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  • Shifting Perspectives: Further redesigns to the Mists of Pandaria balance druid rotation

    by 
    Chase Hasbrouck
    Chase Hasbrouck
    07.29.2012

    Every week, WoW Insider brings you Shifting Perspectives for cat, bear, restoration and balance druids. Welcome to our DPS edition, brought to you by Chase Hasbrouck, aka Alaron of The Fluid Druid blog. This week, we make ch-ch-ch-changes. A new week, a new beta patch, and a new design for the balance druid rotation (again)! There are some large changes here, as it appears the developers have scrapped a few of the new ideas that they were trying in the beta and have reverted to more of a Cataclysm-style model. All the theorycrafting on this is still being done, so some caution is in order, but I'm tentatively excited about how this is turning out. First, here's a quick list of the new changes (thanks to Elrahd): Moonfire and Sunfire are now two separate spells independent of Eclipse. Base damage of DoT component damage for both spells increased by 50% and duration reverted to 18 seconds. When Celestial Alignment is activated, casting Moonfire will apply both DoTs. Crits from Starfire and Wrath increase the duration of Moonfire and Sunfire respectively by 2 seconds. Starsurge crits increases both by 2 seconds. This effect is independent of Eclipse. Fae Empowerment no longer exists. Euphoria is no longer a proc but a passive that guarantees double energy generation from nukes outside of Eclipse. Shooting Stars proc rate now 30%, down from 40%. Astral Communion now channels 25 eclipse energy per second for 4 seconds, from 15 energy per second for 7 seconds. New PvP 4 set bonus allows Astral Communion to be channeled while moving.

  • Star Wars: The Old Republic Q&A talks story, balance, and species experimentation

    by 
    Elisabeth
    Elisabeth
    07.06.2012

    Another installment of BioWare's weekly ritual of enlightening the masses is up! The first question of this week's community Q&A touched on the selection of races available in Star Wars: The Old Republic. If the future introduction of the Cathar is successful, the team would like to introduce a broader spectrum of species for player characters, balancing things out by adding "clear positives and negatives" for playable species. On the story side of things, lead writer Alex Freed addressed a question about the timing of storylines. Class stories have roughly the same timing across the board, but aren't completely in-step, while world stories are split up by faction and can have much more significant time differences. For the most part, it's best not to worry too much about ordering individual world events unless they actively reference one another--and if they contradict one another, you can assume that we won't be writing future stories that depend on one faction's participation at the exclusion of the other. Senior designer Austin Peckenpaugh tackled some class and skill questions. Recent patches have made some fairly substantial changes to the Marksmanship and Sharpshooter trees; Peckenpaugh says these tweaks are intended to bring the specs closer to the team's original vision and encourage playstyles better fit to the peculiarities of those trees. He also talked about the delicate balance of player control and kiting and anti-kiting in the game. He says that "given the amount of skills and abilities that break and cleanse roots and snares at the moment," the team is not "very concerned" about the possibility of chainable roots.

  • Flameseeker Chronicles: Slow news week for Guild Wars 2

    by 
    Elisabeth
    Elisabeth
    07.03.2012

    I've had it up to here, ArenaNet. We, your community, are dying for some real information. You can't keep putting out flimflam posts and expect us to be happy. We've given you our money, for goodness' sake, we deserve a -- Release date, you say? August 28th, you say? Well then.

  • Shifting Perspectives: An additional dimension for the balance druid rotation

    by 
    Chase Hasbrouck
    Chase Hasbrouck
    07.01.2012

    Every week, WoW Insider brings you Shifting Perspectives for cat, bear, restoration and balance druids. Welcome to our DPS edition, brought to you by Chase Hasbrouck, aka Alaron of The Fluid Druid blog. This week, we ready our spreadsheets for battle. Well, it looks like those who said the balance rotation was dull carried the day. Insect Swarm isn't back, but interesting developments are afoot. A few days ago, Ghostcrawler dropped a minor bombshell on the balance rotation, and I'd like to do a bit of theorycrafting and explore the implications. Ghostcrawler We are experimenting with some changes to the rotation. No promises that these changes will stay, but we definitely look forward to your feedback (both in terms of theorycrafting and how fun it is). Shooting Stars should occur much more frequently, and Starsurge should be a more important (read: high damage) button. Additionally, we're adding a new passive that has some interesting implications. Should you choose to ignore it, your DPS will likely be only a few percentage behind someone who uses it optimally, but it should hopefully provide some more varied gameplay. To use some game designer jargon, we're happy with Moonkins' macro level rotational gameplay, but think they needs some more mirco-level decisions. Shooting Stars chance increased from 20% to 50%. Starsurge damage increased by 30%. Fae Empowerment: New passive for Balance Druids. When you cast Faerie Fire, you gain Lunar Empowerment and Solar Empowerment. Lunar Empowerment: Increases the damage of your next 3 Starfires within 15 sec by 15%. Solar Empowerment: Increases the damage of your next 3 Wraths within 15 sec by 20%. Please note that these changes are straight DPS buffs, and we don't think Moonkin need a buff right now, so we need to reduce overall damage (probably across the board) so that overall DPS stays the same. These nerfs may take a few builds, because we need to evaluate if these rotation changes are worth doing. source

  • A Mild-Mannered Reporter: Upcoming Blaster changes

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.27.2012

    Not every game faces the mage problem, but a lot of them do, and it starts back in classic Dungeons & Dragons. The core of the issue is pretty simple to understand: Because mages have so much phenomenal offensive power, they need some staggering weakness to balance that out. As a result, the class is very physically weak and lacks any real defenses. But the counter to that is that this creates many situations in which the mage is just plain useless because he or she has no effective defenses to weather an initial assault. Blasters aren't mages. Unless they are, anyhow -- City of Heroes is kind of resistant to pigeonholing. Whether your Blaster is an arcane caster or just a guy with radioactive hands isn't important because the class still suffers from the mage problem. Blasters are one of the most powerful classes in the game when it comes to raw damage, but they're also one of the hardest classes to solo, and they're one that goes from hero to zero the fastest.

  • Shifting Perspectives: Relooking at feral and balance druids in Mists of Pandaria

    by 
    Chase Hasbrouck
    Chase Hasbrouck
    06.24.2012

    Every week, WoW Insider brings you Shifting Perspectives for cat, bear, restoration and balance druids. Welcome to our DPS edition, brought to you by Chase Hasbrouck, aka Alaron of The Fluid Druid blog. This week, we analyze to theorize. A few months ago, I posted my initial thoughts on the balance changes and feral changes in the Mists of Pandaria beta. Now that the abilities and numbers have gone through a round of fixes and changes, I'd like to relook at some of my initial concerns and see what problems the specs are still experiencing. Balance issues Underpowered single-target rotation, overpowered AoE rotation Thankfully, this has been addressed significantly. This specific issue was touched on by Ghostcrawler in the beta class analysis thread: Quote: Actually, is the design intention to have both Eclipses with the same damage output for single targets and AoE? Actually, no. We're currently intending for Lunar to be slightly better at single target damage and Solar to be AoE damage. When you have time between phases or situations where you can use Astral Communion to quickly switch sides, you should be able to further optimize performance by tailoring which Eclipse you line up with which boss phases. The difference should not be significant enough, however, that in a Patchwerk-style scenario, you are compelled to only DPS in one eclipse. As a side note, I posted incorrect information about Mushrooms. They DO count as Solar, and we think that's fine. source Of course, now we get to debate what "slightly better" means. Current theorycrafting suggests that Starfire (aka Lunar) and Hurricane (aka Solar) are about 20% better then their counterpart abilities in the other Eclipse. I agree with Graylo that this difference is probably too large and makes Eclipse-twisting feel more mandatory and less like an "optimization." Dropping this to the 5% to 10% range would still allow theorycrafters to come up with optimizations, but it wouldn't be necessary for players to use; they could ignore Astral Communion entirely and still do reasonably well.

  • The Guild Counsel: Nerfed to heck - now what?

    by 
    Karen Bryan
    Karen Bryan
    06.21.2012

    You can run the best guild, have the smoothest guild atmosphere, and progress like a champion but still end up losing members through no fault of your own. Why? Nerfed classes. Classes are a double-edged sword because on one hand, they allow people to feel needed and unique. I tank, you heal, Bobby does DPS, and the group is a lot weaker if one of us is missing. On the other hand, class balance is rarely achieved, so there's always that red-headed stepchild class that no one really needs, the one who feels like the proverbial fifth wheel. If you're a guild leader whose member has suddenly gone from "OP" to "nerfed to oblivion," then what, if anything, should you do? Let's take a look in this week's Guild Counsel.

  • Shifting Perspectives: The potential return of Insect Swarm for balance druids

    by 
    Chase Hasbrouck
    Chase Hasbrouck
    05.20.2012

    Every week, WoW Insider brings you Shifting Perspectives for cat, bear, restoration and balance druids. Welcome to our DPS edition, brought to you by Chase Hasbrouck, aka Alaron of The Fluid Druid blog. This week, we go hunting for mosquito nets. A few weeks ago, I talked about the impact of removing Insect Swarm from balance druids' toolboxes. I was pretty positive about the change; in my view, Insect Swarm was mostly superfluous, as the times you would use it independently from Moonfire were few and far between. Removing it was a welcome simplification to the rotation. Several commenters took an opposite view, however. To them, removing IS (along with some of the other changes) took things too far, and made the spec boring to play. Well, if you were one of those commenters, you're in luck. Take it away, Ghostcrawler!

  • Shifting Perspectives: Honey cat don't give a ...

    by 
    Chase Hasbrouck
    Chase Hasbrouck
    05.13.2012

    Every week, WoW Insider brings you Shifting Perspectives for cat, bear, restoration and balance druids. Welcome to our DPS edition, brought to you by Chase Hasbrouck, aka Alaron of The Fluid Druid blog. This week, we gem +10 in awesome. With apologies to Isaiah Mustafa ... Take a look at your cat. Now look at me. Now back at your cat. Now back at me. Sadly, your cat isn't me, but if you stopped playing that silly rogue and switched to feral, you could have a cat that looked like me. Look down, back up -- where are you? You're on a boat with an armored cat, the cat your cat could look like. What's in your hand? Back at me. I have it -- it's a clam with patch notes declaring ferals to be epic. Look again; the notes are now the tears of all the classes who wish they could look like me. Anything is possible when you roll feral. Forget horses; I'm a stag. Yes, I was tempted to end the column right there --but we've got so much good stuff to talk about. Armored cats A few weeks ago, Ghostcrawler mentioned that Incarnation would have specific art for cats, bears, and moonkin; in the latest patch, a datamined model showed us what is likely the first example of that. At first, I wasn't too sure about the idea of putting armor on a feral form, but it's really grown on me over the last couple of days. It's obviously difficult to do cosmetic effects for a class that revolves around shapeshifting, but I'm grateful that Blizzard's continuing to add something for forms. I can't wait to see the bear and moonkin armor. (Do moonkin even need armor?)

  • EVE Evolved: Risk vs. reward in lowsec

    by 
    Brendan Drain
    Brendan Drain
    05.13.2012

    In EVE Online's early years, one of its core design philosophies was adherence to a strict risk vs. reward balance scheme. There were riches out there to be found, but to get them, you had to put yourself in the firing line. Police ships patrolled high-security space to keep players safe from piracy, but the only resources available there were low-bounty frigate NPCs and inexpensive ores like Veldspar, Scordite and Omber. In the lawless far-reaches of nullsec, huge NPC bounties and rare ores containing Megacyte and Zydrine tempted hundreds of pilots to head out and make their fortunes. Nullsec offered absolutely no protection against player attacks, and the only safety to be found was in sheer military force. The biggest and best corporations hoarded these gold mines for themselves, locking down the few entrances into the regions and patrolling the skies for unwanted visitors. Low-security space offered a middle-ground between these two extremes, a place where the everyday pilot could enjoy increased income and pirates were easier to spot. At some time in the past nine years, lowsec lost its place in the game and became simply not worth the effort. But how did that happen, and what can be done to fix it? In this week's EVE Evolved, I look at why lowsec systems are now ghost towns and suggest an alternative design philosophy that I think could revitalise these under-used areas.

  • MapleStory proclaims Alliance Eternal this week

    by 
    Justin Olivetti
    Justin Olivetti
    04.23.2012

    With this week's Alliance Eternal patch in MapleStory, Nexon has returned the balance of the classes to where it should be. The final update in the Alliance trilogy focuses on Cygnus Knights and Explorer classes, retuning them and bringing their power levels back up to par with the classes that received developer love with the previous updates. Alliance Eternal has a few other fun surprises for players. Level 120 characters can hop through a Dimensional Schism and take on the sinister-sounding Arkarium, while Cygnus Knights level 110 or above have new quest chains to investigate. Nexon's also looking forward to the coming months. MapleStory will hit its seven-year anniversary in May, and players should expect a big bash when that happens. The devs also teased a "big summer content release" on the horizon with two new characters including the Phantom hero.

  • This Too Shall Pass: Balance and imbalance in World of Warcraft

    by 
    Matthew Rossi
    Matthew Rossi
    04.09.2012

    First off, we know that game balance is an eternal goal. As the game evolves and becomes more complex (as it does every expansion, because new abilities are introduced and new classes or races make their debut), balancing them all for every role they can fill and every aspect of the game (Arena PvP, BGs, 5-man instances, raiding) becomes ever more complicated. Abilities that seem minor in impact can mushroom in importance due to synergy with other talents or abilities. As an example, Vengeance in PvP became important enough to cause it to be turned off, as gear improved and health pools rose. This has been the case in World of Warcraft since its debut. Heck, thanks to Indalamar, warriors got nerfed before the game went live. Balance is ephemeral. Your class may be on top one day, but your day will end. Anyone who's tanked for the past six years can attest to the roller coaster of which class is best at which aspect of the role. There was a time where paladins were the undisputed kings of AoE tanking, a time before Death and Decay or Blood and Thunder.

  • Shifting Perspectives: Mega moonkin, fabu ferals, and Symbiosis specs

    by 
    Chase Hasbrouck
    Chase Hasbrouck
    03.25.2012

    Every week, WoW Insider brings you Shifting Perspectives for cat, bear, restoration and balance druids. Welcome to our DPS edition, brought to you by Chase Hasbrouck, aka Alaron of The Fluid Druid blog. This week, we discuss how fast to deny hunters Symbiosis in exchange for all those taming attempts. This is apropos of nothing, but I love how the current Incarnation effect for balance druids simply makes them huge. (For comparison, here's the before image, and thanks to Lissanna at Restokin for the screenshots.) This totally reminds me of the first time I got a Mega Mushroom in New Super Mario Bros, actually. "Yes, I'm just going to walk through everything in the level; maybe I'll pick my teeth with the flagpole." Sadly, this effect isn't going to make it to live. Happily, though, we've got plenty of other stuff to talk about this week, such as several new glyphs and a mostly complete reveal of Symbiosis.

  • EVE Evolved: Rebalancing EVE's ships

    by 
    Brendan Drain
    Brendan Drain
    03.18.2012

    Recently we heard the glorious news that CCP will be overhauling EVE Online's entire roster of tech 1 ships as part of the Inferno expansion. The overhaul will start with changes to the skill requirements for destroyers and battlecruisers and culminate in the complete removal of ship tiers and the introduction of new structured ship lines. Countless new ship types have been released since EVE launched in 2003, but there has never really been a unifying design policy on ship skills and combat roles. Now, eight years down the line, adding new ships has become a struggle in avoiding making older ones obsolete. Drastic change is needed, and when the Inferno expansion hits, that's exactly what we'll get. When a new EVE player is ready to get into something larger than a frigate, he's currently faced with the choice of training for a destroyer or skipping it and heading straight to cruisers. Similarly, players often skip from cruisers straight to slow, bulky battleships even though battlecruisers are probably the most effective ship class for new pilots. A new system is on the way this summer, one that aims to fix this problem by introducing new racial versions of the destroyer and battlecruiser skills that must be trained on the way to bigger ships. This change should make training progression much clearer for new pilots and is just the tip of the iceberg of awesome plans in the works for the summer expansion. In this week's EVE Evolved, I examine EVE Online's upcoming ship revamp and tell you how you may be able to get free skillpoints when the patch goes live.

  • SoulCalibur 5 getting balance patch March 21, monthly costume DLC starting in April

    by 
    Jordan Mallory
    Jordan Mallory
    03.15.2012

    The secret to a successful modern fighting game isn't so much the launch as it is the post-launch support. It's kind of like an MMO, in that patching and re-balancing based on community input adds refinement and longevity to the platform. Namco Bandai seems to get this, as it'll be updating SoulCalibur 5's ranked match matchmaking algorithms and character balance next Wednesday, March 21. Specifics on those balance changes are forthcoming, according to the SC5 Facebook page.The curators of the Stage of History have also announced that SC5 will receive monthly costume DLC packs, the first of which will arrive on April 3 for the 360 and April 4 for the PS3. No word yet on costume pack pricing or content, but we've got a sneaking suspicion that whatever we're expecting, we're probably way off.

  • EVE Online talks about bringing ship trees to ship shape

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.06.2012

    Every MMO has to face an issue of complexity creep, and EVE Online is no exception. The current trees for ship progression and skill advancement are the result of numerous patches, additions, and alterations to a core system that's left an enormous mess behind. As a result, the whole system is in need of an overhaul, one that the most recent development blog discusses in detail. The first changes involve cleaning up and streamlining the progression system so that ships such as Destroyers and Battlecruisers are a part of the standard path rather than unusual deviations. There's also a removal of some of the more labyrinthine requirements for tech 2 ships. The other major focus is a removal of the current system of ship tiers, with the developers trying to specialize ships based on roles and make each hull useful in its own fashion. EVE Online players are going to be seeing a big upheaval in the way that ships work in the future, so it's probably a good idea to get a feel for where the changes are arriving sooner rather than later.

  • End of Nations nears launch, open beta coming soon

    by 
    Mike Schramm
    Mike Schramm
    02.29.2012

    Last time we saw End of Nations, Trion's massively multiplayer real-time strategy followup to its popular Rift, the core gameplay hearkened back to developer Petroglyph's old home of Westwood Studios and its Command & Conquer games. Yes, this is an RTS game focused more on map control and exploration than base-building, but the goal was still to move a group of units around a top-down map, something that RTS players know plenty about.Now, however, Trion is much farther along in the game's development, so much so that it's readying for a closed beta in just a few weeks. And as Game Director Dave Luehmann unveils a much more polished build of his company's upcoming free-to-play strategy title, another interesting influence emerges: Riot Games' League of Legends.%Gallery-148973%

  • Champions Online rolling out Role and Stat changes

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.24.2012

    Like many MMOs, Champions Online is at its heart a game of numbers. Your character type focuses on certain stats, and you want to make those stats go higher. But sometimes the way those stats work together is a bit less than intuitive in the live game, hence some recent changes to Super Stats and regular stats on the test servers. The biggest change assigns one primary and two secondary, rather than two Super Stats, to players, which alleviates the current problems with Super Stats (certain pairs of Super Stats work poorly together and are poorly represented in itemization). Individual stats have also seen some tweaks: Strength is no longer hard-capped for melee damage, Presence has had its threat component removed and a soft-cap introduced, Ego is now solely a ranged stat, and Dexterity has seen improvements to its critical benefits. Roles are also being balanced differently, giving more consistent stat benefits that are more in line with what players in a given role will actually need to do. It's a pretty sweeping set of changes, but the end goal is to give Champions Online players a more straightforward numbers game to play.

  • The Soapbox: The illusion of balance

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.21.2012

    Disclaimer: The Soapbox column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column. Somewhere, on a lone computer in a lonely room, sits the archetype for a balanced MMO, one in which every set of abilities in a skill-based MMO is just as useful as every other set of abilities and every class in a class-based game is just as potent as every other class. There are no disparities in terms of power level, no massive gaps in gearing, and no issues with the specific fights. It is an entirely balanced machine. And as long as we're creating a myth with no place in reality, let's assume that it's being guarded by unicorns. That's the problem with balance -- it's an idea that doesn't actually work in a real environment. We talk a lot about wanting games to have balanced systems, and there are players devoted to declaring with great fervor that classes aren't balanced against one another, but balance is such a hazy concept that no matter how much you want a balanced game, it doesn't really exist.

  • League of Legends reveals Nautilus, announces Sona nerf

    by 
    Brendan Drain
    Brendan Drain
    02.12.2012

    Riot Games adds a new champion to League of Legends' growing roster every few weeks to keep the game fresh, and this week Riot revealed the game's next champion Nautilus, the Titan of the Depths. Nautilus is a tank with a unique initiation ability: He throws his massive anchor toward a target, and then drags himself toward the anchor. His abilities encourage spreading damage around during team fights, with his passive adding bonus damage to his first attack against a champion every twelve seconds and immobilising them slightly. A shield ability and area-effect damage spells make Nautilus a dangerous tank to be near during team fights. A number of gameplay and balance changes will be coming in the Nautilus patch. Shen is getting a complete ability set retuning to make him scale better to late game, and let him function better as as tank. It's been a long time coming, but unsurprisingly LoL's dominant support champion Sona is due for a few nerfs in the upcoming patch. The mana regenerated by Soraka's Infuse will be increased but she'll no longer be able to cast it on herself to essentially have limitless mana. Nerfs are also on the way for Vladimir, aimed at decreasing his early game presence without disrupting his fun gameplay. Check out the full patch preview video after the cut for more details.