In der vergangenen Nacht hat Blizzard die MoP-Beta-Server heruntergefahren, um den zweiten Beta-Patch aufzuspielen. In einem umfangreichen Bluepost äußerte sich Greg „Ghostcrawler“ Street zudem zum Schutz-Krieger in der MoP-Beta.
MoP-Beta Build 15544
Wie wir bereits gestern berichteten, beinhaltet Beta Build 15544 ein neues Flugreittier: Einen fliegenden Panther. Zudem bringt das zweite MoP Beta-Update u.a. diverse Änderungen an den Klassen, die MMO-Champion bereits gestern mit dem Hinweis auflistete, dass es sich um eine Beta handele und sich daher alles noch ändern können.
Wie MMO-Champion weiter berichtet, wurden mit Beta Build 15544 außerdem u.a. das neue Szenario „Black Ox Temple“ integriert und zwei bereits vorhandene Szenarios umbenannt. Bei den Haustierkämpfen wurden zudem Texturen für verschiedene Wetterlagen hinzugefügt.
Schutz-Krieger in der Beta
Mit einem umfangreichen Bluepost klinkte sich Greg „Ghostcrawler“ Street im US-Forum in eine Diskussion über den aktuellen Stand des Schutz-Kriegers in der Beta ein:
There is always a risk of jumping into a thread like this to only touch on a couple of points that it will derail what is a pretty interesting discussion. However, I did want to respond to a few things.
1) We still think the overall design of tanks attacking in order to build up resources for defenses is a sound one. In a world where threat isn’t hard to maintain beyond the first few seconds, we believe tanks would quickly grow uninterested in their rotation if it wasn’t tied to defense. (The reasons we don’t think managing threat is fun gameplay after the first few seconds is something I’ve gone into before, so I won’t belabor the point here.)
2) We agree with the feedback that warriors, and to a lesser extent paladins, aren’t getting enough out of their block abilities (Shield Block and SotR). We erred on the side of making them forgiving so that tanks wouldn’t worry about splatting if they failed to use one of those attacks, but we think now we were too conservative, to the point that they don’t feel (to use a word many posters have used) visceral. You should notice a change in incoming damage when you use these abilities. So we are trying the following changes. Let us know how they feel.
- The next iteration of Shield Block we are going to try is that it blocks ALL attacks for 6 sec. Furthermore, those blocks have a chance to become critical blocks, which keeps mastery relevant.
- We think Shield of the Righteous needs less tweaking since it already has a damage component; it is noticeable when it gets used. However, to make sure it also provides survivability, the initial automatic block will reduce 75% of damage while any subsequent blocks during the 6 sec duration will block for 50% of damage. (A normal block is 30%.) Those numbers are subject to iteration, but again the idea is that mastery will still affect SotR’s mitigation.
- We also agree that the Guardian druid combination of mastery and Savage Defense feels too passive in comparison with the plate tanks. We are going to change Savage Defense to a chance to avoid damage, which gives it more parity with say the warrior. The warrior has a reliable block, but a more random mastery, while the druid has a reliable mastery, with a more random „block.“ To partially offset this change, Frenzied Regen will do all of its healing instantly.
3) We understand that as players, you want to minimize the randomness of tanking. That makes you good tanks. But as designers, we have to make sure that randomness has its place. Randomness is one of the challenges in the game — by design — that you need to overcome. Tanking with randomness eliminated would be static and repetitive. You wouldn’t have „oh snap“ moments where you or a healer had to use a cooldown. You could probably predict from that first boss swing whether you’d win or lose the fight, since every swing would feel about the same way. Of course we don’t want tanking to be brutally frustrating, but we don’t want it to be effective yet boring either.
4) We also understand that long-term Protection warriors aren’t yet feeling that frenetic, button mashy playstyle with which they have become familiar. We are experimenting with a new proc, currently called Ultimatum, in which Devastate has a chance to make the next Heroic Strike or Cleave free. We don’t want to return Devastate to Sword and Board however. Shield Slam (and therefore Sword and Board) provide rage, which is a mitigation resource now. Having Devastate lead to better mitigation would mean you had to prioritize the no-cooldown Devastate above other attacks such as Storm Bolt. Hopefully the Ultimatum implementation will deliver that „fish for procs“ feeling of the old Sword and Board, while giving offtanks a more dynamic rotation (since they can’t rely on Revenge).
5) We don’t think it’s critical that all tanks have the same number and character of cooldowns. In fact, we think doing so would make all of the tanks play too similarly when what we actually want to do is give them each their own character, provided each can still tank any content in the game with a reasonably similar amount of effort. We give everyone a Last Stand and Shield Wall equivalent and try to have another option or two. It’s okay that Blood DKs have a lot of cooldowns — that has always been a DK thing — as long as they aren’t much more effective than other tanks. (Quelle)