You
say that you are completely confident in your ability to balance the
classes. What does that mean? I believe you when you say you can make a
computer play a class on every spec on a patchwerk style fight and get
the same numbers. Thats where my faith starts to drop off.
There are two general strategies to balance the game. One is to guarantee that everyone's damage is pretty close on a single target that doesn't move and has no real gimmicks (e.g. Patchwerk). The other is to guarantee that everyone's DPS will be equal on every encounter. The latter isn't a realistic goal, and honestly, we wouldn't want that anyway. We think it's cool when an encounter happens to play to your strengths, and it can also be fun when an encounter emphasizes your weaknesses and then it's up to you to try and overcome those challenges. As I've said before, it's not the straightaways that make racing fun -- it's the curves.
I will include my standard caveat that some players see top 100 parses and assume that is the damage they will do. Skill still matters enormously for being able to eek out those numbers. One of the consistent characteristics of the best guilds in the world is they are able to deliver near-Patchwerk numbers even on very complex fights. I watch them do it and still don't quite understand how.
Also, there are only a few fights where absolute DPS is the key to winning. Mastering mechanics usually has a much bigger impact on success. Players tend to downplay that in their quest for chart-topping DPS. Plenty of people raided (and even had fun doing so) back when DPS specs did double or triple the damage of each other. That's not an attempt to escape from balancing the game, but from where I stand, players overall place far too much emphasis on balance equaling fun.
The third point is also true, but that's why it surprises me so much that you've disregarded (actually you've specifically stated that you don't want to hear) feedback about certain classes and specs being very not fun.
We don't disregard it. Not at all. It's just very subjective.
I think it's easy for players posting on our forums to believe that this is our primary way of interacting with players. A very small, almost trivial, number of players post on our forums. It's very dangerous to assume that several very passionate forum posters are speaking for the community. We have a very storied history of making a change because some players argued for it very passionately, eloquently and logically, only to have a bunch of other players then get angry because they were perfectly happy with the previous design.
If there was some very safe, easy and exploit-free way of polling the entire player base, then it might be possible to know if players overall found a mechanic fun or not. Without that, we're left to just making judgment calls on whether we buy the argument or not. Sometimes we do and sometimes we don't.
The 10% melee/hunter attack speed buff from the dummies is stacking with Unleashed Rage(10% speed) from enhancement shaman.
Not intended I'm sure.
There were several bugs with the various sources of the 10% attack speed raid buff stacking incorrectly. They should be fixed soon.
Should Expertise convert to Spell Hit for pure casters? Or is that only supposed to work for melee classes that use weapon attacks that deal spell damage? (Pardon my ignorance here, I know nothing of melee stats.) Basically, I'm wondering if every Human Mage and Warlock is going to be looking for swords now.
Yes, Expertise should indeed convert to spell hit, even for pure casters. Casters might have a slight preference for certain types of weapons (as melee have for years). We make some mage blades, but not a lot.
In other words, tooltips currently do not reflect how much a spell is actually supposed to heal for once the benefits of PVP Power are factored in.
PvP Power does not change spell tooltips. This is partially because PvP Power only affects you in certain areas (specifically not in dungeons or raids).
13,20% Mastery - Increases the damage done by your demon servants by 13,20%. Increases the damage you deal in caster form by 13,20%. The damage you deal while using Metamorphosis increased by 39,60%
It said 39%, but it was lying. It only gave you 39% for 2 sec and then dropped off to 26% or something but didn't display the drop.
These are the kinds of bugs we find all the time before launch and require us to adjust numbers, which is why we implore you to try out the changes and make absolutely sure that we were just nerfing you out of spite before you curse GC and his Throne of Lies.
GC, is it the design intent that some classes can do 15% more single target damage than others? Currently the classes on the bottom of the DPS sims are that far off the top classes.
Can you clarify what is your target balancing spread between the best single target class and the worst single target class? It seems to me that 5%ish would be acceptable, but the current spread is close to 15% which is just outrageous.
Are the sims accurate enough to go on at this point? They don't yet match what we're seeing.
I don't want to change the topic of this thread, so I'd prefer if we didn't debate the issue here, but I don't believe sharing our target numbers is a good idea. My concern is that a chunk of players would want to endlessly debate whether the numbers we chose were fair for their class, and another chunk would want to argue about whether those numbers were achievable.
What I mean by the latter is that if we said "Our Balance druid target is 115,000 DPS," then anytime someone saw a number on Raidbots or wherever that was lower than that, they would demand buffs. They demand buffs today based on sims that may or may not mirror reality. Other players would argue that it takes excessive RNG to achieve the targets, or movement-less fights, or that we need to introduce more cleave encounters. None of those concerns are necessarily invalid, but they are a huge distraction. We'd rather players focus their communication efforts with us on whether their class is fun (though paradoxically, this is not the "fun" thread). Honestly, I think it's more fun in game design in general to see how much you can achieve rather than trying to match a target.
As an example of the former, look no further than the "hyrbid tax" debate. The debate is ongoing and often angry, despite the fact that I have refused to address the issue for years, on the grounds that sharing our position doesn't actually seem to bring closure to any discussion. Rather it pours fuel on the fire. I think coming out with actual target numbers would do the same. Sharing our philosophy for how we do quest design or how we define interesting rotations can provide some behind-the-curtain insight that players seem to enjoy. Sharing numbers just seems to make people mad.
Now, don't get me wrong. You can't be a game designer without a healthy tolerance if not outright love for endless arguing. We just think there are plenty of aspects of the WoW design upon which to give feedback, and we don't want the conversation to be dominated by "Are the developers' target DPS numbers on target dummies fair?" Maybe that's the wrong call. Maybe we're being too conservative. I'm generally an "ask me anything" sort of guy. But it's also one of those rabbits you can't stick back in the hole once it hops out.
If you disagree or want to explore the topic further, feel free to create another thread. I'll read it.
Death Knight (Forums / Skills)
DKS -- Frost Fever is incorrectly using spell crit chance instead of melee crit chance, which will be fixed. Blood Plague already uses melee crit chance.
Anti-Magic Zone absorbs 20% less spell damage per attack power for Unholy. This multiplier was added back when Unholy got 25% attack power as a spec bonus. That spec bonus was dropped to 15% in the last beta patch. Can the Unholy-specific Anti-magic Zone multiplier be reduced to compensate?
The Anti-Magic Zone modifier was recently reduced by the same proportion. The intent, as you point out, is for them to stay in sync.
Can you please confirm this is intended/acceptable results, or otherwise address it? Or if I screwed up badly in my math somewhere I'd like to hear that as well. Dual Wield Frost - Howling Blast Vs. Obliterate
Yep, that sounds about how we expect.
Base damage for DK diseases were buffed this patch, but the numbers seem off a little bit. The base damage for Frost Fever is now 1390, while the base damage for Blood Plague is 172. Was an extra 0 mistakenly added to Frost Fever (should be 139)? Or is Blood Plague missing a 0 (should be 1720)?
The former. Frost Fever's base damage was accidentally increased too much. It should indeed be 139 at level 90.
Druid (Forums / Skills)
Is Feline Swiftness intended to stack with speed enchants?
Yes.
Is it intended that spells cast in cat or bear form via Predatory Swiftness or Nature's Swiftness interrupt the swing timer?
Nope.
Monk (Forums / Skills)
Did something change with the Elusive Brew calculations this patch, specifically with 2h weapons?
The tooltip updated, and some people are reporting getting 3 stacks (consistently) with a 3.6 speed weapon (the PvP polearm), which should be impossible given the formula we were given, while others are still getting 2.
We removed Tiger Strikes from Brewmasters and adjusted the proc rates of Elusive Brew and Gift of the Ox to account for the reduced number of normal attacks that they'll be doing.
What's up with Chi Wave? I spent a while on the dummies and it's doing about 2.5x much per chi as BoK and 1.2x as much as RSK, but in actual raid testing it's very inconsistent. Sometimes it will hit bosses 4x and sometimes it will just hit once and then disappear. I remember reading a blue post saying that the second tier of monk talents weren't intended to be used rotationally - is this still the case?
Right now it's a required talent and provides a 15-20% increase in DPS on bosses on which it bounces multiple times and is worthless (except as a small extra heal, although expel harm + healing spheres may be better options) for bosses on which it bounces only once. How is this ability supposed to work, and can it please be adjusted to work consistently?
There are some nerfs coming to the level 30 row, that should resolve this. It’s not intended that the level 30 row is a pure DPS increase for Windwalkers, but should provide a very strong option for trading a little damage for a lot of healing.
Paladin (Forums / Skills)
Execution Sentence is consuming Glyph of Flash of Light, but is seeing no increase in the healing done. Is it supposed to consume the effect and receive the increase or is it not supposed to interact with the glyph at all?
Ideally it would benefit from the glyph and consume the buff, but ES is a complex spell, so it's possible we'll have to exclude it. Sounds like a bug regardless.
Shaman (Forums / Skills)
A.) Stormstrike was buffed to 300% weapon damage, but Stormblast still appears to be set at 200%
Stormblast should be 300% as well. We will fix.
Is there a chance you might reduce the mana cost of Chain Lightning? We are running oom very fast on 2 targets and I honestly don't think it should be that way seeing as it is our spellcleave.
As Ele, Enhance or Resto?
Warlock (Forums / Skills)
Warlocks -- the next beta build will make it look like we nerfed Demo enormously. These are actually just adjustments because mastery was only giving 66% of the benefit it was supposed to in Meta form, which is now fixed.
Paladin (Forums / Skills)
Did WoG and EF change and somehow those changes didn't make it to the Patch notes? My values are down for it on just about every AP scale I've tested by between 3 and 7% (easily noticeable on the EF HoT tick)
The tooltip for EF is incorrectly not including its base healing (but I believe is functioning correctly). Regardless, EF's initial heal should exactly match WoG's heal.
EF is behaving properly from its tooltip. However, the PvP power conversion factor has changed. In previous patches, it was ~265. This build it's ~530, nerfed by exactly a factor of 2.
While there was a tooltip bug difference between EF and WoG (which should be identical), I think what you are seeing with the PvP Power conversion factor is that we straight out reduced the amount of healing provided by PvP Power.
It is important that PvP Power affect healing because otherwise healers wouldn't value the stat or the gear. However, unlike damage, healing is not offset by resilience, so stacking PvP Power just makes healers better and better. We knew this was a risk, but now the consensus is that healing is just much too good in PvP. We reduced the amount of healing provided by 50%. That seems like around the right number, but we may still iterate on it.
Oh, so PVP Power conversion percentage is still ~265 to 1%, but its effectiveness on healing spells has been reduced by half. Although I don't do PVP, I do wonder if there's a chance that the tooltips for WoG and EF will reflect the expected value based on both SP and PVP Power?
I don't know if you've seen our spreadsheet, but even with EF there are tooltip differences between what's expected and what's actually happening. Like for example, at 17630 AP, the EF tooltip indicates we should be expecting heals of 1024 from the HoT portion of EF -- however, due to PVP Power (16.05% in the character sheet in this case, and in reality much less since you have disclosed that PVP Power effectiveness for heals has been reduced), we're actually getting 1105 ticks.
I think we’re still missing something that you’re trying to tell us. PvP Power globally affects all healing (except percent based heals), so should be completely abstracted from any discussion about WoG or EF or any particular heal. If this is not what you’re seeing, we can investigate that. If so, can we simplify the discussion by completely leaving PvP Power out of it? PvP Power should be completely irrelevant to WoG vs EF or really any talent in that row, or priority list, or anything.
Class Feedback Blue Posts
There are two general strategies to balance the game. One is to guarantee that everyone's damage is pretty close on a single target that doesn't move and has no real gimmicks (e.g. Patchwerk). The other is to guarantee that everyone's DPS will be equal on every encounter. The latter isn't a realistic goal, and honestly, we wouldn't want that anyway. We think it's cool when an encounter happens to play to your strengths, and it can also be fun when an encounter emphasizes your weaknesses and then it's up to you to try and overcome those challenges. As I've said before, it's not the straightaways that make racing fun -- it's the curves.
I will include my standard caveat that some players see top 100 parses and assume that is the damage they will do. Skill still matters enormously for being able to eek out those numbers. One of the consistent characteristics of the best guilds in the world is they are able to deliver near-Patchwerk numbers even on very complex fights. I watch them do it and still don't quite understand how.
Also, there are only a few fights where absolute DPS is the key to winning. Mastering mechanics usually has a much bigger impact on success. Players tend to downplay that in their quest for chart-topping DPS. Plenty of people raided (and even had fun doing so) back when DPS specs did double or triple the damage of each other. That's not an attempt to escape from balancing the game, but from where I stand, players overall place far too much emphasis on balance equaling fun.
The third point is also true, but that's why it surprises me so much that you've disregarded (actually you've specifically stated that you don't want to hear) feedback about certain classes and specs being very not fun.
We don't disregard it. Not at all. It's just very subjective.
I think it's easy for players posting on our forums to believe that this is our primary way of interacting with players. A very small, almost trivial, number of players post on our forums. It's very dangerous to assume that several very passionate forum posters are speaking for the community. We have a very storied history of making a change because some players argued for it very passionately, eloquently and logically, only to have a bunch of other players then get angry because they were perfectly happy with the previous design.
If there was some very safe, easy and exploit-free way of polling the entire player base, then it might be possible to know if players overall found a mechanic fun or not. Without that, we're left to just making judgment calls on whether we buy the argument or not. Sometimes we do and sometimes we don't.
The 10% melee/hunter attack speed buff from the dummies is stacking with Unleashed Rage(10% speed) from enhancement shaman.
Not intended I'm sure.
There were several bugs with the various sources of the 10% attack speed raid buff stacking incorrectly. They should be fixed soon.
Should Expertise convert to Spell Hit for pure casters? Or is that only supposed to work for melee classes that use weapon attacks that deal spell damage? (Pardon my ignorance here, I know nothing of melee stats.) Basically, I'm wondering if every Human Mage and Warlock is going to be looking for swords now.
Yes, Expertise should indeed convert to spell hit, even for pure casters. Casters might have a slight preference for certain types of weapons (as melee have for years). We make some mage blades, but not a lot.
In other words, tooltips currently do not reflect how much a spell is actually supposed to heal for once the benefits of PVP Power are factored in.
PvP Power does not change spell tooltips. This is partially because PvP Power only affects you in certain areas (specifically not in dungeons or raids).
13,20% Mastery - Increases the damage done by your demon servants by 13,20%. Increases the damage you deal in caster form by 13,20%. The damage you deal while using Metamorphosis increased by 39,60%
It said 39%, but it was lying. It only gave you 39% for 2 sec and then dropped off to 26% or something but didn't display the drop.
These are the kinds of bugs we find all the time before launch and require us to adjust numbers, which is why we implore you to try out the changes and make absolutely sure that we were just nerfing you out of spite before you curse GC and his Throne of Lies.
GC, is it the design intent that some classes can do 15% more single target damage than others? Currently the classes on the bottom of the DPS sims are that far off the top classes.
Can you clarify what is your target balancing spread between the best single target class and the worst single target class? It seems to me that 5%ish would be acceptable, but the current spread is close to 15% which is just outrageous.
Are the sims accurate enough to go on at this point? They don't yet match what we're seeing.
I don't want to change the topic of this thread, so I'd prefer if we didn't debate the issue here, but I don't believe sharing our target numbers is a good idea. My concern is that a chunk of players would want to endlessly debate whether the numbers we chose were fair for their class, and another chunk would want to argue about whether those numbers were achievable.
What I mean by the latter is that if we said "Our Balance druid target is 115,000 DPS," then anytime someone saw a number on Raidbots or wherever that was lower than that, they would demand buffs. They demand buffs today based on sims that may or may not mirror reality. Other players would argue that it takes excessive RNG to achieve the targets, or movement-less fights, or that we need to introduce more cleave encounters. None of those concerns are necessarily invalid, but they are a huge distraction. We'd rather players focus their communication efforts with us on whether their class is fun (though paradoxically, this is not the "fun" thread). Honestly, I think it's more fun in game design in general to see how much you can achieve rather than trying to match a target.
As an example of the former, look no further than the "hyrbid tax" debate. The debate is ongoing and often angry, despite the fact that I have refused to address the issue for years, on the grounds that sharing our position doesn't actually seem to bring closure to any discussion. Rather it pours fuel on the fire. I think coming out with actual target numbers would do the same. Sharing our philosophy for how we do quest design or how we define interesting rotations can provide some behind-the-curtain insight that players seem to enjoy. Sharing numbers just seems to make people mad.
Now, don't get me wrong. You can't be a game designer without a healthy tolerance if not outright love for endless arguing. We just think there are plenty of aspects of the WoW design upon which to give feedback, and we don't want the conversation to be dominated by "Are the developers' target DPS numbers on target dummies fair?" Maybe that's the wrong call. Maybe we're being too conservative. I'm generally an "ask me anything" sort of guy. But it's also one of those rabbits you can't stick back in the hole once it hops out.
If you disagree or want to explore the topic further, feel free to create another thread. I'll read it.
Death Knight (Forums / Skills)
DKS -- Frost Fever is incorrectly using spell crit chance instead of melee crit chance, which will be fixed. Blood Plague already uses melee crit chance.
Anti-Magic Zone absorbs 20% less spell damage per attack power for Unholy. This multiplier was added back when Unholy got 25% attack power as a spec bonus. That spec bonus was dropped to 15% in the last beta patch. Can the Unholy-specific Anti-magic Zone multiplier be reduced to compensate?
The Anti-Magic Zone modifier was recently reduced by the same proportion. The intent, as you point out, is for them to stay in sync.
Can you please confirm this is intended/acceptable results, or otherwise address it? Or if I screwed up badly in my math somewhere I'd like to hear that as well. Dual Wield Frost - Howling Blast Vs. Obliterate
Yep, that sounds about how we expect.
Base damage for DK diseases were buffed this patch, but the numbers seem off a little bit. The base damage for Frost Fever is now 1390, while the base damage for Blood Plague is 172. Was an extra 0 mistakenly added to Frost Fever (should be 139)? Or is Blood Plague missing a 0 (should be 1720)?
The former. Frost Fever's base damage was accidentally increased too much. It should indeed be 139 at level 90.
Druid (Forums / Skills)
Is Feline Swiftness intended to stack with speed enchants?
Yes.
Is it intended that spells cast in cat or bear form via Predatory Swiftness or Nature's Swiftness interrupt the swing timer?
Nope.
Monk (Forums / Skills)
Did something change with the Elusive Brew calculations this patch, specifically with 2h weapons?
The tooltip updated, and some people are reporting getting 3 stacks (consistently) with a 3.6 speed weapon (the PvP polearm), which should be impossible given the formula we were given, while others are still getting 2.
We removed Tiger Strikes from Brewmasters and adjusted the proc rates of Elusive Brew and Gift of the Ox to account for the reduced number of normal attacks that they'll be doing.
What's up with Chi Wave? I spent a while on the dummies and it's doing about 2.5x much per chi as BoK and 1.2x as much as RSK, but in actual raid testing it's very inconsistent. Sometimes it will hit bosses 4x and sometimes it will just hit once and then disappear. I remember reading a blue post saying that the second tier of monk talents weren't intended to be used rotationally - is this still the case?
Right now it's a required talent and provides a 15-20% increase in DPS on bosses on which it bounces multiple times and is worthless (except as a small extra heal, although expel harm + healing spheres may be better options) for bosses on which it bounces only once. How is this ability supposed to work, and can it please be adjusted to work consistently?
There are some nerfs coming to the level 30 row, that should resolve this. It’s not intended that the level 30 row is a pure DPS increase for Windwalkers, but should provide a very strong option for trading a little damage for a lot of healing.
Paladin (Forums / Skills)
Execution Sentence is consuming Glyph of Flash of Light, but is seeing no increase in the healing done. Is it supposed to consume the effect and receive the increase or is it not supposed to interact with the glyph at all?
Ideally it would benefit from the glyph and consume the buff, but ES is a complex spell, so it's possible we'll have to exclude it. Sounds like a bug regardless.
Shaman (Forums / Skills)
A.) Stormstrike was buffed to 300% weapon damage, but Stormblast still appears to be set at 200%
Stormblast should be 300% as well. We will fix.
Is there a chance you might reduce the mana cost of Chain Lightning? We are running oom very fast on 2 targets and I honestly don't think it should be that way seeing as it is our spellcleave.
As Ele, Enhance or Resto?
Warlock (Forums / Skills)
Warlocks -- the next beta build will make it look like we nerfed Demo enormously. These are actually just adjustments because mastery was only giving 66% of the benefit it was supposed to in Meta form, which is now fixed.
Paladin (Forums / Skills)
Did WoG and EF change and somehow those changes didn't make it to the Patch notes? My values are down for it on just about every AP scale I've tested by between 3 and 7% (easily noticeable on the EF HoT tick)
The tooltip for EF is incorrectly not including its base healing (but I believe is functioning correctly). Regardless, EF's initial heal should exactly match WoG's heal.
EF is behaving properly from its tooltip. However, the PvP power conversion factor has changed. In previous patches, it was ~265. This build it's ~530, nerfed by exactly a factor of 2.
While there was a tooltip bug difference between EF and WoG (which should be identical), I think what you are seeing with the PvP Power conversion factor is that we straight out reduced the amount of healing provided by PvP Power.
It is important that PvP Power affect healing because otherwise healers wouldn't value the stat or the gear. However, unlike damage, healing is not offset by resilience, so stacking PvP Power just makes healers better and better. We knew this was a risk, but now the consensus is that healing is just much too good in PvP. We reduced the amount of healing provided by 50%. That seems like around the right number, but we may still iterate on it.
Oh, so PVP Power conversion percentage is still ~265 to 1%, but its effectiveness on healing spells has been reduced by half. Although I don't do PVP, I do wonder if there's a chance that the tooltips for WoG and EF will reflect the expected value based on both SP and PVP Power?
I don't know if you've seen our spreadsheet, but even with EF there are tooltip differences between what's expected and what's actually happening. Like for example, at 17630 AP, the EF tooltip indicates we should be expecting heals of 1024 from the HoT portion of EF -- however, due to PVP Power (16.05% in the character sheet in this case, and in reality much less since you have disclosed that PVP Power effectiveness for heals has been reduced), we're actually getting 1105 ticks.
I think we’re still missing something that you’re trying to tell us. PvP Power globally affects all healing (except percent based heals), so should be completely abstracted from any discussion about WoG or EF or any particular heal. If this is not what you’re seeing, we can investigate that. If so, can we simplify the discussion by completely leaving PvP Power out of it? PvP Power should be completely irrelevant to WoG vs EF or really any talent in that row, or priority list, or anything.
Class Feedback Blue Posts
Originally Posted by Blizzard Entertainment
No comments:
Post a Comment