Patch 5.3 Notes

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Re: Patch 5.3 Notes

Postby Nooska » Sat Apr 13, 2013 1:15 am

Blink Strike seems pretty powerful, and should be an upgrade over MoC and LR in most situations, though it will be one of those that will behave funny somewhere with "enough" haste/crit to generate "Wild hunt" attacks every so often, lowering the total attacks and such becoming a loss. One thing is certain, BS will be better for mastery heavy builds - it essentially buffs mastery by 50% for basic attacks, or at least 30% (if not more) in general for BM.
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Re: Patch 5.3 Notes

Postby halabar » Sat Apr 13, 2013 1:25 am

Nooska wrote:Blink Strike seems pretty powerful, and should be an upgrade over MoC and LR in most situations, though it will be one of those that will behave funny somewhere with "enough" haste/crit to generate "Wild hunt" attacks every so often, lowering the total attacks and such becoming a loss. One thing is certain, BS will be better for mastery heavy builds - it essentially buffs mastery by 50% for basic attacks, or at least 30% (if not more) in general for BM.


But it will also free up some GCDs.
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Re: Patch 5.3 Notes

Postby Nooska » Sat Apr 13, 2013 1:26 am

Which will also translate to more damage from more arcane shots (well CoS for osme, but they enable more AS :))
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Re: Patch 5.3 Notes

Postby Fenris » Tue Apr 16, 2013 12:57 am

And right after making all tanks somewhat usefull in pvp with the resilience change,they go around making them crap again

Picking up the Alliance or Horde flag while in a Rated Battleground now increases damage taken by 50% for characters in a tanking specialization, and increases damage taken by 20% for characters in a non-tanking specialization.


Other changes from yesterday

-Druid
Savage Roar now increases physical damage done by 40%, up from 30%.


-Hunter
Aspect of the Hawk now increases ranged attack power by 25%, up from 15%.

Aspect of the Iron Hawk now increases ranged attack power by 25%, up from 15%.
Binding Shot is no longer a talent and learned by Marksmanship Hunters at level 30.
Blink Strike has been renamed Blink Strikes and turned into a passive ability. The pet's Basic Attacks deal 50% increased damage, can now be used from 30 yards away, and will instantly cause the pet to teleport behind their target.
Intimidation is now a level-30 talent available to all Hunter specializations and no longer learned by Beast Mastery Hunters at level 20.

Beast Mastery
Beast Cleave now deals 75% of the original damage, up from 50%.

Marksmanship
Bombardment now increases the damage of Multi-Shot by 60%, up from 30%.



-Mages

Arcane Explosion now deals 40% more damage.
Blizzard now deals 40% more damage.
Dalaran Brilliance had its mana cost reduced to 1%, down from 4%.
Flamestrike now deals 100% more initial damage. Periodic damage remains unchanged.
Teleport: Vale of Eternal Blossoms and Portal: Vale of Eternal Blossoms now have new icons.

Living Bomb's periodic damage has been increased by 121%. Its explosion damage has been reduced by 78%, but now scales with additional periodic ticks added by haste, and hits all nearby targets (up from 3).


-Monks

Rising Sun Kick now causes all targets within 8 yards to take an increased 20% damage from the Monk's abilities, up from 10%.


-Paladin

Mastery: Illuminated Healing now places an absorb shield for 10% of the amount healed, down from 12%.
Daybreak is now a stackable effect with a duration of 10 seconds, stacks up to 2 times, and causes the next Holy Shock to also heal other allies within 10 yards of the target for an amount equal to 75%/150% of the original healing done.

Retribution
Sword of Light now increases damage with two-handed melee weapons by 30%, up from 15%.

Tier-14 Holy Paladin 4-piece set bonus now reduces the cooldown of Holy Shock by 1 second, down from 2 seconds.


-Priest

Borrowed Time now reduces the cast or channel time of the next Priest spell by 15% after casting Power Word: Shield (was 15% spell haste).


-Rogue

Shuriken Toss now deals 100% more damage in the initial ranged attack, damage is no longer doubled when used on targets farther than 10 yards away, and energy cost has been increased to 40 energy, up from 20.

Glyph of Cheap Shot now increases the duration of Cheap Shot by 0.5 second, down from 1 second.
Glyph of Garrote now increases the duration of Garrote's silence effect by 1 second, down from 1.5 seconds.


-Shaman

Enhancement
Feral Spirit's summoned Spirit Wolves are now immune to root and snare effects.
Lava Lash now deals 300% weapons damage, up from 250%.
Mental Quickness now converts 65% of the Shaman's attack power to spell power, up from 55%.
Stormstrike now deals 450% weapon damage, up from 375%.


-Warlock

Demonic Gateway cast time has been reduced to 4 seconds, down from 5 seconds, and can now be attacked and killed by enemy players. Each gateway has 100% of the summoning Warlock's health, and 100% of their resilience.
Health Funnel now causes the Soulburn portion of the spell to increase healing generated from Health Funnel by 140% instead of instantly restoring 36% health.

Glyph of Siphon Life has been redesigned. Glyph of Siphon Life now heals the Warlock for 0.5% of their maximum health when Corruption or Immolate deal periodic damage.

Affliction
Haunt now refunds a Soul Shard when it is dispelled.

Destruction
Fire and Brimstone no longer requires a Burning Ember to cast. Instead, the spell causes Immolate, Incinerate, Conflagrate, and Curse spells to consume a Burning Ember when cast, and the effect remains active as long as the Warlock has at least 1 Burning Ember remaining.


-Warrior

Enraged Regeneration no longer costs rage to use, instantly heals the Warrior for 5% of their total health, and healing an additional 5% over 5 seconds. Using the ability while Enraged doubles the healing effects to 10% of the Warrior's total health and an additional 10% over 5 seconds.
Second Wind no longer generates rage when the Warrior is struck by a Stun or Immobilize effect.

Arms and Fury Warriors receive a passive ability that enables them to generate rage when struck by a Stun or Immobilize effect at level 56.

Shield Wall's cooldown has been reduced to 3 minutes, down from 5 minutes.
Spell Reflection is no longer consumed by spells from player pets and guardians.

Bastion of Defense now reduces the cooldown of Shield Wall by 1 minute, down from a 3-minute reduction. For Protection Warriors, this results in no net change to Shield Wall's cooldown.
Shield Slam now receives a 50% bonus to attack damage from attack power (down from 100%) for Warriors below level 85.
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Re: Patch 5.3 Notes

Postby KysenMurrin » Tue Apr 16, 2013 1:05 am

I'm still surprised at the (big) Enhancement buffs. Didn't think we needed it.
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Re: Patch 5.3 Notes

Postby Fenrìr » Tue Apr 16, 2013 1:47 am

I did chuckle at the PvP flag nerf, not gonna lie.
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Re: Patch 5.3 Notes

Postby Fetzie » Tue Apr 16, 2013 3:05 am

KysenMurrin wrote:I'm still surprised at the (big) Enhancement buffs. Didn't think we needed it.

You don't :wink:
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Re: Patch 5.3 Notes

Postby Kai » Tue Apr 16, 2013 3:24 am

So their solution to T15 non-heroic set pieces being terrible for holy paladins due to the T15 set bonus being worth #$^# all compared to the T14 set bonus is ... to nerf the T14 set bonus? sweet. :?
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Re: Patch 5.3 Notes

Postby Fetzie » Tue Apr 16, 2013 3:49 am

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Sagara wrote:You see, you need to *spread* the bun before you insert the hot dog.

bldavis wrote:we are trying to extend it as long as we can...it just never seems to last very long
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Re: Patch 5.3 Notes

Postby Worldie » Tue Apr 16, 2013 4:57 am

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Re: Patch 5.3 Notes

Postby KysenMurrin » Tue Apr 16, 2013 5:22 am

Kai wrote:So their solution to T15 non-heroic set pieces being terrible for holy paladins due to the T15 set bonus being worth #$^# all compared to the T14 set bonus is ... to nerf the T14 set bonus? sweet. :?

Saw that conversation on Twitter the other day. Someone was arguing about how they'd never want to give up the T14 bonus for T15 gear because it was more powerful and fun in comparison. GC responded that they were happy with the T15 gear, but that the guy had convinced them to nerf the T14.
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Re: Patch 5.3 Notes

Postby Klaudandus » Tue Apr 16, 2013 5:35 am

KysenMurrin wrote:
Kai wrote:So their solution to T15 non-heroic set pieces being terrible for holy paladins due to the T15 set bonus being worth #$^# all compared to the T14 set bonus is ... to nerf the T14 set bonus? sweet. :?

Saw that conversation on Twitter the other day. Someone was arguing about how they'd never want to give up the T14 bonus for T15 gear because it was more powerful and fun in comparison. GC responded that they were happy with the T15 gear, but that the guy had convinced them to nerf the T14.


Maybe they should think why people would prefer T14 over T15 in the first place
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Re: Patch 5.3 Notes

Postby Flex » Tue Apr 16, 2013 9:40 am

Fenris wrote:And right after making all tanks somewhat usefull in pvp with the resilience change,they go around making them crap again

Don't Flag carriers already take increased damage?

Klaudandus wrote:Maybe they should think why people would prefer T14 over T15 in the first place


They know full well why people like the T14 set. Holy Shock, Cast, Cast, Holy Shock, Cast, Cast, etc.
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Re: Patch 5.3 Notes

Postby Klaudandus » Tue Apr 16, 2013 9:53 am

Well yeah, but i mean.... Why not make t15 better?
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Re: Patch 5.3 Notes

Postby Flex » Tue Apr 16, 2013 9:58 am

Klaudandus wrote:Well yeah, but i mean.... Why not make t15 better?


Escalation. Plus Daybreak gets a substantial baseline buff in 5.3 as well.
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Re: Patch 5.3 Notes

Postby Chunes » Tue Apr 16, 2013 10:42 am

Flex wrote:Don't Flag carriers already take increased damage?


Over time they take progressively more damage from a sort of stacking debuff.

Problem with the current setup though is that with one decently geared tank-spec carrier and 2 decent geared healers, the carrier is just about immortal.

Hell, I was in my garbage gear last night as frost in blood presence and it took a 5 DPS dive to get through my 2 healers and my own cooldowns.

If I had some god-tier gear and was actually in blood spec, probably would have taken even more.

The attackers did wise up after about 20 seconds of just trying to outdamage the heals. Once they tunneled the weaker of the two healers it was just a matter of time until I was dead.
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Re: Patch 5.3 Notes

Postby Flex » Tue Apr 16, 2013 10:46 am

@holinka on twitter, public facing PvP developer who was "hero" and slowly turning into "villain", mentioned that it was basically only a 25% increase so wasn't sure. Sounds like they're just bypassing the stacking part and bringing tanks back a bit.
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Re: Patch 5.3 Notes

Postby Fenrìr » Wed Apr 17, 2013 12:22 am

at this point, they might as well take tank specs out of pvp
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Re: Patch 5.3 Notes

Postby Fenris » Fri Apr 19, 2013 11:26 am


Question - Because of base resilience and the iLvl cap, what do you plan to do about PvE geared tanks in rated battlegrounds? They will be a clear choice over flag carriers with PvP gear.

Answer - The main role of tanks in PvP is as flag carriers. There is a debuff that applies to flag carriers that causes them to take additional damage, and we made a change to have this debuff even stronger for tanks in Rated Battlegrounds. Philosophically, we’re okay with tanks being useful in PvP, but in general, characters that are hard to kill with a reasonable amount of control aren’t fun for anyone else, so we’re definitely not trying to encourage even more tank participation in PvP. With this change, you can still use a tank as a flag carrier, but it should also feel more feasible to try having other classes and specs carry the flag as well.

Seriosly,this time he just sounds stupid.

"The only reason to have a tank in pvp is to carry a flag,so we are making it so that other specs are as viable as they are"


And i'd like to ask him if going in pvp knowing you'll be completly useless is intended to be superultrafunfun...

Question - A new battleground and arena are planned for patch 5.3. This is really cool, do we have any more plans for battlegrounds and arenas and what can you share about these?

Answer - There is nothing new in the pipeline at this time. We may spend some time fixing older ones. We have a lot of data now about which Battlegrounds players are voting out of participating in, so that gives us some direction on which Battlegrounds we could potentially fix . . . or even cut.

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Re: Patch 5.3 Notes

Postby Flex » Fri Apr 19, 2013 11:33 am

Fenris wrote:Seriosly,this time he just sounds stupid.

"The only reason to have a tank in pvp is to carry a flag,so we are making it so that other specs are as viable as they are"


Pretty sure Chunes just about sums it up about why this is being done.
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Re: Patch 5.3 Notes

Postby Chunes » Fri Apr 19, 2013 12:10 pm

Yeah.

I don't like the solution, but there really doesn't seem to be an elegant way to integrate tanks into pvp.
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Re: Patch 5.3 Notes

Postby fuzzygeek » Fri Apr 19, 2013 12:33 pm

To paraphrase: "If a tank is having fun in PvP, it's likely no one else is."

I've always wanted Taunt to work in PvP, personally.
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Re: Patch 5.3 Notes

Postby bldavis » Fri Apr 19, 2013 12:47 pm

with the new role queuing system that is inc, i say make so you can be a tank in pvp, but only on the big BGs (AV and IoC) where a tank is actually useful beyond flag carrying
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Re: Patch 5.3 Notes

Postby KysenMurrin » Fri Apr 19, 2013 1:03 pm

I'd be fine with losing a tank's extra survivability in PvP if it meant I could keep my control abilities and do not-terrible damage. I play Prot pvp because I find the spec fun, not because it's got high survivability (the survivability is worthless when you can't kill your opponent, and you die quick enough anyway without a healer). I'd easily accept them doing something like make Sanctuary (and other class equivalent passives) only work on NPC damage, if it meant that prot became balanceable in PvP.
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Re: Patch 5.3 Notes

Postby benebarba » Mon Apr 22, 2013 6:50 am

KysenMurrin wrote:I'd be fine with losing a tank's extra survivability in PvP if it meant I could keep my control abilities and do not-terrible damage. I play Prot pvp because I find the spec fun, not because it's got high survivability (the survivability is worthless when you can't kill your opponent, and you die quick enough anyway without a healer). I'd easily accept them doing something like make Sanctuary (and other class equivalent passives) only work on NPC damage, if it meant that prot became balanceable in PvP.


maybe then we (non-DK/monk tanks) could do decent damage outside of raid boss/trash pack tanking?
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