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Community
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Edited by Takralus on 07/06/11 16:11 (BST)
Welcome to the World of Warcraft Developer Global Q&A. In this thread we'll be collecting questions from you to have answered by our developers. We'll be asking for your question each time a new Q&A Questions thread goes up, having the community vote on them, and posting the answers we receive approximately one week later.
This week’s topic is: Damage Dealing Status: LOCKED. Tallying votes and seeking answers. Here's how this works:
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#1
06/06/2011
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To improve balance, have you considered giving weaker dps characters such as frost mages support abilities that buff the whole raid? This would then make pve balanced while not making frost mages even more powerful in PvP.
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#2
06/06/2011
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why have armor Against normal attak and not to spell attak?
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#3
06/06/2011
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Will we ever see an in-game damage meter to replace recount ?
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Is there any plan address the issues of rogue dps when target switching?
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Edited by Fallennzall on 06/06/11 18:01 (BST)
currently, several specs (demonology locks, frost deathknights, retribution paladins, fire mages) have an AoE attack in their single target rotation (hand of gul'dan, howling blast, holy wrath, living bomb). with the current focus on crowd control, how does this fit in your overall design?
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Only one warlock spec for pvp, is it fine ?
One question is not enough since, you don't care about the whole cr*p design you made for locks. SO much to say....... |
#10
06/06/2011
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This will inevitably be said so get it done now:
Fights generally favour ranged (some can be done with no melee, but can't be done with no ranged). Any changes going to happen, such as spell immunity phases(a casters phase they can't dps)? |
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"any thoughts on the differences in skill required for many of the different DPS specs, some specs have a much easier time of achieving strong damage than others, for instance feral druid is (in my humble opinion) vastly more complicated than fury warrior"
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Edited by Axzor on 06/06/11 17:39 (BST)
Would you consider heightening dps requirements for stuff or just generally involve them more in fights than a mere interrupt which can now be covered by tanks (and healers to a lesser extent)? Most raid fights nowadays don't seem to have any steep dps requirements bar stuff like Cho'Gall and Sinestra, not to mention DPS can basically do a third of their 'potential' dps in heroic dungeons and still get away with it.
To me this seems to be the core reason there's a lack of tanks or healers: you can't be as horrible as those roles without getting called out on it. |
#14
06/06/2011
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In tier eleven, a common problem for melee DPS was that the encounter mechanics were often extremely punishing towards them, while far less so for ranged DPS. For example, Elementium Monstrosity's Electric Instability before it was changed or Sinestra being difficult to attack from behind.
Will there be a greater melee friendliness, or added difficulty to ranged DPS for encounters in the next raiding tier(s)? |
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Edited by Nexiv on 06/06/11 17:36 (BST)
The role of Damage Dealer in dungeons currently has the most forgiving requirements for group success, in terms of both gearing and performance, while the majority of responsibility is placed on healers and tanks.
The repercussions have seen a large number of players moving away from healing/tanking and into dps'ing, as it allows for what is seen as an easier and hence more enjoyable experience. Are there any plans to balance the performance requirements and responsibility for dungeon success across all group members? |
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Edited by Pycho on 06/06/11 17:37 (BST)
Classes with high burst and low ramp up time are better off on swapping fights, which other classes pump out damage by multi-dotting. What way are you planning future encounters? With any chance of intresting fights (not just the pew pewing with the odd movement or interrupt)
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#18
06/06/2011
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Has there been any thought towards designing an instanced "practise mode" for raid boss encounters? Allowing a dps to enter the instance and have a virtual tank or healer accompany them into a raid boss encounter so they can get used to the boss's mechanics and abilities. Or some other way of getting used to a raid boss, without having to pull in 9 other players?
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Since Hunters can no longer practaclly control what their pet can do, and removed the happiness so they do less damage, and Survival and suffered a big nerf, would you be making any big improvements to Hunters or their pets?
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#20
06/06/2011
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