精華區beta WOW 關於我們 聯絡資訊
Death Knight We think we have a pretty good idea now about what kind of death knight abilities are fun and useful and which ones are clunky or confusing. So now feels like the time to get the death knight into a more shippable state. A big change you'll see in the next patch or two is consolidating death knight diseases. We like the gameplay that evolves from trying to get a disease on a target in order to do cool things. On the other hand, we need to fix * The confusing array of diseases with their different durations, effects and stacking rules. * The crazy number of debuff slots a death knight can occupy on a target. * Diseases not playing well with freezing targets. * Getting a new talented ability only to find that you don't have the runes availble to incorporate it into your rotation. The kinds of changes you're likely to see include: meh abilities going away or getting packaged together, talents sliding around in talent trees, and more logical synergies and rotations. We don't want to lose the depth that the class offers and certainly don't want to lose what's fun about being a DK. We'll try and get the official talent trees updated when the changes are ready, because that will explain things better than me trying to do it all here in a wall of text. But I wanted to mention these changes in case it affected any of your feedback on the class. (Which continues to be awesome, in this forum, online and throughout the community.) (Source) -------------- There is a bug right now preventing normalized attacks from doing non-physical damage. Frost Strike will be normalized when that bug is fixed. (Obliterate will also be normalized.) But, sadly, instant attacks do less damage than next-swing attacks, since an instant attack also lets you get the full benefit from the normal melee swing. That's why Frost Strike does less damage now. The freezing part wasn't even factored into the damage calculation because we want to mess with that some more... as well as get feedback. (Source) -------------- The reason Heart Strike is on next swing is you want to be able to get it off before you or your allies do too much damage to an enemy. The earlier you get it off, the better. It can be renewed if it falls off too. I've seen enough people play with it to know that it can feel underwhelming, and a big part of that is because the enemy's hp bar barely moves. You have reduced what "100%" means for the enemy, not knocked it from 100% to 90%. But it is still a lot of damage. This is going to be a pretty scary ability in PvP and it's very useful in PvE once you start fighting challenging enemies, like bosses. If you're blasting through things quickly, then there are probably a lot of abilities that seem of questionable use. (Source) -------------- The damage from Degeneration is supposed to be small, unless you hit a target with a hot on it. It's not a bad way to use up a spare unholy rune most of the time, because you don't always have a lot of options with unholy, but it's not going to do huge damage in a lot of cases. (Now getting a disease on a target period can pay off for a death knight in lots of cases anyway.) Unholy Blight can get a stack of diseases on a lot of targets pretty quickly and those diseases can be pretty debilitating depending on your other talents. It's not going to do huge AE damage like say Blizzard or Volley (all channeled AEs do a lot more damage now), but it isn't intended to be just for tanking either. The death knight spells tend to be pretty complex so it's possible we just broke something since we are still iterating on a lot of spells and abilities pretty quickly. (Source) Druid * Maim will break from the same amount of damage that Fear, Entangling Roots etc. breaks with now. It's a flat amount of damage based on the HP pool of the target (its' different for players and creatures), we haven't settled on the right number yet though. (Source) Hunter In the future, Hunters will be able to use Master's Call while stunned. (Source) -------------- The exotic pets will be different from normal pets. Ideally they might even be a little bit better, but we're very hesitant to make them too good lest we see every hunter stampede over to the BM tree. Pets are supposed to be something important to all kinds of hunters, and the BM tree already offers some amazing pet buffs and synergy. We just don't want to overdo it with this talent. At the very least, the exotic pets will have a new family ability that will ideally be really useful in some situations. I'm making this one up, but imagine that since normal crabs have Pin, an exotic pet might have a Pin-like ability that did fire damage. Or imagine that you could tame a drake (you can't, because they aren't beasts) and that instead of lightning or fire breath, it had frost breath that could freeze an enemy, death knight style. Would this be useful? Probably. Does it make the 51-point talent mandatory? Ideally not. Though those 5 talent points aren't bad.... As far as what happens if you have an exotic pet and respec, most likely the pet's talents will just reset. Yeah you get a free pet respec out of the deal, but it's not as if it's free since the hunter has to respec. Any exotic pets in the stable won't be lost, but you wouldn't be able to get them out of the stable either. If you have an exotic pet at the moment you respec, then it will probably be dismissed (but not abandoned) and you won't be able to summon it again, forcing you to go swap it into the stable. (Or abandon it if you're THAT kind of hunter.) (Source) -------------- The bottom talents in particular need to have some pretty stringent pre-reqs so that hunters can't just cherry pick all of the active abilities. We can and will iterate on what those pre-req talents are though. Active pet abilities in general represent some interesting design challenges. On the one hand, if the hunter just programs the pet and puts it on autopilot, then having unique abilities just sort of blends into a generic +dps for the pet. On the other hand, it would be sad if hunters never took the active abilities because the pet has trouble using the expensive ones and the hunter feels like he already has too many of his own abilities to hit. This is something on which we'll try to hit a reasonable balance. Warlocks seem to have a pretty decent mix of demon abilities that can be used by the demon AI and some that the warlock specifically needs to use. (Source) Mage * Arcane Blast effect duration reduced to 3 seconds, now increases damage by 15/30/45% instead of reducing cast time. (Source) * Mages are still in line for more changes, most of them are talent oriented so it's not really as easy to copy and paste for you. The talent calculator should be updated soon, though. (Source) Priest * Rapture will now work with Divine Aegis in the next patch, and Divine Aegis will no longer replace the previous shield effect on the target, and will instead add into it (and refresh it's duration). (Source) * Twin Disciplines is actually increasing your damage by 5 instead of 5%. This is fixed for the next patch. (Source) Shaman * Spirit Wolves will have abilities (like a stun, snare etc.) and will serve as a DPS timer. We'll be working on a Shaman polish very soon. (Source) * Lightning Bolt always had a higher coefficient than similar bolt spells. This was because there weren't as much/any nature damage debuffs. Now that they exist, we're restoring Lightning Bolt to it's intended coefficient. Your DPS in a raid setting will if anything be higher with these changes. (Source) * You should have to sorta swap between the two based on the situation (water and lightning), based on if you need mana or not. It also sort of has to do with your itemization. (Source) * Paralysis is being replaced with something soon, along with a few other changes to deep Elemental. (Source) Warlock * Master Conjurer will soon be a good investment. (Source) * We're in the process of re-designing that talent. We definitely want Destro locks to have an advantage from Conflagrate, though. The new Backdraft increases your haste by 10/20/30% and reduces the mana cost by 10/20/30% for your next 3 Destruction spells. (Source) * Something like that, also hopefully work in Chaos Bolt in there somewhere (still seeing if we can give that spell better raid/dps utility). Also just boosted the imp's mana regen around 200%, health by 20%, armor by 16% and gave it 80% avoidance (dmg reduction) to AOE's. So he's just about ready to do some business. (Source) * We do forsee Affliction Warlocks in raid PvE using Shadow Bolt and Haunt, which are both cast time and capable of critting (so haste and crit do help those). In terms of actual DoTs critting, we currently don't have any intention of doing that. We did make haste lower your GCD, which can help if you want to chain cast DoTs. (Source) * Bane should also be working with Haunt (reducing it from 2.0->1.5), not sure if that was in the talent update or not. Previously we had Haunt at a base 1.5, but this allows us to give it a higher coefficient. (Source) * Affliction and Demonology Warlocks should be able to compete on DPS meters for raids, while Affliction may be the best "leveling spec," it isn't intended to be limited to such. (Source) * We've looked into this and verified that the talent calculator is incorrect. Aftermath is now only a two-point talent down from a five-point talent, however the talent is actually providing a 5/10% chance to daze a target off of destruction spells, not 2/4%. (Source) Warrior * We're currently getting back to work on the Warrior, expect changes in an upcoming build. (Source) Azjol-Nerub - Anub'arak submerging mechanics The triggers for him submerging are based upon his health. So a level 77 group with great gear will indeed hit those triggers REALLY quickly. (Source) WotLK Multi Talent Spec We talked about this recently at the Worldwide Invitational actually. We are looking into allowing players to basically have two talent specs that they can switch between but we are still working out the exact details so we will have to wait and see exactly how it will function in-game. (Source) WotLK Classes Changes and pre-WotLK Gear We hope to retroactively change some of the gear on live so the transition is less painful for classes whose core mechanics are changing. (Source) Achievements * Currently we have plans to add account-wide achievements in the future, I just wouldn't expect them at the launch of Wrath of the Lich King. This is a new system that we are still doing a lot of tuning on right now but do plan to expand upon it down the road. (Source) * Actually, the quest achievements do have progress bars. They are broken in the current beta build but you'll see them again as soon as we patch. We'll also have progress bars for the pets as well. We're working on a solution for the Tabard achievement UI. Hopefully, we'll be able to have a progress bar for that one as well. (Source) * For basic quest achievements, assume that Daily Quests or any repeatable quest (this includes most world event quests) *DO NOT* count. If an achievement is looking toward a daily quest or repeatable quest, it will specifically mention that or it will mention the specific quest title. (Source) * Just to make sure this clear, this achievement is definitely doable by both factions. You will be able to see which zones you haven't fully explored so you can focus on those areas if you want to complete all of them. Yes, exploring the capital cities of the opposing faction can be a little challenging, but so is killing the faction leaders - it just depends on how much effort you plan to put into it. (Source) WotLK Reputations Itemization in Beta The reputations are not itemized yet. (Source) WotLK Beta - Mounts & Vanity Pets Bugs With this Beta patch we've encountered a bug with existing characters and their mounts. Clicking on one of your mounts will return the error "No charges remain". This is a temporary bug that we hope to hotfix soon. If we cannot hotfix this, we will fix it in the next build. If you purchase a new mount, it should work fine. You'll notice that all "mount items" now add that mount to your "Pet" tab of your character pane. From the Pet tab, you can summon mounts and companion pets. (Source) Update - Mounts have been fixed. Pets are still broken. (Source) Calendar Events Invitations & Gold Spamming We have anti-gold spam measures in the works for the calendar. Please continue to post feedback or if you find anything that you believe will be exploitable or abusive. (Source) Blizzcon Tickets For anyone considering a trip to this year’s BlizzCon (October 10-11 in Anaheim, California), tickets will go on sale worldwide on Monday, August 11 for $100 each through our website. BlizzCon is a celebration of the communities surrounding all of our games, and features discussion panels, hands-on play, contests, tournaments, and more; we look forward to meeting some of you there! (Source) WWI Developer Panel Videos Online! We have just published videos from some of the developer panels at the 2008 Worldwide Invitational. Check out our Videos page to watch Blizzard developers discuss the evolving design process behind StarCraft II, the world lore and environment of Diablo III, and the present and future of the classes in World of Warcraft. http://eu.blizzard.com/wwi08/videos.xml?locale=en_GB (Source) Zul'aman Bear The Zul'Aman bear will no longer be available. But the other mounts you mentioned will remain unchanged. The reasoning behind this is that the Zul'Aman bear is obtained during an event which requires precision and skill at level 70. The accomplishment for those who have legitimately earned the mount would be diminished if we continued to allow players to obtain the mount once the level cap is raised to 80. (Source) 英文不好無法翻譯 -- 夢想?愛情? 09.9.1 年輕人需要的 不是這些天真的東西 加鈣 ▄▁ ▂ ▂ ====== 沒錯!就是「鈣質」!!!! 100% ≡ -- ※ 發信站: 批踢踢實業坊(ptt.cc) ◆ From: 61.228.120.137
b81314:哇..這 07/31 19:01
ilomr:招喚~~~~~ 07/31 19:01
actualamen:推等人翻譯XDDD 神人快出現! 07/31 19:01
Momotalong:20570已經有若干翻譯 07/31 19:02
ntouhr:招喚安薩............ 07/31 19:04
desho:幫點門~~~~ 07/31 19:06
leetzuwen:我翻譯第一句 07/31 19:06
leetzuwen:死亡騎士 07/31 19:06
ishiki:.......... 樓上 這個我也會 07/31 19:06
s789575:We think we have a pretty good idea 07/31 19:07
disap:他們正打算讓玩家能夠有兩套天賦自由切換 聽起來很省錢 07/31 19:07
shonshon2006:獵人的我翻一下,在未來,獵人在昏迷時可招喚怪物.. 07/31 19:08
s789575:我們認為有一個很棒的點子 07/31 19:08
kingjsss: 招 喚 安 薩 07/31 19:08
leetzuwen:....提升到80 最後一句 07/31 19:08
reima:熊坐騎絕種 07/31 19:10
genesys75:安薩一直在戰鬥中 招換萌米! (開門幫點 07/31 19:10
sezna:戰士:我們正在修改(完) 07/31 19:11
wolver:看到盜賊,天賦一按,裝備一換,馬上變奶薩!!! 07/31 19:12
davidsky:BZ希望熊變成70級時打過四箱的象徵,而不是等80級亂打就有 07/31 19:12
cabin2501:法師還會有更多改變 07/31 19:13
rogerli:獵人那個是說,在獵人昏迷狀態下,依然可以控制寵物使用 07/31 19:15
rogerli:一個叫做[主人呼喚]的技能,那個技能有機會喚醒主人。 07/31 19:15
bloodruru:尷尬的是t6賣熊團越來越多...這樣改也只是擋新手..... 07/31 19:18
forfan:希望法師能有個天賦改成水元素不限時間那就好了.. 07/31 19:27
forfan:想當初 tbc 測試時最初公布水元素是沒時間限制阿 >< 07/31 19:28
GaARo:樓上那樣帶水元素種田是不是非常猛XDDD 07/31 19:29
acwan:這樣 土元素火元素最好也不限時間 07/31 19:32
Anzar:翻譯到一半放棄了...簡單說他們將在接下來的patch大幅修改 07/31 19:33
chuang1024:這篇藍帖還有後續的帖喔! 還沒完! 07/31 19:33
Anzar:疾病的表現方式,讓死騎變的更好玩,但是現在還有問題要修 07/31 19:33
GaARo:這樣薩滿去打55競技場 變成15打5 XD 07/31 19:33
Anzar:1.疾病的持續時間影響效果 2.死騎給敵人的debuff太太太多 07/31 19:34
forfan:那..我想強列譴責wlk寶寶沒 life time XD 07/31 19:34
Anzar:3.被凍結的目標會讓疾病效果變很差 07/31 19:34
genesys75:樓上是安薩!! 07/31 19:35
Xavy:病菌不能存在於低溫嗎 囧 07/31 19:35
Anzar:接下來是說官版的天賦會盡快在定案之後更新 07/31 19:35
Anzar:然後就是一連串的DK技能變動,看到這些才停翻..沒玩到沒感覺 07/31 19:36
Anzar:然後的請捲回去看20266 20570,之前有翻譯過 07/31 19:38
GaARo:病菌存於低溫 不一定是有活性阿 07/31 19:38
GaARo:低溫只是保存 類似讓他冬眠這樣 07/31 19:38
Anzar:比較有趣的是,一些平凡、二流的技能會拿掉,或是結合混合 07/31 19:41
Anzar:BZ想要把天賦弄得更合理、互相影響,但是又說懶得打一堆字 07/31 19:43
Anzar:在這邊解釋,反正解釋大家也看不懂,所以等看官方天賦最快 07/31 19:43
bloodruru:技能方面看前面釋出的情報頂多是加入(碰撞 擊飛)之類的 07/31 19:48
bloodruru:屬性 我是覺得沒什麼驚豔的 倒是希望劇情方面 能更史詩 07/31 19:50
bloodruru:話一點 不然一想到凱爾就難過 XD 07/31 19:50
eruda:賊的改動好少 07/31 20:27
elsvent:maim是啥 @_@? 07/31 20:51
fewhy:會停人的終結技 07/31 20:52
TheZealot:傷殘術 07/31 22:52