Blizzard CEO: "WoW subscriptions have stopped growing"

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Re: Blizzard CEO: "WoW subscriptions have stopped growing"

Post by Dragon Angel »

Crown wrote:What a fucking waste of fucking time. My god, you were in essence being PUNISHED for gaining Ghost Wolf form ... only druid cleanse poison AND aquatic form combined sucked more donkey balls than the shammy water totem quest, and this is coming from a guy who had an Alliance Warlock (hi running through Dustwallow Marsh at level 19!) as his first character!
Heh heh... This reminds me of the times when I was raising my little Tauren Druid. Before then, I had previously rolled a Night Elf and raised her to 60 - eventually, I grew tired of the Alliance, and soon decided to join with the rest of my friends as part of the mighty Horde! Everything went pretty much similar to my experiences as a Night Elf... Lunaclaw was slightly easier as a Tauren because she was completely isolated (no more random wildkin backing her up, yay!), and the seal form quest's horrid travel times were almost exactly the same. I thought I had it ALL planned out. :D

...Until I finally began the Cleanse Poison quest. :?

Now, on the Alliance side, Darkshore was the secondary area to only the Night Elves. Very few other players from the Humans, Dwarves, or Gnomes ventured into Darkshore to quest, which consequently meant that there were fewer players hunting within that zone. Which, also, consequently meant that fewer critters were killed out of boredom, whim, spite, ... by the players. Since the Cleanse Poison quest involved finding some of these diseased critters, doing it as a Night Elf was not really that bad. Just find some scattered irradiated deer, sprinkle some elven dust on them, and then...magic happened! Thinking about the other two quests, I thought that the Tauren version of Cleanse Poison would be just as routine.

In theory, that may have been correct. In practice, I was so sorely wrong.

The Barrens, being the secondary area to three of the four races (let's ignore the fact that it's also the real-time equivalent of 4chan's /b/, for now), was of course much more prone to random critter deaths. And, as you can imagine after that statement, finding an irradiated deer to sprinkle dust on was quite the monumental task. Where it only took me 45 minutes to an hour to finish the Night Elf version, it took me the better part of an afternoon to patrol the entire area, and find just enough critters to complete the task. That quest...was probably the single worst experience I could ever recall from that area, and it's only because people can't resist cutting or blowing up those cute, defenseless, nearly-dead glowing deer.
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Re: Blizzard CEO: "WoW subscriptions have stopped growing"

Post by Minischoles »

The Tauren aquatic form quest sucked major balls as well.

First it just gives vague directions, so you've got no idea without visiting thottbot. Both areas are completely out of the way.
One piece comes from the very very top right of the barrens. So for a Tauren, who doesn't have an Orgimmar flight path without running there, you're running from the Crossroads, across the entirety of the Barrens, to get to an area that's crawling in fast respawning mobs. You finally get the piece, and then where's the next piece? in fucking Eastern Kingdoms, in Silverpine Forest. So your little newbie Tauren druid, has to run to Orgimmar, get on a zeppelin, run to Silverpine, and then actually find the goddamn piece. Which is far enough underwater, that you can actually drown getting to it, unless you manage to find the one place that gives you air back.

And you're doing all of this, before Travel Form, before any kind of speed increase, all for a form you'll use in maybe 3-4 quests and one dungeon.
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Re: Blizzard CEO: "WoW subscriptions have stopped growing"

Post by CaptainChewbacca »

Well, looks like things are going to get interesting BEFORE cataclysm. According to MMO Champion, the gnomish and troll homelands are going to be retaken by force, permanently and forever.

That means that after eight long years, the gnomes are going to reclaim Gnomeregan. FOR MECHATORQUE AND GNOMEREGAN!
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Re: Blizzard CEO: "WoW subscriptions have stopped growing"

Post by Teleros »

Mmm, but only by having you run around using an effector on them to make them sign up for the battle :lol: .
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Re: Blizzard CEO: "WoW subscriptions have stopped growing"

Post by Ghost Rider »

You mean the elite troll leader will knock off the silly level 10 troll conquerer?! No Wai!!!

Fucking A, blizzard...both made me shake my head that quests were related to defeat these guys, but they put no effort into the fucking Troll. Still nice to see something happen.
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Re: Blizzard CEO: "WoW subscriptions have stopped growing"

Post by Crossroads Inc. »

I think its more like "After 8 long years, The gnomes retake their capital that could be cleared by a single low geared lvl 50 player"
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Re: Blizzard CEO: "WoW subscriptions have stopped growing"

Post by Kuja »

Crossroads Inc. wrote:I think its more like "After 8 long years, The gnomes retake their capital that could be cleared by a single low geared lvl 50 player"
To be fair to the gnomes, they always had an reason to stay in Ironforge beside the mobs: their city was polluted by radiation and while us players might be able to get in and get out, actually putting the place back to use would have to wait until it was either scrubbed or the pollutants dispersed.

The trolls had no excuse though.
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Re: Blizzard CEO: "WoW subscriptions have stopped growing"

Post by Kuja »

CaptainChewbacca wrote:Well, looks like things are going to get interesting BEFORE cataclysm. According to MMO Champion, the gnomish and troll homelands are going to be retaken by force, permanently and forever.

That means that after eight long years, the gnomes are going to reclaim Gnomeregan. FOR MECHATORQUE AND GNOMEREGAN!
We're also getting a new raid opened in 3.3.5. The black dragons are getting antsy and apparently some of them are jumping the gun with an attack on the Ruby Sanctum before Deathwing gets back.
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Re: Blizzard CEO: "WoW subscriptions have stopped growing"

Post by Steve »

Interesting..... :twisted:
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Re: Blizzard CEO: "WoW subscriptions have stopped growing"

Post by Ghost Rider »

Kuja wrote:
CaptainChewbacca wrote:Well, looks like things are going to get interesting BEFORE cataclysm. According to MMO Champion, the gnomish and troll homelands are going to be retaken by force, permanently and forever.

That means that after eight long years, the gnomes are going to reclaim Gnomeregan. FOR MECHATORQUE AND GNOMEREGAN!
We're also getting a new raid opened in 3.3.5. The black dragons are getting antsy and apparently some of them are jumping the gun with an attack on the Ruby Sanctum before Deathwing gets back.
Yeah, I get a new trinket so I can further kick ass with....and still farm Hard Modes. And maybe by then they'll do something to Arthas Hard Mode. Even after beating Arthas on 10/25 I cannot see how 103 Million on him alone is going down. It's like taking down Festergut Hard Mode in 3 minutes.
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Re: Blizzard CEO: "WoW subscriptions have stopped growing"

Post by CaptainChewbacca »

God Damn, Ghost Rider! What guild are you in? My guild is still cautiously bringing down the wings, I've never even seen Sindragosa.
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Re: Blizzard CEO: "WoW subscriptions have stopped growing"

Post by Kuja »

Since these seems to be the de facto current Blizzard thread, here's a Cataclysm gear-change infodump courtesy of wow.com:
As promised in the Twitter developer chat, we now have a complete breakdown of how the stats and systems of the World of Warcraft will be changing with the release of Cataclysm. This information is absolutely essential to nearly everyone playing, and should be required reading for anyone raiding.

There are too many points to summarize in a neat list. So instead, over the next few days you'll be hearing from our columnists on how these changes are going to impact individual classes and specs. But, that shouldn't stop you from spending 15 minutes and reading through the entire list; the game's basic stats are becoming very very different.

A few of the more major points:
Stamina -- Non-plate wearers will have a lot more.
Spirit -- Only found on healing gear.
Intellect -- Grants spell power.
MP5 -- Gone completely.
Spell power -- Only on weapons, and just to make them clearly a caster item.
Attack power -- Gone on most items.
Parrry -- No longer provides 100% avoidance and no longer speeds up attack.
Resilience -- Only affects player damage and player crit damage, no impact on crit chance, mana drains, etc...
Block Value -- Gone, 30% passive block value now when wearing a shield.
Weapon Skill -- Gone completely.
Gem Color -- Few stats changing. Hit will likely become a blue gem (it's yellow now).
Defense -- Gone, becomes dodge, parry, or block rating.
Reforging -- You'll be able to reforge gear to customize your stats -- 50% of stat X can become stat Y. Restrictions apply (no Stamina->Strength, for instance).
Eyonix also says more information on mastery is coming in the future. The entire summary after the break.


From Eyonix:

As many of you know from panels at last year's BlizzCon and posts here on the forums since then, Cataclysm will bring about major changes to familiar character stats such as Intellect, Armor Penetration, Defense, and others, ultimately designed to make the effects of stats more easily understandable and make gear choices more interesting. As these changes will have a significant impact on how stats work and relate to one another, today we wanted to offer you a closer look at exactly what's in store and explain some of the rationale before Cataclysm arrives.

The most obvious question these changes raise is "Why are stats being changed, and why now?" As the game has matured, we've run into increasingly complex issues with the current stat system. Many stats are inherently confusing, and the way they interrelate can feel convoluted. Attack Power, for example, currently translates to damage, but so does Armor Penetration. Defense provides five different statistical benefits of varying utility. Mana regeneration involves understanding multiple stats and rules and often ends up being irrelevant anyway. In addition, the difference between a "good stat" for a class and a "bad stat" can be extreme. Some casters want Haste but not Crit; hunters want Armor Penetration but not Haste. There are other overarching issues, as well, such as Intellect not being very exciting for casters despite it being a core stat -- and these are just a few examples.

Our ultimate goal is make gear a more interesting (and less confusing) choice by making each stat valuable to more players. While the reasoning behind some of the following changes may be clear, we understand that you may have questions about some of the less obvious alterations, and we'll do our best to answer any questions you may have here on the forums.


What You'll See on Gear


Stamina - Because of the way we will be assigning Strength, Agility, and Intellect, non-plate wearers will end up with more Stamina than before. Health pools will be much closer between plate-wearers and other classes.

Spirit - Come Cataclysm, this stat should only be found on healing gear. Non-healing casters will have other systems in place to regenerate mana, and we are designing special solutions for Elemental shaman and Balance druids who often share gear with healers (more on this below). Raid buffs that currently boost Spirit (such as Blessing of Kings) will only boost the primary stats of Stamina, Strength, Agility, and Intellect. We are also likely changing the five-second rule and other quirks of the current regen system.

Intellect - Intellect will now grant Spell Power (more on this below). Intellect will also provide less mana than it currently does.

Haste - Haste will become more attractive for melee classes by allowing them to recover resources such as energy and runes more quickly. Our intention is for Haste to let you "do stuff" more often.

Block Rating - Block is being redesigned to scale better. Blocked attacks will simply hit for 30% less damage. Block rating will improve your chance to block, though overall block chances will be lower than they are today.

Parry - Parry no longer provides 100% avoidance and no longer speeds up attacks. Instead, when you parry an attack, it and the next attack will each hit for 50% damage (assuming they hit at all). In other words, Dodge is a chance to avoid 100% of the damage from one attack, Parry is a chance to avoid 50% of the damage from two attacks, and Block is a chance to avoid 30% of the damage from one attack.

Mastery - This is a new stat that will allow players to become better at whatever makes their chosen talent tree cool or unique. It's directly tied to talents, so what you gain from improving this stat is entirely dependent upon your class and the talent specialization you choose. We'll talk more about specific Mastery benefits in the future.

Armor - The way Armor mitigates damage is not changing, but the Armor stat has been rebalanced to mirror changes to the armor curve in Cataclysm. As a result, bonus Armor will go down slightly overall. We are also changing the mitigation difference among armor types so that plate doesn't offer so much more protection than mail, leather, and cloth.

Resilience - This will only affect damage done by players and critical damage done by players. It will not impact crit chance, mana drains, or other such effects.

Strength, Agility, Hit Rating, Expertise, and Critical Strike Rating - These will all still appear on gear as well. Aside from situations mentioned elsewhere in this list, in general these will function similarly to how they do now, though the details -- such as how much Hit Rating you might need to effectively combat high-level creatures (more on this below) -- are likely to change.


Being Removed from Items


Attack Power - This stat will no longer be present on most items as a flat value, though it will still show up on some process. Strength and Agility, which will be present on items, will grant the appropriate amount of Attack Power (generally 2 Attack Power per point of Strength or Agility) depending upon which stat a particular class favors. Agility may provide less Crit than it currently does.

Spell Power - Spell Power is another stat that you'll no longer see present on most items. Instead, as mentioned above, Intellect will grant Spell Power. One exception is that caster weapons will still have Spell Power. This allows us to make weapons proportionately more powerful for casters in the same way they are for melee classes.

Armor Penetration - This stat will no longer be present on items. Armor Penetration will still exist in talents and abilities.

Shield Block Value - This stat will no longer be present on items, since the amount blocked is always proportional to the amount of damage done. Talents and other effects might still modify the damage-reduction percentage from 30%, however.


Going Away Completely


MP5 - This stat will be removed from the game completely. Holy paladins and Restoration shaman will be redesigned to benefit from Spirit.

Defense - Defense is being removed from the game entirely. Tanking classes should expect to become uncrittable versus creatures just by shifting into Defensive Stance, Frost Presence, Bear Form, or by using Righteous Fury.

Spell Ranks - Spell ranks will cease to exist. All spells will have one rank and will scale appropriately with level. The levels at which you can learn certain spells are being changed in order to fill in some of the gaps, and we will be introducing some new spells to learn along the way as well.

Weapon Skill - This stat will be removed from the game completely. Classes will start with all the weapon skills they need to know and will not need to improve them.


What Else You Should Know


Combat ratings - All ratings will be much harder to "cap out" at maximum gear levels. Ratings will be steeper in Cataclysm, and creatures in later tiers of content will be harder to hit or crit, similar to how level-83 mobs are harder to hit or crit than level-80 mobs.

Reforging - While these changes will go a long way to making a wider variety of stats more attractive, we understand that sometimes you simply don't want more Hit Rating on your gear or you'd rather have more Haste than more Crit. In Cataclysm, we are going to give players a way to replace stats on gear as part of the existing profession system. As a general rule of thumb, you'll be able to convert one stat to 50% of another stat. While some conversions (like converting Stamina to Strength) won't be permitted, the goal is to let you customize your gear more.

Gems - We are changing the gem colors of a few stats as a result of these adjustments. For example, Hit is likely to be blue instead of yellow. We'll have more details on this in the future.

Changes to Existing Gear

As with previous expansions, we plan to roll out these changes and modify all existing gear shortly before Cataclysm launches, though it's still too early to say exactly when. For the most part, the gear you have will still be good for you, though there will be exceptions, such as warriors using leather and mail armor.

If you are a tank (druids excepted), expect to see:


No more Defense on gear. Existing Defense becomes Dodge, Parry, or Block Rating.
No more Block Value on gear. Existing Block Value becomes Block Rating.
You'll have as much Stamina as you're used to, though you may notice your tanking plate has a bit less Stamina than a comparable piece of DPS plate, since we tend to take the gem budget out of your most attractive stat.
Bonus Armor on gear will go down slightly.


If you are a melee DPS class, druid tank, or hunter, expect to see:

A lot more Stamina. Bear-form Stamina scaling will be lowered as a result.
Strength if you wear plate. Agility if you wear mail or leather.
Existing Attack Power becomes Agility and Stamina.Armor Penetration becomes Haste or Crit.
No Intellect on melee gear. Hunters won't need Intellect since they will no longer use mana. Shaman and Retribution paladins will get mana and spell damage in other ways.


If you are a DPS caster, expect to see:

A lot more Stamina.
All of your Spell Power converted to Intellect and Stamina.
No Spirit. You won't miss Spirit, though, because you won't need it for DPS or mana regen.


If you are a healer, expect to see:

A lot more Stamina.
All of your Spell Power converted to Intellect and Stamina.
Spirit instead of MP5. You'll probably be happy with Spirit, though, because mana regen is going to matter more than it does currently. Healing paladins and shaman will benefit more from Spirit than they do currently.


If you are a Balance druid or Elemental shaman:

You will still share gear with Restoration druids and shaman.
Your gear will have Spirit on it. It won't have Hit on it.
You will have a talent that converts Spirit to Hit. We will adjust talents accordingly so that you want about as much Spirit as, say, a warlock wants Hit.
Hit on rings and other such gear will still benefit you.
Raid buffs will no longer boost Spirit, so you shouldn't find yourself unexpectedly over the Hit cap because of buffs.


Many lower-level items with nonsensical combinations of stats, such as Agility and Spirit, will be changed. We're also updating quest rewards, trade skills, and loot drops to support better itemization for class builds that weren't widely available or used prior to The Burning Crusade (such as Balance druids).

We're aware this is a lot of information to take in, but this is still only a piece of the larger picture, and many of these changes rely on integration with other systems we haven't yet discussed in detail. In the weeks and months ahead, we'll continue to tell you more about these changes, along with all of the new and exciting features we have planned for Cataclysm.
Holy shit. We've seen most of this coming, to be fair, but seeing it all thrown together in one massive list is pants-crappingly awesome.
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Re: Blizzard CEO: "WoW subscriptions have stopped growing"

Post by GuppyShark »

I guess they listened when we complained about gear homogenisation. Spirit comments are interesting, is the Five Second Rule going away?
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Re: Blizzard CEO: "WoW subscriptions have stopped growing"

Post by Minischoles »

Couple of things I like from reading that:
Stamina - Because of the way we will be assigning Strength, Agility, and Intellect, non-plate wearers will end up with more Stamina than before. Health pools will be much closer between plate-wearers and other classes.
Finally, the imbalance between melee and casters is retarded. Melee in raids and pvp can have well over 30k HP without any kind of trouble, while casters are usually much much lower.
Armor - The way Armor mitigates damage is not changing, but the Armor stat has been rebalanced to mirror changes to the armor curve in Cataclysm. As a result, bonus Armor will go down slightly overall. We are also changing the mitigation difference among armor types so that plate doesn't offer so much more protection than mail, leather, and cloth.
Again, long overdue change here, especially for pvp, where certain classes will absolutely dominate clothies, but do nothing against plate wearers (rogues/non-arp stacking warriors)
Spell Ranks - Spell ranks will cease to exist. All spells will have one rank and will scale appropriately with level. The levels at which you can learn certain spells are being changed in order to fill in some of the gaps, and we will be introducing some new spells to learn along the way as well.
Hopefully this will help streamline leveling even more, since they can introduce spells far earlier and not worry about problems with them. For example, until the mid 70s I believe, Shamans don't have ANY spells that aren't nature based. Arcane mages don't get Arcane Blast until level 63/64, Warlocks don't get incinerate until the 60s. Tons of spells that are integral to some classes, don't get introduced until they're nearly done leveling.
Weapon Skill - This stat will be removed from the game completely. Classes will start with all the weapon skills they need to know and will not need to improve them.
Long overdue yet again, it's another archaic retarded mechanic, that just causes untold hassle. It's great when I play my DK and finally get a decent sword or axe, only to learn my weapon skill is so low I need to go spend a few hours hitting low level mobs just to get it up again.
Combat ratings - All ratings will be much harder to "cap out" at maximum gear levels. Ratings will be steeper in Cataclysm, and creatures in later tiers of content will be harder to hit or crit, similar to how level-83 mobs are harder to hit or crit than level-80 mobs.
This i'm interested in, since the way it's worded seems to imply that Hit and Crit will no longer be able to cap out as they have done this expansion. If they introduce some sort of sliding scale - each tier of content requiring more hit, devaluing crit a little more - it means you don't get the situation you have with casters, where hit gear is largely useless for them, and with many classes who have effectively reached the crit cap now (I believe most melee are capable of reaching that point, as well as a number of caster specs).
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Re: Blizzard CEO: "WoW subscriptions have stopped growing"

Post by Teleros »

Again, long overdue change here, especially for pvp, where certain classes will absolutely dominate clothies, but do nothing against plate wearers (rogues/non-arp stacking warriors)
There are non-ArP stacking warriors in PvP?!
Hopefully this will help streamline leveling even more, since they can introduce spells far earlier and not worry about problems with them.
I think it was just a case of adding new spells to each class for each expansion, rather than thinking much about what level those classes had to be to get them.
This i'm interested in, since the way it's worded seems to imply that Hit and Crit will no longer be able to cap out as they have done this expansion. If they introduce some sort of sliding scale - each tier of content requiring more hit, devaluing crit a little more - it means you don't get the situation you have with casters, where hit gear is largely useless for them, and with many classes who have effectively reached the crit cap now (I believe most melee are capable of reaching that point, as well as a number of caster specs).
Depends on how they implement it, but should be interesting at least. Dunno about rogues and such reaching the crit cap, but I don't think it's all that common amongst plate-wearers.
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Re: Blizzard CEO: "WoW subscriptions have stopped growing"

Post by GuppyShark »

You hit diminishing returns on crit rating pretty quickly. I was a raiding rogue in TBC (obligatory WARGLAIVE gloating here) and most of the time Agility/Hit was better to gem for.
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Re: Blizzard CEO: "WoW subscriptions have stopped growing"

Post by Teleros »

That's hardly the same as the crit cap though, which is what Minischoles was talking about.
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Re: Blizzard CEO: "WoW subscriptions have stopped growing"

Post by GuppyShark »

Sure, I didn't spell out the extrapolation.

If the point of diminishing returns for one stat is closer than the others, then the cap is probably closer too.

The hit cap was the point at which 100% of your attacks will land. There was a 'soft' cap for 100% of your yellow strikes and the 'hard' cap for white strikes.

Was there a hard cap for crits? 100% crit seems a little crazy. The 30% figure comes to mind but that might be the 'soft' cap.
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Re: Blizzard CEO: "WoW subscriptions have stopped growing"

Post by Teleros »

GuppyShark wrote:Was there a hard cap for crits? 100% crit seems a little crazy. The 30% figure comes to mind but that might be the 'soft' cap.
No, ~25% of your autoattacks will on average be glancing blows, so ~75% crit is the effective cap for melee. Not sure about specials though.
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Re: Blizzard CEO: "WoW subscriptions have stopped growing"

Post by Ghost Rider »

Crit Hard Cap is

24% miss rate
10% glancing
4.8% Raid boss depression of critical chance
61% Critical

Essentially you can literally be missing, glancing, critical hits constantly. There is a hard cap for critcals. This is literally how WoW figures your Hit/Miss/Glance blows. Thus you can get to a point where every single hit is a critical or a glancing blow. With raid buffs, most Fury can reach it, and I know rogues easily reach it.
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CaptainChewbacca
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Re: Blizzard CEO: "WoW subscriptions have stopped growing"

Post by CaptainChewbacca »

Its going to be interesting to see how gems change before Cataclysm. Right now I'm socketed to the gills for Arp (as a combat rogue), and that stat is disappearing. Am I suddenly going to have an absurd amount of haste or agility? Will gems be replaced with credits for new replacement gems?

I have to say, I really, really like how they're changing haste for rogues. Makes me think I might be able to become a furious tornado of death and finally hit 10k dps. Right now I'm only doing 9200-9500 on stationary boss fights.
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Minischoles
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Re: Blizzard CEO: "WoW subscriptions have stopped growing"

Post by Minischoles »

CaptainChewbacca wrote:Its going to be interesting to see how gems change before Cataclysm. Right now I'm socketed to the gills for Arp (as a combat rogue), and that stat is disappearing. Am I suddenly going to have an absurd amount of haste or agility? Will gems be replaced with credits for new replacement gems?

I have to say, I really, really like how they're changing haste for rogues. Makes me think I might be able to become a furious tornado of death and finally hit 10k dps. Right now I'm only doing 9200-9500 on stationary boss fights.

IIRC, there was a hint that Armor Pen gems would get changed to either haste or your main dps stat (so agility for rogues/ferals, strength for warriors/dks). Also if you want to break 10k DPS, go mutilate. It's a horribly boring spec, but hitting high dps (>10k) is possible even in 232/245 gear. Would require pretty much a complete regemming though.
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Re: Blizzard CEO: "WoW subscriptions have stopped growing"

Post by Ghost Rider »

So far the interesting design of not wanting all Melee DPS going "Leather is Better!" creed is they are making a passive Mastery to the armor you should be wearing.

Now this can have two roads. One, said armor and thus mastery by extension has to EXCEED the benefits of said other armor. In other words none of this "Agi+Crit gives my character extreme dominance versus shitty plate!" that pervades the current play, which is sad they think warriors go for leather because AP+Agi+Crit is attractive. No, motherfuckers, you can take your 100-150 AP off and the warrior is looking at achieving Critical Cap versus a piece of plate that GIMPS him, because stat placement is so fucking godawful(Look at warrior BiS on EJ). Second road is they just give a minor boost, top end DPS cares nothing because that piece of equipment gives stats they NEED out the wazoo versus a minor boost in a stat that may mean nothing more then 1% AP if that.

Ultimately it is a very bold choice, but it's the old shit they have never fixed I have some concerns for. Reducing complexity is fine, but gear choices are actually very simple when it comes down to what is best in slot as well as the aiming for it and Blizzard should realize this before we get warriors in leather...again.
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Re: Blizzard CEO: "WoW subscriptions have stopped growing"

Post by Broomstick »

I am seriously getting pissed off at the scammers who try to imitate being a GM, and who send you whispers that you're account is either suspended or about to be. No, shitheads, you're not a GM, I've seen/spoken to/interacted with GM's in the game, you're not one of them, and if my account WAS suspended I wouldn't be able to fucking play!

Sad thing is, enough people do fall for this that it keeps going.
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Re: Blizzard CEO: "WoW subscriptions have stopped growing"

Post by The Yosemite Bear »

Wait? MP5? what, did that mean goblin could make Automat Kalasnikov-47, And Gnomes will get "Say hello to my little friend"?
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