World of Warcraft Future Improvements/Developments

golem

Member
http://www.worldofwarcraft.com/info/underdev/

Next Patch:

New Dungeon: Dire Maul (56-60 level Dungeon in Feralas)
More information coming soon!

UI Improvements:

+ 4 new action bars totaling 48 action slots
+ Chat bubbles
+ Quest tracker
+ Group loot - rolling on a "bind on pick-up" item now brings up a confirmation dialog

Action Bars + Bubbles
Quest tracker

Class Improvements:

+ Mage - New Spell: Mage Armor allows mana regeneration to function while casting and increases resistance to all magic schools
+ Druid - Cat form damage per second increased
+ Warrior - Rage will now generate when attacks are parried, dodged and blocked
+ Priest - Power Word: Shield can now be cast on all raid members

Meeting Stones: Meeting Stones are located outside of each dungeon to help players find a group to adventure into the dungeon. The meeting stone will try to find you a viable group by finding a tank, a healer, and so on. As time goes on and you are unable to find a group, the meeting stone will become less picky about who it chooses to group you with.

Numerous Bug Fixes
bubbles.jpg


Currently in Development:
Outdoor Raid Encounters:

Azuregos
(encounter in Azshara)
Lord Kazzak
(encounter in Tainted Scar)

Player vs Player Honor System: Players will have access to new armor sets and weapons by increasing rank in the PvP Honor System.

Player vs Player Battlegrounds - Graveyard, Guard Tower, and Mine Control: Factions can capture and control graveyards, guard towers, and mines in contested areas.

Player vs Player Battlegrounds: Player vs Player Battlegrounds will be added to the landscape.


New High End Content:
+ Blackwing Lair (New Raid Dungeon)

High Level Items: New dungeon/instance armor sets.
kazzak.jpg

bit more at the link
 
From frontpage..
We also wanted to give you an update on two of our most highly anticipated features. These features are currently the development team's highest priorities.

Player vs. Player Honor System
The PvP Honor System is in its final phase of testing. We are currently running stress tests with data taken from live realms. These stress tests allow us to catch any unforeseen problems that can occur when the system begins calculating data from hundreds of thousands of players at one time. As soon as we gather enough information and are comfortable with the performance, we will activate the Honor System in a patch.

Battleground System
Battlegrounds are currently undergoing extensive internal testing. Once we are happy with our internal playtests, we will open up an external test realm so we can begin testing Battlegrounds in a live environment with existing players. Please note that we are still working out the details of the test realm and we will release more information as soon as it becomes available.

Instead of holding back already-finished content and necessary bug fixes for a combined patch with these systems, we decided to split them into separate patches. This lets us present new content immediately while still allowing us to refine these two new systems. The Honor System and Battlegrounds will be introduced in a later patch in the future, and might not be unveiled at the same time. We will reveal more information as it becomes available. Thank you for your patience.

Once again, we thank all of you for spending your time with us, and we wish you luck on your adventures in Azeroth.
 
More high level instances is great (Molten Core is the only one I haven't beaten--it insanely difficult) and the other changes sound good too. Warlock needs some serious work though, my high level pets are too cubersome to use effectively and are gimped in PVP big time.
 
I don't think any of that is new. Though I must admit that new spell will make my Mage all the sexier. :)
 
new mage spell = yes!

chat bubbles = ...okay sure why not

built in quest tracker is nice and i cant wait to visit dire maul

but seriously, it took them this long for just this?
 
im glad they're leaving rogues alone. They dont need improvements and they dont need nerfs. Awesome

The new bars are welcome too, I was tired of them breaking cosmos every little patch. No need for cosmos. Yey
 
Chat bubbles = amen! One of the very few things CoH does better than WoW.

Rogues for the win!

Druids need far more help than that.
 
hunters are gonna be pissed if they don't get their bugs fixed.

and yeah, druids need some more work.
 
WHAT THE HELL

Mages can regen during casting, now? Aren't they an int-based class? We priests are over here stuck with useless class-specific spirit gear. ANGRY!
 
I like. However, as JackFrost points out, priests are being left out in the cold. I started a priest not too long ago and, man, it's a bitch...no wonder there aren't that many on my server.
 
I must also point out that this "improvement" to the Priest class is simply them partially reversing a ridiculous, class-destroying nerf they did a few weeks back. THANKS.

I'm just bitter because Priests are the "spirit class," while mages are int and warlocks are stamina. But the 5-second rule destroyed the usefulness of spirit in long battles. So now the Mages get a special spell so they can keep nuking til the cows come home - getting all the benefits of being an int-class with free drinks AND an in-battle spirit buff - while priests are left fucking out in the cold with broken spirit, depleted mana, and pathetic class gear most priests don't even roll on.

Wow, I've turned into a bitter MMO player! Who knew.
 
MrAngryFace said:
Well the Vanish not working on hunters mark is lame, but wasnt their aspect of hawk and dps all fucked up too?

Yes, hunter dps has all sorts of bugs. Aspect of the Hawk sometimes doesn't work at all, and sometimes lowers my dps. Trueshot Aura causes the same problems, and doesn't always work on players in my party, or on my pet. +Atk Power and +Marksmanship bonuses on weapons/items don't always get counted either. There's strange workarounds for it, mostly requiring re-equipping items and turning aspects on/off, etc in the right order. The only problem is it resets to the buggy lowered dps at random. Really annoying.

On top of this, our pets are really buggy as well. Especially in regards to their movement speeds.
 
It's curious how they have left Warlocks untouched given the angst in the discussions about them. I think the problems comes with high levels Warlocks in PVP so don't understand the issue given I'm a poor level 13 Warlock, but the discussions in Blizzard forums were crazy, I don't want to visit them again if I can avoid it.
 
I think this is going to be a continuing trend with Blizzard. We all know they move at glacier speed with their development of content, so I expect patches like this to be thrown around every now and then to keep the dogs at bay.

Still holding off from resubscribing until a REAL patch is released.
 
How bout they spend some time on the actual patching system they have. I just cancelled my account because I just couldnt take that piss poor patching system any longer. That wasnt the only reason I cancelled, but it was the straw that broke my back.


Names for characters ingame like "sugerhoney" "hothips" "kissmesweet" etc just ruin the whole thing. I play mmorpgs to roleplay and to goto the days of swords and spells. Not to see honeysweetcheeks and bigswordhung running around.

Improve the naming rules, update the character models to something better than EQOA (yes, the playstation EQ game), and a few balancing fixes could bring me back....but then again, keep the present patching system and I will never return.

Here's a ? mr wizard.....why doesnt Blizzard include the patch fixing program with each patch? Instead you have to find it hidden in their support pages and d/l it. It fixes your corrupted patch instead of redownloading everything. Didnt know about this program? Me either before I found it on their site.

Little game companies rock....large ones just lose their common sense.
 
Such anger.

The patch looks cool, though I'll feel slightly less l33t when the game subsumes the functionality of all the mods I use. I wonder how IF will look when covered in speech bubbles.

I think the priest class is in fairly good shape, though holy tree needs a buff. Regarding the five second rule, that's why heals should be cast in batches... so spirit has time to do its work between them. I personally focus on INT, though. Everyone knows SPI ain't too hot compared to other stats.
Same with Druids...tons of legit concerns but it all cam e down to increasing cat DPS and "wrking as intended, too bad"
Sorta, but I'm very happy with the bear / dire bear AC increase from a month or two back and a cat DPS increase sounds pretty hawt too. These changes may not completely "fix" the druid, but they're certainly pretty big steps forward*.

*Armor, anyway. The DPS increase hasn't been demonstrated yet, so I'll remain a bit skeptical on that one.
 
"Player vs Player Battlegrounds - Graveyard, Guard Tower, and Mine Control: Factions can capture and control graveyards, guard towers, and mines in contested areas."

Ah HAH. I knew with all the lag recently ex-Wolfpack people had been hired on by Blizz! (There's your little game company there, Norse.) :D
 
warlocks are stamina, not int, though int is my secondary stat.

Mage armor had better be a spell they can cast on other party members... though at the same time, god, that will only make mages even more required for raids/high level instances.

edit: And Warlocks need an entire fucking patch for themselves just to fix all the issues with them at higher levels. The class flat out fucking sucks in pvp against any equally skilled opponent because virtually every class counters one of the core class defining abilities/pvp requirements (fear, dots, or curses). The DOTs do not scale well at all in pve even with no debuff limit, except against raid mobs, and simply giving them the same damage over shorter periods of time would make the class stronger. Only the magic resistance debuffs are good; weakness is worthless, recklessness is ok (only because it shuts down runners and debuffs armor) and agony is pure and utter garbage at high levels except against a named mob at the very end of the instance.

The only truly good things about warlocks vs making a mage atm are banish, soulstones, healthstones, summoning, and looking cool with the warlock set. Part of this is because of Blizzard's stupid debuff limit (virtually every class procs some kind of debuff, whether passives from talents or from regular abilities) and part of it is just a serious lack of foresight about the class. It is flat out unbalanced that a priest, the best healer in the game, does better DOT damage than a warlock, the class designed to kill with DOT damage, if you take both classes with no talents. And the solution isn't to nerf the priest's DOT because they NEED that damage while soloing unless they go full into the shadow talents. For a DPS class the warlock is not nearly as good as it should be. For all of its utility in pve, the class is simply not well equipped to handle anything in pvp. The pets do not scale well with levels - at level 60, my starting pet that I got at level 4 is far superior to the other pets... only two of the others are used, the succubus and the felhunter, and for very specialized reasons. The demonology talent tree has great talents at the very top and very bottom, and almost total garbage in between, making the number of fully demonology specialized warlocks very few. The endgame pets rely upon an extremely unreliable gimmick that destroys their utility in pvp and pve for no reason at all (ok, the real reason is because if they were treated as normal pets they would show just how absolutely shitty the regular pets are at higher levels).

Conclusion: Don't make a warlock if you want a pvp character, because it is abso-fucking-lutely worthless in pvp. In duels, the class is fine because you have a milion years to prepare for duels (unlike any real pvp), so of course you can win. Warlocks are ok as a raid/high level group character, but are honestly boring as fuck to play until things change, because you cannot play the class to its full potential and are left with one very boring, repetitive "strategy" in high level instances/raids of using the appropriate curse for a mob and spamming your shadowbolt spell (again, because this is all you can do thanks to the debuff limit). And people who play other classes think things are just fine because you can sometimes pull out some huge damage numbers. But things are not fine, the class is full of massive problems that only show up near the high levels.
 
firex said:
Mage armor had better be a spell they can cast on other party members... though at the same time, god, that will only make mages even more required for raids/high level instances.

Mages are already the "preferred" caster-assistant because of their water. If Mage Armor can be cast on other classes then you'll more-or-less NEED one in any serious instance/raid.
 
This isn't the patch, just a sample preview of what is set in stone and far enough in testing to let us know. The real patch will have more content and more class adjustments than listed here.

They gave larger addresses to Druids, Warriors and Warlocks on Blizzards WoW forums. If you play WoW, you need to pay attention to the general board there. They sticky all kinds of shit from the developers, they moved these to the class specific areas, however after a bit.

That said, I'm very interested to see how the patch will pan out in full for Warriors and Warlocks. Personaly, I believe Warlock is worse off than Warrior, but despite that neither are as gimped as people overblow them to be. The balance in general is surprisingly decent.

The Druids, well, they're getting more than they deserve to be honest according to the full address on the boards, and I play one. Anyone who thinks Druid is gimped is out of their mind, sorry.

Jack, I agree, in full, that spirit needs to be fixed, but other than that, I cannot defend a Priest. :p Priests and Druids are the whiners of WoW, especially Priests, since they have the best class and still bitch.
 
I never see any alliance Warlocks. But when I made a Horde character, holy shit, everywhere. I don't get it.
 
It's probably because guilds want warlocks, so someone makes a warlock alt to power level it. Mages/warlocks are just conjured item bitches for the most part, but at least the mage gets to direct damage nuke the fuck out of things after summoning water and food for the healers/rogues/warriors/hunters. The warlock gets to DOT after making healthstones for everyone, summoning the classes that actually kill things, and soulstoning the priest. In its current state the DOT won't even go full duration before being knocked off by someone else's debuff or the other DPS classes killing the mobs so fast it contributed virtually nothing to the kill.

But we'll be able to get soul shards off an honorable kill in pvp! And a special soulshard bag!
 
I see mostly Orc ones, very confusing, but a hell of a lot cooler than grazing the mouse over the Iron Forge AH to see an almost static listing of "Human Paladin".

I think alliance players have some weird stick up their ass to be honest.

They do, I'm an Alliance, and even I think that. They're either totally stuffy or just complete idiots.

They suck at PvP to boot, going to harass the Horde is SO SO much more challenging, I can beat almost any Alliance member on any class with up to a five level gap.

The ones that'll duel me at least =( Most just cancel and walk away, while I /chicken at them and make rude remarks.
 
Alex said:
I see mostly Orc ones, very confusing, but a hell of a lot cooler than grazing the mouse over the Iron Forge AH to see an almost static listing of "Human Paladin".

Orc Warlocks have the highest base stamina, that's why. That's why my main is an Orc Warlock.
 
Eh, hope I didn't come across as whining too much. I really am quite happy with my Priest. I'm just bitter that it's the Mage, not the Priest, who's getting the Spirit fix -- and that our "Major Improvement" is "finally fixed something we never should have broken in the first place." I know I have it good compared to a lot of classes, though.
 
No, not at all, I just like to pick on Priests. Probably because every good Shadow Priest I've run across has stomped me into the ground.
 
JackFrost2012 said:
Eh, hope I didn't come across as whining too much. I really am quite happy with my Priest. I'm just bitter that it's the Mage, not the Priest, who's getting the Spirit fix -- and that our "Major Improvement" is "finally fixed something we never should have broken in the first place." I know I have it good compared to a lot of classes, though.


well int may be our basic stat, but for some reason blizzard gives us nothing but spirit gear in game. for the amount of mana we use, this was needed.
 
sp0rsk said:
well int may be our basic stat, but for some reason blizzard gives us nothing but spirit gear in game. for the amount of mana we use, this was needed.

for serious.

i'd still like to see some level 60 water, to reduce the ridiculous downtime at high levels, but mage armor is a big step in the right direction. i just hope it stacks with ice armor.
 
I just hope it's not castable on other players, because I do not want mages to become as required for raids as priests are.
 
Well I for one will definitely be deactivating the chat bubbles.

Only adds to the clutter imo, especially if you have teamspeak going.
 
Well, I'll at least log on to try the new dungeon. They did a great job with Maraudon so here's to hoping this is as good.
 
firex said:
warlocks are stamina, not int, though int is my secondary stat.

Mage armor had better be a spell they can cast on other party members... though at the same time, god, that will only make mages even more required for raids/high level instances.

edit: And Warlocks need an entire fucking patch for themselves just to fix all the issues with them at higher levels. The class flat out fucking sucks in pvp against any equally skilled opponent because virtually every class counters one of the core class defining abilities/pvp requirements (fear, dots, or curses). The DOTs do not scale well at all in pve even with no debuff limit, except against raid mobs, and simply giving them the same damage over shorter periods of time would make the class stronger. Only the magic resistance debuffs are good; weakness is worthless, recklessness is ok (only because it shuts down runners and debuffs armor) and agony is pure and utter garbage at high levels except against a named mob at the very end of the instance.

The only truly good things about warlocks vs making a mage atm are banish, soulstones, healthstones, summoning, and looking cool with the warlock set. Part of this is because of Blizzard's stupid debuff limit (virtually every class procs some kind of debuff, whether passives from talents or from regular abilities) and part of it is just a serious lack of foresight about the class. It is flat out unbalanced that a priest, the best healer in the game, does better DOT damage than a warlock, the class designed to kill with DOT damage, if you take both classes with no talents. And the solution isn't to nerf the priest's DOT because they NEED that damage while soloing unless they go full into the shadow talents. For a DPS class the warlock is not nearly as good as it should be. For all of its utility in pve, the class is simply not well equipped to handle anything in pvp. The pets do not scale well with levels - at level 60, my starting pet that I got at level 4 is far superior to the other pets... only two of the others are used, the succubus and the felhunter, and for very specialized reasons. The demonology talent tree has great talents at the very top and very bottom, and almost total garbage in between, making the number of fully demonology specialized warlocks very few. The endgame pets rely upon an extremely unreliable gimmick that destroys their utility in pvp and pve for no reason at all (ok, the real reason is because if they were treated as normal pets they would show just how absolutely shitty the regular pets are at higher levels).

Conclusion: Don't make a warlock if you want a pvp character, because it is abso-fucking-lutely worthless in pvp. In duels, the class is fine because you have a milion years to prepare for duels (unlike any real pvp), so of course you can win. Warlocks are ok as a raid/high level group character, but are honestly boring as fuck to play until things change, because you cannot play the class to its full potential and are left with one very boring, repetitive "strategy" in high level instances/raids of using the appropriate curse for a mob and spamming your shadowbolt spell (again, because this is all you can do thanks to the debuff limit). And people who play other classes think things are just fine because you can sometimes pull out some huge damage numbers. But things are not fine, the class is full of massive problems that only show up near the high levels.

Seriously if they fix the Warlock pet tether issue (where your pet lags so far behind you it poofs, wasting a shard, if you don't stop every five steps or so) and give us a special bag for shards that doesn't take up a bag slot; it'll be happy with just that.

My Warlock has a heavy Destruction/Affliction spec:

Affliction Talents (11 points)
# Suppression - 3/5 points
Reduces the chance for enemies to resist your Affliction spells by 6%.
# Improved Corruption - 5/5 points
Reduces the casting time of your Corruption spell by 2 seconds.
# Improved Life Tap - 2/2 points
Increases the amount of Mana awarded by your Life Tap spell by 20%.
# Amplify Curse - 1/1 point
Increases the effect of your next Curse of Weakness or Curse of Agony by 50%, or your next Curse of Exhaustion by 20%.

Demonology Talents (5 points)
# Demonic Embrace - 5/5 points
Increases your total Stamina by 15%, but reduces your total Spirit by 5%.

Destruction Talents (35 points)
# Improved Shadow Bolt - 5/5 points
Your Shadow Bolt critical strikes increase the next 4 sources of Shadow damage dealt to the target by 20%.
# Aftermath - 5/5 points
Gives your Destruction spells a 10% chance to daze the target for 5 seconds.
# Shadowburn - 1/1 point
Instantly blasts the target with 87 to 99 Shadow damage. Requires 1 Soul Shard. If the target dies from Shadowburn, and yields experience, the caster gains a Soul Shard.
# Devastation - 5/5 points
Increases the critical strike chance of your Destruction spells by 5%.
# Destructive Reach - 2/2 points
Increases the range of your Destruction spells by 20%.
# Improved Searing Pain - 5/5 points
Increases the critical strike chance of your Searing Pain spell by 10%.
# Ruin - 1/1 point
Increases the critical strike damage bonus of your Destruction spells by 100%.
# Improved Immolate - 5/5 points
Increases the initial damage of your Immolate spell by 25%.
# Inferno - 5/5 points
Increases the damage done by your Fire spells by 10%.
# Conflagrate - 1/1 point
Ignite a target that is already afflicted by Immolate, dealing 197 to 251 damage and consuming the Immolate spell.

And with that I get enough DPS to survive in PvP.
 
The change is somewhat necessary for mages who have pretty bad downtimes, but I think it's going to cause the wrong idea. I've played with mages who've done perfectly well using their mana and not having to redrink after every fight, but they're usually the ones who understand that an over-nuking mage equals a dead mage (or dead priest who was trying to save the mage). Problem is this change is combat specific (since once you're out of combat, the regen affect is uselss) and will just cause the mage nuke even more. Of course, it could be like demon armor and basically be useless cause casters start having 4k+ mana post lvl 40.

BenT said:
I think the priest class is in fairly good shape, though holy tree needs a buff. Regarding the five second rule, that's why heals should be cast in batches... so spirit has time to do its work between them. I personally focus on INT, though. Everyone knows SPI ain't too hot compared to other stats.

A bit interested in this. I play a priest and just finished running ZF (probably going to start ST tonite). How can you heal in batches? Maybe this is in a raid where you can have rotations on the tanks? But most 5 man groups will need constant healing for regular pulls, and if you have an overzealous mage or rogue, there's even more healing (or you can just let them die :D ). I regen 58-60 mana per tick... would have to wait 10 sec (15 sec if you add in the 5 sec rule) to get enuf mana for a flash heal (265 mana). Basically, I don't count on regen at all in battle because I can't frontload my heals.

I think that priests should get some form of mana recovery, even if it's on a 30 min timer like desparate prayer. They're the only caster class w/out any form of mana recovery (meditation is basically useless unless the fight goes well over 1-2 minutes).
 
dlc said:
A bit interested in this. I play a priest and just finished running ZF (probably going to start ST tonite). How can you heal in batches? Maybe this is in a raid where you can have rotations on the tanks? But most 5 man groups will need constant healing for regular pulls, and if you have an overzealous mage or rogue, there's even more healing (or you can just let them die :D ). I regen 58-60 mana per tick... would have to wait 10 sec (15 sec if you add in the 5 sec rule) to get enuf mana for a flash heal (265 mana). Basically, I don't count on regen at all in battle because I can't frontload my heals.
I haven't done instances above Uldaman yet (lvl 42) so perhaps it's different later on, but I find that I can let my party soak up damage while I let my mana regen a bit. I get around 50 per tick, I think. When it's heal time I typically fire off a barrage of flash heals.

No, the regen doesn't fill me up before it's time for more heals, but it certainly gives me a few extra heals per mana bar (at the very least). Unless it's a tough area I usually only drink if I'm below about 30% mana post-battle.
 
..i've done many instances without a priest at all, i sure love having them there but i dunno what you guys are talkin bout. That doesnt mean your wrong it means i havent played a priest! But when i play with a priest i put on blessing of wisdom and they only really had downtime when I had downtime after extended fights. Up until scholo and strat you can bumrush alot of instances with straight up ass kicking damage fuck a good group just beat some ass. In DAOC i could see this argument.. but in this game if you can steam roll a couple elite mobs per pull i dont need many heals just pop a few and keep the beatdown goin. This changes when you get to upper brs and strat/scholo though obviously.
 
ManaByte said:
Seriously if they fix the Warlock pet tether issue (where your pet lags so far behind you it poofs, wasting a shard, if you don't stop every five steps or so) and give us a special bag for shards that doesn't take up a bag slot; it'll be happy with just that.

My Warlock has a heavy Destruction/Affliction spec:

Affliction Talents (11 points)
# Suppression - 3/5 points
Reduces the chance for enemies to resist your Affliction spells by 6%.
# Improved Corruption - 5/5 points
Reduces the casting time of your Corruption spell by 2 seconds.
# Improved Life Tap - 2/2 points
Increases the amount of Mana awarded by your Life Tap spell by 20%.
# Amplify Curse - 1/1 point
Increases the effect of your next Curse of Weakness or Curse of Agony by 50%, or your next Curse of Exhaustion by 20%.

Demonology Talents (5 points)
# Demonic Embrace - 5/5 points
Increases your total Stamina by 15%, but reduces your total Spirit by 5%.

Destruction Talents (35 points)
# Improved Shadow Bolt - 5/5 points
Your Shadow Bolt critical strikes increase the next 4 sources of Shadow damage dealt to the target by 20%.
# Aftermath - 5/5 points
Gives your Destruction spells a 10% chance to daze the target for 5 seconds.
# Shadowburn - 1/1 point
Instantly blasts the target with 87 to 99 Shadow damage. Requires 1 Soul Shard. If the target dies from Shadowburn, and yields experience, the caster gains a Soul Shard.
# Devastation - 5/5 points
Increases the critical strike chance of your Destruction spells by 5%.
# Destructive Reach - 2/2 points
Increases the range of your Destruction spells by 20%.
# Improved Searing Pain - 5/5 points
Increases the critical strike chance of your Searing Pain spell by 10%.
# Ruin - 1/1 point
Increases the critical strike damage bonus of your Destruction spells by 100%.
# Improved Immolate - 5/5 points
Increases the initial damage of your Immolate spell by 25%.
# Inferno - 5/5 points
Increases the damage done by your Fire spells by 10%.
# Conflagrate - 1/1 point
Ignite a target that is already afflicted by Immolate, dealing 197 to 251 damage and consuming the Immolate spell.

And with that I get enough DPS to survive in PvP.
Your warlock isn't even finished with his talent build. You're just theorycrafting. Warlock is the worst level 60 pvp class because all other damage classes do far more, far faster, and even warriors get enough access to some strong weapons to dish out decent damage in pvp in addition to being hard to kill. Oh, and because unless you're pvping in a zone with level 50 and up mobs (which would mean open pvp in a contested area) you will have to leave for awhile just to get shards again to put yourself somewhat close in power to every other class that doesn't have to rely upon this bullshit for core spells. But I am glad that you want band-aid fixes like a soul shard bag instead of addressing the real flaws with this class.
 
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