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Death Knight * The original idea behind the rune system was a totally customizable rune pool (like, 6 Unholy runes) but "it sucked". They changed it to what is it today (2 Runes of each type) * Death Knights shouldn't be played like a metronome and is intended to be an interactive and reactive class. * As a death knight, your talent trees are a good way to define "your style, but not your role". Devs want to bring this philosophy to other classes. Druid * Balance druids have been greatly improved and you shouldn't see a lot of OOMkins anymore. Their DPS is now on par with other DPS classes. * Balance DPS looks pretty good now but developpers are keeping an eye on the survavibility * Entangling roots was allowed indoor to give druids more crowd control ability in instances. * Restoration were stuck in the HoT niche and were very limited in 5-mans or raids. Nourish is new flash heal-like spell added to solve this problem on single targets and Wild Growth was added to give them an AOE Heal. * Druids were also given an OOC resurrection spell. * Feral druids were decent at tanking and DPSing, but couldn't master any of these fields. In WotLK you can take all the bear talents to become a very good main tank, or all the cat talents to have a very high DPS. * Feral mana is a known issue, and developpers don't want intellect on feral gear. This is being looked at Hunter * The hunter pet system was overhauled because it was "clumsy for new players". * The shot rataion has been cleaned to make things easier for hunters and make them less reliant on mods or macros. * Freezing shot was introduced to make pulls faster without having to deploy your traps on the ground each time. Mage * Frostfire Bolt is a way to achieve an elemental tree with mages, they should be able to deal both fire and frost damage * Mage DPS looks pretty good now, there are still a few mana issues getting fixed very soon * Living Bomb base damage will most likely be increased and the spell mechanics might be modified slightly. Overall, the 51-points talent weren't meant to be spammed and developpers want them to be situational * Frost and Fire looks pretty balanced now, but Arcane needs a few more tweaks. Arcane needs to be more "mobile" Paladin * Paladins were decent off-tanks but not great main tanks, this is fixed in WotLK. Paladins should focus on protection gear instead of spell power. * Holy Paladins were good healers but couldn't do much in encounters where players are required to move a lot, however they definitely don't want them as a HoT class. * Retribution paladins are supposed to deal a decent amount of DPS without running out of mana. * Retributions paladins have to be in control of their damage and shouldn't have to rely on lucky critical strikes to deal most of their damage Priest * The goal with Shadowpriest is to make them a DPS class, not just a mana battery. * Discipline priests should be viable raid healer. * Mind sear was introduced to give priests another viable DPS ability. * Class-specific racial abilities were cool, but the idea became got "old" with time. That's why racials have been revamped Rogue * AoE DPS was really needed and Fan of Knives was added to the game. * Purchasable poisons and the buff of the dagger spec should help "reintroducing" them to the game. * The goal is to have end-boss less immune to poisons and rogues less dependant of Windfury Shaman * Totems are now physical and harder to dispell, have more life and last longer. * Hex was added to give Shamans more crowd control ability, Riptide to improve their healing, and Lava Burst their spell DPS. Warlock * Warlocks pets have been made more useful. * The warlock rotation shouldn't be restricted to a shadowbolt spam, that's why Chaos Bolt was added. * Affliction Tree is still too complicated and developpers are working on it. Developers definitely want it back as a raiding spec * Pets should be easier to summon/switch and use. Warrior * Protection spec has been revamped to make it cooler to play, mitigation talents now take a lot less points and will let you invest in a few other nice tools. * In TBC, Arms was PvP and Fury the PvE spec, this will change in WotLK : Battle Stance, Overpower, and Rend have been improved. New fun abilities have been introduced like Bladestorm and Sudden Death, Fury obviously have Titan's Grip. ve diğer açıklamalar Tanking * All the tanking classes are now suitable as a main tank and their threat has been greatly increased to make fights more fun, fights are now more about skills than dying because of a random aggro. Group Flexibility * There are 30 specs but only 25 spots in a raid. The class choice should be very flexible and the buff/debuff system overhaul was done to help with that. Cancelling a buff because a class wasn't available (like Shamans for Bloodlust) was not desirable. * Most buffs now affect the whole raid and multiple classes can give them, however none of them will stack. You should get more types of buffs by bringing a fewer number of players and will be able to optimize them by bringing the right spec but it definitely won't be as necessary as it was in TBC. Dual-Spec system * The dual-spec system will be introduced in a content patch. The goal is to let you switch specs very easily in raid, even between fights ! However it won't be possible to switch specs in the middle of an arena match. * With dual-spec introduced in the game, there are also discussions about an Itemrack-like mod being introduced to the default UI |
blue-post:
Dual-Spec system
* The dual-spec system will be introduced in a content patch. The goal is to let you switch specs very easily in raid, even between fights ! However it won't be possible to switch specs in the middle of an arena match.
* With dual-spec introduced in the game, there are also discussions about an Itemrack-like mod being introduced to the default UI
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