Monday, September 20, 2010

In a Hurry! - A bedtime snack.

Well well now, what do we have here? WHAT!? Leaked druid tier eleven!


Yes folks, it is indeed some leaked tier (obviously unfinished) that I came across while browsing for more info. It appears rogue may have been leaked as well.

So far the shoulders make me very happy, the coloring excellent, though the third color is vaguely priest-ish, I rather enjoy it. What do you think?





The tier bonuses where available previously, but I had forgotten to post them, so it seems appropriate I do it now.

Druid
I think they have done a fine job of taking the focus away from rejuvenation, and emphasizing using a spell most druid healers are only familiar with whilst healing tanks.


How about some blue posts, before I go? Anyone interested? Its a lot, and a lot more if you read the whole post, but I thought it was worth it!

Healing (I strongly suggest reading the whole post about healers)

Medium Heals Nerf
As others have pointed out, we nerfed all of the medium heals.

Very early in beta, some healers were freaking out about running out of mana. To counter this, we made the medium heals really cost effective. We probably overdid it, because more recently, healers were able to handle almost everything with just that one heal. We want it to be part of your package, not your whole package. (Source)

Is it intended that our efficient heals only have about 20% more HPM than our big heals? Or should we expect those to be nerfed as well soon?
If healers stop casting the medium heals completely, then it's likely we nerfed them too far. Up until this change they weren't using the big heals enough.

We had the numbers set at what we thought made sense from a cost per benefit standpoint, but reality is always a little more complicated. Perhaps it was just easier using a single heal and being a B+ healer rather than having to worry about which of multiple heals to use in order to be an A+ healer. (Source)

Big Heals
The big heals get a decent amount of use, and they don't seem to run players out of mana unless the rest of the group is taking unnecessary damage (by say ignoring all the encounter mechanics because they can do so when running Heroic Nexus today).

If there's a heal we're worried about, it's the flash heals, but that's partially because so many of the talented or spec heals are also emergency heals that fill a similar niche -- things like Swiftmend, Penance and Holy Shock. (Source)

Triage
You're fortunate if you have to triage. Many healers don't today. The typical experience is to use your fastest heal on everyone who takes any damage. You may get some amount of triage by choosing who to heal, but you won't be losing that either. If you are really choosing today which of your many heals to use, then A) you're in the minority, and B) you won't really have to relearn things for Cataclysm. You'll be ahead of the game.

The Lich King game today has additional problems. Since overhealing doesn't matter, mana regen doesn't matter. Since overhealing is typical, large heals also don't matter, which means critical heals are often wasted. This makes two of the stats that appear on your gear (Spirit and crit) not attractive, which in turn makes the minigame of choosing which piece to use and how to gem and enchant them less compelling as well.

If you just really think it's fun to just cast one heal over and over with no real repercussions for doing so while stacking a single stat on all your gear, then I guess I'll just have to accept that. It's hard for us to understand why you find that satisfying though. (Source)

Healing spam
When we say "spammy" in this context, we mean using the same spell over and over. We're not talking about sitting around on your hands waiting for your mana to come back (and without the five second rule, that won't do much for you anyway).

Think of playing a healer like a real time strategy game. In the Lich King environment, your strategy is basically to crank out infantry as fast as you can and never let up. No matter what your opponent does, your job is to counter him with infantry. It doesn't matter what kinds of units he makes or whether he's going for a fast or slow buildup. Just make infantry. If your race has upgrades that affect things other than infantry, obviously they are of no use to you and you should ignore them. Cost is largely irrelevant too, since you are making one solider over and over.

In the Cataclysm environment, we want you to make a variety of units. Sometimes infantry will do the job well. Other times you may need to mix in some cavalry or siege units as well. In fact, you need to tailor what you're making to the environment. Sometimes you want cheap units. Sometimes you want expensive ones. We want you to consider your upgrades as well. Investing all of them on infantry will make less sense because you have other types of units as well. Yet you won't have enough resources so you'll have to make a decision.

That is really what we're trying to get out of the new healing model: making decisions. We think players have more fun when they are making decisions. When you make the right decision based on the information available, you feel smart. When you make the wrong decision, you feel dumb, and you might cause the rest of the group to have to work harder, or even ultimately cause a wipe.

Blizzard is investing a lot into this change... they must have better reasons then that! I want them to sell it! Front page headline "New Improved Healing System". If they can't do that, then maybe they should question all the hard work they are doing. (Source)

[...] For the most part, you'll still be constantly casting. We do want to buy a little bit of bandwidth though. Making decisions takes actual time (fractions of seconds perhaps, but still time). In the LK healing environment even if you had a variety of effective healing spells, by the time you looked at someone's bar, decided what heal would be most appropriate, and started to cast it, the dude could very well be dead.

In Cataclysm, large health pools will keep most players up for a few hits. That gives you the opportunity to decide if someone needs a little heal or a big heal, or a slow heal or a fast heal, or if they are likely to live long enough for a powerful spell to finish its cooldown. If you use the wrong spell, the target is unlikely to die immediately, but over time you'll realize that your mana has really started to dwindle and the boss has a large health bar still left.

I've said this before, but I remember when tanking back in vanilla, a priest would call out on Vent, announcing that he had a big Greater Heal being cast. Other healers might call out when they were healing someone who suddenly took a lot of unexpected damage. That kind of coordination is very hard in today's raids because you'd only get through the B in "Big heal coming," before the target would be dead.

It's possible to slow down combat enough to provide room for decision making and communication without going to the extreme where healers are doing nothing for large stretches of time because they are so paranoid about running out of mana if they cast a heal that isn't at 100% efficiency or doesn't save a life at that moment. (Source)

Healer mana efficiency in solo
Keep in mind that we're not super concerned with healer mana efficiency when not in a group. Fights are pretty short when you're solo and there are a lot of breaks. What I'm getting at is we're not super concerned with how you perform when self-buffed, so long as you're functional. We're more concerned with how you perform when group buffed, since all of the most rewarding endgame content requires groups. (Source)

Val'anyr competitive @ LVL 85?
Let's put it this way... if it is competitive at level 85, it won't be for long. (Source)

(Thank you www.mmo-champion.com)


One last thing...

Peacebloom Vs. Ghouls

Yesssssssssssss........

Saturday, September 18, 2010

It's about time! - After a long break, lets talk about the PTR.

So I don't know how many of you are interested in the PTR, but I got sucked in thinking it would help if I messed around with the talents before they go live, so I could get acclimated. I specced my pally too. That cone healing ability makes me squeal every time. It is just so much fun!


I still can't help but wonder what they were thinking nerfing the resto druids mana regen thingy. We already have enough replenish and I want my unlimited mana back! Gah. OQ more right?

On another note about the PTR, if anyone has a list of updated addons let me know. I have become super attached to clique and grid, and I would really like to have those for healing.

Alright, now down to business. Here are the latest druid updates.

Druid (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)


Balance
  • Wild Mushroom now becomes visible after 6 sec, up from 4 sec. Base damage increased by 400% (from 269-304 to 1300-1573 damage)
  • Wild Mushroom: Detonate no longer costs mana, now has a 10 sec cooldown, and affects target within 10 yards, down from 15 yards.
  • Starsurge now generates 15 Solar or Lunar Energy, up from 10.
  • Euphoria first effect revamped - While not in an Eclipse state, you have a 12/24% chance to double the Solar or Lunar energy generated by your Wrath or Starfire when they deal damage. When you reach a Solar or Lunar eclipse, you instantly are restored 6/12% of your total mana.
  • Earth and Moon now increases spell damage taken by 8%, down from 13%.
  • Lunar Guidance is gone.
  • Genesis no longer increases the damage done by your periodic spells and increases the duration of your Moonfire and Insect Swarm by 6 sec instead.
  • Nature's Grace revamped - You gain 5/10/15% spell haste after you cast Moonfire or Insect Swarm, lasting 15 sec. This effect has 1 minute cooldown. When you gain Lunar or Solar Eclipse, the cooldown of Nature's Torment is instantly reset.
  • Dreamstate (Tier 5) *New* - When you cast your Innervate on yourself, you regain an additional 10/30% of your total mana over its duration.
  • Sunfire (Tier 5) *New* - While in Solar Eclipse, your Moonfire spell will morph into Sunfire - Burns the enemy for 196.24 to 239.85 Nature damage and then an additional [ 374.92 * ( Genesis : 100%/102%/104%/106% ) ] Nature damage over 12 sec.
  • Shooting Stars (Tier 3) *New* - You have a 2/4% chance when you deal damage with your Moonfire or Insect Swarm to instantly reset the cooldown of your Starsurge and reduce its cast time by 100%. Lasts 8 sec.
  • Overgrowth (Tier 2) *New* - Your Entangling Roots and Nature's Grasp have a 50/100% chance to also root all enemies within 8 yards of the target.

Feral
  • Lacerate base damage increased by 200%, DoT damage reduced by 200%.
  • Flight Form now costs 8% of base mana, down from 13% of base mana.
  • Swipe (Bear) now costs 30 Rage, up from 15 Rage.
  • Skull Bash now has a 13 yards range, down from 18 yards.
  • Aquatic Form now costs 8% of base mana, down from 13% of base mana.
  • Travel Form now costs 8% of base mana, down from 13% of base mana.
  • Mangle (Bear) now deals 230% normal damage, up from 115%. additional damage increased by 100% (eg. from 333 to 667)
  • Berserk now causes your Mangle (Bear) to have no cooldown and has an additional effect - Your Lacerate periodic damage has a 30% chance to refresh the cooldown of your Mangle (Bear) ability and make it cost no rage.
  • Feast of Flesh is now named Blood in the Water.
  • Shapeshifter is gone.

Restoration
  • Nourish now costs 10% of base mana, up from 7% of base mana. Base healing reduced by 25%.
  • Nature's Focus (Passive) *New* - Reduces the pushback suffered from damaging attacks while casting Healing Touch, Regrowth, Tranquility, Rebirth and Nourish.
  • Nature's Ward revamped - Whenever you take an attack while at or below 50% health, you have a 50/100% chance to automatically cast Rejuvenation on yourself with no mana cost.
  • Fury of Stormrage no longer procs from healing spells and now affects Starfire - Reduces the mana cost of your Wrath spell by 100%, and when you deal damage with your Wrath spell you have a 15/30% chance to cause your next Starfire to be instant cast within 8 sec.
  • Revitalize now causes you to grant Replenishment when you cast or Refresh Lifebloom - Replenishment - Grants up to 10 party or raid members mana regeneration equal to 1% of the maximum mana per 10 sec. Lasts for 15 sec.
  • Malfurion's Gift (Tier 4) *New* - Whenever you heal with your Lifebloom spell, you have a 3/6% chance to cause Omen of Clarity.


The first thing to note is the buff to wild mushrooms. It looks like it they are buffing it mainly for PvP, upping the time before they are visible, and buffing the damage. Imagine 3 moonkins putting their mushrooms on the flag in warsong. BOOM! haha.

They were obviously not satisfied yet with the amount of mana regen and the feel of the boomkin so I will look forward to seeing some more tweaks. The change the entangling roots is exciting though! I hope they keep that around.

They lowered the mana cost of aquatic form, travel form, and flight form. Pretty nifty. Otherwise the changed to feral aren't exciting to me as I do not like to melee dps or tank.

When I was on the PTR on my druid I noticed nourish and healing wave healing for the same amount, yet nourish costing less mana. In turn, the change to nourish comes with no surprise on my end. I also figured they would do something with cast time for druid now that it will be a bigger deal with us. Natures focus will suffice. I have to say though, I am sad they changed the mana back to us to a replenish. It is still beta so we will see.

Until next time! I plan to mess around more with my holy pally and let you guys know what I think. A little booming too, I suppose.