This video is probably fake. The reaction captured on it, however, most likely exists in many of the mouth-breathers that make up the WoW Player Base.
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17 hours ago
Musings on Life and the World of Warcraft.
If it wasn't almost 3am, I'd probably have more to comment on this. But really, at this point is it any kind of big deal? It isn't live yet, so nothing is gospel.
* Due to significant talent changes, all death knight talents will be reset for players.
* Blood Strike: The bonus damage this ability receives from diseases on the target has been increased to 50% per disease.
* Chains of Ice: Now reduces movement by 95% instead of 100%. The main effect of this change will be that targets of Chains of Ice will not have to re-issue a movement command to continue moving.
* Frost Presence: 10% bonus health reduced to 6% bonus stamina.
* Frost Strike: This ability can now be dodged, parried, or blocked. Weapon damage bonus reduced to 55%, down from 60%.
* Icebound Fortitude: Cooldown increased to 2 minutes.
Talents:+ Dancing Rune Weapon: This ability now has a fixed duration of 12 seconds (which can still be modified by its glyph) and a fixed cost of 60 runic power.
- Blood
+ Veteran of the Third War: Stamina bonus reduced to 1/2/3%.+ Blood of the North: Reduced to a 3-point talent. Increases Blood Strike and Frost Strike damage by 5/10/15%. There is now a 33/66/100% chance whenever you hit with Blood Strike or Pestilence that the Blood Rune will become a Death Rune when it activates.
- Frost
+ Lichborne: Duration reduced to 10 seconds, and cooldown reduced to 2 minutes.
+ Threat of Thassarian: New 3-point talent. When dual-wielding, your Death Strikes, Obliterates, Plague Strikes, Blood Strikes and Frost Strikes have a 30/60/100% chance to also deal damage with your off-hand weapon. Off-hand strikes are roughly one half the effect of the original strike.
+ Toughness: This talent now grants 2/4/6/8/10% armor instead of 3/6/9/12/15%, placing it in line with similar abilities of other classes.+ Desecration: This talent has been reduced to 2 points for 25/50% snare and no longer increases damage done by the death knight. It has also been moved one tier earlier in the tree and its spell effect has been made more transparent.
- Unholy
+ Desolation: New talent. This talent is in the position formerly occupied by Desecration. It causes Blood Strikes to increase all damage the death knight deals by 1/2/3/4/5% for 12 seconds.
+ Scourge Strike: Weapon damage bonus reduced to 40%, down from 45%. Damage increased by 10% per disease on the target, down from 11%.
+ Summon Gargoyle: The gargoyle now flies lower to the ground, making it susceptible to melee attacks. This ability now has a fixed duration of 30 seconds and a fixed cost of 60 runic power.
+ Unholy Blight: This talent has been redesigned. It no longer deals damage to nearby targets. Instead, when you deal damage with Death Coil, the target will take periodic damage for 10 seconds equal to 30% of the damage done by Death Coil. This damage accumulates in the same way as Ignite and Deep Wounds.
We are aware of your feedback concerning the limit on the number of instances. This limit was set up some time ago in order to preserve the gameplay experience of players who are already inside instances. Allowing too many instances to be opened at once would eventually have a negative impact on performance, which was definitely noticed and reported right here in the EU forums. This limit is still in place today for the same reasons. However, we are working on a more permanent solution for instance performance. This can take a lot of time to plan, implement and test -- so it is not something we can resolve quickly, other than using the limit currently in place. But we do wish to assure you that we are very much aware of your feedback and we continue to monitor the situation. We will inform you about the longer term solution as soon as we have more details to share.I've never understood Blizzard's approach to situations like this. They touted Wintergrasp as the "Ultimate Epic PVP Experience", allowing for huge armies to battle each other. They then take steps to nerf the piss out of it because too many people were using it, thereby bogging down the servers. Now too many people are starting instances, bogging down the servers. Did someone not stop to do the math? Or were they too busy rolling around in their giant mountains of subscription money to realise that they might have to slap some more system tech onto their network to handle the growing load on it?
I'm sure there's a metric ton of DK's out there who are outright pissed at this. To them I say, suck it up Princess. Mind you, Rokk is wearing the Hell out of quest greens and those aren't getting him killed yet. He might get the stink-eye from the androgynous Blood Elves, but that's like having Richard Simmons and his legwarmers get all up in your grill about the shirt you're wearing. That's when you take your Volkswagon-sized Mace and pound his head into some location south of his belt line.
As I explained, we compared DK armor, health and avoidance to other tanks, and found that the DKs ended up in better shape than other tanks even if you totally ignored cooldowns. When you consider cooldowns, things are even more skewed.
I just didn't want potentially disgruntled players to perpetuate a myth that DK armor got nerfed because their cooldowns were too good. DK armor got nerfed because their armor was too good. Many players (some DKs even) argue that the cooldowns are still too good.
The short version of how we got there was that some glyphs and set bonuses ended up being better or worse than we imagined, block ended up mitigating a lot less damage than we envisioned (before the Ulduar bosses actually existed), and because effective health ended up being way more important to progression than any other aspect of tanking.
Sometimes this guy knows a thing or two about a thing or two.
Q u o t e:
I feel that this crusade against Paladin Healers is unjust and if you could take another step back, take your dev team, and run Ulduar on some premades (given everyone knows how to play correctly, but honestly I sometimes wonder with some of the patches you guys roll out) then you will see that each class has a specific role. While not all roles are quite as pigeon-holed as a Holy Paladin, I do believe that this is as about even as you will let us become.
Oh, come on. All of these "If you'd just play my class, you'd understand" comments are a bit silly. We designed your class. We know how it works.
The issue that started all this was paladins saying "We don't want MP5 on our gear." The designers designed you assuming you'd have MP5 on your gear -- I know; I was there. If you are effective without having MP5 then it probably means you are going to be too powerful at some point because you are able to replace a less-powerful stat with a more powerful one without missing the loss of the less-powerful one.
Imagine you could prune every less-useful stat off your gear. Imagine you could trade in armor, Stamina and everything else for just spell power and crit. Do you think you'd blow away the other healers? I do. That's more extreme than giving up MP5 for more crit, but carries similar risks from a game-balance perspective.
Healers should care about Spirit (druids and priests) and MP5 (paladins and shamans). It's fine to care about Int and crit too, but if you're ignoring Spirit and MP5 and aren't missing them, then something isn't working right.
I felt the Earth move there.Death Knights
- Frost Presence: Armor bonus is now 60% down from 80%.
Items
- Death Knight PvP Gauntlets: The chance to refresh a Frost Rune when casting Chains of Ice has been removed. When equipped, these gloves now generate 5 additional runic power whenever Chains of Ice is used.