WORLD OF WARCRAFT

Тема: Заметки разработчиков к обновлению 10.1.5 на PTR – 12 мая  (Прочитано 7966 раз)

0 Пользователей и 1 Гость просматривают эту тему.

Wishko

  • Модератор
  • Легенда
  • *
  • Сообщений: 44597



На PTR начинается тестирование обновления 10.1.5, и разработчики опубликовали большое описание изменений к первой публичной сборке. В него вошли различные объявленные сегодня новшества, а также улучшения для "Времени Хроми" и прокачки персонажей, усовершенствования интерфейса, послабления для союзных рас и навыков верховой езды, различные классовые изменения.:cut:
  • Доступна для изучения новая специализация пробудителя – Насыщатель.
  • Чернокнижнику стали доступны 9 новых рас, цепочка на новый облик для беса и возможность настройки внешнего вида питомцев в парикмахерской.
  • Доступны задания цепочки "Детский сад для драконят".
  • Воргены получили 5 новых расцветок шкуры.
  • Сняты все ограничения на разблокировку союзных рас и теперь для их открытия достаточно иметь на учетной записи хотя бы одного персонажа 40+ уровня.
  • Теперь навыки верховой езды открываются автоматически по мере повышения уровня на 10 – "Ученик"/20 – "Подмастерье"/30 – "Умелец"/40 – "Мастер" уровнях, причем персонажу даже бесплатно выдают летающее средство передвижения по достижению 30.
  • Введены различные улучшения для Времени Хроми: теперь Хроми рассказывает как работает эта функция для новичков; новые персонажи союзных рас автоматически направляются к Хроми; сняты все ограничения на дополнения; сама функция доступна вплоть до 61 уровня (вместо 60 ранее).
  • Введено множество улучшений для прокачки: например, снижены требования к уровню для открытия Мехагона до 30, а задания подземелий Dragonflight, Shadowlands и Battle for Azeroth теперь можно получить прямо внутри них.
  • Появилась возможность отслеживания неполученных обликов экипировки.
  • Камни возвращения в гарнизон и Даларан теперь являются игрушками.
  • Обновлены различные панели арены и функции их редактирования, добавлена новая анимация значков на панели способностей, улучшены некоторые иные элементы интерфейса.
  • Появилась возможность изучения старинных рецептов из Наксрамаса (как в Зул'гурубе в обновлении 10.0.7).
  • Различные изменения для классов: больше всего корректировок досталось магам и паладинам "Света".
Полная выкладка датамайна по эффектам и способностям доступна здесь.


Новые значки


Теперь в подсказке персонажа указана его специализация


Новые гербовые накидки



Фильтр значков по типам при создании макроса


Новую специализацию локализовали как "Насыщатель"


Таланты "Насыщателя"


Полеты на драконах будут доступны на Калимдоре в виде гонок


Камень возвращения в Даларан – теперь игрушка

Dragonflight Fractures in Time PTR Development Notes

This Public Test Realm (PTR) is a testing environment for the content coming with the Dragonflight Fractures in Time update.

NEW EVOKER SPECIALIZATION: AUGMENTATION

Emberthal and Ebyssian are working together to release the Black dragonflight essence that had been siphoned from the Dracthyr during their long stasis, unlocking memories and powers forgotten to them. All Evokers now can choose to explore Azeroth as a new specialization: Augmentation.

Augmentation is a Damage Dealer role that uses the essence of the Black and Bronze dragonflights to amplify the abilities of nearby allies. Their playstyle centers on empowering allies to increase their damage output, and using the Evoker’s direct damage spells to improve these empowerments’ effects. Augmentation’s core capabilities will feel familiar to Evoker players, such as spending Essence, casting empower spells, and using their mobility to navigate the battlefield. However, the specialization also introduces many new tools for the Evoker to manipulate the environment in their favor, and assist their allies.

The quest “The 5th Essence” is available for Evokers to try out their new specialization and what it means to the dracthyr at large. The quest is still under development and will be updated on the PTR through the weeks to come.

Augmentation has a fully playable talent tree, and many new spells for players to enjoy. A few spells are highlighted below, but see our web article for more information, and check out Augmentation on the PTR starting today!
  • Ebon Might – Increase your 4 nearest allies’ primary stat by a percentage of your own, and cause your Eruption to deal more damage for 10 seconds. Your other spells extend the duration of these effects. 1.5 second cast, 30 seconds cooldown.
  • Upheaval – Gather earthen power beneath your enemy’s feet and send them hurtling upwards, dealing Volcanic damage to them and nearby enemies. Empowering expands the area of effect. 2.5 second empower, 40 second cooldown.
  • Breath of Eons – Fly to the targeted location, exposing Temporal Wounds on enemies in your path for 10 seconds. Temporal Wounds accumulate a portion of damage dealt by your allies, and then critically strike the enemy for that amount. 1.5 minute cooldown. Replaces Deep Breath.
  • Draconic Attunements (Passive) – Learn to attune yourself to the essence of the Black or Bronze dragonflights:
    • Black Attunement grants you and your 4 nearest allies increased maximum health.
    • Bronze Attunement grants you and your 4 nearest allies increased movement speed.
THE WARLOCK CLASS EXPANDS TO NEW RACES

The Warlock class will become available to Night Elves, Draenei, Lightforged Draenei, Pandaren, Kul Tiran, Tauren, Highmountain Tauren, Mag’har Orcs, and Zandalari Trolls.

Warlocks will also be able to undertake a new quest line starting with the quest "Beginning Impositions” which will unlock a new imp pet customization. Players will also be able to visit the Barbershop to customize their pets.
  • Developers’ note: Warlock glyphs are now on-use Grimoires to unlock pet customizations. Grimoires can be learned on the PTR this week, but selecting the appearance of your pets in the Barbershop will be available in a future PTR update.
CHARACTERS
  • Added 5 new fur colors for Worgen.
  • All restrictions for unlocking Allied Races have been removed, with the exception of a level requirement.
  • All Allied Races can now be unlocked once you have a level 40 character on your account (was level 50).
  • Newly created Allied Race characters will now be directed to Chromie, not the warboard.
  • Characters now learn the appropriate mount riding skill upon reaching the appropriate level without needing to visit a mount trainer:
    • Level 10 - Apprentice Riding
    • Level 20 - Journeyman Riding
    • Level 30 - Expert Riding
    • Level 40 - Master Riding
      • Developers’ note: Riding trainers will still exist in the world, but you will be unable to purchase riding skills from them.
  • Characters that reach level 30 will receive the quest “Time to Fly” and be awarded with a flying mount, Harbor Gryphon for Alliance characters and Scarlet Pterrordax for Horde characters.
CLASSES
  • DRUID
    • Guardian
      • Innate Resolve has been redesigned – Frenzied Regeneration’s healing is increased by a value based on your missing health. Frenzied Regeneration has 1 additional charge.
      • Raze no longer replaces Maul.
      • Front of the Pack has been removed.
      • Dream of Cenarius moved into row 2 from row 9.
      • Galactic Guardian moved into row 6 from row 9.
      • Flashing Claws moved to row 9 from row 8.
      • Scintillating Moonlight moved to row 9 from row 8.
      • Soul of the Forest position adjusted on row 6.
  • MAGE
    • Take a look at the developer’s notes in the Mage feedback thread.
    • All ability damage increased by 15%.
    • Invisibility is now learned by all specializations at level 16.
    • Incanter’s Flow now replaces Invisibility in the Class tree.
    • Shifting Power has been moved to Incanter’s Flow previous location.
    • Rune of Power and Meteor have been removed.
    • New Talent: Ice Cold – Ice Block now reduces all damage taken by 70% for 6 seconds but no longer grants Immunity, prevents movement, attacks, or casting spells. Does not incur the Global Cooldown.
      • Ice Cold is located on Shifting Power’s previous location on the talent tree.
    • New Talent: Mass Barrier – Cast Prismatic/Blazing/Ice Barrier (based on your specialization) on yourself and 3 nearby allies. 2 minute cooldown.
      • Mass Barrier is located as a choice node with Mass Invisibility.
    • New Talent: Mass Invisibility – You and your allies within 40 yards instantly become invisible for 10 seconds. Taking any action will cancel the effect. Does not affect allies in combat.
      • Mass Invisibility located as a choice node with Mass Barrier.
      • Developers’ note: The PvP Talent for Arcane will be updated in a future PTR build.
    • Accumulate Shielding is now a 1 rank talent (was 2). Barrier cooldowns now recharge 30% faster while the shield persists at rank 1.
    • Accumulate Shielding now connects to the Time Anomaly/Temporal Warp choice node.
    • Time Manipulation is now a 1 rank talent (was 2). Now reduces the cooldown of your loss of control abilities by 2 seconds at rank 1.
    • Time Manipulation now connects to the Time Anomaly/Temporal Warp choice node.
    • Displacement now heals the caster for 20% of their maximum health when returning to the Blink location.
    • Winter’s Protection now reduces the cooldown of Ice Block by 30 seconds per rank.
    • Displacement is now located after Flow of Time.
    • Greater Invisibility now replaces Invisibility when talented and is located below Temporal Velocity.
    • Arcane
      • Arcane Power has been removed.
      • Arcane Surge duration has been increased by 3 seconds and now increases spell damage by 35% (was 10%).
      • New Talent: Concentrated Power – Clearcasting makes your next Arcane Missiles channel 20% faster or causes your next Arcane Explosion to echo for 40% damage.
      • Orb Barrage has been redesigned – Arcane Barrage has a 10% chance per Arcane Charge consumed to launch an Arcane Orb in front of you.
      • Clearcasting no longer makes Arcane Missiles channel time faster.
      • Arcane Barrage is now learned baseline at level 11.
      • Clearcasting is now learned baseline at level 12.
      • Reverberate is no longer a choice node with Nether Tempest and is located directly after Arcane Missiles.
      • Siphon Storm no longer grants Arcane Charges and now halves Evocation’s channel time.
      • Nether Tempest now connects to Chrono Shift and Supernova in the Arcane tree.
      • Improved Prismatic Barrier reduces magic damage taken by 10% (was 5%) and reduces harmful Magic effect durations by 15% (was 10%).
      • Improved Prismatic Barrier no longer connects to Touch of the Magi.
      • Arcing Cleave no longer connects to Touch of the Magi.
  • MONK
    • New Talent: Yu’lon’s Grace – Find resilience in the flow of chi in battle, gaining a magic absorb shield for 2% of your max health every 2 seconds in combat, stacking up to 20%.
      • Yu’lon’s Grace is located as a choice node with Diffuse Magic.
    • New Talent: Dance of the Wind – Your Dodge chance is increased by 20%.
      • Dance of the Wind is located as a choice node with Dampen Harm.
  • PALADIN
    • Take a look at the developer’s notes in the Paladin feedback thread.
    • Holy
      • Blessing of Freedom is now granted by default for Holy Paladins.
      • Echoing Blessings is now located on the class tree for Holy Paladins.
      • The specialization tree has seen layout adjustments:
        • New talent nodes.
        • Glimmer of Light has moved to row 2 (was row 10).
        • Power of the Silver Hand has moved to row 6 (was row 8).
        • Tower of Radiance has moved to row 7 (was row 6).
        • Commanding Light is now a 1 point node.
        • Divine Glimpse is now a 1 point node.
        • Sanctified Wrath, Divine Protection, Holy Light, Divine Insight, and Bestow Faith removed.
      • Holy Light is now learned baseline at level 11.
      • Divine Protection is now learned baseline at level 26.
      • Glimmer of Light healing increased by 500% and damage increased by 1000%.
      • Glimmer of Light’s healing and damage is now reduced per active Glimmer of Light. Now capped at 3 targets.
      • Glimmer of Light’s aura no longer appears on the personal resource display.
      • Holy Shock healing reduced by 15% and cooldown increased to 8.5 seconds (was 7.5 seconds).
      • Holy Shock no longer has an increased chance to critically strike.
      • Judgment now generates 1 Holy Power and costs 12% base mana (was 3%).
      • Barrier of Faith costs 12% base mana (was 16%) and initial absorb increased by 66%.
      • Hammer of Wrath cooldown increased by 100% and damage increased by 80%.
      • Tyr’s Deliverance healing increased by 40% and now has a 40 yard range (was 20 yards).
      • New Talent: Beacon of the Lightbringer – Mastery: Lightbringer now increases your healing based on the target’s proximity to either you or your Beacon of Light, whichever is closer.
      • New Talent: Light’s Conviction – Holy Shock now has 2 charges.
      • New Talent: Holy Infusion – Crusader Strike generates 1 additional Holy Power and deals 25% more damage.
      • New Talent: Glistening Radiance – Spending Holy Power has a 15% chance to trigger Glimmer of Light’s healing and damage.
      • New Talent: Overflowing Light – 50% of Glimmer of Light’s overhealing is converted into an absorb shield. The shield amount cannot exceed 15% of your max health.
      • New Talent: Light’s Protection – Your Holy Power spenders have a 20% chance to reduce the damage your allies with Glimmer of Light take by 8% for 4 seconds.
      • New Talent: Righteous Judgment – Judgment has a 50% chance to cast Consecration at the target’s location. The limit on Consecration does not apply to this effect.
      • New Talent: Hand of Divinity – Call upon the Light, causing your next 2 Holy Lights to heal 80% more and be instant cast.
      • New Talent: Shining Righteousness – Shield of the Righteous deals damage to its first target struck. Every 5 Shields of the Righteous make your next Word of Glory or Light of Dawn free.
      • New Talent: Daybreak – Absorb the power from within your active Glimmer of Lights, activating their healing and damage at 100% value and then granting mana per Glimmer of Light consumed.
      • New Talent: Rising Sunlight – After casting Daybreak, your next 3 Holy Shocks cast 2 additional times.
      • New Talent: Glorious Dawn – Holy Shock has a 10% chance to refund a charge on cast, increasing based on how many Glimmer of Lights you have active.
      • Illumination has been redesigned – Glimmer of Light can affect 5 additional targets.
      • Awakening has been redesigned – When you spend Holy Power, gain Awakening. At 8/16 stacks of Awakening, your next Judgment deals 30% increased damage, will critically strike, and activates Avenging Wrath for 10 seconds.
      • Divine Glimpse has been redesigned – Holy Shock, Judgment, and Crusader Strike have a 5% increased critical strike chance.
      • Veneration has been redesigned – Hammer of Wrath heals up to 5 injured allies for 500% of the damage done, split evenly among them. Flash of Light, Holy Light, and Judgment critical strikes reset the cooldown of Hammer of Wrath and make it usable on any target, regardless of their health.
      • Greater Judgment has been redesigned – Judgment deems the targets unworthy, preventing damage dealt by the target.
      • Rule of Law and Sanctified Wrath have been removed.
      • Light of Dawn healing decreased by 10%.
      • Crusader Strike’s cooldown increased by 50%.
      • Divine Favor’s cooldown reduced to 30 seconds.
      • Unending Light has moved to row 4.
      • Tirion’s Devotion now reduces the cooldown of Lay on Hands by 1.5 seconds per Holy Power spent (was 1 second).
      • Divine Revelations now refunds 2% base mana (was 1%) and increases the healing of Flash of Light by 20%.
      • Power of the Silver Hand may now additionally trigger from Judgment.
      • Relentless Inquisitor rank 2 now causes the Haste effect to stack up to 6 times (was 5).
      • Boundless Salvation causes Flash of Light to extend the duration of Tyr’s Deliverance by 5 seconds (was 2.5 seconds). Holy Light now extends Tyr’s Deliverance by 10 seconds (was 5 seconds).
      • Tirion’s Devotion’s icon has changed.
      • Infusion of Light no longer highlights the spells it effects on the action bar.
  • PRIEST
    • Holy
      • Searing Light has been removed.
      • Burning Vehemence has moved to Searing Light’s position in the talent tree and is now a 1-point talent.
      • New Talent: Epiphany – Your Holy Words have a 13%/25% chance to reset the cooldown of Prayer of Mending.
      • Epiphany has moved to Burning Vehemence’s previous position in the talent tree.
      • Holy Word: Sanctify and Prayer of Healing have swapped positions in the talent tree.
ITEMS AND REWARDS
  • Inert Phoenix Ash is now found on both varieties of fire elementals in the area it drops in (was only one type), and at a significantly increased drop rate.
  • Garrison Hearthstone and Dalaran Hearthstone are now toys.
  • Improved Exile’s Reach item rewards.
  • PROFESSIONS
    • Frozen Runes can now be found along the walls of Naxxramas for players interested in crafting legacy Frost Resist patterns.
PLAYER VERSUS PLAYER
  • PALADIN
    • Aura of Reckoning (PvP Talent) has been removed.
  • PRIEST
    • Shadow
      • Mind Trauma now grants 4% Haste per stack (was 3%) and can now stack up to 6 times (was 8).
      • Mind Trauma now also works with Mind Spike and Void Torrent. It grants 1 stack of its effect when casting Mind Spike and 3 stacks of its effect when fully channeling a Void Torrent.
QUESTS
  • WHELP DAYCARE
    • The dragons have more eggs than they can handle, so they’ve called in the crew at the Little Scales Daycare to help. The crew quickly finds itself overwhelmed, and so asks the player (as a great friend of the dragons) for help.
    • Guide five dragon whelps as they grow and learn. Teach the whelps (and players) about the dragon flights.
  • CHROMIE TIME
    • Chromie will now teach you what Chromie Time is, suggest timelines to choose, and share the opening cinematics.
    • The maximum level in Chromie Time is now 61 (was level 60).
    • Chromie Time expansion restrictions have been removed.
  • “The Dragon Isles Await!” now provides an item that lets you teleport to your capital city to begin your journey to the Dragon Isles immediately.
  • Dragonflight, Shadowlands, and Battle for Azeroth dungeon quests are now also available inside their respective dungeons.
  • Both Exile’s Reach and Battle for Azeroth now have campaigns to make it easier to track progress and pick up where you left off.
  • The quest line into Mechagon now starts at level 30 (was level 50).
  • Alliance players can now enter Nazjatar after completing “A Nation Divided” (was “Unlocking the World”).
  • Available starter zone quest lines and Battle for Azeroth side quests now display on the zone map.
  • Introduction to the capital cities after leaving Exile’s Reach has been improved.
USER INTERFACE AND ACCESSIBILITY
  • TRACKING APPEARANCES
    • You can now track uncollected transmog appearances by Shift clicking it in the Collections pane.
    • This adds it to your Objective Tracker. Click the icon to supertrack it, just like you would for a quest.
    • Currently, you can only track appearances sourced from vendors, dungeons, and raids. Hold down Shift to see which appearances can be tracked.
    • For appearances that have multiple items, press Tab to cycle through them and Shift click to track the currently selected one.
    • Click on a tracked item in the Objective Tracker to open its location on the map.
    • For appearances that come from dungeons and raids, click on a boss name in the Objective Tracker to open the Dungeon or Raid Journal.
  • Action bar icons have updated animations for:
    • Spell procs
    • Interrupted casts
  • Group Loot roll toast plays a new animation when you roll Need for your main specialization.
  • Arena unit frames have been updated:
    • Arena frames now use the compact unit frames style.
    • Edit Mode includes settings for width, height, and border and allows you to preview different arena sizes (2v2, 3v3, 5v5).
    • Arena frame settings have been added under Options > Interface > Arena Enemy Frames.
    • PvP trinket status has been added to the right of the enemy’s frame.
    • An icon indicating the enemy’s specialization is now shown during the pre-match phase. Pre-match frames can’t be used for targeting and don’t show power bars.
    • Character tooltips now show the player’s specialization.
  • An animated glow has been added to better highlight needed roles for Rated Solo Shuffle.
  • Text-to-Speech now has options for Item Loot, Currency, and Money Loot chat messages.
[Источник]

Feedback: Mages in Fractures in Time

Hello fellow Mages!

In the Fractures in Time PTR, we have some updates coming to both the Class and Arcane talent trees. We’re also working on changes for Fire and Frost in future PTR builds. Below, we’ll cover some high-level changes as well as our plans moving forward.

Class

The current Mage class tree has a variety of talents which offer a variety of utility and survivability talents options, but with its current layout, a lot of that choice feels difficult to navigate. This is due to the nature of their current capstones and how impactful and important they are to the overall rotation for each of the specs. In Fractures in Time, we’re making a few changes such as making some abilities baseline, removing Rune of Power, a slightly new tree layout, and adding 3 new capstone abilities to replace Shifting Power and Meteor. We’ll highlight some of those larger changes below.

Rune of Power

We’re removing Rune of Power from the class tree and shifting some of its loss power directly into all Mage abilities that deal damage. While the decision to remove Rune of Power wasn’t easy, we feel it is best for the long-term health of the class. Fighting within a Rune of Power is almost mandatory to maximize your damage as a Mage and any sort of mechanic that forces you out of it for a prolonged period of time ends up feeling incredibly punishing to your overall throughput.

In Raid, Mythic+, and PvP, having a player commit to a small space for 12 seconds is a large ask and one that just doesn’t feel fun to play around, as frequent as Rune of Power is. By removing Rune of Power we’re able to shift more of the Mage’s damage into their abilities baseline while also leaving us room to further amplify their big cooldowns (Arcane Surge, Combustion, and Icy Veins) if necessary. While we expect it to be a large adjustment at first, we’re confident that this will be an overall boon for Mages in the future.

Tree Layout

While the overall structure of the class tree has changed, we’ve made a few key adjustments that should allow for a little more customization when spec’ing into your class tree. The total number of capstones has been reduced from 5 to 3. At the moment, Mage’s capstones have a wide variety of power that offer different levels of throughput or survivability and utility. The difference in damage throughput and utility/survivability at the capstone level has proven to be somewhat problematic for Mage and their ability to feel free to customize their tree as they see fit. The tree is now structured to offer 3 capstones with the center capstone (Time Anomaly/Temporal Warp) offering the only throughput and the left and right capstones offering different utility or survivability for you to consider based on the content you might be running. The goal here with the new structure is to offer a little more flexibility within the class tree and feeling less mandatory to pick up both Shifting Power and Time Anomaly/Temporal Warp choice node.

New capstones

We have 3 new capstones available which offer a different variety of gameplay choices based on the content you might be running. Ice Cold is a talent that modifies your Ice Block so you are able to cast while it is active, but you are no longer immune to damage and instead take greatly reduced damage for a shorter duration. The other two talents are a choice node for Mass Invisibility and Mass Barrier which as the names imply allow you to cast Invisibility on your nearby allies or cast your Specialization’s Barrier on up to 3 nearby allies.

Arcane

Going into Fractures in Time, we want to focus on giving Arcane Mages a more consistent way to deal AoE damage without having to rely on Touch of the Magi or Radiant Spark windows where quick mob deaths or movement can greatly hinder their performance. Arcane also has a few talents that offer a variety of utility but felt inaccessible based on their position on the tree, pathing in the tree, or lack of points after filling out their chosen build. To combat this, we’ve shifted a few things baseline most notably Arcane Barrage and Clearcasting and updated the pathing on a few talents.

AoE

We’ve reworked Orb Barrage capstone talent into something a little more consistent and likely familiar to Legion Arcane players. Orb Barrage now gives your Arcane Barrage a chance per Arcane Charge spent to hurl an Arcane Orb at your target. This talent should give a much-needed way to both send out some consistent AoE damage while also giving a steady stream of Arcane Charge generation when fighting large packs. We’ve also added a new talent “Concentrated Power” which gives more purpose to your Clearcasting and Arcane Explosion while in AoE heavy fights. This talent causes your Arcane Explosion to echo an additional time for a % of its original damage.

Tree Layout

We’ve also updated Arcane’s tree to be a little more flexible when trying to pick up unique nodes that aren’t always directly throughput. We’ve shifted Arcane Barrage and Clearcasting baseline, untied Reverberate from Nether Tempest, added new connections from Nether Tempest, and removed the Arcane Power talent and folded its power into Arcane Surge. The goal with these changes is to give you a couple extra points to play with and create a more positive experience as you navigate through the tree enabling you to create a spec tree that fits your needs.

Fire and Frost

While this round of Fractures in Time PTR only includes Class and Arcane updates, aside from the damage re-distribution from the Rune of Power change, we have not forgotten about Fire or Frost. We have plans for them in upcoming PTR builds.

Fire

At the moment, Fire suffers from a one-build-fits-all talent tree. Which is problematic for a couple of reasons: the lack of choice/variety gets stale after a while, Ignite dealing large portions of damage in single target, and AoE makes it incredibly difficult for us to separately tune Single Target or AoE damage for Fire during tuning passes. Moving forward, we want to explore ways we can create alternative AoE builds that aren’t just Ignite stacking, reduce the amount of 2-point nodes to free up a few points, and shift some abilities baseline such as Flamestrike and Cauterize. These aren’t final or comprehensive changes, but hopefully give a good idea of our goals for Fire moving forward.

Frost

Moving forward with Frost we’re looking into the lesser picked talents that offer a different gameplay style compared to the “meta” builds but generally underperform. Talents like Ray of Frost and Glacial Spike offer unique alternatives to the standard rotation but given their current impact and lack of synergy within the tree they become a hard thing to opt into. Additionally, we’re taking a look into the “minimal Ice Lance” builds, as this shouldn’t be the correct way to play Frost. Ice Lance should be an impactful button that is played around rather than minimally cast due to the amount of modifiers of other talents and damage sources preventing it from being so. There are also some talents we want to reassess in the talent tree and instead move baseline such as Blizzard and Cold Snap. Lastly, the amount of talents required to make Icy Veins feel like a high impact cooldown is relatively high, we would like to take this opportunity to see if we can make it stand on its own a little more.

Thank you for taking the time to read this. This is just the start of Mage changes for Fractures in Time, and we have plenty planned for the future. As we navigate our way through the Fractures in Time PTR, we look forward to your feedback.[Источник]

Feedback: Paladins in Fractures in Time

Greetings Holy Paladins!

Significant changes are being made to the Holy Paladin specialization tree in Fractures in Time and we’d like to go over our goals and plans for these changes.

Meaningful Choices

The previous tree layout and talent nodes did not offer as much choice between content as we’d like. A main goal of this update is to encourage diversity between talent builds so gameplay feels varied between content and encounter types.

To achieve this goal, we’re taking a hard look at the tuning and integration of underrepresented talents to ensure they are both competitive and can fit within multiple builds. Too many talents felt like they worked for one playstyle, but not another. This is generally fine in moderation but was rampant throughout the Holy Paladin tree.

We’re aiming to have more talents that have functionality for multiple builds as to encourage experimentation throughout the tree. This will all come along with new additions to the tree intended to support new playstyles.

Rotational Updates

There are a few core rotational changes that we’re implementing to slow down the expenditure of generators that do not heal. Holy Paladin felt like too many globals were being spent on damage abilities purely to generate Holy Power, which did not feel right for a healer specialization. We’re considering removing Radiant Onslaught to address this but are going to wait for more testing before deciding on that change.

We also think a few abilities that seemed core were not completely integrated into the kit, such as Judgment and Shield of the Righteous. These abilities see significant use but often felt separated from the regular rotational flow. Addressing this will be a key goal of the update.

Reducing the time Holy Paladins spend dealing damage without healing allows for a steadier stream of healing and more time to focus on triaging. Overall, we’d like Holy Paladin to be more focused on when/where/if their healing should be used than they are now.

Infusion of Light

Infusion of Light’s high uptime and low use rate has been concerning for us. We’d like to make this more spendable, but also appear less often as to be a real moment of empowerment that feels good to capitalize on. We’re hoping the redesign of Greater Judgment and addition of Judgment to the spells that can consume Infusion helps this proc feel more impactful for every build.

Mastery

We have heard feedback that Holy Paladin’s Mastery can feel restrictive and more of a loss of power than gain. We’re returning Beacon of the Lightbringer to help address this concern. We’re hoping this allows for clever Beacon of Light placement and positioning to allow for more freedom of movement around the battlefield.

Mana Expenditure

The nature of Holy Power being a Mana free resource is that the spenders must carry the Mana weight, but Holy Paladin must constantly be generating to heal efficiently. This can lead to gameplay feeling punishing with only a few abilities costing most of your mana, and there not being ways to avoid that being the case.

To remedy this, we’re looking at adding ways to regenerate Mana through active play or for there to be mana refunds in some situations. Alongside this, we’re also investigating attaching a slight Mana-cost to Holy Power spenders and decreasing the cost of generators to even out the rate of expenditure. We’d love to hear feedback on this topic!

Damage Toolkit

As mentioned before, Shield of the Righteous and Judgment have not felt fully integrated into Holy Paladin playstyle. We’re looking to address this through a few new talent additions and redesigns that can contribute damage effectively in multiple encounter profiles.
Our hope is that Holy Paladins will have an easier time deciding if Shield of the Righteous is a worthy way to spend their Holy Power as they currently often are giving up more than we’d like to actively contribute offensively.

More on the Way

There are more changes and iteration to come as we move towards Fractures in Time release – we’re excited to hear your thoughts and will share more as PTR progresses. Thank you for your continued feedback![Источник]
« Последнее редактирование: 12 Мая, 2023, 23:25:00 by Wishko »

Райзе

  • Старожил
  • ***
  • Сообщений: 2797

  • Варкрафт: +
    • Имя: Малдрэд
    • Класс: Вар
    • Сервер: Гордунни
  • Рейтинг:2 (+2 | 0)
Аналитика от нонейма:

Автоматическое изучение навыка верховой езды при прокачке - отлично, давно пора

Даларанский и гарнизонный камень станут игрушками - хорошо, минус два занятых слота в сумке

Отслеживание обликов - молодцы что занимаются этим, действительно тут стандартный интерфейс не удобен

Убрали руну у магов - маги рады

Переделанный холипал, кажется, теперь будет хилить как боженька. Но это еще надо посмотреть на окончательные циферки
« Последнее редактирование: 12 Мая, 2023, 01:08:37 by Райзе »

grimmstein

  • Завсегдатай
  • **
  • Сообщений: 183
  • Рейтинг:0 (+0 | 0)
Похищающий жизнь яд починить не хотят? в 10.1 стало еще хуже, теперь после каждого загрузочного экрана слетает

eduhud

  • Завсегдатай
  • **
  • Сообщений: 281
  • Рейтинг:0 (+0 | 0)
Старинные рецепты из Наксрамаса- эт классические, для которых еще какая-то руна льда была нужна, давно уже недоступная?

stefan_flyer

  • Лучший автор
  • Старожил
  • *
  • Сообщений: 4987
  • Рейтинг:0 (+0 | 0)
Старинные рецепты из Наксрамаса- эт классические, для которых еще какая-то руна льда была нужна, давно уже недоступная?
Да, как и Зул'Гуруб. Голубые секси сеты возвращаются.

Kain51

  • Завсегдатай
  • **
  • Сообщений: 338

  • Варкрафт: +
    • Имя: Атрегор
    • Класс: Шаман
    • Сервер: Ревущий Фьорд
  • Рейтинг:0 (+0 | 0)
Верните мне голду потраченную на изучение навыков езды сволочи >:(, за всех моих 10 твинков

Tiamar315

  • Новичок
  • *
  • Сообщений: 6
  • Рейтинг:0 (+0 | 0)
Верните мне голду потраченную на изучение навыков езды сволочи >:(, за всех моих 10 твинков

87...
Всё зримое - явь, всё сущее - тлен.

Meom

  • Завсегдатай
  • **
  • Сообщений: 279

  • Варкрафт: +
    • Имя: Meom
    • Класс: Маг
    • Сервер: Гордунни
  • Рейтинг:0 (+0 | 0)
Обидно,что у магов глыбу переделали, ей очень удобно было игнорить механики боссов и снимать некоторые дебаффы,без руны конечно замечательно, устал,что она маст хэв всегда

 

закрыть