Posts Tagged ‘Death From Above’

This Warlords datamining update is cross-posted on Ravenholdt, the very bestest rogue class fansite in the history of ever.

A pair of new Warlords of Draenor beta builds — 18967 and 18973, for those of you keeping score at home — have brought a host of tuning adjustments for the rogue class (among others). Alongside these builds, a series of tweets from technical game designer Chadd “Cobra-thon” Nervig clarified, and explained some of the reasoning behind, several of the changes.

Let’s recap, shall we?

[NOTE: When this was posted on Ravenholdt, Celestalon replied via Twitter to state that some of the adjustments listed below are already due to be changed in an upcoming beta build. Tuning is fast, furious and fluid in these last couple of weeks before Patch 6.0.2 launches.]

Assassination’s damage appears to have been adjusted upward. Most of its key abilities have gotten roughly 5% stronger since last week, if the datamining is accurate:

  • Mutilate deals 210% weapon damage, up from 200%.
  • Dispatch deals 330% weapon damage, up from 315%.
  • The random-damage component of Venemous Wounds deals damage equivalent to 33.6% of our attack power stat, up from 32%.
  • Envenom damage has been boosted by 5%.

There is one downward shift that affects Assassination: Rupture’s damage has taken an 18% hit.

Combat’s damage appears to have been nudged downward, if the datamining is accurate:

  • Eviscerate’s damage has been reduced by about 18%.
  • Blade Flurry’s damage has been reduced by 25%; it copies 30% of our damage onto nearby targets, down from 40%.
  • Ambush’s damage has been reduced by roughly 18%; it deals 245% weapon damage, down from 300%.

These changes come one week after substantial buffs to Sinister Strike and Revealing Strike; taken together, we’re seeing a notable shift in the proportion of Combat’s overall damage that comes from combo point builders vs. finishers.

On Twitter, incidentally, Celestalon confirmed that the Eviscerate change is meant to bring Combat’s overall damage more in line with their goals, and noted that the Blade Flurry change was intended.

Subtlety’s damage also appears to have been reduced (again), if the datablah is bloo:

  • Last week’s buff to Backstab has been reverted, and then some: It’s now at 145% weapon damage, down from 175% — and also down from 156%, where it had been prior to *last* week’s changes.
  • As noted above, Ambush’s damage has been reduced by about 18%.
  • Also as noted above, Eviscerate damage has been reduced by 18% as well.
  • Also-also as noted (further) above, it looks like Rupture damage may have gotten an 18% cut. But I’m less confident about this one without direct beta testing or a Blizzfolk statement to confirm it, though obviously the number would be consistent with other cuts.

On Twitter, Celestalon affirmed that heavy slashes to Subtlety were intended; according to him, the spec was performing 15% better than the rest of the pack (except for feral druids, which he said had been similarly overpowered and were also toned downward in this week’s beta builds).

Finally, one all-spec change: Crimson Tempest has been… buffed? We think? Datamining seemed to indicate that the ability had taken an 18% damage reduction, but Celestalon stated that the ability was actually having its up-front and DoT damage *increased* by 50%. Maybe an erroneous tooltip change, given how many other rogue abilities had been chopped by 18% at the same time?

Regardless, if the datamined changes to all three specs are accurate, then the overall adjustments to DPS would be as follows, per Fierydemise:

Keep in mind that regardless of the impact of these particular beta builds, all of these adjustments are part of the designers’ ongoing effort to pull various levers in order to get the performance of all specs and classes within whatever their target range is. Although I often refer to these tweaks as “buffs” and “nerfs,” it’s probably better not to think of them precisely that way, given that balance has to be completely redone in the switch from Mists to Warlords. As with every expansion, the scales are being reset.

Quick closing note: Celestalon also tweeted quite a bit about Death From Above this evening, responding to Fierydemise’s blog post from earlier in the week. The easiest way to see the collection of these — and all of Celestalon’s rogue-related tweets — is to check out @Ravenholdt’s favorites list, which we update whenever we spot a new class-relevant tweet from a member of Blizzard’s WoW team.

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Updated Warlords of Draenor alpha notes, a new slew of datamined spell changes, a gaggle of designer tweets: Gee golly, it’s almost enough to make a person think there’s actually something substantial happening in WoW!

Ah, but no, it’s just another week in virtual purgatory.

Here is what the latest limbo period brought us in the World of Rouge that was mildly distinct from the limbo period before it.

Assassination: All About the Knifejamins

The initial design plan was: Let’s give folks who want to play Assassination, but who don’t have daggers, a chance to still play the spec using other types of pointy things (i.e., fist weapons and swords). But as of the May 23 update to the official alpha patch notes, that plan has been… deplanned. (Sorry for that link; couldn’t resist.)

Yep, all of the bits and pieces that were going to make fists and swords kinda-sorta viable for Mut rogues are gone. The different damage coefficients for Dispatch and Mutilate depending on weapon type, Assassin’s Resolve no longer requiring daggers — all back to the way they were. By which I mean, the way they are now, in Mists.

Here’s why this reversion doesn’t suck:

The primary motivation behind all of the plans to loosen weapon requirements centered around a long-standing issue for rogue players: We have to wield two weapons, and it can often feel hard — heck, sometimes downright unpossible — to get the weapons we need, particularly since there are very few ways to get decent weaponry outside of random-chance boss loot. The tweet above from WoW technical game designer Chadd “Cellartron” Nervig strongly suggests they’ve got a new idea for how to make sure we don’t suffer from Neverdrop, an affliction that I’m this close to asking Sarah McLachlan to write a song about so we can start an aid foundation.

Combat: Smack Harder, Feel Better

It’s been a common refrain, for many moons now, that rogues are heavily reliant on “passive” forms of damage. The definition of “passive” changes a bit depending on who you ask, but there’s pretty wholesale agreement that our autoattack damage — which, as Combat, can easily account for 10%-15% of our damage in a raid fight without even taking into account additional bits like Deadly Poison procs (which adds another 10%+) or the Shadow Blades cooldown (another ~10%) — is just too darn-tootin’ high. That makes the designers feel compelled to reduce the power of our actual button-press abilities (Sinister Strike, Eviscerate, etc.) to compensate.

Behold:

Worth noting here is the removal of Ambidexterity. This was done to reduce the amount of damage coming from auto attacks for Combat Rogues. We’ve increased the damage of their active abilities to compensate and make them more rewarding.

That’s from the latest iteration of the official patch notes. Ambidexterity currently increases Combat rogues’ offhand weapon damage by 75%. By removing it, the proportion of our damage that comes from offhand autoattacks is likely to drop from 10%-15% to something more like 2%-5% — and from the sounds of it, all of that “lost” damage will be funneled into our push-this-button-and-hurt-something-immediately abilities. (The perk formerly named “Improved Ambidexterity” will now be called “Improved Dual Wield”; it will still eliminate the 19% off-hand hit chance penalty.)  Will it be enough to really feel a difference? Only playtesting will be able to tell us for certain.

Combat: If You Prick Them, They Will Bleed

The class design team introduced changes for Warlords that are meant to develop a greater sense of distinctness for each of our three specs. One of their big plans for Combat rogues was to make it so that, at Level 100, *all* damage is instant. No bleeds, no ticking poisons: Everything that would normally deal damage over time would instead dish all of it out immediately.

It’s a cool idea, but not without downsides. For instance, PvP players were quick to point out that removing all damage-over-time spells from Combat would leave those rogues completely unable to prevent nearby enemies in stealth from… you know, being stealthed.

It looks like the designers agreed. Nervig confirmed that, in a reversal, Crimson Tempest will once again trigger a bleed, just as it does in the live game. Nervig’s statement supports datamining that saw the tooltip for the Combat-only leveling perk Empowered Crimson Tempest change from “Crimson Tempest no longer deals any periodic damage, and instead deals 240% increased initial damage,” to, “Increases the duration of Crimson Tempest’s bleed by 50%.” I’ll leave it to rogues smarter than I to determine whether these changes are enough to make CT a more desirable finisher than an unlimited-target Eviscerate with Blade Flurry on.

Bullets

And now, the miscellany:

  • So many datamined changes; so little takeaway: A new datamined Warlords alpha build generated a flurry of knee-jerk complaints about widespread nerfs, due to what appeared to be attack-power-multiplier reductions for a whole slew of rogue abilities. The thing is: You can’t nerf what doesn’t exist yet, and we’re not even at a publicly available alpha. The designers have a goal in mind when it comes to how different classes, and different abilities, will stack up against each other in Warlords. So it’s quite literally pointless to compare “then” numbers vs. “now” numbers, because the entire equation is changing. (It also wasn’t just rogues affected by these changes.)
  • Rupture multi-DoT-ting: Nervig affirmed that the way Assassination rogues currently fight multiple enemies (i.e., they keep Rupture rolling on several targets at once, in order to keep energy flowing in from Venemous Wounds) is not the strategy they had in mind for the spec. The design team wants to change this for Warlords.
  • Rupture big. Rupture hurt. Also in bleeding news, Nervig acknowledged that a design goal is to give Rupture a big damage boost in the upcoming expansion — but that finding the right balance for it is proving tricky.
  • Death From Above clarifications: There’s been a lot of skepticism expressed by players that we’ll have little reason to choose the Level 100 talent Death From Above over the other two options in that tier, LemonVenom Zest and Shadow Reflection. Nervig tweeted that DFA would be made more attractive by making it end with an Envenom/Eviscerate that is 50% more powerful than using En/Ev by itself would be.
  • Show me the poisons! One particular tweeter has been nudging designers for months now about giving rogues a way to display poison effects on their weapons. The response, consistently: A fine idea, but not on the priority list.

For a complete rundown of all upcoming rogue-related Warlords changes, there’s no better place on the Web to turn than Wowhead’s compendium. I know I sound like a cheesy advertisement saying that, but it’s an amazing resource. Use it. :)

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I’ll examine this stuff in a little more detail over on WoW Insider next week, but we’ve got two items of note from Day the First in the Year of the Seventh Convention of Blizzard:

Stat Changes: Farewell to Caps

Nestled within the official Blizzard FAQ for the Warlords of Draenor launch announcement is this little nugget, which if you’ve been following any of the fansites you’ve already seen a half-dozen times:

One of our goals for Warlords of Draenor is to make the act of finding and collecting loot even more exciting for players. With that in mind, we’re adding some fun new stats to gear, such as Movement Speed and Cleave, which gives you a chance to do extra damage or healing to additional nearby targets. In addition, we’ll be retiring a few stats that players don’t find very enjoyable to manage, such as Hit and Expertise. We’re also making improvements to armor itemization that will make it easier to share armor pieces across classes. We’ll have more details to share as development continues.

My instinctive reaction is a positive one on the hit/expertise removal front (I generally cheer changes that remove aspects of the game that are mindless and rote) and… intrigued on the idea of us getting more stats that have an obvious, direct impact on gameplay in a way that so many of our current stats simply aren’t designed to have. (At least, not within the span of a single set of gear reforges. Reforging between mastery and haste has basically no noticeable affect, but if we were switching between movement speed and cleave strength? Now that’s a spicy meatball.)

I’ve got tons of questions in my brain — not least among them how quickly/easily we’ll be able to alter stats on our gear from moment to moment, when they have the potential to wildly swing in importance depending on the specifics of the in-game encounter — but I expect we’ll hear a lot more about all of this in the “Raids, Gameplay, Questing and More” panel on Sunday at 2:30pm ET, so I’ll shut it for now.

Talent Changes: A New Tier Beckons

We’ll be getting a new talent tier at level 100 in WoD, and from the looks of it (by which I mean “from the looks of the photos that people surreptitiously took while playing an early demo of WoD at BlizzCon”), they’ll be worth talking about at length over the upcoming weeks ‘n’ months. With endless thanks to a historically great rogue who will remain nameless here only because I don’t want to risk getting him in more trouble than he already would be simply for leaking the photos, I can tell you that the options appear to be:

  • Master the Basics: “When you critically strike with an autoattack, you gain an additional combo point on your target.” (Apparently a passive ability.)
  • Shadow Reflection: “Summon a shadow of yourself on the target that will watch you and memorize your ability usage for the next 8 sec. After this time, it will mimic the memorized abilities on its target over the next 8 sec.” (Has a 20-yard cast range and a 2-minute cooldown.)
  • Death From Above: “Finishing move that consumes combo points on the target to empower your weapons with shadow energy and perform a devastating two-part attack. You whirl around, dealing Shadow damage to all enemies within 8 yds, then leap into the air and slice into your target on the way back down, dealing additional Shadow damage. (Costs 50 energy and has a 20-second cooldown. More importantly, probably looks REALLY FREAKING COOL. The tooltip includes damage numbers that scale with the number of CPs you have, but they’re obviously just placeholders and not even worth noting here.)

Again, a crazy-huge number of questions here, which I’ll explore in a little more depth next week. Unlike with the stats stuff above, I’m not so sure we’ll hear a ton of detail about any of these at BlizzCon on Sunday, given that there are no class-design panels; I suspect we’ll need to wait a few days at least (if not weeks) before we get the opportunity to learn more.

Ability Improvement While Leveling?

I expect we’ll learn more about this on Sunday as well, but here’s another curious bit from the official WoD FAQ:

Warlords of Draenor introduces a new bonus system that rewards players with powerful perks as they level up to the new cap. At every level from 91 to 100, characters will earn a major permanent boost to one of their their key spells and abilities (e.g. a Fire Mage might earn a +50% damage boost to Pyroblast or +30% boost to Scorch).

If there’s as much flexibility in this as it sounds like there may be, this could provide an interesting new level of customization for us — that is, assuming it isn’t simply a matter of crunching a few numbers and easily theorycrafting out which ability buff provides the greatest DPS benefit. (And I suspect they’ll make sure it’s not that simple, else they wouldn’t be trying to implement something like this in the first place while eliminating stuff like the hit/expertise cap.)

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