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itswicky

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itswicky last won the day on July 27

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About itswicky

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  • Birthday 07/01/1992

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  1. My apologies. I'll be sure to direct future questions towards you, since you have knowledge that I don't. The difference in player engagement is not even close when comparing new content on legacy to seasonal releases. Again, you are either misunderstanding me, or not hearing what I'm saying. Ascension as a whole, that includes LS Andor and seasonal realms, would likely not be online at this very moment and there may be no forums for you to come post to or anyone to here your feedback if we did not start doing seasonal servers. Releasing new content for legacy realms brings old players back, while seasonal content brings new people who have never even heard of Ascension in. We want more people to hear about Ascension so we can experience growth within the community. This thread seems to be devolving a bit, don't know if it's because my A/C is out and it's hot af here, but I'm locking this one down as the discussion no longer seems to pertain to the balance changes mentioned in the OP. If any of you guys have additional feedback to add in regards to this update, then be sure to message me directly on Discord and I'll be sure to share what you have to say with the rest of the team, and I'll catch you next time when we have updates on our PvP changes coming in the future!
  2. As I stated before, we currently have a separate team of developers working on naxx who are not working on season 4. I don't think you understand. Ascension as a whole would likely not exist to this day if it weren't for the impact of seasonal realms. Our last season had over 10x the player count there as we saw on legacy realms. Andorhal does not stay up simply because you will it to be so. We understand that we still have long time players who are not interested in seasonal at all or wish to play both. This is the reason we keep them active and continue to provide content updates to legacy realms, albeit not as often as we used to be able to. If we were interested in only cash grabbing and making money then we would only spend development time on seasonal realms. We care about the community, so we work hard to do updates like these to keep everyone engaged and out of respect for our long time players.
  3. Updates are being pushed to LS at the moment. If you are using the new patch it will have the updated tooltips, but the changes aren't yet live. They will all be live by the end of the day. LS will be finished shortly and the rest of the servers will follow shortly after.
  4. We agree with you wholeheartedly. Other servers wouldn't really exist at this point without seasonal realms. We have a completely separate group of people working on naxx development and making sure it's in as good a state as it can be before release and a separate team of people working on development for season 4. I gave a reply regarding this earlier in the thread and I've shared the feedback I've gotten regarding PW:S with the balance team.
  5. You won't have any problem getting hit cap. I've gone over that earlier in this thread. I haven't done the math in a while, and unfortunately don't have the time to right now, but I recall using an Off-Hand being better than using Firestones, but I don't believe I've checked with Earthliving Weapon. When I have the time I can check it out.
  6. Have another update for you guys. Due to some technical issues we are currently unable to get the PTR up in time. Subsequently we'll be releasing the player patch live today, first on Laughing Skull. Once things look good there we'll be throwing it out to the rest of the realms. We'll continue to listen to your feedback regarding the changes here and in game. After the patch is released we will continue to investigate the issue with the PTR and attempt to find a solution so we can push future updates there first. That said, we will be prioritizing finalizing changes for Season 4 first, so PTR will be delayed slightly. Sorry for the inconvenience this may have caused for some. Looking forward to seeing you guys in game!
  7. I've just updated the OP with an additional change we've made to the Toughness talent in the Protection Warrior tree. This should now be a very strong catch-all talent for shield tanks which increases all of their primary mitigation/tank stats. This change, along with our other tank and raid changes, should result in a much better raid environment for shield tanks than previously. We expect them to be very strong contenders for top tank spot moving into naxx. On another note, we're having some technical difficulties getting the PTR properly updated and also fixing the issues with PTR transfers. We're on a bit of a time crunch, so I won't go as far to promise that we'll have it all fixed in time, but we are working hard and doing are best to get this test environment up for you guys before going live with these changes. That said, we will still be getting any changes live before naxx hits and are aiming to do so as quickly as possible, PTR issues or no.
  8. Even triggering it on 5 targets is more than doubling the healing output of your Regrowth and saving you 5 GCDs. You can still have the effect active on more than 5 people at a time, but it will only trigger on up to 5 people per GCD. Update: We're still working on getting the PTR updated. We'll make an announcement once that's done. We're also looking to try and fix some issue with PTR transfers atm. We expect to have PTR up and running before the end of the day and hopefully to have the patch on live servers at some point tomorrow.
  9. Something we discussed, but the Relentless Strikes change will end up being more impactful. All very good points! I believe that with the nerfs we did previously to raid content with some healing changes we did, combined with players continuing to get more gear, has made encounters quicker than before. Which doesn't favor DoT builds as you eluded to. In naxx there will be longer and more drawn out fights and more fights that have a constant flow of adds to multi-dot during encounters. I think DoT builds will be able to perform better in this environment. It actually triggers during Shadow Dance, so it's a very valuable pickup for Backstab builds. We're removing Shield Block from this talent. Also, I should maybe note that we have a patch coming out not too far out after naxx which we will be focusing changes more towards PvP. For now with this update we're looking to address some issue in raids and shift the meta ever so slightly there. The changes should allow Hunter to have more options in PvE more than it will be a large damage increase. The changes above are more to mitigate the loss of damage coming from the AQ 40 set nerf, but it likely will result in some minor damage increases overall. RE is currently unchanged and the effect only triggers once per Explosive Shot cast. Totally! Unfortunately it's not as easy as it sounds. Your axes will still be very strong weapons. No need to worry about having to farm new ones. I just asked about this and it should be ready for implementation before naxx. To reiterate, I understand some of you are upset about not having more PvP changes with this update. This update is aimed more towards raids and naxx progression. We will have a followup update in where we will be focused primarily on PvP changes. That said, keep your PvP suggestions coming and we'll be sure to use that feedback while we're getting changes ready for the next patch. Also, I've gone through and shared feedback you guys have given me today with the team and we'll be going over. Thanks to everyone so far for your contributions.
  10. I assume you're referring to the trinket. That and the Misplaced Servo Arm were huge outliers on the top of the spectrum. The trinket far more so than the weapon even. It's pretty insane considering the power of BV on Ascension right now, and some quick math makes that pretty clear. It will still definitely remain a BiS option that's only available for shield tanks, just like the BWL trinket. As far as the set goes, you'll definitely be wanted to go for the T3 set still, and you'll end up with quite a bit more total BV after gearing up in naxx as a whole. The very minor amount of BV you'll be losing from the 2 set bonus will be made up many times over by the amount of other stats like stam and def rating you'll be picking up. You'll be giving up around 30 BV total from the set pieces only, but picking up something like 1k effective health, over 4% total avoidance, ~800 armor, tons of hit and expertise, and the set bonuses. You'll make up that 30 BV with only 1 of the 3 available block items in naxx. You should definitely notice yourself getting stronger as you progress through naxx, and you'll even have more bosses which are properly designed better for block tanks. Fights where bosses will attack faster, and fights with multiple adds that need to be tanked. I believe shield tanks will be very strong in naxx.
  11. It depends on the variant, but the highest performing ones usually are focusing on Agi and crit and deal competitive damage on single target and do very well on cleave. Other types that might focus more on spell power or haste are usually not quite so strong.
  12. We'll try and get this rolled out on PTR if possible and then move it to live realms. We'll try and get this all done as quickly as we can. Any changes will be live before naxx release. Backstab had some really high potential in the past, particularly for PvP. It's shown to do well on Seasonal where you don't require a full suite of other abilities to complement it. We removed some modifiers from it because it had more than any spell in the game at the time. I'd agree that we could give Backstab a little more in terms of damage in PvE, but at the same time it remains a viable build you can bring to most any encounter. Exceptions being fights like C'thun, unfortunately. We'll have more patches yet this year before we get into TBC and so more opportunities to look at backstab.
  13. There was a whole section in the OP regarding Hunter changes. They got more than most builds, if not more changes than any one build. Blizzard doesn't also heal 5 nearby targets and proc effects which both trigger from heals and damage. It's more aimed at PvP than at PvE potential. I don't have exact numbers to share atm as we're still finishing up tuning for the raid, but the idea is that you will have less avoidance as a tank, but more health so that the incoming damage will be more predictable while also making it more challenging for healers to keep the tank and raid alive. What are you referring to with the Warrior 6 set and tactical mastery changes? In some recent data we collected on AQ raids we saw DoT builds performing very well, and they have great potential on fights with small amounts of cleaving because of the ability to multi-DoT. What specific build or variant are you referring to? Yeah, so to clarify the intent of the Vitality changes weren't to replace the existing high value talents. It does give cats another viable option, but they likely won't need it with Relentless Strikes. It's more to bring it in closer in line with the other talents, but it's hard to make is stronger as it's a completely passive aura which doesn't require any sort of decision making in game or while building your character. It should now be significantly less worse for the people who were actually using it. As for the second point, we'd like to take a look at energy regen as a whole when we have time to. Maybe before BC. We'll see. We'll see about getting these available for testing on PTR, but I'm not certain if we have PTR transfer properly working at the moment. In the meantime we're going over everyone's feedback and seeing if we need to make any further adjustments. What specific build are you referring to? SoR based builds? I know one thing you'll be getting in naxx is guaranteed crits on all your Exorcisms. The PvE implications of this are very minor. As you generally know in an encounter when to expect incoming damage and you still have enough GCDs for 1 shield caster to keep a 10 man raid fully shielded and you still will require 2 shield casters if you want to keep your 25 man fully shielded. The change was intended to reduce the effectiveness in PvP where you can preshield before engaging a fight and wait for weakened soul to expire and get back to back shield effects before taking any damage. Servo arm will still be very good for hybrids, especially for those using Stormstrike. The damage potential before any changes from this weapon was far, far too high to not address. We were looking to lower the potential for HoT healers and PoH/Tranq healers in raids, which is why they did not receive compensation like Hunters did. The resistance->magic reduction changes were done on a 1:1 scale. So that you are getting the same effective damage reduction as you were before through resistances. Tank builds are traditionally the strongest counter to melee builds in PvP. We've lowered their burst potential and their overall damage output. We haven't actually increased their effective damage mitigation in PvP versus spells. The current tooltip on live is incorrect. It is benefiting from 40% extra damage with poisons. We're increasing that amount to 45%. Thanks for commenting. I'll ask the team for clarification on this. On Seasonal only atm.
  14. Sorry, I failed to mention that we have some additional future plans to address things like binary resists in PvP. Seems a bit of an over exaggeration based on the information we have at the moment, but if you have information we don't then I'm all ears. Edit: I have to step away from my PC for a brief time, but I will catch up with any comments you guys have for me as soon as I return. Thanks in advance!
  15. Yeah, definitely a very good point. I think in most situations a Cat will want to be using Shred, but certainly there will be situations where this simply isn't viable. That solution is unfortunately much more difficult to fix as it likely requires some redesigning of how Trinitycore handles these types of spells or by adding in some spellscripts while redesigning them.

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