Author Topic: Incoming Healer Changes
Vault_News 
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Subject: Incoming Healer Changes
Nethaera posted:
Since the release of patch 4.0.6, we?ve been keeping an eye on healers and how they are performing and are currently in the process of making some additional adjustments.

Priests

The cost of Power Word: Shield is being increased by 33%. While we wanted Discipline priests to be able to utilize this spell more often and with better results, we also did not want it to be the main spell (and often the only spell) used while in groups. We don?t find this to be a particularly compelling playstyle and have found that it encourages players to avoid using other spells such as Penance. We believe that using a shield in a tight moment is totally appropriate, but we don?t want it to be incredibly efficient to do so with more frequency than that.

We realize that by making Power Word: Shield slightly more expensive for Discipline priests to cast that it might cause Holy priests to avoid using it. To that end, we are adding mana savings into the Body and Soul talent. The tooltip will not reflect this change until a future patch, however. Ideally, Holy priests should not notice much of a change to the Power Word: Shield costs.

Shaman

We are also applying a hotfix for Purification for the Restoration shaman passive from 10% to 25%. We think that shaman healing per second is not as competitive with other healers and while we hoped to bring down Holy priest and Holy paladins (in particular) in 4.0.6, which we did, shaman still appear to be behind. In this case, it is simply easier to buff Restoration shaman rather than nerf everyone else or rebalance the encounters.

In Addition- Restoration Druids and Restoration Shaman

We agree with the sentiment among some players that Restoration druids and Restoration shaman are lacking in the healing cooldown department. The shaman buff and Power Word: Shield adjustment above should bring all healers reasonably close in terms of throughput. The decision on who to bring then might end up being dictated by the strong cooldowns offered by paladins or priests. This isn?t the kind of thing we can address via a hotfix, but it is something we are looking at for the next major content patch.

As always, we appreciate your continued constructive feedback and will do our best to keep you informed of ongoing developments.


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Ugh_Lancelot 
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Subject: Incoming Healer Changes
Vault_News posted:
The cost of Power Word: Shield is being increased by 33%. While we wanted Discipline priests to be able to utilize this spell more often and with better results, we also did not want it to be the main spell (and often the only spell) used while in groups. We don't find this to be a particularly compelling playstyle and have found that it encourages players to avoid using other spells such as Penance. We believe that using a shield in a tight moment is totally appropriate, but we don't want it to be incredibly efficient to do so with more frequency than that.

We realize that by making Power Word: Shield slightly more expensive for Discipline priests to cast that it might cause Holy priests to avoid using it. To that end, we are adding mana savings into the Body and Soul talent. The tooltip will not reflect this change until a future patch, however. Ideally, Holy priests should not notice much of a change to the Power Word: Shield costs.
My knee-jerk thought when I read this was, "OK, so like, we suck at balancing spells, so PW:S was way too uber with our last changes and all the players did the math and found it was super-efficient so they started using it because everything else sucked. So. We nerfed the hell out of it. Mathcraft this and when you guys find another spell that's notably more efficient, we'll nerf that, too, so don't be all surprised and stuff...because GC said that's the M.O. going forward."

Maybe I'm just jaded.

 

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vn_vigilante66 
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Subject: Incoming Healer Changes
BUT THE HEALING CHANGES IN CATA MADE IT BETTER! YOU GUYS ARE JUST TOO DUMB TO KNOW IT YET

 

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Bremen_Gaheris 
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Subject: Incoming Healer Changes
I opened this thread hoping that they had changed their minds on their new healer model, apologized, and made changes to make them more fun. But, alas, my hopes were in vain.

Instead they keep up the nerf/yo-yo balance act in a vain attempt to "balance" the healer role into something fun and interesting.

 

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Subject: Incoming Healer Changes
I gotta say, I definitely was starting to feel my Shaman lagging behind in healing. Particularly now that getting a tank with 180K+ effective health is common, it took a lot of healing for me to fill that guy back up.

 

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Unstruck 
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Subject: Incoming Healer Changes
Where does Blizzard get its data from when they make these changes? In heroics, my priest uses every damn spell he has to keep everyone up. I don't just use PW:S.

Is it the heroic raids and such? Or is it the raid-level characters who outgear heroics and normal instances coming back and just using shield? Or did a level 85 priest heal for a BC level group and only used PW:S on the tank the whole time?

tired

 

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Sociop 
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Subject: Incoming Healer Changes
Here is the problem with WoW;

posted:
Priests

The cost of Power Word: Shield is being increased by 33%. While we wanted Discipline priests to be able to utilize this spell more often and with better results, we also did not want[u/] it to be the main spell (and often the only spell) used while in groups. [u]We don?t find this to be a particularly compelling playstyle and have found that it encourages players to avoid using other spells such as Penance. We believe that using a shield in a tight moment is totally appropriate, but we don?t want it to be incredibly efficient to do so with more frequency than that.



The arrogant jackass dev's have made it about what "they" want and what "they" think, or what "they" believe when it never has been nor ever was, nor ever should be about them, what they want or what they believe!

What the customer wants, what the customer thinks or what the customer believes should be the only thing that matters, instead they are sitting on the customer twisting their arms forcing them to comply with how they (the dev's) want them to play.

I think they (the dev's) have lost complete sight of their role as insignificant servants of their customer and believe they are gods whose job is to command some 12 million players.

 

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LadyGodiva. 
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Subject: Incoming Healer Changes
I was excited when I read the thread title... what a disappointment.

This made me laugh...


Blizzard posted:
In this case, it is simply easier to buff Restoration shaman rather than nerf everyone else or rebalance the encounters.



You think? It's almost like they don't want to buff a healer at any cost, even if they're lagging behind.

 

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Kriegprojekt 
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Subject: Incoming Healer Changes
vn_vigilante66 posted:
BUT THE HEALING CHANGES IN CATA MADE IT BETTER! YOU GUYS ARE JUST TOO DUMB TO KNOW IT YET



Heh.

 

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Sprawl-zero1eye- 
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Subject: Incoming Healer Changes
Sociop posted:
Here is the problem with WoW;

posted:
Priests

The cost of Power Word: Shield is being increased by 33%. While we wanted Discipline priests to be able to utilize this spell more often and with better results, we also did not want[u/] it to be the main spell (and often the only spell) used while in groups. [u]We don?t find this to be a particularly compelling playstyle and have found that it encourages players to avoid using other spells such as Penance. We believe that using a shield in a tight moment is totally appropriate, but we don?t want it to be incredibly efficient to do so with more frequency than that.



The arrogant jackass dev's have made it about what "they" want and what "they" think, or what "they" believe when it never has been nor ever was, nor ever should be about them, what they want or what they believe!

What the customer wants, what the customer thinks or what the customer believes should be the only thing that matters, instead they are sitting on the customer twisting their arms forcing them to comply with how they (the dev's) want them to play.

I think they (the dev's) have lost complete sight of their roll as insignificant servants of their customer and believe they are gods whose job is to command some 12 million players.

Yeah... any basic salesman class will tell you this. I think you are spot on.

 

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Voqar 
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Subject: Incoming Healer Changes
heiromancerdrackus posted:
I gotta say, I definitely was starting to feel my Shaman lagging behind in healing. Particularly now that getting a tank with 180K+ effective health is common, it took a lot of healing for me to fill that guy back up.


Agreed. I put my resto shaman on the shelf waiting for something to change. My druid does way better and my priest and pali healer guildies are doing fine. Resto shaman mastery doesn't do anything for me, and that's a factor too.

I still think healing is fine overall if you know how to play - and play with others that know how to play.

For ex, I pug my raid-ready druid into heroics all the time. If the tank is a moron, doesn't use CC and still thinks it's northrend, I'm usually gone by the 2nd or 3rd pull. I could probably heal it, but it'd be misery and I have a low appreciation for stupid. There are some epic geared tanks around now that can faceroll instances, but it's more likely you get a nublet that can't let go of the northrend past.

 

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Rezzinu 
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Subject: Incoming Healer Changes
Sociop posted:
Here is the problem with WoW;

posted:
Priests

The cost of Power Word: Shield is being increased by 33%. While we wanted Discipline priests to be able to utilize this spell more often and with better results, we also did not want[u/] it to be the main spell (and often the only spell) used while in groups. [u]We don?t find this to be a particularly compelling playstyle and have found that it encourages players to avoid using other spells such as Penance. We believe that using a shield in a tight moment is totally appropriate, but we don?t want it to be incredibly efficient to do so with more frequency than that.



The arrogant jackass dev's have made it about what "they" want and what "they" think, or what "they" believe when it never has been nor ever was, nor ever should be about them, what they want or what they believe!

What the customer wants, what the customer thinks or what the customer believes should be the only thing that matters, instead they are sitting on the customer twisting their arms forcing them to comply with how they (the dev's) want them to play.

I think they (the dev's) have lost complete sight of their roll as insignificant servants of their customer and believe they are gods whose job is to command some 12 million players.


And the sad part is, people are still paying the developers salaries via $15 a month (x12 million).

It's amazing to see the difference between two game's developers. Any MMO and WoW. WoW doesnt give a damn about the customer anymore because they have what they want. They have already become rich off of you so they do what they want with the mentality of, "It's our way or GTFO." While any other MMO developer listens to their playerbase understanding we, the players, chose the path of their success.

 

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_Kewk_ 
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Subject: Incoming Healer Changes
Rezzinu posted:
[quote=Sociop]Here is the problem with WoW;

And the sad part is, people are still paying the developers salaries via $15 a month (x12 million).

It's amazing to see the difference between two game's developers. Any MMO and WoW. WoW doesnt give a damn about the customer anymore because they have what they want. They have already become rich off of you so they do what they want with the mentality of, "It's our way or GTFO." While any other MMO developer listens to their playerbase understanding we, the players, chose the path of their success.


Great example. No really. Put up all the failed and currently failing MMO's against the industry leader and say the failed devs are the ones who got it right. LOL. Do you guys even think before you type?

 

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-Peo- 
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Subject: Incoming Healer Changes
_Kewk_ posted:
Rezzinu posted:
[quote=Sociop]Here is the problem with WoW;

And the sad part is, people are still paying the developers salaries via $15 a month (x12 million).

It's amazing to see the difference between two game's developers. Any MMO and WoW. WoW doesnt give a damn about the customer anymore because they have what they want. They have already become rich off of you so they do what they want with the mentality of, "It's our way or GTFO." While any other MMO developer listens to their playerbase understanding we, the players, chose the path of their success.


Great example. No really. Put up all the failed and currently failing MMO's against the industry leader and say the failed devs are the ones who got it right. LOL. Do you guys even think before you type?


He is right though. The team in charge of specs/builds/talents/characters is HORRIBLE. They are slowly screwing up the game more and more. The game is fun despite all the terrible development, because some of the basic tenets of the game that made it fun for all these years are still there. GC is just a bad Dev, he doesn't know what he is doing, he is a hypocrite and he is arrogant. The worst possible combination of a game developer. The rest of the game is still fun, albeit old and a little tired, the character development is just garbage. In WotLK, I felt that character game play was better than it ever was, until GC starting making changes, the game play of characters since then has gone downhill steadily.

I took a 4 months break. And just recently came back, I am enjoying the game, despite the terrible mess that character play is in, daily hotfixes tells the story. We shall see how long it remains fun.

 

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slythetove 
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Subject: Incoming Healer Changes
_Kewk_ posted:
Great example. No really. Put up all the failed and currently failing MMO's against the industry leader and say the failed devs are the ones who got it right. LOL. Do you guys even think before you type?


Actually...

DAoC's death warrant was signed once they decided they knew better than the players.
EQ's was the same. See also "The Vision"tm
SWG was the same.

Once a developer decides that they are going to force you to play the way they feel you should play in spite of thousands upon thousands of complaints it's all down hill from there.

--Sly

 

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Fist_de_Yuma 
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Subject: Incoming Healer Changes
When I clicked on the thread I thought I was going to see that they understood how bad they made it for healers and were doing some major fixes. Instead I get this trash. Very disappointing. I'm not sure what they are thinking or if they understand what they are doing. There clearly seems to be a disconnect.

 

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Spookysheep 
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Subject: Incoming Healer Changes
Some of the top fortune 500 companies in history have gone out of business due to delivering what they want instead of what the customer wants.

I guess blizzard uses a planned obsolescence model, which may be the most economical thing to do in the mmo gaming world. Or, they are just plain stupid.

I guess time will tell.


 

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Azure-TheBlueOne 
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Subject: Incoming Healer Changes
I agree with Sly, once a developer pulls the 'vision' card, it's been pretty much downhill from there. Add CoH and Jack Emmert to that list.

In the case of WoW though, I just can't see this 'vision' lasting as long as some other developers' have. This playerbase is just too big, vocal, and casualcore.


Although, it has gone on a bit longer than I thought it would. OTOH, it's pretty obvious that there's smoke under the hood when they start giving out a 15% bonus to abilities for queuing... not to mention the numerous updates on how we should be viewing/enjoying their 'vision' instead of complaining.

 

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Zero_Washu 
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Subject: Incoming Healer Changes
So lets see, Disciplines Mastery is for their shields and now Blizzard says that that spec relies on those same shields too much and in turn nerfs them by jacking the mana costs. Did I get that right?

Well I guess that shields were just too good. The proper change would have been to weaken the mastery. The T11 bonus requires hitting a shielded character, or at least one with the debuff associated with having been shielded. Who in the hell works in development these days?


They are apparently hell bent in enforcing their new model regardless of what players want to do. I am going to assume that shields are just too good in Arenas, let alone raiding environments. They are allowing a well played Disc Priest to scrub off too much raid/burst damage which was possible due to innervates being directed to them in raids. Should be interesting to see how many handle the new mana costs.


Regardless, it simply comes down to yet another curb stomp by developers against players who adapted to what they were handed but apparently adapted incorrectly.

 

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HunterTalon 
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Subject: Incoming Healer Changes
As a Discipline priest since vanilla WoW, this latest patch has been a real rollercoaster.

I feel like Kate Beckinsale invited me over for a night of unbridled passion (her words, not mine), then when I got to her place she proceeded to strap on a Big Black and bent me over her Bentley...

 

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Subject: Incoming Healer Changes
HunterTalon posted:

I feel like Kate Beckinsale invited me over for a night of unbridled passion (her words, not mine), then when I got to her place she proceeded to strap on a Big Black and bent me over her Bentley...


Don't lie... it still wouldn't be that bad of a night for you grin

 

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Pacorra 
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Subject: Incoming Healer Changes
Vault_News posted:
We realize that by making Power Word: Shield slightly more expensive for Discipline priests to cast that it might cause Holy priests to avoid using it. To that end, we are adding mana savings into the Body and Soul talent. The tooltip will not reflect this change until a future patch, however. Ideally, Holy priests should not notice much of a change to the Power Word: Shield costs.

My Holy Priest has not used PW:S since the 3rd heroic he ran, back in Dec. It will take a lot more than "not much of a change" to consider it again.

The WoW team has made mistakes in the past (like when they murdered BM hunter a couple months into WotLK), but this massive balance rollercoaster is by far the worst they have ever done. It absolutely feels like a B team, running around like headless chickens with no idea whatsoever about class dynamics and actual play.

 

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Ferrydust 
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Subject: Incoming Healer Changes
Pacorra posted:
Vault_News posted:
We realize that by making Power Word: Shield slightly more expensive for Discipline priests to cast that it might cause Holy priests to avoid using it. To that end, we are adding mana savings into the Body and Soul talent. The tooltip will not reflect this change until a future patch, however. Ideally, Holy priests should not notice much of a change to the Power Word: Shield costs.

My Holy Priest has not used PW:S since the 3rd heroic he ran, back in Dec. It will take a lot more than "not much of a change" to consider it again.

The WoW team has made mistakes in the past (like when they murdered BM hunter a couple months into WotLK), but this massive balance rollercoaster is by far the worst they have ever done. It absolutely feels like a B team, running around like headless chickens with no idea whatsoever about class dynamics and actual play.



I am all for the priest shield nerf because it was OP in arenas, and I am guessing in raids as well. However, the roller coaster has got to stop. It is a disaster and no fun at all. They keep over nerfing or overbuffing. I thought they were just trolling us, but I think they may just be that clueless. You don't apply 2 fixes per problem! That's what they keep doing. They don't try 1 fix and see how that feels, it's like they have 2 teams and each gets to pick their favorite fix and both get applied.




 

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Subject: Incoming Healer Changes
Ferrydust posted:
You don't apply 2 fixes per problem!


More like 30 fixes per problem.

 

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Rezzinu 
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Subject: Incoming Healer Changes
slythetove posted:
_Kewk_ posted:
Great example. No really. Put up all the failed and currently failing MMO's against the industry leader and say the failed devs are the ones who got it right. LOL. Do you guys even think before you type?


Actually...

DAoC's death warrant was signed once they decided they knew better than the players.
EQ's was the same. See also "The Vision"tm
SWG was the same.

Once a developer decides that they are going to force you to play the way they feel you should play in spite of thousands upon thousands of complaints it's all down hill from there.

--Sly



Thanks Sly, and to the rest of you for backing up what I said.

Kewk, obviously I do think about things before I type. It isn't that hard to see a game in a downward spiral, especially if you're not part of it.

 

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zukat1 
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Subject: Incoming Healer Changes
With all these changes for the worse as far as players are concerned, I'm getting this we're comming out with a couple new games and need a player base. Sure this is not making us look good with a game that has been out for years but guess what we can do with our new ones. Diablo 3 otw and titan < in the works > they'll need people to play those games.

For those that can't afford more then one monthly script why not make it to where they are leaving one for the other soon possibly. Can't think of any other reason to put a B team on their moneymaker myself.

 

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Azure-TheBlueOne 
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Subject: Incoming Healer Changes
^ I kind of doubt that Blizzard is purposely running off their WoW playerbase with extreme changes in the hopes that they'll try Blizzard's new MMO that isn't even out for over another year. It's much more likely that customers driven from WoW would choose an MMO that is already open, or opening relatively soon, if they opt into another MMO at all.

 

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Unstruck 
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Subject: Incoming Healer Changes
Activision took over. People with a lot of money and zero soul make stupid decisions that everyone has to listen to.

That's how most "good things" go "bad."

 

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heiromancerdrackus 
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Subject: Incoming Healer Changes
Unstruck posted:
Activision took over. People with a lot of money and zero soul make stupid decisions that everyone has to listen to.

That's how most "good things" go "bad."


Morhaime does not report to Kotick. He reports to Kotick's boss at Vivendi, who has a controlling stake in ATVB.

 

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Sprawl-zero1eye- 
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Subject: Incoming Healer Changes
heiromancerdrackus posted:
Unstruck posted:
Activision took over. People with a lot of money and zero soul make stupid decisions that everyone has to listen to.

That's how most "good things" go "bad."


Morhaime does not report to Kotick. He reports to Kotick's boss at Vivendi, who has a controlling stake in ATVB.

True enough, but sadly the influence will always be there. I can't say things have gotten better since Activision joined up, can you? I won't say it is worse, because I really don't know, but nothing feels better about the merger/partnership/whatever.

 

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Zero_Washu 
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Subject: Incoming Healer Changes
I don't blame Activision or whomever, we have been sliding towards this mess ever since they introduced Arenas. When the tournament type was introduced was when the PvE game started to suffer greatly. Cata is just the damn it all to hell we will make Arenas work fix. They could never introduce the number of changes required to make Arena Tournaments work except through an expansion. Their cover has been "challenge" but it is all a ruse. Some group in Bliz got hooked on Arenas and we are stuck with it.

I figure that worse changes to healing will have to come down as gear advances. The system only works when they can control both ends of the equation, burst damage and healing, and each tier of gear exaggerates the problem.

 

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Unstruck 
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Subject: Incoming Healer Changes
Weren't Arenas introduced in late 2007, around the same time as the Actiblizzard merger?

 

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Malachi256 
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Arenas came with BC, which was released in Jan 2007.

The Activision-Blizzard merger, according to wikipedia, "Activision Blizzard, Inc., formerly Activision, Inc. (NASDAQ: ATVI) is the American holding company for Activision and Blizzard Entertainment. The company is majority owned by French conglomerate Vivendi SA and was created through the merger of Activision and Vivendi Games, announced on December 2, 2007,[3] in a deal worth USD$18.8 billion.[4] The deal closed July 9, 2008."

So at least a year later.


I just chalk up arenas to typical Blizzard innovation. Blizzard is amazing at taking proven concepts/ideas and polishing them to their full potential. Their innovation, on the other hand, is generally lukewarm in its success. This is one of the reasons WoW is stagnating IMO - they've polished all they can out of the EQ model, and now to really keep the game going they need to innovate... and they just keep failing.

 

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The_Korrigan 
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Subject: Incoming Healer Changes
The addition of the damned arenas is the worst thing that happened to WoW since its release in 2004.
The full moron at "Bliztard" who thought that "PvP in a bowl" would be fantastic for a MMORPG should be fired.

 

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Nakal 
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Subject: Incoming Healer Changes
I had no initial problem with arena's per se, but the problems started when they started to balance around them.

 

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TruthyID 
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Subject: Incoming Healer Changes
I'm not convinced that the arena was an original idea on the part of Blizzard either. The arena is basically a direct ripoff from Guild Wars. It was an attempt by Blizzard to capitalize on the popularity of "e-sports" like fps and turn based strategy game competitions.

Unfortunately, Blizzard won't acknowledge the fact that at best arena is an interesting little mini game and at worst it undermines all their attempts to balance the game and is a colossal waste of resources.

 

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Auenwing 
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Subject: Incoming Healer Changes
Spookysheep posted:
Some of the top fortune 500 companies in history have gone out of business due to delivering what they want instead of what the customer wants.

I guess blizzard uses a planned obsolescence model, which may be the most economical thing to do in the mmo gaming world. Or, they are just plain stupid.

I guess time will tell.






And those have been CLASSIC Harvard Business Review taught-warnings to companies for over 30+ years. (see: GM) Those examples are used to teach companies what NOT to do. Learn, apply, watch/guard and succeed.

I've said for over 5 years, that Blizz will be the one that kills its own product. What my hubsand and I have been arguing over for years is: will they kill the goose that laid the golden egg or not understand what the egg is?


The problem is that after letting go some of the original devs after vanilla release, Kaplan took to the NYT to tell everybody how to play his game. So, for Blizzard, this sense of arrogance of "we are creating what we want" is nothing new. What is, however, is the level of incompetence in doing so.

 

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Ugh_Lancelot 
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Subject: Incoming Healer Changes
zukat1 posted:
For those that can't afford more then one monthly script why not make it to where they are leaving one for the other soon possibly. Can't think of any other reason to put a B team on their moneymaker myself.

Well, really, I think we've probably mislabeled things with the whole "B Team" reference. At least partially. Let me clarify. This is the product model I'd expect for something like WoW:



  • WoW 1.0 release = success. Continues succeeding wildly for two years.

  • BC release = more success.

  • WotLK release = more success. New products at company require the primary talent. So,

  • Primary talent moves on to new products. Sustaining team picks up responsibility for WoW.



So, you have 14 million or so people playing the most popular MMO. It works. People love it. The tiny minority of hardcores are whining about "too easy" and such, but the other 95% love the game as is. More people than ever are experiencing end-game content (if not hardmode stuff). Life is good.

When the sustaining team moves in, their one and only job is to sustain the profitability of the game for as long as possible. If everyone and their dog is playing the current game, you think _VERY_ hard before making any fundamental design changes whatsoever. Your job is to _continue_ keeping WoW firmly in the black, not using it as an experiment to see if you can attract new players or "fix" bugs that 14 million people don't think are significant enough to unsubscribe.

So, as a sustaining dev, what do you do? You keep all major systems firmly on the rails of what has _proven_ successful. You add content that follows or very carefully tweaks the current, successful design. Buff a little bit here and nerf a little bit there to fix new/inventive stacking issues you didn't really imagine or didn't have time to fix in previous releases. Add some new bosses with some new combinations of abilities but that use the same base mechanics as the rest of the game does today. Fix cosmetic issues and long-standing bugs that haven't bubbled up to the top half of the priority queue. Add artwork.

As a sustaining dev, you do NOT fundamentally redesign the entire premise of the talent system, even if you think it will ease balancing things (which it won't). You do NOT attempt to "rebalance" the entire game via massive changes in scaling and heal-vs-damage-vs-health profiles. You do NOT add or remove mechanics that have been fundamental to how classes played over the very successful history of the game.

Where the "B Team" epithet might hit the mark is if you have the sustaining guys thinking they're all that and a bag of potato chips instead of the graveyard maintainers. Nobody wants excitement in the graveyard. It's been working fine. Don't f**k with it. You're here to make sure the game's decline is a fairly flat, predictable model -- not exponential because you jumped the shark repeatedly.

At least, that's my take on things. We'll revisit things this coming Christmas and see how the current model is holding up.

 

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Azure-TheBlueOne 
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^ applause

 

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NukeMage 
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Subject: Incoming Healer Changes
Azure-TheBlueOne posted:
^ applause

 

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Aswakhtor 
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Subject: Incoming Healer Changes
If only Blizzard could make a whole new continent devoted to PvP. With each faction starting at a "portal keep" where everyone starts. In the continent are various castles scattered around, possibly 10 per faction. Each faction has 2 relics. In order to take a relic, the other faction has to take the other faction's five keeps, then assault the castle with the relic. Successful capture provides bonuses to the capturing faction. PvP continent would be a no fly zone, would encourage more zerg v. zerg fighting or group v. group encounters in an open, free roam area.


That would be fun raised_brow

 

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heiromancerdrackus 
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Subject: Incoming Healer Changes
The_Korrigan posted:
The addition of the damned arenas is the worst thing that happened to WoW since its release in 2004.
The full moron at "Bliztard" who thought that "PvP in a bowl" would be fantastic for a MMORPG should be fired.


Its fantastic for an MMORPG if your server design can't handle world pvp. WoW can't handle world pvp on a massive scale. It just lags too damn much.

 

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Auenwing 
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Subject: Incoming Healer Changes
Ugh_Lancelot posted:
zukat1 posted:
For those that can't afford more then one monthly script why not make it to where they are leaving one for the other soon possibly. Can't think of any other reason to put a B team on their moneymaker myself.

Well, really, I think we've probably mislabeled things with the whole "B Team" reference. At least partially. Let me clarify. This is the product model I'd expect for something like WoW:



  • WoW 1.0 release = success. Continues succeeding wildly for two years.

  • BC release = more success.

  • WotLK release = more success. New products at company require the primary talent. So,

  • Primary talent moves on to new products. Sustaining team picks up responsibility for WoW.



So, you have 14 million or so people playing the most popular MMO. It works. People love it. The tiny minority of hardcores are whining about "too easy" and such, but the other 95% love the game as is. More people than ever are experiencing end-game content (if not hardmode stuff). Life is good.

When the sustaining team moves in, their one and only job is to sustain the profitability of the game for as long as possible. If everyone and their dog is playing the current game, you think _VERY_ hard before making any fundamental design changes whatsoever. Your job is to _continue_ keeping WoW firmly in the black, not using it as an experiment to see if you can attract new players or "fix" bugs that 14 million people don't think are significant enough to unsubscribe.

So, as a sustaining dev, what do you do? You keep all major systems firmly on the rails of what has _proven_ successful. You add content that follows or very carefully tweaks the current, successful design. Buff a little bit here and nerf a little bit there to fix new/inventive stacking issues you didn't really imagine or didn't have time to fix in previous releases. Add some new bosses with some new combinations of abilities but that use the same base mechanics as the rest of the game does today. Fix cosmetic issues and long-standing bugs that haven't bubbled up to the top half of the priority queue. Add artwork.

As a sustaining dev, you do NOT fundamentally redesign the entire premise of the talent system, even if you think it will ease balancing things (which it won't). You do NOT attempt to "rebalance" the entire game via massive changes in scaling and heal-vs-damage-vs-health profiles. You do NOT add or remove mechanics that have been fundamental to how classes played over the very successful history of the game.

Where the "B Team" epithet might hit the mark is if you have the sustaining guys thinking they're all that and a bag of potato chips instead of the graveyard maintainers. Nobody wants excitement in the graveyard. It's been working fine. Don't f**k with it. You're here to make sure the game's decline is a fairly flat, predictable model -- not exponential because you jumped the shark repeatedly.

At least, that's my take on things. We'll revisit things this coming Christmas and see how the current model is holding up.



Dead on. Well said! applause

I see you are familiar with fundamental business concepts. (I'm not trying to be snarky, that's a comment about Blizz.)

I would add: you do not completely overhaul the existing world, put in new quest mechanics and break persistent world contracts with paying customers such that they cannot turn in quests because somehow the universe has phased them into a different plane of existence. (Basic gameplay). You do not demand linear questing in an MMO that demands strict adherance that prohbits or eliminates questing if not followed exactly (again: do not break basic gameplay of a persistent world.)

 

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-Peo- 
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Subject: Incoming Healer Changes
You guys don't get it.

You are all wrong.

World of Ghostcrawler says so.

 

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Ugh_Lancelot 
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-Peo- posted:
You guys don't get it.

You are all wrong.

World of Ghostcrawler says so.

Towards thee I roll, thou all-destroying but unconquering whale;
to the last I grapple with thee;
from Hell's heart I stab at thee;
for hate's sake I spit my last breath at thee!

 

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Sociop 
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Subject: Incoming Healer Changes
Ugh_Lancelot posted:
zukat1 posted:
For those that can't afford more then one monthly script why not make it to where they are leaving one for the other soon possibly. Can't think of any other reason to put a B team on their moneymaker myself.

Well, really, I think we've probably mislabeled things with the whole "B Team" reference. At least partially. Let me clarify. This is the product model I'd expect for something like WoW:



  • WoW 1.0 release = success. Continues succeeding wildly for two years.

  • BC release = more success.

  • WotLK release = more success. New products at company require the primary talent. So,

  • Primary talent moves on to new products. Sustaining team picks up responsibility for WoW.






I think it was more like;

  • WoW 1.0 release = success. Continues succeeding wildly for two years and peaks.

  • BC release = wide spread normalizing and genericizing started the games slide down hill.

  • WotLK release continued normalizing and genericizing to the point that World of Warcraft became World of Clonecraft adding momentum to its slide down hill.

  • Primary talent moves on to new products leaving their snowball rolling down hill the sustaining team picks up responsibility for snowball, have that snowball careening down the hill out of control and are clueless how to stop it.

  •  

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    Ferrydust 
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    Subject: Incoming Healer Changes
    Ugh_Lancelot posted:
    zukat1 posted:
    For those that can't afford more then one monthly script why not make it to where they are leaving one for the other soon possibly. Can't think of any other reason to put a B team on their moneymaker myself.

    Well, really, I think we've probably mislabeled things with the whole "B Team" reference. At least partially. Let me clarify. This is the product model I'd expect for something like WoW:



    • WoW 1.0 release = success. Continues succeeding wildly for two years.

    • BC release = more success.

    • WotLK release = more success. New products at company require the primary talent. So,

    • Primary talent moves on to new products. Sustaining team picks up responsibility for WoW.



    So, you have 14 million or so people playing the most popular MMO. It works. People love it. The tiny minority of hardcores are whining about "too easy" and such, but the other 95% love the game as is. More people than ever are experiencing end-game content (if not hardmode stuff). Life is good.

    When the sustaining team moves in, their one and only job is to sustain the profitability of the game for as long as possible. If everyone and their dog is playing the current game, you think _VERY_ hard before making any fundamental design changes whatsoever. Your job is to _continue_ keeping WoW firmly in the black, not using it as an experiment to see if you can attract new players or "fix" bugs that 14 million people don't think are significant enough to unsubscribe.

    So, as a sustaining dev, what do you do? You keep all major systems firmly on the rails of what has _proven_ successful. You add content that follows or very carefully tweaks the current, successful design. Buff a little bit here and nerf a little bit there to fix new/inventive stacking issues you didn't really imagine or didn't have time to fix in previous releases. Add some new bosses with some new combinations of abilities but that use the same base mechanics as the rest of the game does today. Fix cosmetic issues and long-standing bugs that haven't bubbled up to the top half of the priority queue. Add artwork.

    As a sustaining dev, you do NOT fundamentally redesign the entire premise of the talent system, even if you think it will ease balancing things (which it won't). You do NOT attempt to "rebalance" the entire game via massive changes in scaling and heal-vs-damage-vs-health profiles. You do NOT add or remove mechanics that have been fundamental to how classes played over the very successful history of the game.

    Where the "B Team" epithet might hit the mark is if you have the sustaining guys thinking they're all that and a bag of potato chips instead of the graveyard maintainers. Nobody wants excitement in the graveyard. It's been working fine. Don't f**k with it. You're here to make sure the game's decline is a fairly flat, predictable model -- not exponential because you jumped the shark repeatedly.

    At least, that's my take on things. We'll revisit things this coming Christmas and see how the current model is holding up.


    THIS THIS THIS! grin

    And no, arenas didn't ruin the game. We all played thru BC and WOTLK just fine. Also... I don't PVE I arena. Same with the few people in my guild. We are having the same basic issues as everyone else which is mostly summed up above. Leave your arena hate in another thread.




     

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    -Aleister- 
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    "We don?t find this to be a particularly compelling playstyle"

    They could screw up everything and the kitchen sink and get away with it if they would stop writing stupid crap like the above in what are basically press releases to the player base. It basically reads as "Lots of you seem to be playing this model but we are changing it anyway because someone here said you aren't actually enjoying it" :/

    I'll keep trudging along because grouping up with my guild is the real fun of the game...
    but I could care less whether we were playing this one or not at this point.

     

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