Hunter (
Forums /
Skills)
Deterrence and Kill Command
We wanted to prevent Kill Command during Deterrence, because that felt like cheating, but it's a bug if it's stopping heals.(
Blue Tracker /
Official Forums)
Paladin (
Forums /
Skills)
Beta Retribution Feedback
It should really only work with 3HP finishers.
We're changing Divine Purpose so its chance scales with Holy Power. The
25% is with 3. You should be able to benefit from using a 1 Holy Power
ability, but we don't want to encourage fishing. (
Blue Tracker /
Official Forums)
Crusader Strike Change Feedback
Paladins were balanced around generating Holy Power through Holy Shock,
Holy Radiance and Tower of Radiance. We like the "holy warrior" kit and
thought using Crusader Strike situationally for Holy was interesting. We
didn't want it to be the most effective way to play a healing paladin,
which is how it was trending, especially in heroic 25-player raids.
I agree, we were tuned with the idea in mind that CS was part of our rotation.
No, I'm saying you weren't. We calculated paladin healing to be at X.
With using CS as a major part of the rotation, the actual level was
potentially X + Y. We want you to be at X.
As I mentioned above, I'm not even convinced it was a serious problem.
Yes, it's mana efficient to generate Holy Power for almost nothing, but
you could have also generated that Holy Power with an actual heal. WoG /
LoD don't heal for enough for that to be your entire arsenal. A paladin
who casts HS, DL, DL -> LoD will handily outheal one who casts HS,
CS, CS -> LoD, unless mana is a crushing issue, which we don't
believe to be the case. Taken to extremes, a healer who never casts a
heal has awesome mana longevity, am I right?
However, this is one of those cases where we didn't even want there to
be a question. We didn't want there to be any confusion about our
intent. You should generate 99% of your Holy Power with Holy Shock, Holy
Radiance and Tower of Radiance.
Now we are left with ability's that are not on par with other
healers. After the nerf our mana efficiency is now worse imo then a lot
of other healers.
We haven't seen any evidence of this, but if it comes to pass, we'll fix it (and not by buffing CS).
I think they must have had us balanced around CS because the
alternative is frightening: that there was a meta playstyle that was
used extensively, talked about extensively on these very forums and
others, and Blizzard did not attempt to balance around it. Does that
sound like good design to you?
It wasn't extensive. Not many paladins were doing it in our raid tests.
However some of the paladins who were doing it were very talented
healers in top-end guilds, and those guys can sometimes be trendsetters.
This was a precautionary change, not a crisis. (
Blue Tracker /
Official Forums)

Priest (
Forums /
Skills)
Halo vs. Holy Word: Sanctuary
We agree with the argument that Sanctuary and Halo are apples and
oranges. However, Sanctuary is intended to have a 30 sec cooldown, not
40 sec. That's a bug. (
Blue Tracker /
Official Forums)
Shadow Orbs Bug
This was a bug caused by the new orb UI. We fixed it recently so the orbs / ravens should persist for 60 sec now. (
Blue Tracker /
Official Forums)
Warrior (
Forums /
Skills)
Beta Warrior Feedback
Heroic strike now competes for rage with slam, so if you're slamming
with rage, many times you'll not have enough rage to hit heroic strike
when TFB is about to expire. Which means if you want to guarantee that
you have enough rage for the big heroic strike, you have to not slam and
leave gcds open, which is boring. And you have to gamble constantly
between trying to stack TFB with more overpower, or using the rage on a
weaker heroic strike before the buff wears off.
I want to dive into this a little bit again, because I still think there's some sort of miscomm between us and you guys.
1) If you have 60 or more rage, you should be able to Slam and Heroic Strike. No problems there.
2) If you have less than 60 rage, you might have to choose between Slam and Heroic Strike.
3) If Taste for Blood has plenty of duration left, then go ahead and
Slam. You'll probably get enough rage to Heroic Strike soon too.
4) If Taste for Blood is about to fall off, you're at the greatest risk.
In this case, it may be worth not Slamming because you need to have 30
rage. Even in this case though, you shouldn't be sitting on empty GCDs.
This is a great time to Storm Bolt or Dragon Roar or Battle Shout. If
every one of those is on cooldown, then you might have to wait a GCD or
two, but that should be pretty rare. As you get better gear (and
honestly that might be part of what we're seeing here) it should be even
more rare because you'll have more rage to Slam away.
So what am I missing here? I want to understand the feedback.
GC, just a quick question. Is this change trying to suggest that Fury warriors should never equip a shield to go defensive?
Swapping to a shield should not turn off the Single-Minded Fury damage
bonus for an SMF warrior. It's possible a Titan's Grip warrior who
swapped to a one-hander and shield will not get the Single-Minded Fury
bonus. However, TG warriors can also equip a two-handed weapon and
shield.
GCs arguments and justifications almost make it sound like he has
some kind of personal vendetta against the warrior class and wants us to
suck and not be invited to raids... never gives us a real answer to
anything other than "working as intended" or "we'll see" but nothing
ever changes unless its another nerf or new penalty added to an
ability... if we show the slightest hint of getting better "it's a
bug... here we'll fix it"
Yeah, that's probably it.
Execute may not be half of my total dps but its a huge chunk that im
missing out on 80% of the fight. Ghostcrawler, I dont understand your
reasoning sometimes on these issues, you wanted player feedback, its
given, but you counter saying its not an issue. Why bother even continue
reading our feedback if you already have a replay to shoot it down?
Think about it from my point of view. If every time players say "Please
fix this" we then always go and fix it, then we're really not making the
decision. We're letting players make it. The way we like to design is
through informed decision making. We like to gather information and then
make the call. That doesn't mean we're always going to make the call
you want, but at least we'll know how you feel about it.
In this case, I wanted to see if there was something we hadn't
considered about why high executes are bad. I didn't see many arguments
we hadn't considered, but there was one we found potentially compelling.
Essentially, if a group is stuck on phase 2 of a boss they might feel
compelled to swap out a warrior, since their contribution is really
going to come in phase 4. Now if phase 4 is also tough, you made a
mistake, but if phase 4 is easy, then you may have made the right call.
In my humble opinion it's the same deal as some classes being amazing
on burst or multidotters. Granted, sub 20% happens in most boss fights
unlike multidotting, but it could be viewed as a perk. If a fight lasts
4-5 minutes Shamans and other burst classes are ridiculously strong, on
council fights multidotters shine and then warriors can have the flavor
of killing you if you're close to death.
That was more or less our logic. Warriors might be great when executes
matter and weaker when executes are irrelevant, but those don't happen
with such regularity that it would be a major problem. Groups tend to
like the dot classes even on single target fights. They just excel at
group fights.
The same response came with shield wall and spell reflect, people
dont like it and yet, you completely ignore the feedback and reply; "we
are happy with warriors requiring a shield" well, thats fine and dandy
that your happy, but wouldnt you rather have the players who are using
the warrior be happy?
I've tried to explain our shield logic there several times. I'm sure you
could find the responses. Now you may disagree with out logic, but
that's different than our ignoring the feedback.
Of course, reading between the lines in GCs responses, it looks like
they may not have fully taken CD stacking during Execute phase into
account, so there's also the possibility that Warriors are competitive
for 80% of the fight and just flat OP for the final 20
No, I just wanted to make sure there was a good explanation for the high crit rate.
There's nothing wrong with the idea of having your damage more
backloaded. I think the concern right now is that it is too backloaded.
It's just been kind of funny to hit the last 45 seconds of a beta raid
encounter and have an ability go from zero to #2 in WoL while accounting
for 15% of my damage, all in ~45 seconds.
Yeah, many of the responses seem to be "it feels weird" and not "it's
fundamentally broken" (even when they say the latter, it looks like they
often mean the former). Now feeling weird still counts, but it's not as
"must fix" as a critical design flaw.
I seem to remember one of your first suggestions being a short
cooldown slapped on. Intuitively, that seems the best — Execute can be
powerful enough to kill in PvP without crowding damage contribution in
PvE.
We don't like Execute having a cooldown. You still need to do other
attacks already to make sure you have enough rage to spend. If we decide
it's a problem, we're more likely just to shift some of the damage from
Execute back to other attacks. (Key word is "some" - we don't want it
to be weak.)
We're not changing the shield requirements of Spell Reflect and Shield
Wall. You can read my previous comments on them, Die by the Sword and
Mass Spell Reflect. Our stance hasn't changed.
We are going to try reducing Execute damage by about 20% and
redistributing the damage to yellow attacks. I'm not sure that nerf will
be significant enough to make some of you happy (what an ironic thing
to say) but it might be enough of a compromise between Execute feeling
awesome but not so awesome that the rest of your attacks feel weak.
You would only use HS and Slam over 60 rage if HS has a TfB stack (or
stacks) already because a no stack HS is less than a slam in termsof
damage. Otherwise you would have to weigh out the near term benefit
against filling a future GCD which might otherwise be empty with a slam.
The problem is, you can't really predict the availabillity of TfB procs
in the future - will you have an empty GCD, or will you have multiple
overpowers? If you hold off on the HS, perhaps those additional OP's
will buff the HS you saved to a higher degree - is it more, or less DPS.
There is simply too much on-the-fly calculation and gambling involved.
Furthermore, you dont really have to use HS to burn off rage to prevent
overcap - one slam pretty much negates 3 white swings worth of rage.
Again with the unpredictabillity - how will enrages change that
decision?
Why would you ever use the HS until Taste for Blood stops proc'ing? You
Overpower until it stops, then you HS. If you have 60 rage (or think you
will soon) then you go ahead and Slam because you'll still have enough
rage to Heroic Strike as well. It's the "on-the-fly calculation and
gambling" part that I'm not quite understanding. If you're choosing to
HS when you don't know if the proc is done, then I guess that's
gambling, but why do that? That's like bleeding off all your rage when
you don't know is a CS is about to proc. If you're choosing to Slam when
that means you won't be able to HS, then why do that (unless maybe the
target has to die right now)?
It seems to me that the two decision points are: Should I Heroic Strike and should I Slam?
Should I Heroic Strike? Is Taste for Blood at 5 stacks? Then, absolutely
HS. If not, then is Colossus Smash up? Then it's still worth it to blow
the stacks with an HS. If not, then will the buff expire before I get
another stack? If so, then Heroic Strike. (It's off the GCD, so you
don't even have to delay another ability.)
Should I Slam? Will Slamming mean not enough rage for an upcoming Heroic Strike? Then, no.
What am I missing?
SMF warriors being able to eat is an unintended consequence of the
bullet-proofing we put in to stop TG warriors from swapping to SMF for
Execute. Should be an easy fix.
1. Slam is better than HS at 1 or 2 stacks, so you should never HS at that amount of stacks.
Okay, I think this is part of the problem. On our current build, Heroic
Strike is at 110% weapon damage and Slam is at 220% weapon damage. That
means a one stack of Heroic Strike ties with Slam and two stacks on
always wins.
3. With 60 rage banked up, if you get lucky Overpower procs you'll
have to HS before you reach 5 stacks or you'll waste rage due to cap.
This is also RNG.
This part I am not understanding. If you have enough rage, then Slam.
Otherwise, wait for the 5 stack. When are you at rage cap but unable to
Slam?
4. Now say you have 60 rage, a 5 stack TfB and no filler avaiable.
You have to outweigh the short term benefit of Slam + HS vs the
possibility that those 30 rage you spent could turn into a 3 or higher
stack in the next MS cycle.
If you're at 5 stacks, you should Heroic Strike because it can't go any
higher. The only reason to delay would be if CS is about to come off
cooldown. You shouldn't have to pool rage for multiple Heroic Strikes.
If you use one, you should be ready for the next one by the time it
stacks -- you're talking about a MS and 3 Overpowers. I'm not sure what
gear you're talking about -- is this the ungemmed PvP gear at level 90?
Maybe another way to ask this is what percentage of the time are you
Slamming in between buffed Heroic Strikes, and what percentage are you
double Slamming?
Again, it's all probably due to low rage generation. As Arms you
generate 36-45 rage during each MS depending on swing timers, which is
less than you might be required to spend.
Yeah, I am starting to wonder if that's the issue. If you don't have
enough rage to Slam regularly, then the rotation is going to feel empty.
That will get better with more gear, but it sounds like Fury's rage
feels good already.
I'm with GC on this one. The choice is merely between heroic strike
and slam when you have rage. Why are you guys so steeled on 'must fill
all globals!'? One of the big problems warriors had was too many globals
as arms, you had no time for any utility buttons.
I understand that some players just like filling all globals, and the
fact that warriors always become rage flooded in the last tier of
content exacerbates how off it feels going from heroic raid gear to
quest gear for the new expansion. We still want to keep some sense of
progression that better gear means more rage which means more attacks,
but maybe that's just too hard to deliver. On the other hand, warriors
already have the highest APM of any class when you consider they can
fill almost every global and have several off-the-global abilities,
including a legitimate attack.
I do appreciate those of you attempting to clarify your concerns and not just venting. It is helpful.
I was curious if there was any chance of getting all of our attacks
to trigger auto-attack? Not an actual swing, but putting us in a ready
combat position. Kinda sucks to hit bloodthirst and fall right back out
of the attack mode.
Can you explain this in more detail? If I target something and hit BT, then I start autoattacking.
The problem involves being out of range, out of rage, facing the
wrong direction, the ability being on cool down for 4.5 more seconds, or
disarmed etc.
We made a change so if you are in range (on any class) you will start
autoattacking even if the special attack you used didn't go off (if for
example you have no rage). It also works if you are facing the wrong
direction.
It will not start autoattack if you are out of range. That might be something we can fix.
I just tested this on Slam and Mangle, and it works as I described. If
you can test beta and verify that this is not happening, let us know.
This is a change from live. (
Blue Tracker /
Official Forums)