WoW Warlords of Draenor: Beta Patch Notes - Tanks bald auch im PvP
Die vorläufigen Patch Notes zu Warlords of Draenor wurden erneut aktualisiert. Unter anderem sollen Tanks in Zukunft eine Daseinsberechtigung im PvP haben. Weiterhin wurden einige CCs abgeschwächt oder völlig entfernt und es gab größere und kleinere Änderungen an den Klassen. Einige Änderungen wurden auch wieder verworfen.
Eine der großen Neuerungen bei den vorläufigen Patch Notes betrifft Tanks und PvP. Seit einiger Zeit waren Tanks im PvP gewollt unbrauchbar, mit kleineren Ausnahmen wie dem Job als Flaggenträger. Das lag daran, dass der Kampf gegen Tanks ganz einfach keinen Spaß machte. Tanks waren nahezu unzerstörbar, hatten haufenweise CCs und verursachten in den meisten Fällen nicht genug Schaden, um ihren Gegner zu besiegen. Man hielt die Tanks vom PvP fern, um den Spielspaß für die restlichen Spieler zu erhalten. Dies hatte natürlich zwangsläufig den Nachteil, dass Spieler, die gerne Tanks spielen, vom PvP ausgeschlossen wurden.
In Warlords of Draenor soll sich das jetzt ändern. Die Schadenswirkung von Tanks soll zwar weiterhin geringer sein als bei Damage Dealern, aber nicht vollkommen harmlos. Außerdem wurden viele Kontrollfähigkeiten entfernt. Und damit es nicht mehr so frustrierend ist, im PvP gegen Tanks zu kämpfen, hat man ihnen die Unverwundbarkeit genommen. Tanks nehmen jetzt 25 Prozent mehr Schaden im PvP. Das gewollte Ergebnis ist, dass PvP-Tanks nun im Vergleich zu Schadensspezialisierungen etwas weniger Schaden verursachen und im Gegenzug auch etwas weniger Schaden nehmen.
Außerdem wurden einige Klassenfertigkeiten angepasst, verändert und andere Änderungen wieder verworfen. Anbei findet ihr die neuesten Änderungen in englischer Sprache. Die vollständige Liste aller bisherigen Änderungen findet ihr in den vorläufigen Patch Notes zu WoW: Warlords of Draenor.
Secondary Stat Attunements
- All specializations now receive
New passive abilities grantinga 5% bonus to specific secondary stat bonuses received from all sources. This bonus is granted through new passive abilities or additional effects added to existing passive abilities. equipped items have been added for all specializations.
Crowd Control and Diminishing ReturnsDruid
- Bear Hug has been removed.
- Hibernate has been removed.
- Maim is now available only to Feral Druids.
- Nature's Grasp has been removed.
- Concussive Barrage has been removed.
- Scare Beast has been removed.
now has a 6-second duration in PvP (down from 8 seconds). Widow Venom has been removed.
- Cone of Cold's cooldown has been increased to 12 seconds (up from 10 seconds).
- Deep Freeze is now available only to Frost Mages.
- Deep Freeze can now be broken by damage (same amount as Frost Nova).
- Dragon's Breath now replaces Cone of Cold for Fire Mages and the disoriented effect now shares Diminishing Returns with all other Mesmerize effects.
- Frost Nova's cooldown has been increased to 30 seconds (up from 25 seconds).
- Adaptation has been removed.
- Bind Elemental has been removed.
- Frostbrand Weapon has been removed.
- Curse of Exhaustion has been removed.
- Demonic Breath has been removed.
- - Howl of Terror is now a Level-30 talent, replacing Demonic Breath.
Instant Cast HealsPriest
Divine Star now has a 1.5-second cast time (up from instant cast), but can be cast while moving.
Tank Vengeance, Resolve and PvP
- Tanks now take 25% additional damage while engaged in PvP combat.
Elemental Focus now also triggers any time the Shaman lands a killing blow.
- Healing Surge now heals for 100% more when cast on self for Elemental Shaman.
- Barkskin is now available to Balance, Guardian, and Restoration Druids, and no longer provides pushback protection, but its base cooldown has been reduced to 30 seconds.
Entangling Roots is now available only to Balance and Restoration Druids. Hurricane is now available only to Balance and Restoration Druids. Moonfire is now available only to Balance and Restoration Druids. Rejuvenation is no longer available to Guardian Druids.
- Revive's mana cost has been reduced by 87%.
Details of changes to Balance:
- Incarnation: Chosen of Elune now increases spell damage by 15% while active (was a 25% increase to Arcane and Nature damage, but only while Eclipse is active).
Euphoria has been removed. A new level-100 talent with the same name has been added.
Insect Swarm has been redesigned and renamed Stellar Flare.
- Stellar Flare is a powerful spell benefitting from both Lunar and Solar Eclipses, dealing the most damage when they are equal. Burns the target for Spellstorm damage and cause additional damage over 15 seconds. The ability has a cast time of 1.5 seconds.
- Serpent Sting has been redesigned based on Serpent Spread and is now available only to Survival Hunters.
- - Serpent Sting now causes Multi-Shot and Arcane Shot to also apply a Serpent Sting poison dealing instant and periodic damage.
Each time it deals damage, the Hunter receives 3 Focus; this effect cannot occur more than once every 3 seconds.
One of our new secondary stats Multistrike, is strikingly similar to the Wild Quiver Mastery for Marksmanship Hunters. To address this similarity, we replaced Wild Quiver with a new Mastery: Sniper Training. Marksmanship Hunters that favored Mastery before will want to favor Multistrike for a similar feel. For their new Mastery, we wanted to add some depth to their moment-to-moment gameplay, and compliment Critical Strike. In order to do that, we brought back the concept of Sniper Training.
Finally, we added an interaction between Careful Aim and Rapid Fire (and indirectly Aimed Shot through a Draenor Perk), so as to add a bit more depth to their gameplay.
- Mastery: Wild Quiver has been removed.
- Sniper Training is a new Mastery for Marksmanship Hunters, replacing Wild Quiver.
- - Sniper Training activates when the Hunter stands still for 3 seconds, giving them the Sniper Training effect for 6 seconds, increasing damage, shot range, and critical strike damage by 4% (increased by Mastery).
Apart from rotational changes through Ability Pruning, changes for Survival Hunters mostly center on Lock and Load. We changed how Lock and Load is triggered to increase the value of Multistrike, provide gameplay depth and the ability to pool damage more.
- Black Arrow now deals 60% more damage, inflicts Shadow damage every 3 seconds (up from every 2 seconds), has a duration of 18 seconds (down from 20 seconds), and triggers Lock and Load on Multistrike hits.
- Explosive Shot now costs 15 Focus (down from 25 Focus).
- Lock and Load's effects have been incorporated into Black Arrow and has been redesigned.
- - Lock and Load now causes the next Explosive Shot to not trigger its cooldown, but no longer causes it to be free or reset the ability's current cooldown. This effect can stack up to 5 times.
Ability Consolidation and Refinement
- Ice Floes no longer has a restriction on base cast or channel times for spells (formerly only worked on spells with a base cast or channel time of less than 4 seconds).
Ice Lance's non-frozen damage was doubled to make up for no longer having access to Fire Blast and reducing redundancy in the process.
We also changed Brain Freeze's effect, in order to give Frost mages another cast-time spell in their rotation.
- The Brain Freeze effect now increases Frostfire Bolt's damage by 25%, and can now stack up to 2 times
instead of making Frostfire Bolt instant. It also no longer triggers from the Bomb Talents, and instead has a 10% chance to trigger from Frostbolt casts. Each Multistrike of Frostbolt increases that cast's chance by an additional 45%. (Total of 100% on double-Multistrikes).
- Ice Lance's base damage has been increased by 100%, but its damage multiplier against frozen targets has been reduced by 50%.
- Stance of the Sturdy Ox now replaces Stance of the Fierce Tiger for Brewmaster Monks.
Touch of Death is no longer available to Mistweaver Monks. Transcendence is no longer available to Mistweaver Monks.
- Resuscitate's mana cost has been reduced by 80%.
- Spinning Crane Kick now always generates 1 Chi, and no longer reduces movement speed.
- Paralysis now always lasts 60 seconds against creatures, regardless of facing.
- Zen Sphere no longer has a target limit.
- All abilities available to Mistweavers now have a 1.5-second global cooldown (up from 1 second).
- Stance of the Wise Serpent causes Haste to reduce global cooldown of the Monk's abilities.
- Focus and Harmony is a new passive ability for Mistweaver Monks, causing Haste to reduce the global cooldown, and causes Attack Power to be equal to 100% of Spell Power.
- - Stance of the Wise Serpent no longer provides this Spell Power to Attack Power conversion.
- Jade Mist is a new passive ability for Mistweaver Monks, causing them to gain 5% more of the Multistrike stat from all sources, and also causes Renewing Mist and Rising Sun Kick to have a chance equal to Multistrike chance to not go on cooldown when used. This effect cannot trigger on the next Renewing Mist or Rising Sun Kick.
- Stance of the Spirited Crane is a new ability for Mistweaver Monks, which replaces Stance of the Fierce Tiger, and provides the following effects.
- The Monk's Attack Power is equal to 100% of their Spell Power, and they no longer benefit from other sources of Attack Power. Stance of the Wise Serpent no longer provides this benefit. Haste reduces the global cooldown of the Monk's abilities.
Ability Streamlining and Refinement
- Redemption's mana cost has been reduced by 95%.
- Spirit Shell is now a level-75 talent, replacing Divine Insight for Discipline Priests.
has been removed.
- Divine Star now
has a 1.5-second cast time (up from instant cast), but can be cast while moving, andfollows standard AoE capping rules. (See also: Instant Cast Heals)
- Divine Providence is a new passive ability for Holy Priests.
- - Divine Providence increases the amount of the Multistrike stat gains from all sources by 5%, and increases the damage and healing of Multistrikes by 25%.
- Power Word: Shield may now critically strike or Multistrike.
- Divine Insight's effects have been split based on specialization.
- - Shadow: This effect is now named Shadowy Insight.
The passive ability Sinister Calling also received significant change to better balance scaling rates, the value of secondary stats, improve Multistrike for them, and add rotational depth.
Honor Among Thieves is an extremely powerful ability, but has the downside that it adds significant disparity between character power while soloing and while in a group. We made this change to bring up the soloing Subtlety Rogue, without having a significant impact on their performance while in a group.
- Sinister Calling now increases Agility by 15% (down from 30%), and the amount of Multistrike bonus received from all sources by 5% (in order to act as Subtlety's Secondary Stat Attunement). And finally, when the rogue Multistrikes with Backstab or Ambush, they also twist the blade, causing all Bleed effects to instantly tick an additional time.
- Chain Lightning is no longer available to Restoration Shaman.
- Earthquake has been removed.
- Ancestral Spirit's mana cost has been reduced by 95%.
Elemental Overload and Molten Earth
One of the new secondary stats Multistrike, functions very similarly to Elemental Overload. We wanted to keep Mastery and Multistrike feeling distinct, but also know how iconic and important Elemental Overload is for Elemental Shaman. So, we decided to merge the two together with Multistrike driving Elemental Overload, and give the Elemental specialization a new Mastery. For the new Mastery, we wanted to strengthen the Elemental Shaman's connection to earth energies, and added damage that continues while the Shaman is moving. The summary of all this is that if you liked Mastery before, favor Multistrike instead for the same effect. Or try out the new Mastery: Molten Earth.
- Elemental Overload is now a regular passive ability and is no longer increased by Mastery. It grants 35% increased Multistrike damage and healing, and an additional 20% to Multistrike chance. It also increases the amount of the Multistrike stat gains from all sources by 5%, serving as Elemental's Secondary Stat attunement.
- Molten Earth is a new Mastery for Elemental Shaman.
- - Molten Earth causes the Shaman's damaging spells to incite the earth around to come to their aid for 6 seconds, repeatedly dealing Fire damage to their most recently attacked target.
Restoration Shaman had the most passive and smart healing of any healer, and so received some reductions in that area, along with buffs elsewhere to keep them competitive.
One particular change is to Mana Tide Totem, which we made less effective for other players, but still just as effective for the Shaman. We like that Shaman could help other healers out on mana, but it was just too strong, significantly impacting how those other healers gear themselves. Mana Tide Totem now increases the Spirit of allies by 50% (down from 200% of the Shaman's Spirit). It remains unchanged (200%) for the Shaman activating the totem, and still ignores temporary Spirit buffs.
Ability Consolidation and Refinement
- Grimoire of Supremacy pets now generates 20% more Demonic Fury.
For Affliction, we're happy with their rotation. But, Drain Soul was causing them to be too strong in situations where they had a steady supply of small creatures to kill. We reduced the effectiveness of its on-kill effect in order to solve this.
- Soul Swap now costs 1 Soul Shard (up from none).
- - Soulburn: Soul Swap costs a total of 2 Soul Shards (up from 1).
- Kil'jaeden's Cunning has been redesigned. Kil'jaeden's Cunning calls upon the cunning of Kil'jaeden to permit movement while casting Warlock spells. This spell may be cast while casting other spells and lasts 8 seconds with a 1-minute cooldown.
- Battle Stance for Arms Warriors now generates 140% more Rage from auto-attacks and Critical Strikes now generate double Rage.
- Execute for Arms Warriors now costs 10 Rage, and consumes up to 40 additional Rage to deal additional damage.
- Overpower has been removed. Arms Warriors should now use Rend and Whirlwind instead.
- Rend is a new ability for Arms Warriors.
- - Rend causes bleed damage over 18 seconds, and a final burst of bleed damage when the effect expires.
- Slam has been removed. Arms Warriors should now use Rend and Whirlwind instead.
- Sweeping Strikes now costs 10 Rage (down from 30 Rage).
A few Warrior talents also were in need of revision. First, Second Wind was problematic; it was sometimes too weak, and sometimes too strong. We chose to change it from a passive health regeneration effect to the new Leech effect, so that low-health Warriors have to maintain combat in order to benefit, instead of kiting, hiding, or otherwise playing defensively.
The level-45 talent row was removed for crowd-control disarmament reasons, and also wanted to allow you to choose more rotational complexity through talents. We replaced the row with new talents, many of which are specialization-specific, giving you a variety of playstyle choices for your Warrior.
- Enraged Regeneration now heals for 100% more but the amount healed is no longer increased by being Enraged.
- Staggering Shout has been removed and replaced with 3 new talents that vary by specialization.
- - Arms: Taste for Blood: Each time Rend deals damage, gain 3 Rage.
- - Fury: Furious Strikes: Wild Strike costs 10 less Rage.
- - Protection: Heavy Repercussions: Shield Slam deals 50% additional damage while Shield Block is active.
- Piercing Howl has been removed and replaced with a new talent, Sudden Death.
- - Sudden Death causes auto-attack hits to have a 10% chance to make the next Execute free and useable on any target, regardless of health level.
- Disrupting Shout has been removed and replaced with 3 new talents that vary by specialization.
- - Arms: Slam: Slam an opponent, causing 100% weapon damage. Each consecutive use of Slam increases the damage dealt by 50% and Rage cost by 100%.
- - Fury: Unquenchable Thirst: Bloodthirst no longer has a cooldown.
- - Protection: Unyielding Strikes: Devastate reduces the cost of Heroic Strike by 6 Rage for 6 seconds, stacking up to 5 times. Once this effect reaches 5 applications, its duration will no longer refresh.
Fury Warriors received a few additional changes. In particular, Heroic Strike has been removed for Fury Warriors, and modified Wild Strike to fill the role of quick excess Rage dump. We also made a revision to the Critical Strike chance of Bloodthirst to make them less crit-dependant. A new glyph has been added which gives Fury Warriors a choice for a notably different playstyle. Auto attack damage had become too high, so we also moved some damage from that into Execute (which has been changed to deal damage based on Weapon Damage, instead of just Attack Power). Plus, we've updated some to spell alerts to improve usability.
- Bloodsurge's effects have been merged into baseline Bloodthirst and no longer reduce Wild Strike's global cooldown. Its spell alert has moved to the top slot instead of the left and right slots.
- Bloodthirst now replaces Heroic Strike for Fury Warriors.
- - Wild Strike now has a 0.5 second baseline global cooldown.