Tank Time
I mentioned previously (though it very well could have been in another
thread) that we have been looking a lot at tank balance. We think tanks
surviving short windows of spike damage has been fairly balanced in beta
for some time, and indeed we are seeing all tank classes used
effectively in beta Challenge Modes and Heroic raid testing.
We have made a few changes to longer-term tank healing required, which
will show up both on beta and live very soon. I mentioned that we were
initially going to nerf monk and DK, but we now think they and paladins
are fine. Instead, the rage tanks required too much healing, so we are
causing them to take less damage and have more rage for active
mitigation.
Druid
- Auto attack rage generation increased by 75%.
- Thick Hide now provides 12% physical damage reduction.
Warrior
I'm confused. Auto attacks currently generate 6.2 Rage. Does this mean they will now generate 10.85 Rage (~75% increase)?
Yeah, sorry, those are internal tuning numbers for us that won't have
any context for you. It is a 75% increase on auto attack rage.
Shaman
Can you clarify how Healing Stream Totem scales with haste, because it's starting to do my head in.
Sure. The short version is that it’s not a HoT, and it functions
differently. The totem casts a heal instantly, and once every two
seconds (reduced by haste), and despawns after 15 sec (unaffected by
haste). So haste on a HoT typically works to add ticks at certain
breakpoints, which will half the time increase the total duration beyond
the base, but that doesn’t happen with Healing Stream Totem.
Mage
Could we get some news if the devs are doing anything to fix the range issue with Inferno Blast's mechanic?
There are some times where we do some tricky things under the hood to
make things feel better, and this is one of them. The intended gameplay
is that you should be able to get a Heating Up proc while already
casting another spell, and follow that one with an Inferno Blast to
force a Hot Streak proc. You should never need to cancel your current
cast to get that benefit.
So, tricky under-the-hood things follow. Again, you do not need to know
or understand this to use Inferno Blast effectively, or play Fire; it
should “just work." But, for those interested in the gory details, here
they are:
- Fireball, Pyroblast, and Frostfire Bolt (which was bugged until recently) have a cap on their effective travel time.
- Their effects will take place after a maximum of 0.75 sec.
- The fireball visual will still travel at the same speed, but you’ll see the damage number pop up and get the Heating Up proc after 0.75 sec, even though the fireball visual is still traveling through the air.
- We
normally prefer the game to feel more visceral, by tightly syncing
visuals to effects, but this change felt worth the gameplay benefit to
us. In a future patch, we may be able to hasten the visual to match.
- If you have Heating Up, and get a non-crit, then Heating Up gets removed, as expected.
- However, if the non-crit came from a spell with a travel time, or from Scorch
(which is supposed to be able to replace Fireball rotationally while
moving), then we delay the removal of Heating Up by 0.25 sec.
Death Knight
Death Knights and Upcoming Nerfs
I posted recently in the large class balance theorycrafting thread that
we have buffed the mitigation and rage generation of Guardian druids and
Protection warriors. After some more analysis, we don't think DKs and
monks needed additional nerfs to be on par with paladins, who were our
target.