Blizzard Developer Chat Answers Mist of Pandaria Questions

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Page 1: General Info, Pandaren, Pet Battles
Page 2: World Bosses, Glyps, Gear, Dungeons, PvE Scenarios, Talents, Guilds
Page 3: Classes, PvP, World PvP, Professions

Classes:

  • Re: Interface tracking of new resources: If you saw the way we handled the monk resource bar at Blizzcon, we are experimenting with doing that for various classes and specs who have resources like that. So we could move shadow orbs down in the middle of the screen for Shadow priests if that paradigm works out.

Hunters:

  • We are fixing pets so stats won’t lag several seconds after logging in or dismounting in 5.0.

Rogues:

  • We are reworking poisons. For starters, rogue damage is balanced around the expectation of two damage poisons, which makes it really brutal to use a utility poision instead. In MoP, you will have one damage poison and one utility poison so you can choose which utility poison to use (and not IF you want a utility poison). We also want to reduce the amount of ramping that rogue DPS requires, such as removing the need for Deadly Poison to stack. (And likewise we want to make Bandit’s Guile less punitive when swapping targets.)

Death Knights:

  • Asphyxiate lasts 5 sec. There was a typo in the Blizzcon presentation. Asphyxiate is the same duration as Strangulate, which it replaces.

Mages:

  • Frostfire Bolt is the starting spell at level 1. You get Frostbolt, Fireball or Arcane Blast at level 10. Fire or Arcane can still use Frostfire if they want a snare, or when Brain Freeze procs for Frost.

Warlocks:

  • Harvest of Life upgrades Drain Life (Drain Life turns into Harvest, which is a mechanic we use for several spells such as Strangulate -> Asphyxiate and HoJ -> Fist of Justice). Soul Harvest is being removed, but shards passively regen outside of combat or can Drain Soul in combat to replace them. Mortal Coil is the new Death Coil.
  • The new warlock talent that allows you to move while casting but doubles cast time will work with channeled spells, but channeled spells take twice as long to tick after you have started moving with that talent.
  • We’re currently exploring ways for Fear to behave more consistently without the glyph, but don’t have a precise answer yet.
  • Demo warlocks will have control over when they transform. The amount of Demonic Fury you have determines the duration of the Metamorphosis.

Druids:

  • We don’t think the answer for Balance Druids having to kill critters before every boss fight so that they start in Solar Eclipse is more critter spawning in instances. :) We don’t have a specific solution we’re ready to announce, but we plan to address the problem.
  • Re: The ‘hybrid tax’ – We don’t want to have unique buffs per DPS spec within a class, but we do want to make sure the DPS specs do offer utility that the tanks and healers can’t bring alone. We also want to have greater variety and richness among specs for those classes with multiple DPS specs (e.g. hunter, warrior). We definitely want for there to be a reason to bring pures to a group as well.

Monks:

  • Monks will have the same hit cap as e.g. an Arms warrior and their energy regen drives everything they do, so their regen will scale the same as rogues and haste in general will scale their damage by the same percentages.

Warriors:

  • Re: Arms vs. Fury: We don’t want there to be obvious talent decisions. We can make Bladestorm do more damage with two weapons or let Arms do more damage to keep Arms vs. Fury equivalent.

PvP:

  • We don’t have a problem with specific mechanics working differently in PvP and PvE. Curse of Doom worked that way for years. Same with PvP durations on debuffs. What we don’t want to do is just launch into having different coefficients and talents and everything for PvP and PvE. That just doubles the size of the game which makes it more complex to balance and harder for players to understand.
  • Resilience will still be an important stat for competitive PvP. Likewise, PvE gear will still be the best gear for PvE. The hope is to lower the barrier of entry by making the gap smaller (but not trivial).

World PvP:

  • In regards to extra rewards for world pvp, we are contemplating the idea of increasing players conquest point caps by an extra 10-15%.
  • Re: Overpowered guards: We know this is an issue in the current game and we plan to address it in Mists. We want to encourage world PVP, not make it a one-shot game for npc guards. This is one of the main reasons we decided to make two separate player hubs instead of a shared sanctuary.
  • Re: Avoiding World PvP on a PvP server: Yes, we certainly don’t want you to always be back-stabbed while you are setting up your auctions. However, if a group of the opposing faction wants to form a raid and attack your city, we want them to have a chance to be successful. So yes and no. =)

Professions:

  • Cooking will remain a secondary skill. We do have some cool stuff planned to match the Pandaren love of cooking. For example, you can choose to specialize in different styles of cooking. For example, grilling may create Strength food. You can choose the specialization that makes the most sense for your character and still unlock feasts at the end, or you can try and learn all specializations.
  • The new cap for professions is 600 and we are currently not planning to add a new profession. We are hoping that pet battles will offer a fun, new type of activity for players to do that offers an alternative to player power progression.

Follow Ron on Twitter: @ffronw

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