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  • Previous tier of raid content is meant to be pugged, says Bashiok

    by 
    Mathew McCurley
    Mathew McCurley
    06.30.2011

    After patch 4.2 released, the previous tier of raiding content was hit with a huge swathe of nerfs and changes designed to make the content that much easier for raiders now just able to experience it. With tier 11 valor point gear now purchasable with justice points, Blizzard fully intends for the previous tier of content to be pugged by server populations. Blizzard's Bashiok took to the forums to discuss just that intention. Bashiok does say that servers will take a bit to gain the momentum and general fluency with the encounters, but that it is entirely able to be pugged. Further, he says that from here on out, Blizzard has adopted the mantra of one cutting-edge tier, with the previous raids nerfed to allow players an easier time to complete them. Personally, I am a huge fan of this type of content shift, and I think we've reached a pretty good compromise with regards to content accessibility and raid design. Raiders get their challenge while the content is relevant, hard modes are still skill-based encounters that do not get the nerf bat, and the previous tier of normal mode content is much more accessible to more casual raiders. Much as Ulduar drakes still presented a challenge in execution during Wrath even though we outgeared them, hard modes in Cataclysm are the execution challenges that will still prove to be tricky for meta achievements. Count me in.

  • Patch 4.2: Normal mode tier 11 encounters nerfed

    by 
    Anne Stickney
    Anne Stickney
    05.24.2011

    Patch 4.2 PTR testing is in full swing, and we've got another round of patch notes, courtesy of Zarhym and the official Warcraft blog. Today's notes are primarily a metric ton of nerfs to normal mode encounters in Blackwing Descent, Bastion of Twilight, and Throne of the Four Winds. The nerfs were explained by Nethaera as follows: Nethaera With the upcoming content patch, 10- and 25-person Normal mode raid encounters will be receiving a comprehensive set of tuning adjustments to decrease their difficulty. These changes will allow players, groups, and guilds who have yet to experience the content in Blackwing Descent, Bastion of Twilight, and Throne of the the Four Winds an opportunity to do so. With the addition of a new tier of armor and weapons, we want to make the previous tier more accessible in ways other than just a shift of currency type, so we are making item level 359 gear purchasable for Justice points in the upcoming content patch. source Follow us after the break for the full list of patch notes.

  • Raid Rx: Patch 4.0.6 healing thoughts

    by 
    Matt Low
    Matt Low
    01.14.2011

    Every week, Raid Rx will help you quarterback your healers to victory! Your host is Matt Low, the grand pooh-bah of World of Matticus and a founder of No Stock UI, a WoW blog for all things UI-, macro- and addon-related. If you're looking for more healing advice, check out the Plus Heal community and the new healing, raiding and guild management podcast Matticast. Even though I wasn't responsible for it, its nice to believe that my little story in last weeks column might have influenced the Mana Tide change. What is the change, you ask? Mana Tide Totem has been redesigned. The totem no longer multiplies the Spirit of those affected by it. It instead gives a flat amount of Spirit equal to 400% of the casting shaman's Spirit, exclusive of short-term Spirit buffs affecting the shaman when the totem is dropped. In addition, its effects are now raid-wide. It won't be an overpowered mana reset ability anymore. I have to admit, I do miss having that synchronizing aspect that all the healers share. Having a shaman give a 3-second warning that he is going to drop a Mana Tide cued the rest of the healers to activate their spirit trinkets. I thought that was a neat little interaction. I wouldn't mind seeing more of it somehow later on -- little ways that help promote (but not so much require) healing coordination would be a cool addition. I'm just not sure what other ways methods can be explored. On the bright side, I don't need to figure out which players have the lowest mana regeneration in order to stack them into the healing group. But hey, enough about resto shaman already! Some additional healing changes (both nerfs and buffs) will be coming soon. No idea if any of this stuff is going to stick. Tell me what you think.

  • NCsoft planning more Aion rifting tweaks

    by 
    Jef Reahard
    Jef Reahard
    01.13.2011

    The month-long rifting experiment begun by NCsoft in early December has apparently given the Aion devs enough data to continue with a trial aimed at revisiting the decision to nerf the PvP mechanic with last fall's 2.0 update. Players were recently asked to complete in-game surveys relating to the new changes (which boiled to down a removal of Heiron/Beluslan protections and changes to the large protective defender buffs), and NCsoft reports that the majority of survey participants responded favorably to the change. In a post on the official Aion website, NCsoft says it will continue the rifting trial "a few more weeks," and the devs will also tweak lower level player protection in Morheim and Eltnen. Finally, a new player survey will be sent out and the rifting protections will be "restored to their previous levels" while feedback is collected and analyzed.

  • Ghostcrawler responds to heroic dungeon difficulty complaints

    by 
    Fox Van Allen
    Fox Van Allen
    01.12.2011

    Lead Systems Designer Greg "Ghostcrawler" Street posted an entry on his blog yesterday called "Wow, Dungeons are Hard!" It's a rather lengthy (but worthwhile) read about the current state of Cataclysm heroics, Blizzard's philosophy on designing them, his impressions on their current difficulty level, and some advice for improving your performance. Like I said, it's an epic post, and we won't reprint the whole thing here. This, however, is the key takeaway: Wow, Dungeons are Hard! The bottom line is that we want Heroics and raids to be challenging, and that is particularly true now while the content is new and characters are still collecting gear. They're only going to get easier from here on out. We want players to approach an encounter, especially a Heroic encounter, as a puzzle to be solved. We want groups to communicate and strategize. And by extension, we want you to celebrate when you win instead of it being a foregone conclusion. On the other hand, we don't want you to stumble your way to victory. We don't want you to be able to overwhelm bosses without noticing or caring what they're doing. We don't want healers to be able to make up for all of the mistakes on the part of the other players. While at the end of the day, dungeons may just be gussied up loot vending machines, we want you to do more than push a button to get the loot. Ultimately, we don't want to give undergeared or unorganized groups a near guaranteed chance of success, because then the content will feel absolutely trivial for players in appropriate gear who communicate, cooperate, and strategize. source All that being said, though, is Blizzard really satisfied with its dungeon designs and their current level of difficulty? Hard heroics are indeed hard, but the updated PTR patch notes for 4.0.6 (which went live just yesterday at almost the exact same time Ghostcrawler was discussing heroics) indicate that a series of nerfs is coming our way. That will no doubt lead to player rejoicing, but remember -- heroics are naturally getting easier as people get more familiar with them and players continue to compile better gear, which makes completion even easier still.

  • Ghostcrawler reveals upcoming class changes in Cataclysm

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    12.27.2010

    Lead Systems Designer Greg "Ghostcrawler" Street has posted the blog post I think most of us have been waiting for ever since Cataclysm went live. It features a summary of where the dev team sees the PvE and PvP games at this point, including some analysis of various classes and specs, and some planned changes for those specs that are underperforming and overperforming. In PvE, Ghostcrawler mentions that Blizzard is mostly happy with the tank classes and notes that while healers do have it a bit hard, this is intentional. Heroics are meant to be a challenge. As for DPS, he offered that some classes, such as arcane mages and marksman and beast mastery hunters, are too low in their damage, while others, such as shadow priests and fire and frost mages, are being watched closely before final judgment is made on their numbers. In PvP, Ghostcrawler says Blizzard is satisfied with the decreased emphasis on healing prevention and burst damage. Crowd control and dispel mechanics, especially offensive dispels, may see some PvP nerfs, and priests will specifically be getting some PvP buffs. Stats also got some mention. A lot of stats are being neglected by some classes, and the dev team wants to fix this. Mastery will be either buffed or completely revamped for many specs, such as unholy death knights and retribution paladins. Haste may be made to scale with more attacks, such as Lacerate, Slam, and Steady Shot, in order to make the stat more desirable to certain specs. Check after the break for the complete text of Ghostcrawler's post, including a list of specifically planned (but not finalized) class changes for future patches.

  • Spiritual Guidance: The ups and downs of the 4.0.1 shadow priest

    by 
    Fox Van Allen
    Fox Van Allen
    10.20.2010

    Every week, WoW Insider brings you Spiritual Guidance for discipline, holy and shadow priests. Your shadow-specced host Fox Van Allen encourages you to enjoy this, the Wednesday shadow version of Spiritual Guidance, for the world may end tomorrow night when he and Dawn Moore meet in person for the first time. Matter and anti-matter will collide, but with what result -- complete annihilation ... or karaoke? For a few brief hours on Oct. 12, when patch 4.0.1 first went live, shadow priests were gods. That's what it felt like, anyway. It was an interesting aligning of the planets: Shadow priests (and really, most spellcasting classes) were churning out impressive DPS numbers. Melee classes were lagging far behind, underpowered. Such imbalance was destined to be short lived, but it was damn nice while it lasted. Patch 4.0.1 was -- and still is -- an unpolished work in progress. There's still a lot of rebalancing going on, and that often means, unfortunately, getting hit with nerfs. We got hit with a couple of them, and they both concern Shadow Word: Death. We'll talk about that -- and about the reality of 4.0.1 mana regen -- just beneath the fold.

  • Ghostcrawler: Round 1 of patch 4.0.1 class rebalancing implemented

    by 
    Fox Van Allen
    Fox Van Allen
    10.14.2010

    For the record, I did not ask for a pony. When I logged into my account post-4.0.1, though, my cup runneth over with them. Sadly, though, Blizzard is taking all my precious ponies away for redistribution. WoW Insider's own Matt Rossi had a terrific post yesterday about the class balancing issues that we were seeing with patch 4.0.1. Casters like me were experiencing the thrill of god mode, with reports of mages being able to one-shot their opponents. And while we casters were getting sweet, delicious ponies, melee players got a big pile of pony excrement. Arms and fury DPS were down -- way down. So was retribution paladin and kitty DPS. Last night, Lead Systems Designer Ghostcrawler let us all know that fixes were on the way. Today, he confirmed that fixes were implemented and explained what was done to each affected class to balance them out. The full post explaining who got buffed, who got nerfed and why is available just after the break.

  • Wasteland Diaries: Combat fatigue

    by 
    Edward Marshall
    Edward Marshall
    08.13.2010

    Fallen Earth has the best crafting system I have ever had the pleasure of working with. Fallen Earth's PvE is not too shabby either. And I actually enjoyed the game's PvP for a time until the end. I can't really say that Fallen Earth's PvP is bad, but it has several fatal flaws. And these flaws have caused the vast majority of the endgame PvP crowd to move on. In this post I will examine what I think these flaws are. This is just my opinion, but my experience PvPing on all levels extensively lends my opinion at least a shred of credibility. The fact is: PvP in Fallen Earth is at an all-time low. There is hardly any real penalty for dying in the game, so why are there so few people partaking? There are several reasons that nobody PvPs in Fallen Earth, and the death penalty is not one of them. After the cut I will analyze the most common reasons for not PvPing. I will try to represent the facts of the matter, but like most of my critical articles, this one will be smothered in opinion.

  • The Daily Grind: What do you do when your character goes south?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.18.2010

    It doesn't always happen, but it always can happen. One day you're running a happy catch-and-release playstyle with your Beastmaster in Final Fantasy XI, and then a patch comes that completely destroys the concept behind releasing your pet before a kill. You're tanking as a Frost Death Knight in World of Warcraft, and then you catch wind of the changes in 4.0. Your Invulnerable Tanker in City of Heroes is as untouchable as Superman, and then along comes a patch that coats everything in a light Kryptonite glaze. You haven't just had your balance adjusted -- the entire way you play your character has been gutted and left lying on the ground as a warning to others. If you're lucky, you've never been on the receiving end, but the question remains: what do you do next? Do you start over with a different class? Leave the game gracefully (or less than gracefully, depending on temperment)? Or do you go with the approach that this is the class you came in with and you are sticking with it, by gum? As a bonus, have you experienced this firsthand, or are you lucky enough to have been spared?

  • In-Game Fixes for March 4th, 2010

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    03.04.2010

    Bornakk has announced a handful of in-game hot fixes on the official forums today. They're pretty much all Icecrown Citadel boss ability nerfs and tweaks, and should fixes a few annoyances with some battles, stretching from Marrowgar to Sindragosa. The full list is after the break.

  • WoW Moviewatch: Nerf You

    by 
    Michael Gray
    Michael Gray
    02.09.2010

    Nyhm originally released Nerf You in December 2009. This video is a proud continuation of his work through the years. However, I feel like Nyhm's really nailed down a particular dynamic in the lifestyle of playing WoW. Getting nerfed sucks, there's no doubt about it. But for every person who feels like the nerf hammer hit them especially hard, there's probably a few who realize that it was probably for a good reason. I especially think Nyhm's vocal skills are on display in this video. It not only has a pretty catchy tune, but he really gets to show off his ability to use verse and intonation to bring it up to another level. The video is pretty fun also, and I'm thankful for the pseudo-subtitles for helping to keep me up with the lyrics. Interested in the wide world of machinima? We have new movies every weekday here on WoW Moviewatch! Have suggestions for machinima we ought to feature? Toss us an e-mail at machinima AT wow DOT com.

  • Breakfast Topic: The effect of nerfs and buffs

    by 
    Allison Robert
    Allison Robert
    01.10.2010

    A question for the readership this morning (well, two) -- is a recent nerf to a specific class a strong incentive against playing it for you? Conversely, does a buff to a class make you more likely to play it? Blizzard's observed in the past that there's often a correlation between the perception of a class as overpowered and the number of people who choose to play it (witness the proliferation of rogues in classic WoW, for example), so it seems fair to say that at least a portion of the player base's class choice is impacted by the conclusion they reach on design decisions. Then again, my own experience in-game -- and the pattern of comment votes here on WoW.com concerning class changes -- leads me to believe that yo-yoing between classes based on which one is doing "best" at any given time is not the overwhelming trend. The Warcraft Census' numbers on class population also seem to be evening out, slowly but surely, from a little bit over 6 months ago (which was itself an improvement over very lopsided numbers in favor of death knights and paladins shortly after Wrath went live). This would seem to suggest that, over the long term, people continue to play the class they like most for reasons that survive design changes. Or is it just that each character represents such a significant time investment that most people don't think it's worth it to switch mains? I'm sure that arena and PvP as a whole wind up driving a portion of this, but what impact do class nerfs and buffs really have? If your main was ever nerfed, did you wind up playing a different toon, or did it just not matter that much to you? If your main was buffed, was it genuinely more fun to play?

  • EVE Dominion patch notes long but packed with info on game changes

    by 
    James Egan
    James Egan
    11.30.2009

    The Dominion expansion for EVE Online will arrive tomorrow, December 1st, after a lengthy downtime of roughly 19 hours (02:00 GMT/UTC to 21:00 GMT/UTC). Access to the EVE website and forums will be down for much of this time, as will the EVE API, but CCP Games has compiled a tome of Dominion patch notes to occupy at least some of that time. There's also a player discussion of the Dominion features and changes on the game's forums with some clarification on details from the CCP devs. If reading through the full patch notes (10,000 words and climbing with updates) isn't really your thing, a few of the EVE bloggers have discussed the highlights of what's new in this expansion. Mynxee covers the good, the bad, and the comical in Dominion on her Life in Low Sec blog. We also recommend checking out Casiella's take on the Dominion patch notes over at the Ecliptic Rift blog. Casiella discusses the myriad features that haven't gotten much attention so far: voice fonts added to EVE Voice in chat channels; the in-game jukebox now using MP3s with playlist support; and how player actions for the Caldari race via factional warfare now impact the rival Gallente storyline missions.

  • EverQuest patch switches up hot zones, nerfs some Ancient Heroes rewards

    by 
    William Dobson
    William Dobson
    10.08.2009

    EverQuest has just been updated, and it's time to say goodbye to the ironically freezing set of hot zones that have provided icy experience bonuses for the past few months. This isn't a bad thing, as the new list of hot zones includes a number of popular areas for people to do their leveling in -- the full list can be found after the break, along with the rest of the patch notes. One of the hot zones, Howling Stones (also known as Charasis) has been altered to be more inviting for potential visitors:Apparently while performing some end-of-the-summer cleaning, the doors within Howling Stones were left unlocked. It may be some time before a maintenance crew can be sent there again to lock the doors up tight. Use this knowledge as you will. In addition, the spells protecting the entrance to Howling Stones have weakened, and adventurers of lesser skill and strength may find its halls now accessible.The other big change with this patch involves some tweaking of the Ancient Heroes missions from the previous update. The rewards from these missions have been the subject of much controversy ever since their introduction, and this patch has made many of them worthless (though they can still be refunded by handing them to the quest-giver). Having said that, some of the group-level rewards were actually improved. Hit the jump to see the patch notes in their entirety.

  • Mimiron hard mode nerfed

    by 
    Eliah Hecht
    Eliah Hecht
    06.25.2009

    We've been seeing sporadic reports today that the Mimiron hard mode was nerfed via hotfix at some point during the night, and it appears those reports were correct. Bornakk just posted in the "recent in-game fixes" thread that the following changes were made to the hard mode of Ulduar's ingenious keeper: Flame damage reduced. Damage/health gained from Emergency Mode reduced slightly. Range of Emergency Fire Bot's Deafening Siren reduced in heroic; no longer cast on normal. Damage from Heat Wave in phase 2 reduced. Damage from Plasma Blast in phase 1 reduced. That's a pretty wide array of nerfs. I haven't tried the hard mode - my guild is still working on getting the normal mode down consistently. I do love the fight on normal, though; it's not easy, but it is super-fun. Hard-mode raiders, what do you think? Does this fall in the category of "why would you nerf a hard mode," or was he simply ridiculous before?

  • Yogg-Saron and Flame Leviathan nerfed tonight

    by 
    Eliah Hecht
    Eliah Hecht
    06.11.2009

    It looks like some pretty big nerfs to the Yogg-Saron fight tonight. Ulduar's big bad (well, one of two) will have a much easier first phase, as the Guardians of Yogg-Saron have ceased mind-controlling players, as well as becoming "more forgiving" in their spawn rate. Additionally, flash-frozen players that touch a cloud will no longer bring forth a Guardian. Flame Leviathan's hard mode was hit as well. The amount of extra health he gets per tower up was reduced and the snare effect of Hodir's tower removed. Additionally, vehicles caught in a flash freeze will be freed with a single shot from a Demolisher or Siege Engine cannon. Players will also not go quite so high when ejected from Flamey following a stun, which should make them a bit easier to pick up. Oh, and XT-002 Deconstructor won't make people into bombs quite so often (and his heart's health was reduced a touch on 25-man). Overall, it seems Yoggy will be significantly easier. My guild isn't there yet, though (next up for us is Mimiron) - people who have done the fight, how big of a deal will these changes be?

  • Breakfast Topic: What do you think of the Wintergrasp changes?

    by 
    Lesley Smith
    Lesley Smith
    05.21.2009

    Ah, Wintergrasp. The first 'fun' PvP content I've ever come across in-game. The first time I found myself in the Keep, around level 75, I wasn't sure what I was supposed to do. All I knew for sure was that there were monsters outside the gates who smelled prime, young night elf and wanted my blood. Then a friend showed me how to max out my mining in an hour thanks to all the lovely nodes of saronite and titanium and I started to like the place more. I really got into the zone at 80 and found the battles immense fun and short enough even for my lax attention span. But, of course, there were problems. The Horde seem to out number us Alliance on my server and they're also a hell of a lot more organised. For them, Wintergrasp isn't just a sport, it's a carefully planned massacre. but, despite the instability, the DCs, the insufferable lag, it was fun. But I was keen to find out if Blizzard had plans to fix the problems so I asked Tom Chilton. He he specifically mentioned the issues of Wintergrasp and that they didn't think that the lag and other issues "was an acceptable play environment situation". So Blizzard did the 'smart' thing -- they nerfed it. Boo.So readers? What do you think of the weekly quests? Do you think nerfing Wintergrasp was the way to go? Now you only have to do them once every seven days, do you think you will do the battles less? Are you pleased you now get more Shards for the quests? Can't care less? Tell us!

  • PTR patch 3.1.2 build 9889: Juggernaut, Auriya's cats nerfed

    by 
    Eliah Hecht
    Eliah Hecht
    05.11.2009

    A small new build was pushed to the patch 3.1.2 PTR today. The majority of the changes were relatively minor, but one is headline-worthy: the Arms Warrior talent Juggernaut now gives your next Slam or Mortal Strike an additional 25% chance to critically hit if used within 10 sec, down from 100% chance. Forum posters have been asking for a Juggernaut nerf quite vocally recently; they ought to be pleased with this one. Warriors also got a second small nerf: the Glyph of Rapid Charge is being changed from a 20% cooldown reduction (3 seconds) to a 7% reduction (1 second). Other changes included some small tweaks to the Ulduar encounters Iron Council and General Vezax. Auriya's cats took a good hit from the nerf bat, with the damage from their Savage Pounce ability being cut in half. Finally, Priests' Divine Hymn, which was completely reworked in patch 3.1, had its bonus healing to affected targets nerfed from 15% to 10%; I never use the spell, so I don't much care.

  • Ulduar "tuning tweaks"

    by 
    Eliah Hecht
    Eliah Hecht
    05.04.2009

    Ulduar nerfs continue, tonight being called "tuning tweaks" - but nerfs they are, at least the vast majority of them. Several hard modes have been made easier (XT-002, Assembly of Iron, and Hodir). I'm told that the change to Hodir-hard is particularly significant - the timer on the hard mode was increased from 2 minutes to 3 minutes, which means this encounter might actually be possible on 25-man now. The Hodir change will not go live until maintenance. There were also normal-mode tweaks to Auriya, Thorim, and Freya, and some of the trash (Conservatory, Vezax, Sappers) was beat up a little bit. The Ulduar nerf parade may have slowed down over the weekend, but it's back in force for Monday. I'm starting to feel a little sorry for all the bosses, seeing their power slowly drained away.