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New Ghostcrawler Blog: Critical Hits (And Misses)
Homogenization is a dirty word according to Ghostcrawler. He also describes the difference between being complicated and complex. In this blog, he discusses what's happened in the combat rules throughout World of Warcraft--the changes they've made to critical hits, healing, and each class' particular niche. Most notably, though, he alludes to 4.1's changes and how more may be on the way. Those new tooltips for debuffs that affect healing done--like
致死打击
--are intentionally vague because its previous 10% reduction is being analyzed.
Read below to see what developers really think about critical hits and the design changes World of Warcraft's been subjected to over the years. As always, be sure to give your two cents after. Have the changes Ghostcrawler and company implemented been a critical hit--or a miss?
Critical History Lesson
In the original combat rules of World of Warcraft, melee classes could get 200% crits while casters could only get 150% crits. This was back when all the designers presumably played rogues instead of mages, which according to the forums is what we all play now (which makes our dungeon testi
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New Ghostcrawler Blog: Stat Allocation
The patch right before Cataclysm reinvented the wheel. It made spirit a bread and butter stat for all healers, it introduced mastery, and it normalized almost everything. In his latest developer blog, Ghostcrawler talks about stat allocations. He also hates on Paladins for one paragraph.
Kidding--well, sort of. Maybe the Paladin hate isn't entirely uncalled for, either. We do have three specs and, as Ghostcrawler contends, that's a hard puzzle to solve. Blizzard doesn't like Intellect plate, but it doesn't like any other solution either. Give us Holy Paladins mail and we're just shaman. Make our spellpower derive from strength and we'll be Retribution Paladins that can heal extraordinarily well.
Ghostcrawler also breaks down loot tables, supply and demand, and how slot machine bosses like those from Baradin Hold and Vault of Archavon feel for both developers and players. It's an interesting read and a good insight on why things are the way they are and how the Cataclysm model is here to stay. After several expansions and six years, it looks like Blizzard feels like they've found the best solution. Read on to find out why.
The developers talk
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Slaughter Trolls With Blizzard and a New Ghostcrawler Blog on Interrupts
The developers have been talking to the community a lot lately. Today they're even playing with us:
from 4PM to 6PM PDT today
,
you can slaughter some trolls with the developers on the PTR
. Joining a Zul'Aman or Zul'Gurub instance will give you a small chance to run into a player from a guild named either or . Just make sure to act cool if you encounter them; don't link them any of your fanart of them and Thrall or demo reels of your code or anything.
If that wasn't enough, we also have another Ghostcrawler post. He's been making frequent blogs lately and they've all been worth reading--this one's no different. Talking about interrupts this time, he examines the problems with interrupts and their subsequent fixes that led to an unforeseen consequence of caster mobility and a degradation in the use of cast time spells. This has been a complaint for some time now, in both the PvE and PvP circles. It manifests by burst damage in PvP and class preference for PvE. Progression guilds have gotten many headaches over the eternal war between casters and melee, fights preferring stacked groups of either and rarely catering to both. But a
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New Ghostcrawler Blog: Raid Progress
In his latest developer blog, Ghostcrawler talks about progression raiding. Aptly timed after some hotfixes to Cataclysm encounters last night, he addresses what Blizzard feels is the right and wrong way to strike balance in the heart of their raiding players. His major argument is that content is always being nerfed--whether through the raiders themselves acquiring better gear or Blizzard developers retuning encounters after their release. Moreover, he feels that everything is going as expected as this level of content starts to wrap up, citing pick-up groups on servers and guilds attempting encounters as positive signs that the first set of Cataclysm raids were a success.
Check out his thoughts on the state of raiding, progression, and the balancing act that ultimately comes into play with each set of new PvE content after the break.
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News Roundup: Guild Advancement Guide, Ghostcrawler Blog Feedback, Sinestra Kill
Today's Blizzard posts include a very detailed guide on guilds and the advancement system, some constructive commentary on the idea behind Ghostcrawler's somewhat controversial
Wow, Dungeons Are Hard!
blog and a quick note on
Paragon
's world first Heroic 25
Sinestra
kill!
Check out the full Blizzard posts after the break!
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Ghostcrawler: Dungeons are Hard!
Ghostcrawler is back, and he has some choice words to say about dungeon difficulty!
I'd like to give you a summary here, but in general GC's posts have a tendency to be easily misinterpreted, so I'd hate to add to the confusion. :P
Come read the full post after the break!
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Ghostcrawler Discusses Upcoming Major Class Changes
Now that many players are level 85, Blizzard has been receiving a ton of feedback (both positive and negative) regarding their classes, specs and other balancing / playability concerns. They've taken a lot of these concerns, with their own review, and Ghostcrawler has just posted a very inclusive and informative post detailing developer impressions of the current state of the game and various aspects of it, projecting potential and possible changes we'll see in the near future. Definitely worth a read!
We have a lot of players at 85 now doing everything from Heroic dungeons to rated Battlegrounds, and the class design team is starting to prepare our list of items to investigate for our next patch.
Before you dive down into the meat below (not really a pleasant image, that), be advised that we’re still early in the preliminary stages. The patch isn’t coming out tomorrow. I wrote this before the end of the year and other things may have cropped up in the meantime. Just because your class or pet problem isn’t mentioned below doesn
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New Ghostcrawler Blog: Threat Needs To Matter
In his latest developer blog, Ghostcrawler talks about the threat mechanic, how it's intended to work, and how you (and the development team) know when there's a problem. He provides a bulleted list which is the major thrust of the essay, which I'll reproduce here:
If a tank is trying to generate threat on a single target, and it runs off to kill a DPS class, that’s a problem.
If a tank is trying to generate area threat on a group, and the tanked things are running off to kill healers, that’s a problem.
If Vengeance falling off causes the tank to lose threat, that’s a problem.
For more details, check after the break for the full transcript.
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News Roundup: Ghostcrawler Blogs About Stats, Social Warcraft and Community Site 3D Models
More interesting World of Warcraft news for you guys! Things are finally starting to quiet down a bit, but we've got an interesting blog by Ghostcrawler discussing primary and secondary stats, and the balance thereof in gear itemization. We've also got some community oriented Blizzard posts, including links to the official Warcraft Facebook page and Twitter page and extensive details on the workings of the new 3D character model feature on the community site!
Check out the blue posts after the break!
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Blizzard developer blog: "Why Does Blizzard Hate Healers?"
Ghostcrawler has just posted the first "Developer Blog" on the new battle.net WoW site, and it deals with a topic close to my heart: healing.
There's been a lot of concern lately about the effect Cataclysm is going to have on healing performance, and the changes Blizzard is making. When you're just looking at spell changes (like
ours
) it's easy to get the impression that everything else is staying the same, and healing is getting worse. This doesn't take into account the whole picture, though—and it's important to read blogs like these to get the full concept of what the changes are going to
feel
like in Cataclysm.
The full text is included after the break, but let me give you a quick summary:
Healers in Wrath had way too much mana.
This doesn't seem like a bad thing, but in practice it meant that most healers pretty much never had to worry about mana, ever—which makes healing boring and one-dimensional. It meant you never had to choose between your
fast, inefficient heal
and your
slower, efficient heal
. Healing became a game of "spam your biggest heal over and over", and th
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