9/22/2009

Patch 3.2.2 Live

Nerfs to talents. Trying to make people use Command, sometimes. And some item fixes.
- Righteous Fury: The bonus threat from Holy spells caused by this talent has been reduced from 90% to 80%.
- Seal of Corruption and Seal of Vengeance: These seals will now only use the debuff stacks generated by the attacking paladin to determine the damage done by the seal and by the judgement.
- Ardent Defender: This talent now reduces damage taken below 35% health by 7/13/20% instead of 10/20/30%.
- Blessing of Sanctuary: This blessing now grants 10% strength in addition to its current effects. Also, the strength and stamina bonuses from this blessing will no longer be lost when Blessing of Kings is removed.
- Judgements of the Just: The reduction in cooldown to Hammer of Justice provided by this talent has been reduced to 5/10 seconds instead of 10/20 seconds.
- Touched by the Light: This talent now provides 20/40/60% of the paladin's strength as spell power instead of 10/20/30% of the paladin's stamina.
- Seal of Command: This ability now chains to strike up to 2 additional targets when it is triggered by an attack that can only strike a single target.

- Libram of Obstruction: The buff to block value from this relic is now exclusive with the buff to block value from Libram of the Sacred Shield; it is impossible to have both buffs at once.
- Libram of the Sacred Shield: The block value buff from this relic has been increased to match its item level.
- Paladin Tier-9 DPS 2-Piece Set Bonus: Now grants the correct chance for Righteous Vengeance ticks to be critical strikes.

- Hand of Freedom: This ability now correctly removes the snaring component of Infected Wounds and Frostfire Bolt.
Source

9/10/2009

Holy Wrath nerf

I wondered why in the world they would bring 3 holy paladins to heal something...
We just deployed a hotfix to modify Holy Wrath so this spell has the same diminishing return mechanics that other player stun spells and abilities currently have. This will prevent Undead creatures that we wish to be susceptible to stun from being permanently stunned if you include enough Paladins in your raid who then rotate their Holy Wrath casts.

This will affect the difficulty of Anub'arak, but we didn't want the "right way" to defeat this fight to involve bringing five Paladins who glyphed their Holy Wrath spell.
Source
Apparently they used it to keep adds stunlocked down. And I'm betting having several divine sacrifices didn't hurt either.

9/04/2009

About Healing and Tanking

If we just chilled out tank damage, then healing would be a lot easier. While I know it's popular in this forum to claim that we only want to make life hard for the healers, I think in reality many of you would get bored or risk losing your spot when the raid didn't need as many healers.

A better answer, in our opinion, is to increase tank health and have bosses hit hard but not as often. The end result would hopefully be that it took several big heals to bring a tank back up rather than a single Holy Light crit. Currently overhealing isn't particularly scary because mana is cheap and the risk of the tank (or anyone dying) on a given GCD is very real.

If you currently put say 3 healers on the tank that isn't because it requires that much healing per second to keep the tank alive. Instead, it's because with 3 healers hopefully someone will be always casting and can land a heal after big hit one but before big hit two, which would kill the tank. If a few hots or shields get stomped on along the way, oh well.

Ideally, you put 3 healers on the tank because it takes 3 big heals to get the tank back up. If you don't coordinate well or use a big heal when a medium heal would do, then you'd risk too much overhealing and ultimately running out of mana. You'd need to heal smart as well as just healing fast and big, which is what the current design really encourages.

I predict health pools of all players will go way up in Cataclysm relative to player damage and healing. Everything (meaning PvP too) would be slowed down just a little so that making the right choice would sometimes trump making the fast choice.

I'll also add that many players think 10-player raid healing is currently more fun than in 25s because you are often splitting duties with just one other person -- "You heal the tank. I'll heal the raid." In 25s you get more of that whack-a-mole feeling where you're competing just as much with other players to heal someone first and nothing feels very organized or efficient.
Source
While I agree that giving tanks more hp in this current environment is would be a good thing, there's a lot here that I very much disagree with.

First off, you can design healing to not be as hard and still use a lot of healers. This is entirely a failing of the development team, and pretty much a cop-out.

Forcing players to use healing strategies where "hopefully" someone lands a heal at the right time is horrible. The current system encourages spamming the *@#$ out of the tank, it does not encourage smart healing. Divine plea with a 50% heal reduction is bad; clearly they don't see how the vast majority of paladin healers use it. Beacon of Light is bad for the game; it very much encourages spamming and not smart play. Problems with healer mana stem from requiring stupid amounts of healing in order to keep people alive with luck rather than smart healing. AE just for AE sake and rediculously hard hitting bosses are new bad gimmicks; WoW didn't always have these on every boss. In my mind, this is more fun than heal-chain/rotations and smart healers still play better, but it could and should be designed better (and perhaps the current state of it's design now is a product of PvP influence?). It would be nice to even see a system where it was possible to see a boss that hits very fast for medium damage for variety.

10-mans are more fun to heal because the damage isn't as ridiculous, though it's also much easier to stack 3 healers for stupid healing fights and still meet dps requirements. Also, anyone saying "more fun" means that they have run both 10 and 25 which means that they are probably over-geared for a 10-man. I feel very strongly that our current 10-mans give out far too high itemlevel of gear in relation to the 25 man progression.