did drool at SteelSeries’ Iron Lady gear (also colored pink), but all the fancy tech and extra dollars would be lost on her. On the other hand, if you’ve splurged on a mouse for your PvP, make sure to get a mousepad that at least takes care of your mouse. At its most basic, a mousepad is easier to clean and keep clean than, say, your desk.

Some gaming surfaces cater to specific types of play styles, such as rougher surfaces for more control or smoother surfaces for speed. Some are bigger for low sensitivity gamers who make long, sweeping motions, while others are smaller for portability and a gracious footprint. Find something that suits your play style. It’s not something you have to invest in – heck, use Manila paper if you want – but the key is that it should complement the way you play. A good surface will also extend your mouse’s lifespan.

You can invest in something that plain just looks good, such as Steelseries’ World of Warcraft-themed mousepads or something simpler. As long as your cursor isn’t jumping around, you should be good. Mousepads cost anywhere from free to wallet-burning (that 5C mousepad pictured above will crit you for $39.99). Also important, consider a wrist rest that will help prevent you from acquiring Repetitive Strain Injury. Low-sensitivity gamers who use sweeping motions won’t make much use of a wrist rest, but it helps during idle time. Most any cushioned object will work.


Keyboards
Laptop users can make do with their machines’ built-in keyboards while desktop users have an excuse to spend even more money. Serious gamers can be very exacting with their keyboards, as this is what will wear out rather quickly with intensive gameplay. Needless to say, as with all your gaming peripherals, choose something that feels good to your touch. Some players actually prefer the feel of laptop keys, as they’re flatter and feel more responsive, with lower actual physical actuation time, and there are keyboards that replicate this or feel close to it.

Some keyboards offer a high level of customizability, such as the $199.99 Logitech G19 gaming keyboard, which has twelve keys that can be programmed with up to three macros. It can also take up to five keys pressed at the same time for incredibly complex macros or instructions. The $99 Razer Tarantula has ten programmable hotkeys and can take up to ten simultaneous keystrokes. Conventional keyboards choke, or ghost, at four or more keys. The $49.99 Steelseries ZBoard is a modular keyboard frame that can adapt to various games, including the World of Warcraft. Popping a $14.99 World of Warcraft keyset (currently available in the Wrath flavor, shown above, it was also available in vanilla and Burning Crusade editions) grants dedicated keys for frequently used commands such as roll, duel, or invite. There are dedicated keys for PvE and, important to this series of posts, PvP.

Here’s one important thing to remember before splurging on a specialized gaming keyboard: just as with mice, World of Warcraft isn’t incredibly demanding on keyboards, either. The game is robust enough to register a wide array of commands and macros using a conventional keyboard. This means that any ordinary keyboard can be tailored for complex gameplay using either the built-in Key Bindings and Macros feature or with the help of AddOns like Bartender.

Does this mean specialized keyboards are a waste of money? Not necessarily. Keyboards from reputable manufacturers should be more durable and designed to take a pounding. While most PvP gameplay has limited actions owing to the GCD, what’s important is the register of a command when a button is pressed. For exacting gamers, those response times are critical. Assuming you have equal latency (another factor in PvP), whichever player gets his command register faster gets the upper hand. In fact, some keyboards boast a 1ms response time. It’s minute, and over the Internet it probably wouldn’t even matter, but if it gives you a psychological edge, why not?

In the final tally, gaming keyboards are a luxury, more so than a mouse despite the fact that most commands are executed through keystrokes. The Global Cooldown ensures that a player who times his keystrokes well – perhaps with the help of Quartz latency AddOn – will probably do even better than another who just mashes keys. As long as your keyboard registers commands properly, you’re good.

A note on gaming pads
Some gamers prefer to use gaming pads, allowing for minimal hand movement and easy accessibility of important gaming commands. Many specialized gaming pads are suitable for MMORPG play – even retired blogger Phaelia is a fan of the Belkin N52te – and if you’re a keyboard turner (which isn’t ideal but perfectly alright, especially if you don’t PvP), this will prevent wear on the keys of your regular keyboard.

As with Phaelia, I use the Nostromo because it helps preserve my laptop’s keyboard from excessive wear. Such dedicated gaming pads usually allow customizable macros, multiple user profiles, different key states (thereby allowing more keys than what’s physically available, usually ten to fifteen). It’s a luxury and an idiosyncrasy – not necessary but allows me to be more comfortable with my gameplay. It offers many of the same features as other specialized gaming keyboards but greatly protects your wrist as it will remain almost always in a “rest state”. Tomorrow, in the conclusion of this series, we’ll have a look at your options for sound systems.

Previously on gearing up for PvP:

Mining the armory for Hunter pet statistics

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With Hunter pet information recently added to the armory, Data Miner Zardoz has wasted no time getting his hands on the raw Hunter pet data and breaking it down. The data is only for level 80 Hunters, and only 10,000 of those at that, but it still gives a very interesting snapshot of what’s going with the Hunter’s best friends.

It might not be too big a surprise that Cats are far and away the most popular pet at a count of around 9500, nearly doubling again the amount of Wolves, who come in just under 5000, which are in turn used in numbers over twice as much as the next popular choice, Gorillas, who are just above 2800 in number. Now mind you, this information does take into account pets that are in the stables as well, and there’s certainly the possibility that a lot of them have just stayed in the stables for a long time.

Still, it’s sort of crazy to see a handful of pets blow away all comers. If Cats and Wolves seem to insurmountably blow them all away, is it is a sign of overpoweredness, or just a sign that no matter what new skins and pet families you implement, people will always return to their old favorites? Or does it just mean that a bunch of old Hunters used Cats and Wolves back when they were one of a handful of pets available and just stuck them in a stable for old times sake rather than abandon them? One also wonders how Scorpids and Ravagers got so unpopular so fast. They used to dominate in Burning Crusade. Are we so fickle as Hunters that we just wanted to abandon their ugly faces as soon as we didn’t need them?

Then there’s the other question: Do the poor pet types at the bottom of the barrel deserve buffs, or are they a lost cause? Does Blizzard even care much about pet “skin” balancing, or do they just assume that no-one loves those ugly Sporebats? We do know they care about pet appearance to some degree, though, thanks to the Worgen debacle and the older slime debacle and the even older Ghost Wolf debacle.

Speaking of Slimes (and Hydras), Zardoz’s data on the percentage of pets also includes a listing of what specific pet mobs are the most tamed for each family. For Crocolisks, it looks like far and away it’s the now hot fixed to be untameable Hydra and Slime from the quest A Cleansing Song. Again, a lot of these “Crocolisks” are probably hidden away in stables now, but it at least suggests that people like awesome pet looks. You can see this in action with Boars as well, with the Rotting Ama’gar holding a commanding lead over all other comers, and even with the very popular wolves, where the demonic-looking Vargul Blighthound leads the pack.

Of course, other pet types, such as Hyenas and Cats, you’ll actually find that the most popular pet mobs are the most high leveled ones. You’d think this would be less of a problem in the modern WoW game, since your pets automatically level to within 5 levels of you anyway when you first tame them, but it seems like people still like to take every slight advantage they can get.

One more interesting thing Zardoz points out is that just under half the pets in his sample have no spent talent points. Now, again, it could be these are just old pets in the stable that haven’t been pulled out and talented ever, but there’s also that whole weird thing where pets seem to lose their talents when their Hunter switches specs and all that gets a bit annoying. Maybe this kind of statistic will convince Blizzard they need to check into hammering out that pet spec switching stuff, though.

It’s probably not completely safe to say too much about this data. It’s pretty raw, and doesn’t cover frequency of use or style of play for each pet, so we don’t want to jump to conclusions too quickly, but at the least it should be fun to check it out and see how popular (or unique) your favorite pet really is.

Class Q&A: Druid

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Blizzard’s class Q&A is back again, this time with a class that’s near to my heart: Druid. I play my Druid more than my Priest these days (who says there’s a healer shortage?), and I’ve grown pretty enamored with the class. But you didn’t come hear to hear me talk about me. What did Ghostcrawler have to say on behalf of the dev team?

Every class Q&A so far has started with a section on the class’s past and present.

  • In original WoW, end-game Druids were basically healing-only.
  • BC: Bears were pretty good; cats and (b)oomkin were probably still underpowered. This was the era of the hybrid tax.
  • Wrath: all four specs are viable.

Of course, PvP is a bit different, with Resto’s dominance in the BC era.

After the break we’ll take a look a closer look at a few areas, and present to you the complete Q&A.

The predictable follow-up question, “what makes druids special,” receives a predictable answer: forms. Shapeshift forms are possibly even too dominant – druids don’t usually use forms that aren’t “their” form (for their spec). Druids also have four roles (the only class to do so), and have some unique utility spells and travel abilities.

Next up, Eclipse. This is a cornerstone talent for 3.0 Balance, but it has its problems. In 3.2 they’re fixing it so that one half of it isn’t too much stronger than the other half. The base problem, though, is that Wrath and Starfire are too similar to each other. In the long term they have to address the root problem by adding a third spell, making the two spells more different, or adding more dynamism to another spell.

The question of Balance in PvP gets the stock answer that they’re more concerned about making all classes PvP-viable than making all specs PvP-viable. Even as someone who hates PvP, this seems a bit lame to me; they’ve managed to make all specs PvE viable, and I don’t see why PvP shouldn’t receive the same treatment.

The talk now shifts to Feral. There’s an interesting hint that they’d like to get rid of shapeshifting costs altogether, long-term. There is a complaint about the complexity of feral DPS rotations, to which GC (to his credit) replies that if you want top DPS, you have to master a difficult rotation.

On the topic of my personal spec of choice, Bear, there’s not much good news, I’m afraid. Bears have felt inferior for a long time because they were designed to be, but as of 3.1 and 3.2, this is (allegedly) no longer the case, at all. GC claims that “it’s possible their survivability is too high in 3.2;” all I can say is “we’ll see.” There are no plans to change Savage Defense, though personally I don’t think it needs change.

On to Resto, and the answer that GC wants us to read if we only read one answer in this Q&A: “what are the intended identity and versatilities of Tree of Life druids.” Resto Druids’ niche is HoTs, though they also have Nourish for single-target heals and Wild Growth for groups. They are wondering whether druids sacrifice too much (i.e. by taking Tree of Life form) to be competent healers.

They are also considering whether they still want druids to “lock” themselves into one form so much – you hardly ever see “caster” form anymore. They’re pondering, in the long term, making shifting more frequent and cheaper – maybe you’d only shift for certain spells, for instance. He also takes a shot at Holy Priests here, saying “you are unlikely to see any kind of ‘Holy Form’ ever,” because “Giving up healing to do damage works okay. Giving up everything to heal is lame” (I disagree).

Tranquility and Healing Touch are judged to be fine, although they plan to “rejuggle” the tree in the long-term (as I imagine they will for all 30 talent trees).

Itemization! Crit is planned to be increased in usefulness for Resto. As for bear druids, unlike for every other role and class in the game, they have no problem with tanking jewelry and cloaks being more useful to the other three tank classes than to bears, because parry (and shield stats) is meaningless to us. (Bitter? Me?)

An interesting proposal is advanced to make leather have DPS and tanking stats, and let the caster druids use cloth, but this is quickly shot down, mostly because they like the look of the armor. Whatever.

As for relics, GC says that they view vendors as “an absolute last resort” for itemization. This Q&A is making me angrier and angrier as I go through it, so I will just report that according to GC, the “best solution” is where a boss has a 10% (“or whatever”) chance to drop a relic in addition to his normal loot table. Urge to kill rising.

He’s asked a question about 310% speed flight form; we now know that players with a 310% speed mount will have their Swift Flight Form fly at that speed as well. Innervate will not be castable in forms, although Warstomp might. Travel Form and Aquatic form are slated for visual revamps in the future (which I read as “patch 5.1″).

That’s all for Druids, which is probably good, because I think my head might have exploded if it went much farther.

The complete Druid Q&A is as follows:

Today we continue our class Q&A series with Greg “Ghostcrawler” Street and the development team, in which we’re taking a look at each class and answering some of the top questions brought forward by their communities. Next up, we take a look at the most asked questions from the druid class and find out more about the design philosophy and expectations for the class, as well as what may lie in store for it in the future.

Druid Q&A with the Voice of the Class Design Team, Ghostcrawler

Community Team: We’d like to start things off by asking a question that players often ask in regard to the very purpose of each class. In this case, we’re looking specifically at the druid, which has one of the widest ranges of play styles in World of Warcraft because of the variety offered from the different talent trees.

Q: Where do druids fit into the larger scope of things currently and where do you see them going from this point forward?

Ghostcrawler: Much like the paladin and shaman, the original World of Warcraft druid was intended to be a healer for end-game content. Bears could tank Upper Blackrock okay. But honestly, nobody took cats, bears or moonkin very seriously at level 60. In Burning Crusade, this changed a little. Bears could tank a lot more content, and might have even been overpowered in the endgame if it weren’t for Sunwell Radiance. Cats were probably underpowered. You still saw them, but they were there mostly for buffs or because they could slip easily from tanking to dps in a world before dual-spec. They were great for Zul’Aman for example. There were some great Balance druids, but still a lot of Oomkin. Our philosophy at this point in the game was that hybrid classes needed to give up a lot of their power, especially on the dps-side of things, in order to justify their versatility and massive buffs. In Lich King, we set out to change this and make sure all four types of druid had a PvE role in heroic dungeons and raiding. And yes, this meant four roles, because if we were going to let cats do credible dps or bears be able to tank anything in the game then we wanted players to have to commit to one extreme or the other. You can remain a half-bear, half-cat if you want to as well, but you won’t be as good at either extreme and my experience is players rarely choose that route.

In PvP the story is quite different of course. Once Resto druids got enough tools in Burning Crusade, they were very difficult to counter in Arena matches. Cyclone, Feral Charge and running and hotting made druids frustratingly slippery. We wanted to chill this out a little in Lich King, largely by pushing Feral Charge farther away and making Tree of Life a real option in PvP. Unfortunately, high tree armor and dispel-at-your peril hots have still kept druids difficult to counter in PvP. Feral druids have always had a place in PvP, but were never as dominant as the Resto druids. There is a little bit of a chicken and egg problem here because while some druids only want to PvP as Feral, others were happy to respec to Resto for PvP. Balance druids seemed even less viable than Feral, which is not ideal and something we want to improve. We tend to take a longer view on some of these things than do the players. We’ve had other balance issues that we’ve wanted to address in PvP first, and getting every spec of every class viable has had to take a back seat on occasion.

Q: What is it that makes them unique compared to all other classes?

Ghostcrawler: Forms is the big answer. The druid versions are more meaningful than other class equivalents in the game, such as Stances or Presences. One could argue they are too meaningful, because players sometimes don’t want to use any other form but “theirs.”; Perhaps the most unusual facet of the druid forms is that they use three different resource systems depending on the form, and these are not reset when they shift. A leveling druid can shift out of cat form to heal themselves, then shift into bear form while their mana regenerates.

Druids also have a couple of other interesting qualities. They actually fit four distinct roles into the class, even though two of the roles share a talent tree. They have some unusual utility spells, including Revive and Innervate. While druids no longer bring many unique buffs, they still pack a lot of them onto one character. Raids are still happy to get druids because of their benefit to the group. Druids also have unique travel abilities, from Travel, Aquatic, and Flight form, to the Moonglade teleport.

It’s also worth mentioning that druids can be only one race each on the Horde and Alliance side. They have the least racial diversity of any class in the game.

Community Team: Let’s take a look at the Balance talent tree. Eclipse is a crucial talent for players who are looking to perform a damage dealing role and invest in the Balance tree. There has been a lot of discussion though regarding the gameplay it provides as there is a lot of randomness involved. The buffs to a solar rotation were very well received, but the lunar rotation still has to wait for a critical strike to happen as well as an additional random proc to occur which can lead to some long gaps of nothing happening. Then when these finally fall into place players have complained about threat issues which force them to slow down or having to move to avoid something which ruins the procs they have and significantly hurts their overall damage.

Q: What are our thoughts on how Eclipse is functioning and do we have any plans to change how this talent works?

Ghostcrawler: The goal of the Eclipse talent in the first place was to give moonkin a more dynamic rotation that involved the player paying attention and responding to the environment rather than falling into a monotonous rotation. The Eclipse in 3.2 should less strongly favor one half of the Eclipse over the other since the cooldowns are independent. Ultimately however the problem we are trying to solve is that Wrath and Starfire are just too similar. In PvP you get a little bit of interest out of the fact that they are in different schools, but in PvE by the time talents are factored in, the two spells just become fairly quick (but not instant) nukes and it’s easy to math out which one to use and which one to ignore. Long-term to fix this problem we need to add another spell, separate out Starfire and Wrath from each other a little more, or make one of the other spells, like Moonfire or Insect Swarm, more dynamic. I’ll give a couple of example of caster rotations that “work” in our opinion: Destruction warlocks want to Immolate before they Conflagrate, Frost mages can proc a Brain Freeze and throw out a fast Fireball.

Community Team: Another aspect of Balance talent tree that has seen a number of discussions lately is the survivability of Moonkins while in a Player vs. Player setting. Many players agree that they have a very low survivability rate and that a spell like Typhoon doesn’t provide enough help to prevent classes like Death Knights and Rogues from doing some serious damage to them.

Q: How do we feel Moonkins are doing in PvP and do we have plans to improve their survivability?

Ghostcrawler: We don’t think Moonkins are quite there yet, though we’ll see how they look after 3.2 ships. Some of their problems are not limitations with the spec so much as they are ramifications in other parts of the PvP environment, such as some classes being able to burst them down too quickly. Of the casters, and as of this writing, only Frost mages really seem to be a potent PvP force, but it requires multiple forms of CC and escape mechanisms to get there. We really don’t want to go down the road of every caster needing that many unique tools – it homogenizes the classes and makes the mage tools less compelling. We understand some players are desperate to play Balance in PvP, but our priority is on getting underperforming classes viable before we worry about the second or third spec of classes that already have a strong PvP presence. We’ll get there.

Community Team: Players have also been discussing how they feel the overall playstyle of a Moonkin is just not very exciting. The best damage dealing rotation for them requires very few spells and a deep Balance spell like Starfall doesn’t help them very much.

Q: Are there plans to make any changes to the general spell rotation for deep Balance/Moonkin Druids?

Ghostcrawler: As I mentioned above, we do want to improve the spell rotation of Balance. We think the spells are interesting when considered alone (expect for perhaps Starfire and Wrath) but they don’t necessarily play together in interesting ways. You don’t try to save up a Starfall for example for great synergy with another spell. We have no problems with Starfall itself — it is an AE with smart targeting that doesn’t require channeling. It is basically just bonus damage. Often players with a gripe about Starfall are wishing that it still proc’ed stuns with Celestial Focus or was a stealth remover. But those uses meant players saved Starfall for only those specific situations instead of using it when they needed extra damage, which was the original intent.

Community Team: We are going to switch gears from the ranged caster damaging druids to the up close and personal Feral talent tree.

A number of players have brought up questions regarding the over-arching goal of the feral talent tree. In the past they were able to change forms regularly and cast spells and then go back into a Feral form to continue playing. Once we merged their gear with rogues this playstyle was significantly reduced in effectiveness. As it currently stands, even with the low mana pool, they feel their mana regeneration is very poor in comparison to other hybrid classes like Shaman and Paladins which in turn continues to minimize feral druids’ ability to cast spells which they feel is pushing them further and further away from the hybrid playstyle.

Q: What are our intended goals for the playstyle of feral druids?

Ghostcrawler: The druid class overall is intended to be flexible, and we feel that it is. What we don’t want is a class that can do all things with a single spec — do damage like a rogue, then tank if the MT falls down, then battle rez the MT and heal her back up, etc. That might sound like a lot of fun, but that’s because you’re fulfilling the role of half the raid all on your own (which means it’s less fun for everyone else watching you be a superstar). Every cat worth their salt will shift out to cast Rebirth or Innervate. But in order to justify cats doing credible melee damage, we felt like they had to give up some of their ability to tank, cast, and heal. Note than you can still take a more hybrid-focused build. Players don’t often do that though because they’d rather do one thing really well. Now I will say that long term something we’d love to do is get rid of shifting costs altogether. We want to see druids in lots of different forms — more on this in a minute.

Community Team: In order to provide the best damage possible, the rotation for a Feral druid is quite complex. While this is okay in itself, it is nearly impossible to pull off in a PvP scenario so they end up using just Mangle, which they feel drastically hurts their value. To be the most effective they also rely heavily on someone else like another druid or an Arms warrior.

Q: What are our thoughts on the complexity of the Feral druid damage dealing rotation?

Ghostcrawler: If you want to do the best damage possible, you need to be able to master a complex rotation. This is one of the features that attracts players to the Feral spec. However, it’s also pretty forgiving. If you just Shred, you’re going to do decent damage. If you Shred and try to keep up Savage Roar, it’s going to be better. If you can also manage your Mangles and Rips and Rakes, then you have the potential to do very high damage (assuming you don’t have to move around much and can reach the target’s back).

Community Team: Feral druids have also complained a bit about their lack of utility in the PvP environment.

Q: Do we have plans to provide more utility for Feral druids such as a more reliable interrupt?

Ghostcrawler: Feral druids have Bash (which they can improve through talents), Maim and the Feral Charge stun. We think their tools are sufficient for PvP and there are other melee classes that can handle it in PvE. It’s not a strength of the spec for sure, but we’re okay with that. We don’t want all melee to be identical.

Community Team: Bear tanks have often felt inferior compared to the other tanks.

Q: How do we feel druid tanks are doing and do we have any immediate changes planned?

Ghostcrawler: We think bears have felt inferior because for a long time we basically said “You are designed to be inferior.” Sometimes old perceptions die hard. Bears are not inferior tanks in Ulduar and it’s possible their survivability is too high in 3.2.

Community Team: Savage Defense has been the source of a number of debates as players feel it is somewhat lackluster and doesn’t provide enough of a benefit, especially in PvP.

Q: Do we have any plans to change and/or improve Savage Defense?

Ghostcrawler: We’re pretty happy with Savage Defense for now. It accomplishes its goals, which were to make dps stats more useful on leather and to keep bears from hitting the armor cap so easily. You might consider it lackluster if you’re counting on it saving your life, but it does account for a lot of damage over the course of a boss fight.

Q: Are there any plans to change the functionality or cooldown of the Cat form charge to better align it with the Bear form version?

Ghostcrawler: We’re happy with the distinction. We don’t want to duplicate every ability since the druid has access to both forms.

Q: Can you give us the reasoning behind why the Bear form swipe is 360 degrees while the Cat version is only 180 degrees?

Ghostcrawler: The bear change was just a quality of life issue. A bear can wipe the raid if they can’t pick up incoming adds. The cat is much less likely to wipe the raid by not being able to Swipe all the adds. We don’t need for cats to be an awesome AE spec. We just want them to have something to do on big packs that everyone else is AE’ing, which is what cat Swipe gives them. On the other hand, if there is a perception that bears can’t manage adds, they aren’t going to be used on a lot of fights.

Community Team: On to the last of the talent trees now, Restoration.

Q: Can you describe for us what the intended identity and versatilities of the Tree of Life druids are supposed to be?

Ghostcrawler: This is a pretty philosophical answer here. If you only read one answer in this Q&A, you might want to check out this one.

The strength of the Resto druid is in heal-over-time spells. They can also do some decent single-target healing through Nourish or group healing through Wild Growth. The tree pretty much used to be a PvE mechanic since “rooting yourself” in PvP to benefit from ToL greatly limited the druid’s crowd control and escape abilities. We made enough changes to the talent to get trees into PvP in Lich King… arguably too well.

Druids overall have a strong niche. We are at a little bit of a crossroads with the Tree of Life however. We are currently wondering if druids sacrifice too much just to be as good as a healer as everyone else. What I mean is that if druids were good healers in caster form but great healers in Tree form, then there might be a decision there. However, we pretty much assume that healing druids are in Tree form nearly all of the time and balance around that. We don’t think it would be fair for them to be the best healers just for taking that talent.

In addition to having to give up utility in order to heal as a Tree of Life, we have become less enamored with druids locking themselves into one form. In fact, you really never see the basic tauren or night elf druid form (you know, the one that actually shows off the awesome armor art) because all druids are in cat, bear, tree, or moonkin form nearly 100% of the time. I’m not saying we would just cut Tree of Life from the game. It’s been around awhile and for better or worse, it’s part of World of Warcraft now. However, we could see taking the druid in a direction where shifting was much more common and easy to do. Maybe you only go into tree form for certain spells but leave for other spells — this didn’t work previously because of the high cost of shifting, but in the absence of power shifting, we’d love to get rid of the costs completely. Another way to go would be to make Tree of Life form a cooldown, more like Metamorphosis. You shift into tree when you need a healing boost, but you don’t stay in it all the time. Now, I am totally waving my arms here. This is not the kind of change you are going to see in the next patch. But it is something we’re thinking about long term, and the kind of thinking we’d love to have more feedback on from the community.

Note to other healers: this is why you are unlikely to see any kind of “Holy form” ever. Giving up healing to do damage works okay. Giving up everything to heal is lame.

Community Team: Both Tranquility and Healing Touch are meant to be strong healing spells but are generally viewed as very ineffective due to their lack of flexibility.

Q: Do we have plans to improve Healing Touch or Tranquility?

Ghostcrawler: Tranquility is a fine spell. You can use it in situations where high amounts of damage are coming in on one group. Ultimately, we’d like to get away from the concept of groups within raids, but that’s not super high priority. Having a talent that promotes a situational spell on a long cooldown though is a problem (for any spell, not just Tranquility).

Likewise, we think Healing Touch is fine. You use it at low levels and you use it with Nature’s Swiftness. Maybe you use it when healing a 5-player dungeon. Druids have a lot of heals and if we made Healing Touch more usable it would come at the expense of another heal like Nourish or Regrowth. The problem again is the talents. It doesn’t make sense to have so many talents support a situational spell.

But GC, you ask, if you know the talents are lackluster why haven’t you improved them? The answer is that Resto druids are in a really good spot now. If we changed the HT and Tranquility talents to boost other kinds of healing, then Resto druids might become too powerful. If we nerf Resto healing to compensate for these talents, then druids might have less flexibility in their talent builds. We would also suffer a lot of player backlash if we nerfed spells just to make talents (which you may not be able to afford anyway) any better. We’ll suffer player backlash when we think the change is important. I’m not sure this one is. We’ll definitely rejuggle the talent tree long-term though.

Community Team: The next set of questions are related to the itemization for druids which was the source for a wide variety of questions. For one, Restoration druids feels that critical strike rating is not very helpful for them yet it is often present on the leather casting gear.

Q: Do we have plans to improve the usefulness of critical strike rating for restoration druids?

Ghostcrawler: Yes. We’re fine if some stats are slightly more attractive than others. The problem comes when some stats are considered junk because they are valued so much less than other stats. We don’t have a ton of stats to work with when you consider that things like Int and Spell Power basically improve at a linear rate with item level. That means we need for say Haste and Crit to be attractive to all casters. This is a problem with several classes, not just druids, and was largely caused by having too many scaling talents that over-inflate the value of some stats relative to others.

Community Team: Tanking druids have regularly expressed complaints on how their tanking gear was homogenized but statistics like Block and Parry do not help them and defense provides a very marginal benefit.

Q: Do we have plans to make these statistics more helpful for them since they are on a wide variety of tanking gear?

Ghostcrawler: We think it’s interesting that a bear and a warrior tank might look at the same piece of gear and place different values on it. That’s one of the elements that makes looting interesting and rewards players who understand their class. You shouldn’t take a ring because it says “TANK” on it. You should take it because it benefits you. And really, when players say “wide variety of tanking gear” they really mean rings, neck, cloak, and possibly trinkets. Currently we’re in a world where tanks emphasize Stamina and Armor as much as they possibly can, which makes other stats feel lame by comparison. But that will likely not always be the case, and we kind of doubt it will be as much of an extreme in the Coliseum.

Q: Have we considered providing more tanking leather and to prevent extra loot clutter possibly finding ways for Balance and Restoration druids to use solely cloth item since they often use them already?

Ghostcrawler: No. Druids are a leather-using class. We are just going to have to make three types of leather (melee, ranged and healing). You have to understand that even though we have pushed bears and cats farther apart, we still consider them to be part of the same spec. We can’t get into the business of itemizing for niches within a particular spec or we’re just going to have too many items per tier. I can see the argument for having tanking and dps leather and making the casters use cloth. That’s just a different design and we currently like for certain classes to be associated with certain types of armor. We like that druids look different from say priests or mages (even ignoring the forms thing). We like that we can kit druid tier piece armor to look a certain way.

Also note that if we buffed bear mitigation through more tanking-oriented leather that we’d just have to nerf them in other ways. In my experience, most bears end up with “tanking leather” anyway because they want to gem and enchant their bear gear differently. Having one set of gear that you wear as cat or bear isn’t really feasible in Ulduar.

Community Team: Many players have been discussing relics and how they feel they add a lot of clutter to loot tables since they can have a wide margin of effectiveness and always have a small number of players able to pick them up.

Q: Do we have any plans to improve how players obtain relic items such as a relic token?

Ghostcrawler: The alternative to “clutter to loot tables” is that they go on vendors. We view vendors as an absolute last resort. They are there as a hedge against being very unlucky with drops and to give players motivation to do bosses even when that boss no longer drops any upgrades for them. When the best relics are available on vendors, then every druid will have those relics quickly. They essentially just become part of the core identity of the class rather than an upgrade that you get at some point along your progression. The best solution is probably something where a boss has a 10% (or whatever) chance to drop a relic in addition to its normal loot table.

Community Team: To wrap up this Q&A, here are a couple quick questions from the far corners of druid minds.

Q: Are there any plans for a 310% speed flight form?

Ghostcrawler: At this time we want to keep the 310% flying speed very rare – maybe 5% or less of all players. If we made a flight form that less than 1% of players had access to (since probably less than a tenth of those 5% would be druids) it’s hard to argue that’s a good use of art time.

Q: What do we think about making spells like Warstomp and Innervate usable while in forms?

Ghostcrawler: We like the fact that Innervate requires shifting. We want druids to shift more. Warstomp I could see an argument to allow in forms since it’s nice (but not mandatory) that racial benefits are useful to a variety of classes.

Q: Do we plans to alter how the GCD works for form changing so that shifting into a form is as easy as shifting out of one?

Ghostcrawler: As I mentioned, long-term we’d love to get druids shifting more often, which means shifting has to be less painful. I don’t know for sure that changing the GCD needs to be a part of that, but it could be.

Q: For the official word, do we have plans to update more druid form models at some point in the future?

Ghostcrawler: I know for a fact that the current Travel Form and Aquatic Form are loathed by the artist who redid bear and cat. We do have plans to update additional forms at some point in the future.

Insider Trader: Patch 3.2 keeps getting better

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Insider Trader is your inside line on making, selling, buying and using player-made products.

I love it when a content patch includes some professions love. As the details keep surfacing, patch 3.2 is looking better than ever.

In fact, with the upcoming patch, Engineers will finally be able to drop their Gnomish and/or Goblin specialties (“for a fee”)! This has been one of those issues, like ugly and buggy cat forms, that has dragged on and on.

The materials for Jeeves have also been updated (get the schematic!). If you’re wondering just what you should be saving, hop on through the break for that and other patch 3.2 news!
Alchemy
The reagents for Transmute: Eye of Zul were listed as 3 Eternal Life, which seemed incredibly cheap. The reagents are now set to be 3 Forest Emerald, which not only seems fair, but also helps to support the market for blue-quality gems.

In fact, the market for these gems may not crash as one might predict, and that is partly due to the epic gem transmutes.

The other, most recent change to Alchemy is that Flask of Petrification, used to save your butt should aggro find it, will be much, much cheaper. It will no longer require Black Lotus or Mountain Silversage, using only 7 Stonescale Oil and the Crystal Vial. If this actually makes it more popular, then the market for alchemical fish will also improve.

The effect is also different than is listed on Wowhead. MMO-Champion has Flask of Petrification listed as a potion, that will absorb up to 6000 damage and prevent all movement and action for a period of 30 seconds. It is unclear whether this will still wipe all of your buffs as well as your debuffs, but well, death causes the same effect.

Six thousand damage may not seem like a lot, but, as it is clearly not meant for tanks, should do the trick quite nicely. This new effect sounds very similar to the Paladin’s Hand of Protection, rather than the old comparison to the Paladin’s Divine Intervention (minus the ability to click the effect off). It is also, as people have commented, quite like a Frost Mage’s Ice Block.

Jewelcrafting
A new cut has been added, and will create Nightmare Tear, which gives +10 stats and can fit in any socket. It will be unique-equipped, but does not seem to be for Jewelcrafter’s only, or bind-on-pick-up.

Gear-crafting
The gear-crafting professions are getting new items to craft in patch 3.2, but it seems that the reagent costs will be higher than originally stated. You can check out the updated list on MMO-Champion.

Jeeves
The materials to create Jeeves, the gentleman robot butler, are really quite hefty. Here’s a look at the current shopping list:

  • 2 x Field Repair Bot 74A
  • 10 x Field Repair Bot 110G
  • 20 x Scrapbot Construction Kit
  • 8 x Titansteel Bar
  • 2 x King’s Amber
  • 30 x Handful of Cobalt Bolts

It might be worth a look in the Auction House between now and patch day, as Engineers may liquidate some of these items that they made in bulk for leveling, but no longer want to store, and you may get a good deal. If you end up making them from scratch, here is what you’ll need:

  • 32 Thorium Bars
  • 80 Adamantite Bars
  • 24 Titanium Bars
  • 20-60 Cobalt Bars
  • 40 Saronite Bars
  • 30 Khorium Bars (these go into Khorium Power Cores that you will need, so if you can buy them cheap, by all means, do so)

Items:

  • 4 Fused Wiring
  • 80 Handful of Fel Iron Bolts: You could use bars to make these, but you can also get them by fishing in Outland, especially in debris pools (try Zangarmarsh), or by visiting various Engineering Supplies vendors.
  • 10 Primal Fire
  • 8 Eternal Fire
  • 8 Eternal Shadow
  • 8 Eternal Earth

Another option that you might want to consider is making extra parts, bots, and farming extra ore. You could market a whole “Jeeves Kit” or parts for Jeeves on the Trade Channel. Start small though. While informing someone that indeed, they will need a bunch of Khorium Power Cores may get you sales, you might not get them right away.

People will be inspired to trundle off and tab out to see just what else they’re going to need first, and because your server’s unique economy is a variable, you’d be well advised to be careful how you invest.

Other Engineering changes:
As we’ve discussed before, all of the profession-only buffs are getting updated in patch 3.2, although at first, many of these updates were described as “___ effect will be increased.” Now, we have a few more details.

Your Nitro Boosts will add 24 critical strike rating instead of the current 12. Your Hand-Mounted Pyro Rocket will have a 45 second cooldown, down from 1 minute. More rockets for all!

Reticulated Armor Webbing will be appliable to all types of armor instead of just plate. This will make the enhancement available to bear tanks and PvP’ers, although there are other options available for that slot.

Your Frag Belt will throw out a Cobalt Frag Bomb every 6 minutes if you wish, instead of every ten. More explosions + more rockets = ooh and ahhh.

The Mind Amplification Dish will add +45 stamina as well as its previously mentioned wacky and wonderful effects. This stamina will help make it quite the tool in Battlegrounds as well as for tanks. Let’s take a look at its competition:

  • Arcanum of the Savage Gladiator: +30 stamina and +25 resilience rating to a head slot item.
  • Arcanum of the Stalwart Protector: +37 stamina and +20 defense rating to a head slot item.

The first demands Exalted reputation with your faction’s Northrend forces, either the Alliance Vanguard or the Horde Expedition, and the second requires Revered with the Argent Crusade.

In terms of sheer stamina, this head attachment, which is rumored to be quite stylish might I add, rules. The mind control ability (and chance of failure) may even lure some away from the +25 resilience rating, and although defense rating is good even after the cap, more stamina is often considered better.

Are we finally seeing the Engineering benefits becoming competitive with those of the other professions? I hope so, I really do. I had an Engie a long time ago, and I follow the profession with a lot of interest. I’ve even, just recently, started to think about taking it up again.