Posts mit dem Label todesritter werden angezeigt. Alle Posts anzeigen
Posts mit dem Label todesritter werden angezeigt. Alle Posts anzeigen

Freitag, 17. Juni 2011

World of Warcraft Patch-4.2-Notes-Update: Eroberungspunkte und Skill-Anpassungen


Und ein weiteres Patch-Note-Update ist eingetrudelt: Neben Änderungen der Fähigkeiten Tötungsmaschine der Todesritter (wird jetzt sowohl von „Off-Hand“ als auch „Main-Hand“ausgelöst) und Wind entfesseln (Schaden von 125% auf 175% erhöht) und Sturmschlag (Schaden von 125% auf 225% erhöht) der Schamanen, wurden auch ein weiteres Mal die Details der Währungsänderungen aufgeschlüsselt.

Außerdem wird festgehalten, dass Eroberungspunkte jetzt unterschiedliche Ober- und Untergrenzen für Schlachtfelder und Arenen besitzen. Schlachtfelder erhalten einen Bonus von 22,2% auf das Maximum – was in einem Cap zwischen 1650 und 3300 Punkten resultiert. Das bedeutet, dass Spieler theoretisch die höhere der Punktegrenzen erreichen können, jedoch keine weiteren Punkte verdient werden können, sobald das Arena- oder Schlachtfeld-Cap erreicht wurde.

Die Original-Patch-Notes findet ihr hier:

Donnerstag, 16. Juni 2011

World of Warcraft Blueposts: Über “Fragt die Entwickler”, Todesritter als Tanks und Quest-Gestaltung


Blizzard hat sich mal wieder in einer Menge blauen Lettern zu aktuellen Themen geäußert, die die WoW-Community bewegt.



Bashiok: „‘Fragt die Entwickler‘-Kolumne wird eingestellt.“
Im amerikanischen WoW-Forum wurden Stimmen laut, dass die Serie „Fragt die Entwickler“ sinnlos sei. Es würden Fragen aus der Community gewählt, die entweder veraltet sind, bei denen eine Beantwortung irrelevant wäre oder gar Themen in Fragerunden angeschnitten, die überhaupt nicht zur jeweils angepeilten Sachlage passen. Ja es wurde gar davon gesprochen, dass diese Kolumne eine Beleidigung sei, da jede Möglichkeit zur kritischen Hinterfragung aufgrund des Formats und des Stils der Kolumne unterbunden wird. Bashiok hat sich nun zu Wort gemeldet und der Community in dem Punkt Recht gegeben, dass die Kolumne nicht funktioniert. Er sei davon überzeugt, dass egal wie diese Art von „Frage-und-Antwort-Runden“ konzipiert seien, die Community nie restlos zufrieden sein würde. Zwar wurde sich bei Blizzard häufig die Frage gestellt, warum die Kolumne in der Art und Weise nicht funktioniert, doch da es zu keinem eindeutigen Schluss gekommen ist, wird „Fragt die Entwickler“ nach dem nächsten Beitrag eingestellt. Da es jedoch das Ziel ist, die Interaktion mit den Entwicklern für die Community zu erleichtern und einen direkten Draht für Fragen und Äußerungen von Gedanken zu bieten, wird die Kolumne früher oder später einen Nachfolger in neuem Format erhalten.

Zarhym: „Todesritter – Schwer zu beherrschender, aber sehr geeigneteer Tank.“
An den letzten Eintrag der „Fragt die Entwickler“-Kolumne zum Thema Tanken angelehnt, wurden einige Beschwerden aufgrund des Balancings der Todesritter als Tankklasse laut. Viele Spieler sehen diese Klasse als minderbemittelten Tank an, da das zugrunde liegende Skillsystem den Spieler bereits bei kleinen Fehlern unwahrscheinlich abstraft, dessen Beherrschung aber leider nur wenig entlohnt. Zahrym nahm sich dieser Äußerungen in gleich mehreren Posts an, in denen er klarstellte, dass Todesritter gerade deshalb einen großen Vorteil im Tank-Metier genießen, da diese eine Menge Kontrolle über ihre Überlebensfähigkeit hätten. Das Zauberwort ist hier die Fähigkeit „Todesstoß“. Wer richtig mit diesem Skill umgeht, kann eine Menge Schaden mildern und muss sich weniger um das erzeugen von Bedrohung kümmern, als andere Tankklassen. Da dieser Spielstil durchaus anfällig dafür ist, falsch gehandhabt zu werden, wäre sie sicherlich nicht für jedermann geeignet. Doch mit richtigem Timing ließe sich auch hier gute Ergebnisse als Tank erzielen. Außerdem nimmt er es als gegeben, dass Todesritter die Qual der Wahl zwischen „Todesstoß“ und möglichen Debuffs nicht zu schätzen wissen, da doch gerade dies ein essentieller Punkt des Spielsystems sei. Der Spieler muss möglichst viel Freiraum bei der Gestaltung seiner Klasse haben, auch wenn damit mögliche Fehlerquellen eröffnet werden.

Lylirra: „Quests für jede Art von Spieler attraktiv gestalten.“
Das Thema Questgestaltung ist weiterhin in aller Munde – Sollen Quests wirklich interessant, aber gleichzeitig auch leicht sein, damit Spieler möglichst schnell ins Endgame finden? Lylirra sieht eine klare Antwort hier als schwierig an. Schließlich sollen alle Arten von Spielern mit den Inhalten angesprochen werden, weshalb der Level-Prozess nicht unnötig verkompliziert werden sollte. Allerdings weiß Blizzard auch, dass es viele gibt, die das Questen sehr genießen, und ebenfalls ihren Spaß in der World of WarCraft finden müssen. Dabei ist es dann wichtig, die Quests abwechslungsreich zu gestalten und weniger dem typischen „gehe-in-Instanz-‚B‘-und-töte-Mob-‚C‘“-Schema folgen zu lassen. Lylirra gibt zu, dass beim Variieren der Quest-Erfahrung noch ein wenig Nachholbedarf herrscht, doch mit Patch 4.2 und den neuen täglichen Quests der Feuerlande hier wieder viel abseits der typischen „sammle dies…“ und „töte das…“-Schemata geboten wird.

Hier wieder die Original-Postings:

Quest Design
I’m reading that as you want quests to be interesting but easy and fast to get people to endgame.
Yes and no. When designing quests, it’s important for us to keep in mind all the different kinds of players that’ll play through them and what their interests might be. For example, some World of Warcraft players just want to get to max level as quickly as they can. That’s a totally valid style of play, so we try to make sure that quests don’t arbitrarily complicate or impede the leveling process.

That’s just one thing we consider, though. We know that there are a lot of players who absolutely love questing — quest chains, daily quests, low level quests, all of it. (Loremasters, represent! \o/) And we absolutely want to appeal to that group of players, too. With respect to the OP’s suggestions, our concern is that, if we implement quests that are too challenging or too similar to dungeon content, then we risk forcing players into roles and types of gameplay that they may not appreciate. Not everyone likes running dungeons or feeling pressured by having to learn encounter mechanics, so overloading quest content with those kind of scenarios may not be the best course of action.

Could we do more to vary up the kinds of quests you play through, though? Sure. We feel that we can still provide a streamlined, straightforward questing experience without always relying on the simple “collect this,” “kill that,” “okay, now kill that again, and then be a good sport and collect a variety of gross things from their corpses” objectives that everyone has come to love. Those kinds of quests certainly have their place and will likely remain a staple in World of Warcraft, but we’re trying some new things with the 4.2 daily areas that we hope players will enjoy, and want to continue that trend with future content, as well.

Ask the Devs
I’m not going to bother getting into the specifics of what was answered or why or any fansite articles bashing the process; it’s been covered many times before.

But, at the core, I think we agree it’s not working. While we could (and do) lament over the reasons why a scheduled Q&A based on question popularity doesn’t sit well with people, the bottom line is it can’t go on as it is.

We don’t expect people will ever be completely happy with any Q&A. Regardless of how they’re conducted we’ll never get to every question, so there are always going to be complaints that we didn’t answer the right ones. But Ask the Devs is different. While there are certainly arguments that answers didn’t say the right things, or didn’t give a firm answer on how a problem would be resolved, the process just doesn’t work because of the format.

We’ve spent a lot of time discussing why it doesn’t work, and while that’s interesting to us, the bottom line is that once we’ve finished the role Q&A’s with healers, we will be ending the Ask the Dev series.

Our goal with Ask the Devs was always to increase interaction with the developers, to provide a direct conduit to their thoughts and process. We’re in the planning stages for a new Q&A process that will replace Ask the Devs, and while we’re absolutely certain people will continue to be upset we didn’t answer every question, we think it will overall be a far more successful approach.

Death Knight
Tanking and Survavibility
DKs have a lot of control over their survivability. While the other tank classes spend a lot of button clicks on generating threat, DKs can regularly hit Death Strike, which heals them. This puts a very powerful tool in the hands of the player. Played well, you can mitigate a lot of incoming damage and even choose when it is important to mitigate that damage. But you also have the possibility of playing poorly. It probably isn’t the kind of play style that is going to appeal to everyone.

You can look at the recent discussion about the paladin Holy Shield as a microcosm of this debate. Some players wanted more control over their survivability, and the new Holy Shield provides that. But it is more work to control an active button and there is a larger penalty for doing it badly. Death Strike is like Holy Shield on steroids in this regard. There are good and bad times to use Holy Shield. There are definitely good and bad times to use Death Strike. We see some DKs attempting to hit Death Strike as much as they possibly can, and then getting frustrated when they can’t squeeze more Death Strikes into the rotation. What they are perhaps missing is that the timing of when they Death Strike is very important. Used optimally, it’s a powerful reactive tool.

One thing we have discussed is giving players more control over whether they make this decision (trading higher risk for higher return) or not. In many driving games for example you have the choice of an automatic or manual transmission. Many players choose the automatic, suspecting that they are probably not going to be as fast as a player who is awesome at managing their clutch, but it means they never have to mess with the clutch and can still win plenty of races. On the other hand, imagine that the player who plays the manual perfectly is performing at 100% and the player who performs the manual poorly is performing at 25%. Choosing an automatic transmission for 75% performance may be perfectly acceptable. You give up a little theoretical performance in return for having less going on. Tanking can often have a lot going on. Maybe there is a talent choice that lets DKs have a more powerful Death Strike in return for weaker passive mitigation. Some players would take that talent, and some might only take it for some encounters.

Related, we understand that some DKs don’t like having to make the decision about whether to Death Strike or whether to apply tanking debuffs. That’s really the tension that’s supposed to be at the heart of any resource system — I have a limited allotment of X, so at this moment do I want to use X on this one ability or on a separate ability? Again, a possible solution is to put the choice of which play style to use in the hands of the player. We could offer a talent or glyph (or something) that lowers the cooldown of Outbreak for instance, without turning Blood DKs into a spec that can play optimally by pushing nothing but Death Strike. It’s something we’ll consider.

(Assuming Blood is the manual transmission, and the other three classes are automatic)


Amazing DKs aren’t 25% better than Amazing Paladins/Warriors/Druids, so what is the point of a system that is incredibly punishing and only slightly rewarding?

The 25%, 75% and 100% percentiles weren’t meant to be taken literally. If a DK feels like he or she has to work much harder than other tanks to achieve about the same amount of survivability, then that feels bad (and to be fair, we had this exact problem with paladin tanks being too easy to play well in the previous expansion). On the other hand, if a DK played well completely trumps all other tanks, then the very best guilds for whom the skill cap isn’t an issue, will just use DK tanks. We see a pretty good spread of DK tanks among both great raiding guilds and all raiding guilds for that matter, so we don’t think the numbers are so far off that groups are either flocking to or avoiding DK tanks.

Samstag, 11. Juni 2011

World of Warcraft Patch 4.2 PTR Notes vom 10.6. – Weniger Tapferkeitspunkte und Todesritter Unholy-Buff


Es gab wieder ein Update der Patch 4.2 PTR Notes vom 10.6. aus dem wir euch einige der Änderungen zusammenfassen wollen.
Man kann jetzt nur noch 980 statt 1250 Tapferkeitspunkte pro Woche verdienen. Da sich bis jetzt die Kosten der Gegenstände für Tapferkeitspunkte nicht verringert haben, sieht es so aus, als wenn Blizzard den Zugriff auf die neue Ausrüstung etwas verlangsamen will.

Todesritter kommen aus dem Staunen nicht mehr heraus, denn sie wurden mit einer Verbesserung von “Unheilige Macht” bedacht, die nun statt 5% satte 20% Stärkeerhöhung ausmacht.

Auch am Druiden ist Blizzard weiterhin dran und scheint so langsam einen Dreh zu finden. In den Patch Notes steht u.a. das Statement von Blizzard, dass sich der Schaden in Katzenform nicht so stark mit besser werdender Ausrüstung angepasst hat, wie es bei anderen Klassen der Fall war. Daher will man nun diese Anpassungen durchführen um diesen Mißstand zu beheben:
“Zerfleischen” (Katze) Schaden erhöht auf 540% (vorher 460%) und der Bonus-Schaden wurde auf 302 reduziert.
Der Initialschaden von “Krallenhieb” macht nun den gleichen Schaden wie jeder einzelne periodische Schadens-Tick. Der periodische Schaden erhält nun 14,7% Angriffskraft pro Tick (vorher 12,6%). Der Grundschaden pro Tick wurde von 557 auf 56 reduziert.
Der Schaden von “Verheeren” wurde auf 950% Waffenschaden erhöht (vorher 850%) und der Bonusschaden wurde auf 532 reduziert.
“Wildes Brüllen” gibt nun 80% erhöhten Schaden mit einer Nahkampfattacke (vorher 50%). Die “Glyphe des Wilden Brüllens” behält einen unveränderten Bonus von 5%
Schreddern hat nun eine Waffenschadenserhöhung von 540% (vorher 450%) und der Bonus Schaden wurde auf 302 reduziert.
Ob die Druiden-Änderungen nun generell ein Buff oder Nerf sind, hängt höchstwarscheinlich von der jeweiligen Ausrüstungs-Level des Spielers ab. Je höher der Ausrüstungslevel, desto wenige wird man wohl profitieren? Hier können gerne die Druiden unter den Lesern ihre Meinung dazu schreiben.


Was haltet ihr außderdem von den Änderungen bei den Tapferkeitspunkten?




General
New Quest Chain: Elemental Bonds

A New quest line is now available to level-85 Horde and Alliance characters, bringing brave adventurers to Thrall’s aid. The Call of the World-Shaman, the quest which will point players toward Thrall and The Nordrassil Summit, can be obtained in Stormwind or Orgrimmar.


New Raid: The Firelands
Located within the Elemental Plane, the Firelands is an all-new 10- and 25-player raid featuring normal and Heroic difficulties! Battle-hardened veterans of the Horde and Alliance now have an opportunity to strike at Ragnaros the Firelord and his loyal servants by venturing into their domain via Sulfuron Spire in Mount Hyjal.

New Legendary Item: Dragonwrath, Tarecgosa’s Rest
Steadfast raiders have an opportunity to embark on a series of quests to create an all-new legendary caster staff. In order to begin the process of assembling the staff, players must first kill a Molten Lord in the Firelands. Once a Molten Lord is killed, players can accept the quest A Legendary Engagement from Ziradormi or Coridormi in Orgrimmar or Stormwind.

New User Interface Feature: Dungeon Journal
A host of dungeon information is now built into the user interface via the all-new Dungeon Journal. This feature can be accessed via a new button in the Navigation tray from anywhere in the world. Boss background story, encounter details, abilities, and loot can be viewed with the Dungeon Journal for all bosses which have been integrated into the new system (this includes bosses for all Cataclysm dungeons and raids). Additional dungeons are planned to be incorporated in future updates.

Dungeons & Raids
Raid Profiles have been added which allow players to save the raid window user interface layout based on type of content (i.e. 10-player raids, 25-player raids, Battlegrounds, etc.) for future use.
Players can select PvE, PvP, specialization, and group size. Each Raid Profile type will then automatically setup going forward.
The pullout panel will be available for 5-player content as well when Show Raid Frames is selected.
Raid Profiles can list groups horizontally as well as vertically.
A Raid button has been added to the Navigation tray which will bring players straight to the Raid window in the Social pane.

Valor Points
The maximum number of Valor Points which can be earned in a week from any and all applicable dungeons and raids is now 980, down from 1250.
The maximum number of Valor Points awarded for completing Rise of the Zandalari dungeons remains at 980.
The maximum number of Valor Points awarded for completing Heroic dungeons remains at 490.
The number of Valor Points awarded for killing a boss in the Firelands is 70 in 10-player mode, and 90 in 25-player mode.
The number of Valor Points awarded for killing Occu’thar in Baradin Hold is 35 in 10-player mode, and 45 in 25-player mode.
The number of Valor Points awarded for killing a boss on Heroic difficulty in The Bastion of Twilight, Blackwing Descent, and Throne of the Four winds is 35 in 10-player mode, and 45 in 25-player mode.

Baradin Hold
Occu’thar has broken free from his cage and presents an all-new boss challenge to players in 10- and 25-player arrangements who control Tol Barad.

PvP
Battlegrounds
New PvP ground mounts, the Vicious War Wolf (Horde) and Vicious War Steed (Alliance), will be awarded to players for completing achievements to win 75, 150, and 300 Rated Battlegrounds respectively, rather than for being in the top .5% of the ladder at the end of each season as with Arenas. This award system is to better compliment the spirit of Battlegrounds. One account-bound mount will be awarded for each achievement unlocked, allowing players who obtain 150 and 300 Rated Battleground wins to earn this mount a second and third time. The additional mounts earned can then be sent to alt characters, given they’re account-bound. These mounts are awarded as soon as an associated achievement is unlocked and do not correspond with end-of-season rewards.
The individual Matchmaking Rating column has been removed from the Rated Battleground scoreboard and replaced with a team Matchmaking Rating.

War Games
Many improvements have been made to the War Games interface. It now has its own panel for ease of use and raid/group leaders are the only ones who can challenge another group to War Games.

Death Knight
Unholy
Unholy Might now increases Strength by 10% 20%, up from 5%.

Druid
Feral
Druids now gain 1 attack power per point of Strength, down from 2. They continue to gain 2 attack power per point of Agility while in Cat Form or Bear Form. In addition, Cat Form’s scaling rate from gear upgrades was slower than other classes, which was causing them to fall behind in damage with higher item levels. To counter the Strength change and improve scaling, the following changes have been made. All numbers cited are for level-85 druids.
Mangle (Cat) damage at level 80 and above has been increased to 530% 540% weapon damage, up from 460%, and bonus damage has been lowered to 302.
Rake initial damage on hit now deals the same damage as each periodic tick (and is treated the same for all combat calculations). Periodic damage now gains 14.7% of attack power per tick, up from 12.6%, and base damage per tick has been lowered from 557 to 56. There is a known issue with Rake’s tooltip being incorrect from this change will be corrected in a future patch.
Ravage damage at level 80 and above has been increased to 975% 950% weapon damage, up from 850%, and bonus damage has been lowered to 532.
Savage Roar now grants 80% increased damage to melee auto attacks, up from 50%. The Glyph of Savage Roar remains an unchanged bonus of 5% to that total.
Shred damage at level 80 and above has been increased to 520% 540% weapon damage, up from 450%, and bonus damage has been lowered to 302.

Balance
Starfire damage has been increased by approximately 23%.
Wrath damage has been increased by approximately 23%.

Set Bonuses
The 4-piece Balance druid tier 11 PvE set bonus, Astral Alignment, now provides a total of 15% critical strike chance with 3 charges, decreasing by 5% per charge, instead of 99% decreasing by 33% per charge. This change was made because the set bonus proved so valuable it was not possible to upgrade out of the set into tier 12. To compensate, changes have been made to Starfire and Wrath (listed at the top of the druid class section).

Paladin
Holy
Illuminated Healing (Mastery) has been adjusted slightly so that if a paladin refreshes an existing copy of his or her own Illuminated Healing on a target, the new absorption amount will be added into the old absorption amount and the duration will be reset. The total absorption created can never exceed 1/3 of the casting paladin’s health.

Retribution
Inquiry of Faith now increases Inquisition duration by 66/133/200%, up from 50/100/150%.

Guilds
Guild Finder
Long comments will now work and not be cut off in the display.

User Interface
The User Interface panels have been resized so there is no more need for scroll bars.The
Addons will no longer be able to intelligently swap items by working with the built-in Equipment Manager.
Character talent specializations can now be viewed on mouseover of the Battlegrounds Scoreboard.
There is now a Dismiss Pet option on unit frames.
The durability character display will now show items as yellow when they are below 20% durability, instead of when items have 5 durability or less.
The Macros window and Spellbook can now both be open at the same time to allow for more intuitive macro creation. In addition, the Macros window has a Save/Cancel button.
It is now easier to change the language of the game client to any language available in the region.
A target or focus target can be selected within the mini-map tracking (does not include enemy players).
Vendors now display currency types they use.

Montag, 6. Juni 2011

World of Warcraft Patch 4.2 Tier 12 Magier- und Todesritter-Set

In den letzten Tagen haben wir euch ja bereits mit einigen Details der neuen Tier-12-Sets den Mund wässrig gemacht. Dank drei Videos der neuen Jäger-, Todesritter- und Magier-Tier-12-Sets können wir euch nun auch weitere optische Impressionen bieten.

Der Magier-Kopf wird neuerdings mit Federschmuck verziert.
Tier 12 - Mage:
Die Jäger legen ihre Naturverbundenheit mit dem Charme einer Wurzel zu Tage. Aber die Augenklappe dürfte ein wenig unpraktisch beim Zielen mit Pfeil und Bogen sein, oder?

Tier 12 - Hunter 

Der Todesritter zeigt sich finster wie eh und je, nur die “beschwingte” Kopfbedeckung weckt hier Aufmerksamkeit. 

Tier 12 - Death Knight