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Siñero
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<Warlocks of the Sunspire>



Joined: Wed Jun 11, 2008 10:02 pm
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 Post subject: Blizzard Dev Twitter Q&A - Classes
PostPosted: Sun Feb 28, 2010 12:59 pm 
Recently, the devs at Blizzard did some Q&A via twitter. Here are some interesting responses from the Class-specific questions:

Q. Two-handed (2H) frost death knights was a really fun playstyle that died when dual-wielding (DW) was introduced. Are there any plans to make using two-handed weapons more appealing?

A. We can't make every death knight tree PvP, PvE and tanking viable and also offer both 2H and DW options for all three of those. We are currently designing Frost as a DW-only tree.

Q. Are hunters likely to see more stable slots for their pets in the future? With the current variety of pets, the amount they have right now seems too small.

A. Arm-waving here, but a model I would love to see is dramatically expanded slots (so you can store all those Spirit Beasts) but have a smaller number of "active" pets, like 3. You could summon an active pet from anywhere in the world, when outside of combat. You would swap a pet from active to the stable at the Stable Masters.

Q. Is there any info you can share on future plans for holy paladins?

A. I hear they need more healing spells.

Q. The Hunter class has many odd and situational abilities such as Mongoose Bite and Aspect of the Beast - are there any plans for changes to these types of abilities?

A. Mongoose Bite is most likely a goner. Let us weep. We think Aspect of the Beast could have some cool uses for Beastmaster hunters.

Q. Are there any updates on the changes for Warlock soul shard mechanics?

A. We've implemented much of what we've discussed at Blizzcon: shards are a UI element instead of an item. You use them frequently, but for great effect. They are all for damage. Summoning and pets just cost mana. I think you'll finally like shards.

Q. Has there been any thought of changing Eclipse to charges so that Moonkin dps doesn't suffer so much from moving?

A. Yes. Expect a major overhaul in Cataclysm that keeps the same basic idea (alternating from Arcane to Nature) but in a way that is more core to the class. Like everything though, there is the risk that we may decide this idea sucks once we see it in action.

Q. You talk a lot about changing how we heal tanks, but will aggro ever come back as a challenging part of the game?

A. Not sure. This is something we discuss a lot. I even had a meeting on it this week! On the one hand, some tanks really felt like the way to distinguish themselves was to generate maximum threat per second. On the other hand, threat is a pretty invisibile part of the game (it's limited to the UI at best), and I know when I tank that I always feel pretty emasculated when someone actually pulls off of me. It's challenging, but is it really fun? This is the kind of thing we'd love to get more feedback on. Please include your feedback on large banners to be shown in the background during the Olympics. Failing that, the forums would work too.

Q. Will there be any upcoming changes to shadow priest anytime soon?

A. We're pretty happy with them currently in Icecrown and PvP. Long term they have some things we want to address, such as having long ramp-up time even on easy mobs when leveling or handling large groups. They also get really punished from school lockout.

Q. Is there any ETA on tree / moonkin form graphical update?

A. Moonkin is hard because Moonkin players are so in love with that form. It's tough to change it at all. We currently hope to do a new tree form for Cataclysm, but no promises.

Q. Does Blizzard have any plans to give healers "fun" procs and on-use effects, like DPS have been getting lately?

A. Yes. Healer procs are trickier to design though to make sure they aren't wasted. Damage is rarely wasted so it's a bit easier to design.


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