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Joined: Saturday 18 November 2006 2:17 Posts: 706
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Ber om ursäkt för att det inte blev någon uppdatering igår, en resa till tyskland satte nämligen stopp för det. Det har kommit en uppdatering till patch 3.3.3 och en del av patchen går nu att ladda ner med background downloadern. Det blir ingen patch denna veckan tyvärr. Däremot får vi idag se en preview på mastery systemet blizzard håller på att jobba med till cataclysm och det verkar onekligen som et intressant system, ni hittar det här nedan. Blizzard wrote: Last week, we gave you an early look at the changes we’re making to the stat system in World of Warcraft: Cataclysm, and explained how these changes will ultimately provide players with more interesting gear choices and make stats easier to understand. Today we’d like to go into more detail about a brand-new feature that’s an integral part of this overhaul: the Mastery system, a set of new game mechanics designed to allow players to become better at what makes their chosen talent tree cool or unique. With this system, we want to accomplish three things: give players more freedom in how they allocate talent points, simplify some of the “kitchen sinky” talents that try to do too much at once, and add a new stat to high-level gear that makes you better at your chosen role.
Here’s how the system works: As you spend points in a given talent tree, you’ll receive three different passive bonuses specific to that tree. The first bonus will increase your damage, healing, or survivability, depending on the intended role of the tree. The second bonus will be related to a stat commonly found on gear desirable to you, such as Haste or Crit. The third bonus will be the most interesting, as it will provide an effect completely unique to that tree -- meaning there will be 30 different bonuses of this nature in the game. This third bonus is the one that will benefit from the Mastery rating found on high-level (level 80 to 85) gear.
One of our primary goals with Mastery is to give players more flexibility to choose fun or utility-oriented talents rather than make them feel obligated to pick up “mandatory” but uninteresting talents, such as passive damage or healing. (For examples of the kinds of powerful but boring talents we’re talking about, take a look at the talent tier just above the 51-point talent in many of the existing trees.) In a sense, Mastery makes it so every talent in (just for example) a rogue tree essentially has an invisible additional bullet point that says “???and increases your damage by X%.” This way, if you choose a talent like Elusiveness (which reduces your chance to be detected while stealthed) or Fleet Footed (which affects movement), you won’t feel like you’re giving up damage in exchange for utility.
There will still be talents that boost damage, of course, but those talents will also affect the way you play. For example, you can still expect to see talents like Improved Frostbolt, which reduces the cast time of the Frostbolt spell; it increases DPS, but it also affects the mage’s rotation. Piercing Ice, however, is just “6% more damage” and is the kind of talent we’re trying to eliminate by implementing the Mastery system.
As we get closer to Cataclysm’s release, we’ll go into more detail about the changes coming for each class, including individual talent-tree adjustments and how Mastery will affect them. In the meantime, here are a few examples to demonstrate the three kinds of passive bonuses we described above. Please keep in mind that we're still working on this system, and the handful of examples we're providing here are, of course, subject to change.
Holy Priest For each talent point spent in the Holy tree, the priest also gets:
* Healing – Improves your healing by X%. * Meditation – Improves your mana regeneration from Spirit in combat. This would likely replace the existing Meditation talent from the Discipline tree, which many Holy priests consider to be a “must-have.” Regeneration will also probably be determined by whether you are in or out of combat, and not the “five-second rule. * Radiance – Adds a heal-over-time effect to direct heals, such as Flash Heal. Mastery on gear would boost this bonus, and no other talent tree would grant it.
Discipline Priest For each talent point spent in the Discipline tree, the priest also gets:
* Healing – Improves your healing by X%. * Meditation – Improves your mana regeneration from Spirit in combat. This would likely replace the existing Meditation talent. * Absorption – Improves the amount of damage absorbed by spells such as Power Word: Shield and Divine Aegis. Mastery on gear would boost this bonus, and no other talent tree would grant it.
Frost Death Knight For each talent point spent in the Frost tree, the death knight also gets:
* Damage – Improves your melee and spell damage by X%. * Haste – Improves your melee Haste by Y%. This might allow us to remove some of the Haste in the Icy Talons line of talents. * Runic Power – Improves the rate of runic power generated by abilities. While all death knights want runic power, Frost death knights would generally have more runic power than Blood or Unholy death knights (who would receive a different benefit from their respective trees). An Unholy death knight who sub-specs into Frost would still be able to benefit from this bonus, though because they’re investing fewer talent points, they’d benefit to a smaller degree. Mastery on gear would boost this bonus, and no other talent tree would grant it.
A couple other things to note: Currently, we’re not planning to retrofit the Mastery stat onto current level-80 gear when we roll out the stat-system changes prior to Cataclysm’s release. However, Mastery will begin appearing on select quest and dungeon items. You will also gain a small amount of Mastery by wearing gear of your intended armor type (such as plate for paladins). For players with dual specs, when you change between your two chosen specs, the Mastery bonuses and the benefit you receive from the Mastery stat on gear will adjust automatically based on your new spec.
We’ll have more details to share about these and other changes we’re making in Cataclysm in the future, and we’ll do our best to answer your questions about the Mastery system here on the forums. For information on many of the stat changes being made in Cataclysm, please check out our earlier update at -
http://forums.worldofwarcraft.com/threa ... 6414&sid=1 Blizzard wrote: Technical
* Note clarified - A maximum capacity of 200 frames per second has been added. To disable the frame rate limit, the following line should be added to the Config.wtf file: SET maxFPS "0".
Warlock * Talents
o Affliction
+ Dark Pact: This ability no longer requires line-of-sight with the summoned demon, and the range has been increased from 30 yards to 100 yards.
Blizzard wrote: Healing and Mana Efficiency in Cataclysm If you use your efficient heal 100% of the time, then sometimes people will die for want of a quick or big heal. If you use your quick or big heal 100% of the time, then sometimes you will run out of mana. If you use the right heal for the job, you will be awesome and get fat purps.
[...] We want the choice that downranking provided (don't use a big heal when a small one will do) without all the problems of gaming the coefficients of the lower level spells.
[...] Prior to LK, healers wouldn't use their quick / big heal every GCD. They would even stop heals to avoid wasting mana. We're not really trying to bring back cancel macros in a big way, but we would like for the best healers to be the ones who know when to use the right spell at the right time.
Tanking Threat I would be very curious to see those numbers. You're making a jump from "Sometimes AE pull off of me" to "AE will always pull off of me," and that's just not what we're seeing. I totally buy that a warrior may work harder to generate as much, or less, AE threat as a paladin. We've acknowledged that is a problem. But that is the comparison I would make, not the comparison between "Sometimes I have to do stuff to maintain threat" and "Under no circumstances should I ever have threat problems."
It isn't the goal that dps can never pull off of you under any situation. If that was the goal, we're wasting an awful lot of the game space on all of these +threat and -threat talents and abilities, when we could just institute a rule that mobs will never retarget off of their initial target (which would hopefully be the tank). I don't think that would make tanking more fun, though it would definitely make it easier.
The threat-related goals still remain:
1) All -- Get threat to scale better at higher dps levels. 2) Paladin -- Nerf the threat capacity of HoR and SoC. 3) Druid -- Something to do on AE packs besides Swipe. 4) DK -- More burst threat, which the Icy Touch change should accomplish. 5) Warrior -- As I've said, we're pretty happy with, minus points 1 and 2 above. 6) I'll add that if taunts retain the ability to miss at all, it should be something you can gear your way out of. It's also possible we'll just make them always hit.
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