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Old 06-10-2008, 01:33 PM   #421 (permalink)
Mist
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I dunno why they just can't have a +spellpower stat. It adds more for healing than it does for damage. Then the MP5/Haste is obviously for healers and the hit/crit/haste gear is obviously for damage dealers.
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Old 06-10-2008, 01:52 PM   #422 (permalink)
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Actually they should go the opposite direction.

More specialist gear, not everything that drops of course but there should be alot of really unique gear with specific stats for one or two class/specs. Give people a reason to think "WOW I am going to that raid and getting that awesome item that is for me".

Of course you get loot rotting with that system, so they also need to have more items drop like in Diablo. Then have the turnin System like they have in Sunwell so that you can turn that Unique +heal Robe or +shadow damage Robe into Generic +damage/healing Robe.
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Old 06-10-2008, 02:06 PM   #423 (permalink)
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I really hope it doesn't go live. Is itemization really that hard? Seems to me they finally got shit figured out in Hyjal/BT/Sunwell. If anything just have alot more tokens, and a shitload of options for people to buy via said tokens.
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Just make everything drop badges and be done with it. Everybody knows it coming.
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Old 06-10-2008, 02:14 PM   #424 (permalink)
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Not sure if everything will be dropping badges, but they are definitely doing a tiered badge system.
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Old 06-10-2008, 02:14 PM   #425 (permalink)
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Originally Posted by Chrisb3 View Post
More specialist gear, not everything that drops of course but there should be alot of really unique gear with specific stats for one or two class/specs. Give people a reason to think "WOW I am going to that raid and getting that awesome item that is for me".

Of course you get loot rotting with that system, so they also need to have more items drop like in Diablo. Then have the turnin System like they have in Sunwell so that you can turn that Unique +heal Robe or +shadow damage Robe into Generic +damage/healing Robe.
Dude, I think you just described the exact opposite route they need to go down.
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Old 06-10-2008, 02:46 PM   #426 (permalink)
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The spell power vs. healing change doesn't seem to make sense at all. So there is a talent you get that suddenly flips a switch to give you a bunch of extra +healing? So now you have a talent that is a requirement for every healer and you can't put on a healing set in an "off-spec" and be acceptable for that role.

Mainly though is it makes one talent waaaay too important.
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Old 06-10-2008, 03:01 PM   #427 (permalink)
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Mainly though is it makes one talent waaaay too important.
Most talent specs have "waaaay too important" points that need to be spent, it's the point of being that spec. I for one welcome the change, now I wont have to collect 2 whole sets of gear in order to be effective switching between a dps spec and a healing spec, just respec and job done.
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Old 06-10-2008, 03:25 PM   #428 (permalink)
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The magazine is out of date, apparently. From elsewhere:
Quote:
The interview is in a magazine, hence outdated. Things have changed since then. As of right now, everyone just wears spell damage gear where healers get higher coefficients without involving talents.
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Old 06-10-2008, 04:16 PM   #429 (permalink)
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I'm really having a hard time contemplating how they can pull that kind of thing off without a major loot reset/pinata once you enter Northrend.

Unless it's as simple as they looked at the item budget costs (.455 for for healing, .855 for spell damage), turned all the +healing items into +spell items with a value of (old +heal/1.88) and then declared that heal spells get 1.88x the spell damage amount.

The "problem" being that existing +heal items would now be 53% spell damage as opposed to the merely 33% spell damage kludge they recently added. Though I suppose it's not that terrible an idea if holy pallies/priests/etc. don't have to respec just to hit the new level cap in less than 4x as long as real dps specs.
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Old 06-10-2008, 04:17 PM   #430 (permalink)
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I must have missed the announcement on the change the damage/healing gear for casters/healers in WOTLK. Is all the new cloth gear going to be all +88 dmg/healing now and not like +160 healing and +88 spell dmg or whatever? And there will be no more +shadow damage or + fire damage?? Can someone explain the proposed change? Thanks.
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Old 06-10-2008, 04:39 PM   #431 (permalink)
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I'm really having a hard time contemplating how they can pull that kind of thing off without a major loot reset/pinata once you enter Northrend.

Unless it's as simple as they looked at the item budget costs (.455 for for healing, .855 for spell damage), turned all the +healing items into +spell items with a value of (old +heal/1.88) and then declared that heal spells get 1.88x the spell damage amount.
Yes, that's exactly what happened. The +healing stat was eradicated, only +dmg/heal exists now, and healing spell coefficients were all upped to compensate.
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Old 06-10-2008, 05:44 PM   #432 (permalink)
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Yes, that's exactly what happened. The +healing stat was eradicated, only +dmg/heal exists now, and healing spell coefficients were all upped to compensate.
Yeah, compensating for the removal of +healing with talents is retarded since, as previously mentioned, it greatly reduces the freedom one has in choosing talents.

I would have thought that simply adjusting the healing spell coefficients to compensate for the stat change would have been the solution they'd have thought of to begin with (since that's the first thing that occurred to me and I'm far from being a master of game design), but I'm at least glad that that's what they're doing now.

The question now is whether the coefficient change will only be on post-70 ranks of healing spells, or whether they'll actually remove healing gear from the entire game and actually change the coefficients on ALL the healing spells. It would seem like they'd have to do the latter, otherwise you could walk around Northrend in your Sunwell healing gear with craptons of +heal which would, with the new super high spell coefficients, allow you to do retarded levels of healing. There'd be no reason to upgrade gear.
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Old 06-10-2008, 06:09 PM   #433 (permalink)
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The coefficient change is probably for all ranks, as the new wotlk heal ranks are gaining massive amounts of base heal as well to compensate. (greater heal is going from 2.5k to 4.5k i think). The new ranks of ALL new spells are basically doubling in manacost, which I imagine is to compensate for the spirit overhaul and continued mudflation (though I fail to see quite how it's going to work, yet, with classes who have basically no benefit from spirit).

Downranking is going to be pretty damn powerful unless they change the scaling mechanic AGAIN though.
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Old 06-10-2008, 08:10 PM   #434 (permalink)
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They're pushing spirit for all casters very hard. At the moment in WotLK ret paladins, enh shaman and hunters are the only mana users that don't want spirit.
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Old 06-10-2008, 08:23 PM   #435 (permalink)
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They're pushing spirit for all casters very hard. At the moment in WotLK ret paladins, enh shaman and hunters are the only mana users that don't want spirit.
Well, paladins of any flavor really. Prot/holy have no use for it currently either.
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