Okt 8 2009
WoW: Dots, Hots und Haste
Ghostcrawler hatte eine interessante Idee geäußert, die evtl. noch Platz im Patch 3.3 finden soll:
Da gewisse Klassen, die viel mit Hots und Dots arbeiten, also primär Shadow-Priester, Affliction-Hexenmeister und Resto-Druiden, recht wenig von Haste haben, soll nun eben Haste für diese Klassen interessant gemacht werden.
Und zwar soll Haste nun auch auf Hots/Dots wirken, was abgesehen von der Senkung des Global Cooldowns bis weilen nicht der Fall war. Die Hots/Dots sollen nach dieser Änderung mit mehr Haste schneller „ticken“, was natürlich eine Erhöhung des Overall HPS/DPS bedeutet. Allerdings müssten die Hots/Dots dementsprechend häufiger nachgecastet werden, da sie schneller auslaufen.
Eine erste Einführung dieses Konzepts soll es mit Patch 3.3 in Form vom Glyphen geben, die auf Spells, wie z.B. ShadowWord Pain, wirken sollen, so dass der Zauber besser mit Haste skaliert.
Auf jeden Fall ein interessanter Ansatz. Den kompletten Blue Post zum Thema findet ihr hier:
We are trying to make haste a slightly more attractive stat for classes that utilize a lot of damage or healing over time spells, specifically Shadow priests, warlocks (though especially Affliction) and Resto druids. We realize other classes use hots and dots too, but I think we can all agree that it’s a bigger problem for the ones I mentioned.
I’m going to share with you an idea that the class and item designers came up with for 3.3. This is a work in progress so it’s possible we’ll end up going a different way after we see how it plays. However I also wanted to explain our logic here in case it wasn’t obvious.
We have new tech that will allow specific hots and dots to tick faster — the time between ticks would decrease. This means more damage or healing per time but also having to refresh those spells more often. Since there is a trade-off, we’re not sure the change is a no-brainer, especially in the healing case.
Because of this, we are planning on introducing the concept through glyphs. Glyphs represent a great test bed for new ideas because they are easier to change (and easier on the players when we do change them) compared to core spell functions or even talents. If we like the way it feels and players like the way it feels and the glyphs prove popular or fun, then this may be the kind of thing that shifts from glyphs over time — not unlike the way some favorite set bonuses eventually become talents.
For 3.3 we are talking about introducing three new glyphs for Shadow Word: Pain, Corruption and Rejuvenation that would allow these spells to tick faster with the more haste you have. There are glyphs of Corruption and Rejuv already, and we’re not sure how we’re going to resolve those yet. For Shadow Word: Pain, we are likely to rename the current glyph to Glyph of Mind Flay, remove the old Glyph of Mind Flay, and increase Mind Flay by 10 yards in the base spell.
Again, these are not promises (nor ponies). For a variety of reasons, you may see these changes on the PTR or you may not. If you do see any or all of the three glyphs implemented however, we wanted you to have some idea of what we were trying to do. Feedback is certainly appreciated, especially if you get to try them out.
Patrick
10. Oktober 2009 @ 19:53
Merkwürdig finde ich die Aussage, dass es „nun“ eine Mechanik dafür gäbe. Auf einem BC PTR war dies bereits mal implementiert, als Spellhaste eingeführt wurde. Für Affliction Hexenmeister wäre dies mehr als notwendig.