nerf

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  • Hotfixes incoming for some DPS and tanks, not hunters or priests

    Ghostcrawler has dropped information on the forums about a few incoming hotfixes to patch 3.3. The first three changes are posted over on the DPS role forum: Hunger for Blood will increase damage by 10% instead of 15%. Assassination rogues needed damage, but they got too much, and this will bring them back. Sorry rogues -- the tooltip, we're also told, might not change right away. Scourge Strike will crit only once, not on the shadow portion of the damage. "This change just proved to be too bursty in PvP and provide too much sustained damage in raids." He also gives lots more explanation of the change on the forums -- this one will be discussed quite a bit. Rolling Corruptions will no longer use the initial haste value indefinitely. More of a bugfix than a change, says GC -- the haste value should drop out to normal after a few ticks of the spell. Elsewhere, GC says that there are no changes planned for the new hunter epic ammo, so find a friendly engineer and stick to them like glue. There is a hotfix incoming for the bug that causes tanked mobs to move around randomly -- thank goodness on that. And SW: Pain's immunity from the haste change for shadow priests will probably stay right where it is.

    Mike Schramm
    12.11.2009
  • Patch 3.3: The Oculus receives a welcome nerf

    Ah, the Oculus. The bane of every PUG's existence since Wrath launch. Not a bad instance, just loaded with too many gimmicks and not exactly friendly to ... less erudite players. But, I mean, I have a bunch of 80s and even I still hate running Oculus. And I would never PUG it in its current state. In fact, upon hearing about the new Dungeon System and its daily random dungeon, I thought "well, bad news if you get Oculus." Well, it looks like all of us are in luck. In the latest Patch 3.3 PTR patch notes update, the Oculus got its very own section! Check this out. Many bosses and creatures have had their total health reduced. Several bosses and creatures have had cooldowns on specific abilities increased, effect durations reduced, and damage on some of these abilities reduced. Ring-Lord Conjurers and Sorceresses now hang out in packs of 4 instead of packs of 5. Vehicle scaling on the drakes based on the rider's item level has been increased to make them more powerful. Heck yes! Smaller trash packs, HP nerfs, and even an increase the drake scaling that they already implemented to make them not as much of a pain in the keister. Will it make people not complete abhor the Oculus? Let's not get too ahead of ourselves. But maybe it'll stop people from willingly giving themselves the Random Dungeon deserter debuff just to get out of the place. Oh, and quick thing. "Oculus" has one C in it. Just the one. Spread the word. Patch 3.3 is the last major patch of Wrath of the Lich King. With the new Icecrown Citadel 5-man dungeons and 10/25-man raid arriving soon, patch 3.3 will deal the final blow to Arthas. WoW.com's Guide to Patch 3.3 will keep you updated with all the latest patch news.

    Michael Sacco
    11.10.2009
  • Vanish "change" coming in patch 3.3

    Ghostcrawler (who decided to back off the forums, and then decided to back off that decision slightly) is now back on the forums with word of a change that Rogues will probably be intrigued by: he promises, in patch 3.3, a "change" to Vanish. That's about all we get, unfortunately -- some players assume that it's the Vanish fix they've been seeking for so long, but it sounds more to me like a reworking than a straight-out fix, considering that he points out that if Blizzard finds it's too much of a buff to Rogues (is he actually saying that Vanish working as intended is OP?) then they'll nerf it down.Anyway, as for when we'll get to try it out, GC gives an official "soon (tm)," so look for a fix on a 3.3 PTR near you coming up quick. Hopefully they've come up with a solution that both keeps Rogues happy in terms of using Vanish the way it's intended, and also keeps the ability in line with other classes in the game.

    Mike Schramm
    09.29.2009
  • Patch 3.2.2 Hunters see changes to Bestial Wrath

    Ghostcrawler has reached into his mysterious bags of tricks and drew out the Hunter card once again it seems. Last week we discussed the recent change to Armor Penetration. While we all agree that it is a nerf to Marksman Hunters and will reduce their DPS. The jury is still out on whether it is a game mechanics correction (which I tend to believe) or some evil plot to cause Hunters to spend more gold.Well the changes continued to happen. Last Thursday we heard more from Ghostcrawler regarding a new change that will be hitting Beast Master Hunters in Patch 3.2.2. The interesting thing about this recent change is it is both a buff and a nerf. To help explain what I mean let's take a closer look at how Ghostcrawler explained the change on the Damage Dealing Forums.

  • Hunter thoughts on the Patch 3.2.2 Armor Penetration nerf

    Well folks, we recently heard that Ghostcrawler announced the upcoming nerf to Armor Penetration in Patch 3.2.2. I'll be honest with you. I'm not sure why this is turning into such a big deal is to everyone. I'm not saying I don't understand the mechanics of the change. And I do see the impact to us Hunters, especially endgame raiding Marksman Hunters. But really, let's take a step back and look at the reasoning behind the change.Ghostcrawler said that they implemented this change after noticing everyone was picking up Armor Pen at the expense of their core stats. Really? And somehow we're surprised that when a secondary stat becomes more important than a class' primary stat and it forced a nerf? It seems more of a correction in my opinion.If you're a raiding Marks or Survival Hunter you should be focusing on picking up as much Agility (Attack Power if you're a Beast Master) as possible. Hence why in Cataclysm we're seeing things like Armor Penetration removed from the itemization.

  • Cheating, exploits, and the game-mechanics behind the nerf

    Nerfs are something that you don't want to happen. Leastways you don't want them to happen to you. One day, you're striding through the MMOG like a god, defeating mobs, collecting loot and punishing the wicked in PvP. The next day you feel like you're fighting with a nerf-bat covered in goose-feathers. Nerfs are best known in MMOGs but also happen in assorted multi-player (and occasionally single-player) games. Nerfs usually (though not always) come about for good reasons, though. Partly it's because few people are actually sure when cheating is happening. Even if they're the ones doing it. Really.

    Tateru Nino
    09.04.2009
  • EVE Online balancing effort aims to return ships to proper roles

    Has it ever seemed ridiculous that in the setting of EVE Online, where technology has opened up the vast potential of the galaxy, there are still aspects of being a capsuleer that are completely ghetto? The ship and capsule technologies in EVE enable you to traverse solar systems in mere seconds, unleash hails of destruction that vaporize space stations, and provides immortality through cloning... but you have to stow prostitutes, slaves, marines, and livestock in a single cargo hold? Sloshing around in there with your fuel, no less. While the commingling of your livestock with the military forces you've rescued is hardly ranked as a critical issue in the game, not having enough room in your cargo bay for jump drive fuel is. Today's Apocrypha 1.5 release made significant changes to ships capable of using jump drives. We knew this was in the works but CCP Games didn't reveal any of the details until yesterday's dev blog from CCP Abathur titled "Regular or Unleaded?".

    James Egan
    08.21.2009
  • The dying Hunter?

    The folks over at Ten Ton Hammer have a post with some anecdotal data about Hunters -- they claim that Azeroth's ranged DPS pet class is on a decline lately, and they've got only some guild application numbers to back the theory up. Mem over there says that there are a few diehard Hunters still floating around, and lots of alts, but that as a class, it's fallen off in terms of popularity for sure.Is he right? Fortunately, there's a site that tracks numbers (as reliably as you'll find for public information, anyway -- certainly Blizzard has access to much more information) on exactly that. WarcraftRealms' list of classes over time does prop the "declining Hunter" theory up -- as you can see (from both Alliance and Horde totals), Death Knights took a nice bite out of all the classes for a little while, and Hunters have been on a pretty steady slope down since mid-January, when patch 3.0.8 hit the realms. That, of course, was the harsh Beastmaster nerf, and ever since then, Hunters have had some real trouble recovering (not to mention that all class playtime is declining in general -- despite their slope downwards, Hunters are still in the top three classes played anyway).Is this the end of Hunters? Not at all -- Blizzard has already said that they are cyclical about balancing classes, and a heavy set of nerfs on one side of the cycle is usually accompanied by a burst of buffs on the other. Not to mention that the most interesting Hunter changes, the ammo revamp, hasn't yet found its way to the game. Reworking of ammo (in addition to some likely buffs there), will probably bring lots of Hunters back to the stables, so to speak. But it's true, Hunters are on a downward turn lately.[via WoW LJ]

    Mike Schramm
    07.10.2009
  • EA announces latest NERF Wii game with new and improved blaster

    Thought all your dreams of an all-in-one NERF gun / Wii controller were fulfilled with the original NERF Blaster Controller? Think again. 'Cause EA has now announced its follow-up NERF 2: N-Strike Elite game, which will of course also come bundled with a new and improved NERF Switch Shot EX-3 blaster. As before, this one will house the Wiimote inside to let you use it with the game or let you ditch it to take things outside (or to the office), and it adds a new attachable "NERF decoder scope" that'll let you detect enemy weak spots, decode secret messages, and uncover other hidden gameplay elements. And, well, it's a NERF gun and a Wii controller. Is there anything else you really need to know? No word on a price just yet, but you can look for the bundle to launch sometime this fall.[Thanks, Vincent]

    Donald Melanson
    07.09.2009
  • EA celebrates Nerf milestone with Nerf 2: N-Strike Elite

    Are you the best of the best when it comes to soft, safe firepower? EA is going to give you a chance to prove your dominance of the Nerf battlefield once again, in the sequel to last year's Nerf N-Strike. This release coincides with Nerf's 40th anniversary, a fact touted by EA in its press release.Most important among the new features of Nerf 2: N-Strike Elite, of course, is the new version of the Nerf Switch Shot EX-3 gun, which works both as a standalone Nerf dart gun and a Wii gun shell. The new blue gun includes a red decoder lens that reveals secret messages in the game -- otherwise, it appears identical to the previous (kind of awesome) gun controller.The game includes new in-game weapons and upgrades, and "enhanced co-op play" with jump-in play. Nerf 2: N-Strike Elite will be out this fall.

    JC Fletcher
    07.08.2009
  • A Cycle of Change...

    Logging into Guild Wars for the weekly guild night this Tuesday saw a bit of an unwelcome surprise; the personal fallout of the latest in a very long line of skill balancing patches. As a Mesmer, I'd generally done quite well out of these in recent months; a somewhat less popular class than most, they had seen quite a bit of improvement over a number of months, but this latest patch saw 'Visions of Regret' and 'Cry of Pain', two very potent skills I use almost all the time, significantly reined in.Of course the initial reaction was one of personal indignation, coupled with envy at the perceived winners of this round of adjustments. It isn't fair! A moment of reflection however and I began to consider more than just my own side of the thing, and perhaps for the improvement of the wider game, the changes to these specific skills might indeed have been warranted, and in any event, those imposing the changes were sure to have far more data at their disposal, and a view of a much larger picture than me.Balance is something all MMOs seek for themselves and their players, and yet very few achieve a state of equilibrium, in which all players share equal potential, equal possibility and equal enjoyment. Can the cycle of buffs and nerfs ever please everyone, or is an continual procession of patches a sign of life and vibrancy that the single player off-line game lacks?

    Tim Dale
    06.26.2009
  • Mimiron hard mode nerfed

    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?

    Eliah Hecht
    06.25.2009
  • Replenishment's wild ride

    Ah, Replenishment. No buff might be more welcomed in raids and reviled in theorycrafting. Ever since Ghostcrawler told us it was a necessary buff earlier this year, Blizzard seems to have twirled it around and around, taunting us like the proverbial carrot on a stick. It's been passed out to many classes, buffed a few times, nerfed even more (that Arena nerf was particularly strange), and in patch 3.2, soon headed to the PTR, it's getting nerfed again, even while MP5 (mana per five seconds) is getting a boost. What's the deal?Merlot, the Shadow Priest behind the Misery blog, has a good breakdown of just why Blizzard is so schizo with Replenishment. The whole point of the buff was to have Blizzard have some control over mana during fights -- instead of worrying about each class' mana separately, they'd just have this buff that gave mana like a big spigot, which they could then control as they saw fit. But players are so different across the board that putting them all under one big buff umbrella hasn't worked so well: a buff to Replenishment helps some and hurts others, and a nerf does the same, meaning Blizzard is flipping back and forth on turning the spigot on or off nearly every patch.

    Mike Schramm
    06.24.2009
  • Yogg-Saron and Flame Leviathan nerfed tonight

    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?

    Eliah Hecht
    06.11.2009
  • Tuesday's in-game fixes

    We love in-game fixes, right? Blizzard blue poster Bornakk has announced a couple new in-game fixes. The updates are as follows:First, the nerf to the Paladin's Vindication talent that set the Pally community on fire yesterday is now live. The nerf removed stamina and intellect from the 20% reduction that Vindication gave. All other primary statistics are still affected by Vindication.Secondly, Maim, Bash, and Hammer of Justice will no longer cause a player's spell to be interrupted when they're immune to stun. They will still interrupt the NPC's spells however.There have been a handful of other hot fixes that we've covered the past few days, and those are recapped after the break.

    Adam Holisky
    06.09.2009
  • Vindication hotfixed, no longer affects Stam or Int

    A hotfix is in the works for the Retribution Paladin talent Vindication. When the fix goes live ("as early as this afternoon"), Vindication will no longer reduce the Intellect or Stamina of affected targets. It will continue to reduce Agility, Spirit, and Strength. As usual, tooltips will not immediately update to reflect this change; the tooltips will be incorrect until they can be fixed in a content patch. Bornakk says this fix was put in place to address Retribution paladins being "very prominent" in PvP, "especially in the lower Arena brackets," without hurting Ret PvE DPS. Nerfing a class based on performance in lower brackets seems a little weird to me, but whatever. We did have some rumblings that something like this was coming - a PvP nerf that doesn't affect PvE. This certainly covers those bases. It leaves Vindication a pretty lackluster talent, though. Will you still keep it in your talent spec?

    Eliah Hecht
    06.08.2009
  • Insider Trader: Your guide to profession-specific buffs

    Insider Trader is your inside line on making, selling, buying and using player-made products.The World of Warcraft's second expansion pack, Wrath of the Lich King, changed the way that we players, as tradespeople, view professions and altered the reasoning behind our choices to pursue them. The driving factor behind this change was Blizzard's commitment to make each profession seem beneficial and dare I say, fun, to any player, regardless of class. While we did see some changes in this direction in The Burning Crusade, such as an Enchanter's singular ability to enchant his/her own rings, this new vision for trades really hit its stride in Wrath. To accomplish this, Blizzard shifted focus away from bind on pick-up gear and added self-buffs and self-enchants, as well as some other incentives, to give players more choice. It used to be, for example, that PvP characters would take Engineering. Leather and 40+ mail-wearers would take Skinning to feed their Leatherworking. Tailors would take Enchanting because it allowed them to recoup some of the costs of crafting gear, and so on. In essence, we could choose between fun, PvP, gold-making, and the best gear. Now, we can purchase gear from the gear-crafters, and be free to pursue something else, should we wish. Today, Insider Trader is going to break down the incentives offered by each profession to help you choose what is right for you. Rather than focusing on fun items, I will be addressing stat bonuses.The purpose of this guide is not to tell you what you need to take in order to be the best raider, or make the most money, or have an edge in PvP, but rather to gather the information to one place and present it for your consideration. Don't forget to read through the comments section at the end of this article, as there are sure to be tips and stories from our readers!

    Amanda Miller
    06.05.2009
  • Ghostcrawler on the Jewelcrafting nerf and design philosophy

    The Jewelcrafting nerf has been the subject of a lot of hot debate and flaming on the official forums, as might be expected. As people argue whether the nerf was justified, needed, too much, too little, or the wrong way to go about it, the blues have dipped their toes into the pool more than once, and have delivered some interesting insights into the design process in the process.If it was so overpowered, complain some, why did it take so long to nerf it? Ghostcrawler answers in this post.It's not that they don't notice that something is overpowered, he says, but it does take some time to find a proper fix. Sometimes, it just isn't overpowered until a certain gear level. Sometimes, there may be bug fixes or larger problems that need answering first.Sometimes, they may need to debate over the proper way to fix it. Finally, they may have a more ambitious long-term solution in mind, and may have finally decided they can't delay until that's done.

    Daniel Whitcomb
    05.25.2009
  • Insider Trader: Jewelcrafting nerf incoming

    Insider Trader is your inside line on making, selling, buying and using player-made products.Bornakk just announced on the forums that Jewelcrafters are about to see a new nerf, and as a result, people are already beginning to weigh the benefits of switching to a different profession for min-maxing, or working out how they are going to re-itemize their gear. Bornakk:In the next major content patch we will be removing the prismatic quality of the jewelcrafter-only Dragon's Eye gems. Like other gems, they will have to match the socket color to receive a socket bonus. When this change occurs, players with qualifying jewelcrafting skill will be provided a yet to be determined amount of Dalaran Jewelecrafter Tokens as compensation. This probably won't be enough to entice players to drop the profession, but it is a bit of a blow. Stratfu points out that because Mage T8 is equipped primarily with yellow and blue sockets, the only way to actually meet socket bonus requirements will be to use sub-par gems. The JC-only Runed Dragon's Eye offers +32 spell power, and currently fits into any socket, conforming to meet the necessary color requirements. This is compared to the +19 spell power that the rest of us folks get from Runed Scarlet Rubies. While Jewelcrafters will still be able to use these gems, they won't be able to stick them just anywhere.

    Amanda Miller
    05.22.2009
  • Froech's last EQII Producer's Letter addresses item procs in TSO

    As we found out earlier, Bruce "Froech" Ferguson is no longer the producer for EverQuest II. Before he left though, he penned one last Producer's Letter to the community to discuss some changes to item procs that will be coming with Game Update 52. It seems that items from The Shadow Odyssey that proc damage were getting a little out of hand, and a few nerfs will be applied to keep things under control. There are two main changes that will be made: firstly, critical damage will be removed from an item's base proc; secondly, the values of procs will not be subject to most modifications any more, meaning that generic bonuses will not make the procs bigger. Ferguson says that if these things are fixed, then items can be introduced later with intentionally large procs without fear of them growing too big through the aforementioned mechanics. In relation to these changes, some Predator spells will also be adjusted.Aside from item proc issues, the letter still does not tell us where Froech will be headed next, apart from confirming that he will remain in the SOE family.

    William Dobson
    05.21.2009