Сотрудники Blizzard опубликовали краткий обзор изменений в классе Воинов, которые произойдут в дополнении World of Warcraft: Cataclysm.
Month: April 2010
Cataclysm Class Preview: Death Knight
Update – Added a few more details at the end of the Death Knight's post.
Cataclysm Class Preview: Death Knight (Death Knight Forums)
New Death Knight Abilities
Outbreak (level 81): Outbreak infects the target with both Frost Fever and Blood Plague at no rune cost. This ability allows death knights to apply diseases quickly when they are switching targets or when their diseases have been dispelled.
Necrotic Strike (level 83): Necrotic Strike is a new attack that deals weapon damage and applies a debuff that absorbs an amount of healing based on the damage done. For context, imagine that the death knight can choose between doing 8,000 damage outright with a certain ability, or dealing 6,000 damage and absorbing 4,000 points in incoming heals with Necrotic Strike — the burst is smaller, but a larger overall amount of healing would be required to bring the target back to full health.
This ability is meant to bring back some of the old flavor from when death knights could dispel heal-over-time (HoT) effects. It also gives the class a bit more PvP utility without simply replicating a Mortal Strike-style effect.
Dark Simulacrum (level 85): The death knight strikes a target, applying a debuff that allows the death knight to copy the opponent's next spell cast and unleash it. Unlike Spell Reflection, Dark Simulacrum does not cancel the incoming spell. In general, if you can't reflect an ability, you won't be able to copy it either.
Rune System Changes
While we're satisfied with the way the rune system works overall, we're making a few major changes to the mechanics that will ultimately help death knight players feel less constrained. Here's the rationale behind the changes, followed by an explanation of how the new system will work.
- In the current rune system, any time a rune is sitting idle, death knights are losing out on potential damage output. By comparison, rogues spend most of their time at low energy levels, and if they're unable to use their skills for a few seconds, that energy builds up and can be spent later, minimizing the net loss from the interruption.
- A death knight's runes, on the other hand, cannot be used until they are fully active. If a death knight ever goes more than a few seconds without spending an available rune, that resource is essentially wasted. Because the death knight is pushing buttons constantly, it can be difficult to add new mechanics to the class because the player doesn't have any free global cooldowns to use them. We can't grant extra resources or reduced cost, because there is no time to spend them. Missing an attack is devastating, and it's impossible to save resources for when they're most useful.
- Additionally, each individual death knight ability has a fairly low impact on its own, making it feel like most of the death knight's attacks are weak. The death knight's rotations are also more easily affected by latency or a player's timing being just a little off. At times, it feels like death knights aren't able to take advantage of their unique resource mechanic, which can diminish the fun.
- The new rune system will change how runes regenerate, from filling simultaneously to filling sequentially. For example, if you use two Blood runes, then the first rune will fill up before the second one starts to fill up. Essentially, you have three sets of runes filling every 10 seconds instead of six individual runes filling every 10 seconds. (Haste will cause runes to fill faster.) Another way to think of this is having three runes that go up to 200% each (allowing extra "storage"), rather than six runes that go up to 100% each.
- As this is a major change to the death knight's mechanics, it will of course require us to retune many of the class's current abilities. For example, each ability needs to hit harder or otherwise be more meaningful since the death knight is getting fewer resources per unit of time. Some abilities will need to have their costs reduced as a result.
Talent Changes
Next we'll outline some of the death knight talent-tree changes we're planning in Cataclysm. This list is by no means comprehensive, but it should give you a sense of how we're intending each death knight spec to perform.
- One of the biggest changes we're making is converting Blood into a dedicated tanking tree. While we feel that having three tanking trees was successful overall, it's less necessary in a world with dual-specialization. In addition, the current breakdown isn't as compatible with the Mastery-based passive talent-tree bonuses we want to add (see below). We'd rather spend time tweaking and balancing one good tanking tree rather than having a tank always wondering if they picked the "correct" tree out of three possibilities.
- Blood seemed like the best fit for tanking. Unholy has always had a strong niche with diseases, magic, and command over pets. Frost now feels like a solid dual-wield tree with Frost magic damage and decent crowd control. Blood's niche was self-healing — fitting for a tank — as well as strong weapon swings, which could easily be migrated to Frost and Unholy.
- Our plan is to move the most interesting and fun tanking talents and abilities to Blood. For example, you will likely see Vampiric Blood and Will of the Necropolis remain, while Bone Shield will move over from Unholy.
Mastery Passive Talent Tree Bonuses
Blood
- Damage reduction
- Vengeance
- Healing Absorption
Healing Absorption: When you heal yourself, you'll receive an additional effect that absorbs incoming damage.
Vengeance: This new mechanic is designed to ensure that tank damage output (and therefore threat) doesn't fall behind as damage-dealing classes improve their gear during the course of the expansion. All tanking specs will have Vengeance as their second talent tree passive bonus. Whenever a tank gets hit, Vengeance will grant a stacking Attack Power buff equal to 5% of the damage done, up to a maximum of 10% of the character's unbuffed health. For boss encounters, we expect that tanks will always have an Attack Power bonus equal to 10% of their health. The 5% and 10% bonuses assume 51 talent points have been put into the Blood tree; these values will be smaller at lower levels.
You only get the Vengeance bonus if you have spent the most talent points in the Blood tree, so you won't see Frost or Unholy death knights running around with it. Vengeance will let us continue to design tank gear more or less the way we do today; there will be some damage-dealing stats, but mostly survival-oriented stats. Druids typically have more damage-dealing stats even on their tanking gear, so their Vengeance benefit may be smaller, but the goal is that all four tanks will do about the same damage when tanking.
Frost
- Melee damage
- Melee Haste
- Runic Power Generation
Runic Power Generation: This will function as the name implies, and the new rune system will make generating Runic Power more appealing.
Unholy
- Melee damage
- Melee and spell critical damage
- Disease Damage
Disease Damage: Unholy death knights will be able to get more out of their diseases, which are integral to the tree's play style.
We hope you enjoyed this preview, and we're looking forward to hearing your thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.
[…]
Here are a few points of clarification:
- We want to provide a 2-handed style for Frost since we recognize that pets are an acquired taste. We think we have the design space to do that now that we dont need to support Frost tanking. Were definitely committed to making Frost work as a dual-wield tree though — that isnt going away.
- Outbreak is free with a 1-minute cooldown. Its not supposed to completely replace Plague Strike and Icy Touch.
- Were not sure how were going to handle presences yet. We recognize the oddness of Blood death knights playing in Frost Presence and Frost death knights not playing in Frost Presences. We might rename the presences or take some other action.
Mekkatorque Ramps Up Rhetoric
We now bring you breaking reports of the impending assaults on Gnomeregan from the field.
http://www.worldofwarcraft.com/info/underdev/3p9/gnomeregan2.xml
Has now completed [Razorscale kills (Ulduar 10 player)] 5 times.
5 Razorscale kills (Ulduar 10 player).
Has now completed [Flame Leviathan kills (Ulduar 10 player)] 11 times.
11 Flame Leviathan kills (Ulduar 10 player).
Has now completed [The Prophet Tharon’ja kills (Heroic Drak’Tharon Keep)] 8 times.
8 The Prophet Tharon'ja kills (Heroic Drak'Tharon Keep).
WoW In-Game Pet in SC2 Collector Edition
Update – Added Warrior's preview Q&A
Thor In-Game Pet in SC2 Collector Edition
According to a press release published a few hours ago, Blizzard will offer a WoW in-game pet with the collector edition of Starcraft 2. So far it looks like that if you didn't plan to buy Starcraft 2 and REALLY want your pet, you will have to pay $100 for it.
The good news is, if you want the Starcraft 2 Collector Edition and do not care about the pet, you will probably sell it on ebay for $90.
StarCraft II: Wings of Liberty will be available on DVD-ROM for Windows® XP/Windows Vista®/Windows® 7 and Macintosh®. The standard edition will sell for a suggested retail price of $59.99 and will also be available shortly after release as a download through the online Blizzard Store. The special Collector's Edition package, which is priced at $99.99 and will only be available at retail stores, will include the following bonus items in addition to the game disc:
- The Art of StarCraft II: Wings of Liberty, a 176-page book featuring artwork from the game
- An exclusive 2GB USB flash drive replica of Jim Raynor's dog tag, which comes preloaded with the original StarCraft and the StarCraft: Brood War® expansion set
- A behind-the-scenes DVD containing over an hour of developer interviews, cinematics with director's commentary, and more
- The official StarCraft II: Wings of Liberty soundtrack CD, containing 14 epic tracks from the game along with exclusive bonus tracks
- StarCraft comic book issue #0, a prequel to the comic series
- A World of Warcraft® mini Thor in-game pet that can be applied to all World of Warcraft characters on a single Battle.net account
- Exclusive Battle.net downloadable content, including special portraits for your Battle.net profile, decals to customize your units in-game, and a visually unique version of the terran Thor unit
Q: Will the rotation for a Fury Warrior just be Bloodthirst and Slam with Heroic Strike to burn off rage?
A: We think Fury is going to end up needing another attack in there for single-target fights. Furious Sundering was intended more as having to Sunder being less of a penalty, but at only 3 stacks, it may not end up being a big deal and we dont want Fury to feel like they have to purchase a talent that they may not always use. We dont want Whirlwind to be a good button against single targets however. It essentially gets free damage against groups of targets when its effective at using against single targets. Its okay if warriors still do more damage in fights where they can use Cleave and similar attacks often, but right now its too extreme.
Q: Are one-handed Fury warriors going to be competing with rogues for one-handed weapons?
A: This is unlikely. Rogues and shaman will want one-handers with Agility, while warriors and death knights will want them with Strength. I wont be surprised when one of these classes picks up the others weapon as it could be an upgrade simply based on the damage, but it wont be optimal.
Q: Why are warriors not getting some kind of AoE tanking tool?
A: We think the newly buffed Thunder Clap plus Shockwave are sufficient abilities for AoE tanking. The design of Vengeance should make sure that threat generation doesnt start to slip behind as the dps characters gear up. Its not our intention that tanks face a constant struggle to generate enough threat, even in group situations, but we also dont want threat to be totally irrelevant either. The danger for tanking too many creatures should also be tank death not threat management.
Q: Is only Sunder Armor being changed?
A: Rogue Expose Armor and other abilities that apply a similar debuff are being changed accordingly. They will all provide the same debuff at 12% armor reduction.
Q: What about rage loss when changing stances?
A: We still want the act of changing stances to require more consideration than just clicking two buttons to use the ability you want. One idea we are going to explore is that you dont lose rage when you change stances, but you wont gain additional rage for a short period of time after changing. This lets you say swap to do an Execute without losing your rage bar, but still keeps the idea that shifting constantly comes with inherent efficiency risks.
Q: Is the intent of Gushing Wound that warriors constantly ask for targets to be kited around?
A: No, its intended to be a bonus when youre in an encounter where the target either moves around a lot (Ex. BONNNNE STORMMMM-ing Marrowgar) or just has to be moved around a lot (say Lich King). Warriors shouldnt have the expectation of forcing every PvE opponent to move but it would be entertaining to watch this (from a third party perspective).
Cataclysm Class Preview: Warrior
Cataclysm Class Preview: Warrior (Warrior Forum)
New Warrior Abilities
Inner Rage (Level 81): Whenever the character reaches a full 100 Rage, he or she will gain a buff that causes attacks to consume 50% more Rage and do 15% more damage for a short amount of time. This is a passive ability so it won't need to be activated by the player. The goal for this ability is to provide a benefit for hitting max Rage instead of it feeling like a penalty. However, we also don't want warriors to feel like they're supposed to pool Rage and do nothing until they hit 100, so we'll be closely monitoring how this plays out during the beta testing, and making adjustments as needed.
Gushing Wound (Level 83): This ability will apply a bleed effect to the target. If the target moves, the bleed gains an extra stack and refreshes its duration, up to a maximum of three stacks. The ability is currently planned to have no cooldown, cost 10 Rage, and have a 9-second duration. Gushing Wound is designed to be weaker than Rend with one stack, but better with three stacks, which will be reached when fighting a moving target.
Heroic Leap (Level 85): This ability makes the character leap at their target and apply the Thunder Clap ability to all enemies in the area when they land. Heroic Leap will be usable in Battle Stance and shares a cooldown with Charge, but the Juggernaut and Warbringer talents will allow Heroic Leap to be used in any stance and possibly while in combat. The cooldown for this ability might be longer than the Charge ability, but it will also apply a stun effect so you can make sure the target will still be there when you land.
Changes to Abilities and Mechanics
In addition to learning new abilities, you'll see changes to other abilities and mechanics with which you're already familiar. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we intend for each spec.
- Heroic Strike will no longer be an "on next swing" attack, as we are removing this mechanic in Cataclysm. To keep the niche of Heroic Strike as a Rage dump, it will become an instant attack, but will cost between 10 and 30 Rage. This ability will not be usable until you have 10 Rage, but if you have more than 10, it will consume up to 30, adding additional damage for each point of Rage consumed above the base 10. Other abilities, such as Cleave, Execute, and Maul (for druids) will work similarly. The goal is to provide players with an option where if you can't afford the Rage, you don't push the button, but if you have excess Rage, you can push it a lot.
- Battle Shout, Commanding Shout, and possibly Demoralizing Shout will work more like the death knight's Horn of Winter ability. Specifically, these shouts will cost no resources, generate rage in addition to their current effects, and be on a short cooldown.
- Whirlwind will hit an unlimited number of targets, but only for 50% of weapon damage. The intent is for this ability to be used in multi-target scenarios and not on single targets.
- Overall, heals cast by players in Cataclysm will be a lower number relative to players' health than the current game. So to make the Mortal Strike debuff less mandatory but still useful in PvP, Mortal Strike will reduce healing by only 20%. All equivalent debuffs, including the Shadow priest and Frost mage debuffs, will be for 20% less healing. At the moment we aren't considering giving this debuff to anyone else, though we will certainly consider PvP utility for historically under-represented specs that use other mechanics.
- Sunder Armor will be reduced to three stacks instead of five, and still provide only a 4% reduction in armor per stack. We want to make this debuff easier to apply and less of a damage swing when it falls off.
New Talents and Talent Changes
- The Furious Sundering talent in the Fury tree will make the Sunder Armor ability cause 25/50% weapon damage and reduce the threat generated by 50/100%.
- The Mace and Poleaxe Specialization talents in the Arms tree will be removed. These provided just passive stats, which are not the kinds of talents we want to design in the future. We will keep the Sword Specialization talent, but it will be changed to a talent that applies to all types of weapons.
- As a Fury talent, Booming Voice will increase the Rage generated by shouts.
- While we like how Titan's Grip plays, we recognize some warriors liked the Fury tree because of the really fast swings that dual-wielding one-handed weapons could provide. Therefore, we're planning to try out a talent called Single-Minded Fury that is parallel to Titan's Grip and will provide a large boost to the damage of a pair of one-handed weapons.
- Several talents that reduce the Rage cost of abilities will be changed to focus on increased damage for those abilities instead.
- The new Arms talent called Disarming Nature will make successful disarms cause the target to cower in fear for 5/10 seconds.
- Another new Arms talent called Blitz will make the Charge ability hit for extra damage. The amount will possibly vary depending on the distance travelled.
- Improved Pummel, a Fury talent, will cause a successful interrupt to generate 10/20 Rage.
Mastery Passive Talent Tree Bonuses
Arms
- Melee Damage
- Armor Penetration
- Bonus Swing
Bonus Swing: This is similar to the Sword Specialization talent that is currently in the game, but Bonus Swing will work on all attacks and with all weapons. You have a chance to proc a free, instant weapon swing that hits for 50% damage.
Fury
- Melee Damage
- Melee Haste
- Enrage Intensity
Enrage Intensity: Every benefit of being enraged is increased. This includes doing more damage/healing/ etc. from abilities like Bloodrage, Death Wish, Enrage, Berserker Rage, and Enraged Regeneration.
Protection
- Damage Reduction
- Vengeance
- Critical Block Chance
Critical Block Chance: As we mentioned in the stat changes preview, block rating is changing to a chance to block 30% of a melee swing's damage. Protection warriors have a chance that the block will be a critical block and block for 60% of a melee swing's damage instead. There will likely be talents available to push the amount blocked even higher.
Vengeance: This is a mechanic to ensure that tank damage (and therefore threat) doesn't fall behind as damage-dealing classes improve their gear during the course of the expansion. All tanking specs will have Vengeance as their second talent tree passive bonus. Whenever a tank gets hit, Vengeance will give them a stacking attack power buff equal to 5% of the damage done, up to a maximum of 10% of the character's un-buffed health. For boss encounters, we expect that tanks will always have the attack power bonus equal to 10% of their health. The 5% and 10% bonuses assume 51 talent points have been put into the Protection tree. These values will be smaller at lower levels. Remember, you only get this bonus if you have spent the most talent points in the Protection tree, so you won't see Arms or Fury warriors running around with it. Vengeance will let us continue to make tank gear more or less the way we do today there will be some damage-dealing stats, but mostly survival-oriented stats. Druids typically have more damage-dealing stats even on their tanking gear, so their Vengeance benefit may be smaller, but overall the goal is for all four tanks do about the same damage when tanking.
We hope you enjoyed this preview, and we're looking forward to hearing your thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.
World of Warcraft: Изменения Жрецов в дополнении Cataclysm
Следующим классом, об изменениях для которого рассказали разработчики World of Warcraft: Cataclysm, стали Жрецы.
Обзор изменений Жреца в дополнении Катаклизм
На официальных русскоязычных форумах MMORPG World Of Warcraft сотрудница Blizzard Entertainment по имени Кихьяви разместила подробную информацию о том, как изменится механика игрового класса Жрец в готовящемся к выходу дополнении Катаклизм.
«Дополнение World of Warcraft: Cataclysm внесет множество изменений в таланты и способности различных классов. Предлагаем вашему вниманию краткий обзор нововведений для жрецов. Этот обзор позволит получить представление о новых заклинаниях, способностях и талантах класса, кроме того, здесь мы в общих чертах объясним принцип работы новой системы искусности. Разумеется, это описание не будет исчерпывающим. Наш обзор лишь вкратце рассказывает об интересных изменениях, которые вскоре произойдут.
Читать далее |
Новые заклинания жреца
«Исцеление» (доступно с 16 уровня): Такое заклинанние у жрецов уже есть, но существующая его версия в настоящее время становится неактуальной с ростом уровня персонажа. В дополнении «Cataclysm» мы собираемся это изменить. Новое заклинание «Исцеление» будет также появляться на начальных уровнях, но при этом сохранять свою функциональность и на более высоких, работая по тому же принципу, как некогда использовалось «Великое исцеление» разных рангов, и позволяя разнообразить ваш лечебный арсенал. В тех случаях, когда нужно исцелить кого-то на не слишком большое количество здоровья, эффективность заклинания выходит на первый план (и «Быстрое исцеление» уже не подойдет), «Исцеление» – как раз то, что нужно для таких случаев. Оно призвано стать одним из основных рабочих заклинаний жреца, пока не возникнет необходимость в чем-то более существенном (как например, «Великое исцеление») или более быстром («Быстрое исцеление»). Этот принцип будет применяться для всех лечащих классов. «Изощренность ума» (доступно с 81 уровня): Причиняет урон от темной магии и льда, а также накладывает на цель отрицательный эффект, увеличивающий последующий урон от заклинания «Изощренность ума». Основная цель заклинания «Изощренность ума» – заполнить пустующую нишу в арсенале жрецов, специализирующихся в нанесении урона темной магиейей, хотя и для лекарей заклинание может оказаться полезным. «Изощренность ума» идеально подходит для быстрых убийств в ситуциях, когда у жреца нет возможности выстроить нормальную ротацию заклинаний, например, в случаях, когда вражеские НИПы умирают слишком быстро или если приходится слишком часто переключаться с цели на цель. Постоянное использование заклинания «Изощренность ума» будет наносить примерно такой же урон, как и использование «Пытки разума» для цели, подверженной действию «Слова Тьмы: Боль». Для наибольшей эффективности заклинания «Изощренность ума» его следует использовать много раз подряд, оно не предназначено для и без того насыщенной ротации заклинаний темной магии . Кроме того, это заклинание может применяться жрецом любой школы (Переход от одной школы к другой больше не будет затрагивать заклинания, активные для нескольких школ). «Внутренняя решимость» (доступно с 83 уровня): увеличивает скорость передвижения на 12% и сокращает расход маны для заклинаний мгновенного действия на 10%. Это заклинание не будет сочетаться с заклинанием «Внутренний огонь», т.е. вы не сможете использовать оба заклинания одновременно. «Внутренний огонь» увеличивает силу заклинаний и усиливает броню; «Внутренняя решимость» будет полезна в зависимости от ситуации. «Духовное рвение» (доступно с 85 уровня): Позволит переместить члена группы или рейда к себе. С помощью «Духовного рвения» (или «Власти жизни») жрец сможет мгновенно переместить к себе игрока, который создал себе угрозу, сосредоточился на PvP или просто не успел вовремя выйти из огня. Изменения в способностях и механике Помимо добавления новых заклинаний, мы планируем внести изменения в некоторые способности и механику, которая вам привычна. Этот список и описание изменений в талантах ни в коем случае не исчерпывающая информация, но эти данные должны дать некое представление о том, к чему мы стремимся с точки зрения механики игры каждой специализацией.
Новые и измененные таланты
Искусность: пассивные таланты специализаций Послушание Свет Темная магия
Мы надеемся, что вам понравился наш предварительный обзор, и с нетерпением ждем ваших отзывов и впечатлений по поводу описанных изменений и нововведений. Пожалуйста, примите к сведению, что этот обзор – рабочая информация, которая может меняться в процессе разработки дополнения Cataclysm ». |
Blizzard рассылает прессе приглашения в бету
На этой неделе компания Blizzard Entertainment анонсировала много информации о грядущих изменениях игровых классов в дополнении Катаклизм к MMORPG World Of Warcraft (об этом мы сообщали ранее). Похоже на то, что фаза Friends & Family Alpha полностью завершена, а в данный момент происходит переход к бете. PR-отдел Blizzard разослал предварительные приглашения представителям масс-медиа для участия в бете адд-она, сообщает massively.com. Было подтверждено, что письма подлинные и не рассылаются злоумышленниками.
В этих письмах компания-разработчик сообщила, что готовится к проведению бета-тестирования дополнения, для участия в котором требуется учетная запись Battle.net. Журналисты, которые получили приглашение, и у которых есть действующий аккаунт Battle.net, могут пройти регистрацию для дальнейшего получения полноценного приглашения.
Информации, когда именно начнется тест, пока нет. Регистрация журналистов для участия в бете открыта до 15 апреля 2010 года, но Blizzard подчеркнула, что у них еще нет окончательной даты начала. Предупреждение: если вы не являетесь представителем прессы и получили такое письмо – скорее всего, оно поддельное. Будьте бдительны!