Apr 9 2010
Cataclysm Rogue und Deathknight Preview – Masteries, Talentänderungen und FAQs
Und wieder gab es Nachschlag von Blizzard. Dieses Mal gibt es die Previews für Deathknights und Rogues. Beim Deathknight stehen recht tiefgreifende Änderungen bevor, einerseits die Umstellung von Blut zum einzigen Tankbaum, andererseits die Überarbeitung des Runensystems und die Entrümpelung der Rotation. Aber auch die neuen Rogue Features lesen sich nicht schlecht. Doch zunächst zum Deathknight.
New Death Knight Abilities
Outbreak (level 81): Outbreak infects the target with both Frost Fever and Blood Plague at no rune cost. This ability allows death knights to apply diseases quickly when they are switching targets or when their diseases have been dispelled.
Necrotic Strike (level 83): Necrotic Strike is a new attack that deals weapon damage and applies a debuff that absorbs an amount of healing based on the damage done. For context, imagine that the death knight can choose between doing 8,000 damage outright with a certain ability, or dealing 6,000 damage and absorbing 4,000 points in incoming heals with Necrotic Strike — the burst is smaller, but a larger overall amount of healing would be required to bring the target back to full health.
This ability is meant to bring back some of the old flavor from when death knights could dispel heal-over-time (HoT) effects. It also gives the class a bit more PvP utility without simply replicating a Mortal Strike-style effect.
Dark Simulacrum (level 85): The death knight strikes a target, applying a debuff that allows the death knight to copy the opponent’s next spell cast and unleash it. Unlike Spell Reflection, Dark Simulacrum does not cancel the incoming spell. In general, if you can’t reflect an ability, you won’t be able to copy it either.
Rune System Changes
While we’re satisfied with the way the rune system works overall, we’re making a few major changes to the mechanics that will ultimately help death knight players feel less constrained. Here’s the rationale behind the changes, followed by an explanation of how the new system will work.
- In the current rune system, any time a rune is sitting idle, death knights are losing out on potential damage output. By comparison, rogues spend most of their time at low energy levels, and if they’re unable to use their skills for a few seconds, that energy builds up and can be spent later, minimizing the net loss from the interruption.
- A death knight’s runes, on the other hand, cannot be used until they are fully active. If a death knight ever goes more than a few seconds without spending an available rune, that resource is essentially wasted. Because the death knight is pushing buttons constantly, it can be difficult to add new mechanics to the class because the player doesn’t have any free global cooldowns to use them. We can’t grant extra resources or reduced cost, because there is no time to spend them. Missing an attack is devastating, and it’s impossible to save resources for when they’re most useful.
- Additionally, each individual death knight ability has a fairly low impact on its own, making it feel like most of the death knight’s attacks are weak. The death knight’s rotations are also more easily affected by latency or a player’s timing being just a little off. At times, it feels like death knights aren’t able to take advantage of their unique resource mechanic, which can diminish the fun.
- The new rune system will change how runes regenerate, from filling simultaneously to filling sequentially. For example, if you use two Blood runes, then the first rune will fill up before the second one starts to fill up. Essentially, you have three sets of runes filling every 10 seconds instead of six individual runes filling every 10 seconds. (Haste will cause runes to fill faster.) Another way to think of this is having three runes that go up to 200% each (allowing extra „storage“), rather than six runes that go up to 100% each.
- As this is a major change to the death knight’s mechanics, it will of course require us to retune many of the class’s current abilities. For example, each ability needs to hit harder or otherwise be more meaningful since the death knight is getting fewer resources per unit of time. Some abilities will need to have their costs reduced as a result.
Next we’ll outline some of the death knight talent-tree changes we’re planning in Cataclysm. This list is by no means comprehensive, but it should give you a sense of how we’re intending each death knight spec to perform.
- One of the biggest changes we’re making is converting Blood into a dedicated tanking tree. While we feel that having three tanking trees was successful overall, it’s less necessary in a world with dual-specialization. In addition, the current breakdown isn’t as compatible with the Mastery-based passive talent-tree bonuses we want to add (see below). We’d rather spend time tweaking and balancing one good tanking tree rather than having a tank always wondering if they picked the „correct“ tree out of three possibilities.
- Blood seemed like the best fit for tanking. Unholy has always had a strong niche with diseases, magic, and command over pets. Frost now feels like a solid dual-wield tree with Frost magic damage and decent crowd control. Blood’s niche was self-healing — fitting for a tank — as well as strong weapon swings, which could easily be migrated to Frost and Unholy.
- Our plan is to move the most interesting and fun tanking talents and abilities to Blood. For example, you will likely see Vampiric Blood and Will of the Necropolis remain, while Bone Shield will move over from Unholy.
Mastery Passive Talent Tree Bonuses
- Damage reduction
- Healing Absorption
Healing Absorption: When you heal yourself, you’ll receive an additional effect that absorbs incoming damage.
Vengeance: This new mechanic is designed to ensure that tank damage output (and therefore threat) doesn’t fall behind as damage-dealing classes improve their gear during the course of the expansion. All tanking specs will have Vengeance as their second talent tree passive bonus. Whenever a tank gets hit, Vengeance will grant a stacking Attack Power buff equal to 5% of the damage done, up to a maximum of 10% of the character’s unbuffed health. For boss encounters, we expect that tanks will always have an Attack Power bonus equal to 10% of their health. The 5% and 10% bonuses assume 51 talent points have been put into the Blood tree; these values will be smaller at lower levels.
You only get the Vengeance bonus if you have spent the most talent points in the Blood tree, so you won’t see Frost or Unholy death knights running around with it. Vengeance will let us continue to design tank gear more or less the way we do today; there will be some damage-dealing stats, but mostly survival-oriented stats. Druids typically have more damage-dealing stats even on their tanking gear, so their Vengeance benefit may be smaller, but the goal is that all four tanks will do about the same damage when tanking.
- Melee damage
- Melee Haste
- Runic Power Generation
Runic Power Generation: This will function as the name implies, and the new rune system will make generating Runic Power more appealing.
- Melee damage
- Melee and spell critical damage
- Disease Damage
Disease Damage: Unholy death knights will be able to get more out of their diseases, which are integral to the tree’s play style.
We hope you enjoyed this preview, and we’re looking forward to hearing your thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.
Here are a few points of clarification:
- We want to provide a 2-handed style for Frost since we recognize that pets are an acquired taste. We think we have the design space to do that now that we don’t need to support Frost tanking. We’re definitely committed to making Frost work as a dual-wield tree though — that isn’t going away.
- Outbreak is free with a 1-minute cooldown. It’s not supposed to completely replace Plague Strike and Icy Touch.
- We’re not sure how we’re going to handle presences yet. We recognize the oddness of Blood death knights playing in Frost Presence and Frost death knights not playing in Frost Presences. We might rename the presences or take some other action
Klingt nach sehr interessanten Änderungen, wie ich finde. Outbreak ist eine nette Krücke zum Desease erneuern, ähnlich wie die entsprechende Glyphe. Man darf gespannt sein, inwieweit Fähigkeiten weiter verbilligt werden. Es ist auch witzig, wie der DK weitere Fähigkeiten gegen Caster und Heiler bekommt, letzteres ist in meinen Augen übrigens durchaus angebracht. Dass der Absorb nur 20 % beträgt, ist aber durchaus in Line mit den Änderungen bei den Mortal Strike Effekten, die ebenfalls heruntergedreht wurden. Zum Thema Runensystem gibt es noch den folgenden längeren Post, der einiges genauer erklärt:
I’ll take a stab at explaining the rune mechanic. Once you see it in action, it’s pretty easy to understand.
Just focus on Blood Runes for the moment. The big change is that rune #2 will never start filling up until rune #1 is full. They always fill 1 then 2. Today 1 and 2 can both fill at the same time.
In Cataclysm, when you’re killing things, you use rune 1. Then any extra „red“ in rune 2 will fill rune 1 back up again. If both of them are full, you can use 2 Blood Runes immediately. But after that, rune 1 will fill up first and then rune 2. If it helps, imagine rune 2 is the extra tank.
This sounds like it will slow down DK attacks, and it will to a point. That’s part of what we’re trying to accomplish. We can then fill those extra GCDs with things like free abilities or runic power abilities or we have room to add talents that make runes fill faster. Remember, slow attacks can hit harder though. Instead of DKs hitting fast like a rogue, they’ll hit slower and harder, like a warrior, which fits a lot of player’s image of a DK anyway. Dual wield will hit faster of course.
I’ll try another comparison. Imagine that all rogue abilities cost 100 energy. They have to wait until they get 100 energy, and then immediately use an attack so that they aren’t wasting future energy. That’s how DKs play now, except they have 6 runes to watch. Now imagine the same rogue except all his abilities cost 50 energy. If he hits an attack when he has 60 energy, then 50 is consumed but he has 10 energy still left and a head start on the next attack. That’s the way we want DKs to play.
If that still doesn’t make sense, then focus on what the experience will be, which is that you’ll have more breathing room in your rotation and won’t have to hit a button every single GCD. If you don’t use a strike the second it’s available, that’s more okay because the extra tank will store extra rune resources rather than just wasting it. You’ll still be hitting a lot of buttons though. We’re keeping double rune strikes and Death Runes and disease multipliers and all of that. We’ll have to make some changes in some abilities to accommodate the resource change, but it won’t be unrecognizable to you.
We’re not sure DKs even need Rune Strike any longer. If it survives, we’ll turn it into an instant swing. But if we turn it into an instant swing, then it really isn’t that different from existing strikes so it’s possible we can just make a tanking rotation without it.
Wenn der Runestrike aber abgeschafft wird, darf man gespannt sein, ob es neue Möglichkeiten zum dumpen von RP gibt außer über Deathcoil und Froststrike sowie Cooldowns.
Der Rogue erfährt keine so krassen Umbrüche, allerdings soll Subtlety (endlich) mehr Schaden machen und die Gewichtung der Autoattacks am Gesamtschaden reduziert werden:
In World of Warcraft: Cataclysm, we’ll be making several changes to class talents and abilities across the board. Here, you’ll get a glimpse at what’s in store for the rogue class, including a look the new high-level abilities and an overview of how the new Mastery system will work with the rogue’s different talent specs.
New Rogue Abilities
Redirect (available at level 81): Rogues will be getting a new ability to help them deal with changing targets. Redirect will transfer any active combo points to the rogue’s current target, helping to ensure combo points aren’t wasted when swapping targets or when targets die. In addition, self-buff abilities like Slice and Dice will no longer require a target, so rogues can spend extra combo points on those types of abilities (more on this below). Redirect will have a 1-minute cooldown and no other costs.
Combat Readiness (level 83): Combat Readiness is a new ability that we intend rogues to trigger defensively. While this ability is active, whenever the rogue is struck by a melee or ranged attack, he or she will gain a stacking buff called Combat Insight that results in a 10% reduction in damage taken. Combat Insight will stack up to 5 times and the timer will be refreshed whenever a new stack is applied. Our goal is to make rogues better equipped to go toe-to-toe with other melee classes when Evasion or stuns are not in play. This ability lasts 6 seconds and has a 2-minute cooldown.
Smoke Bomb (level 85): The rogue drops a Smoke Bomb, creating a cloud that interferes with enemy targeting. Enemies who are outside the cloud will find themselves unable to target units inside the cloud with single-target abilities. Enemies can move inside the cloud to attack, or they can use area-of-effect (AoE) abilities at any time to attack opponents in a cloud. In PvP, this will open up new dimensions of tactical positional gameplay, as the ability offers a variety of offensive and defensive uses. In PvE, Smoke Cloud can serve to shield your group from hostile ranged attacks, while also drawing enemies closer without the need to rely on conventional line-of-sight obstructions. Smoke Cloud lasts 10 seconds and has a 3-minute cooldown.
Changes to Abilities and Mechanics
We’re also planning to make changes to some of the other abilities and mechanics you’re already familiar with. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we want for each spec.
- In PvP, we want to reduce the rogue’s dependency on binary cooldowns and „stun-locks,“ and give them more passive survivability in return. One major change is that we’ll put Cheap Shot on the same diminishing return as other stuns. The increase to Armor and Stamina on cloth, leather, and mail gear will help with this goal as well.
- In PvE, even accounting for active modifiers like Slice and Dice and Envenom, a very large portion of the rogue’s damage is attributable to passive sources of damage. Yes, they are using abilities for the entire duration of a fight, but we want to reduce the percentage of rogue damage that comes from auto-attacks and poisons. More of their damage will be coming from active abilities and special attacks.
- We would like to improve the rogue leveling experience. Positional attacks and DoT-ramping mechanics will be de-emphasized at low levels and then re-introduced at higher levels for group gameplay. We are also providing rogues with a new low-level ability, Recuperate, to convert combo points into a small heal-over-time (HoT).
- To complement the change to combo points, non-damage abilities such as Recuperate and Slice and Dice will no longer have target requirements and can be used with any of the rogue’s existing combo points, including combo points remaining on recently killed targets. This will not affect damage abilities, which will still require combo points to be present on the specific target you want to damage. To coincide with this, the UI will be updated so that rogues know how many combo points they have active.
- Ambush will now work with all weapons, but will have a reduced coefficient when not using a dagger. When opening from Stealth, all rogues will be able to choose from burst damage, DoT abilities, or a stun.
- As we’ve done recently with some of the Subtlety abilities, we want to make sure more rogue abilities aren’t overly penalized by weapon choice. With a few exceptions (like Backstab), you should be able to use a dagger, axe, mace, sword, or fist weapon without being penalized for most attacks.
- Deadly Throw and Fan of Knives will now use the weapon in the ranged slot. In addition, we hope to allow rogues to apply poisons to their throwing weapons.
- We are very happy with Tricks of the Trade as a general mechanic and as a way to give rogues more group utility, but we don’t want it to account for as much threat transfer as it does now.
New Talents and Talent Changes
In Cataclysm, the overall feel of each of the rogue’s talent trees will change, as we would like each tree to have a clearly defined niche and purpose. The talent details below are meant to give you an idea of what we’re going for.
- Assassination will be more about daggers, poisons, and burst damage.
- Combat will be all about swords, maces, fist weapons, axes, and being engaged toe-to-toe with your enemies. A Combat rogue will be able to survive longer without needing to rely on Stealth and evasion mechanics.
- The Subtlety tree will primarily be based around utilizing Stealth, openers, finishers, and survivability. It’ll be about daggers, too, but less so than Assassination.
- In general, Subtlety rogues needs to do more damage than they do today, and the other trees need to have more tools.
- Weapon-specialization talents (for all classes, not just rogues) are going away. We do not want you to have to respec when you get a different weapon. Interesting talents, such as Hack and Slash, will work with all weapons. Boring talents, such as Mace Specialization and Close Quarters Combat, will be going away.
- The Assassination and Combat talent trees currently have a lot of passive bonuses. We plan to dial back the amount of Critical Strike Rating provided by these trees so that rogues still want it on their gear.
Mastery Passive Talent Tree Bonuses
- Melee damage
- Melee critical damage
- Poison damage
- Melee damage
- Melee Haste
- Harder-hitting combo-point generators
- Melee damage
- Armor Penetration
- Harder-hitting finishers
The initial tier of rogue Mastery bonuses will be very similar between the trees. However, the deeper that a player goes into any tree, the more specialized and beneficial the Masteries will be to the play style for that spec. Assassination will have better poisons than the other two specs. Combat will have very steady and consistent overall damage. Subtlety will have strong finishers.
We hope you enjoyed this preview, and we’re looking forward to hearing your initial thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.
Smokebomb klingt ziemlich cool und die Änderungen beim Redirect erinnern an Classic, wo man von einem toten Ziel noch im Laufen die Combo Punkte für Slice and Dice mitnehmen konnte. Das wurde aus irgendeinem komischen Grund damals abgeschafft, nun kommt es zurück, nur in viel komfortablerer Weise. Interessant ist übrigens, dass Armorpenetration, auch wenn es auf der Ausrüstung verschwindet, über die Masteries dennoch im Spiel bleibt. Mal schauen, was da noch auf uns zu kommt. Ich hoffe nur, dass bald die Beta losgeht, damit man mehr von den Änderungen sieht.
9. April 2010 @ 13:53
Wenn sie einen Lederkrieger aus meiner kleinen machen sehe ich einen Reroll auf mich zukommen.