|
Community Manager
|
Edited by Daxxarri on 10/22/12 11:59 AM (PDT)
There has been some confusion about the recent changes to Vengeance that we’d like to clear up. Two things have changed with Vengeance lately:
There should be an addition to this: Vengeance was also reduced by 10% at the time that hotfix was noted. We apologize for that being missed in the patch notes. Vengeance now accrues at a rate of 1.8% of damage taken, down from 2.0%.
Based on the hits a tank takes, Vengeance attempts to predict what 50% of average Vengeance for that level of incoming damage will be, and bumps the tank straight to that level. However, it previously based that calculation on a 1.5 second attack speed. It now bases the calculation on the enemy’s auto attack speed for auto attacks, and a 60 second interval for special attacks. Tanks will still get the expected amount of Vengeance from the damage taken. This change just means that the first hit from a slow-attacking boss will bump Vengeance straight up to the expected amount. |
#1
10/22/2012
|
|
Edited by Blackwarlock on 10/22/12 12:06 PM (PDT)
Thankyou! I know our tanks have been wanting to know what happend.
|
|
|
Thanks!!!
|
You Blues have been doing this a lot lately. First this, then the Conquest cap "fix" you guys implemented with no warning, screwing people out of Conquest caps midweek while letting others slip by. Your Activision is starting to shine through..... |
|
|
Yeah gonna have to go with Foibles here, Nakotsu. No.
Thank you for the clarification, Daxxarri, it's much appreciated. |
|
|
...a 60 second interval for special attacks. Next time, let's not apply a hotfix like this in the middle of primetime raiding. Allowing some raids to learn their encounters with this in and others having to relearn their fights in the middle of the week, let alone the middle of a raid is complete garbage. Your timing on this one was really stinky. You can take that back to the devs. |
Thanks for the explanation. Going from BIGHIT/1.5 down to BIGHIT/60 seems like an over-the-top swing in the other direction, but it was obviously being abused. Stacking CDs and standing in 1-shot mechanics might have been fun for a while, but I'm sure it would get old and emasculate DPS :-P |
|
|
Quoting for truth. It makes me feel much less crazy to have that 10% nerf confirmed, and it also makes me feel a lot better about the recent change to hear how it works. I'd only checked for quest mobs (2s swing timer) so all I'd seen was a 25% nerf, but seeing it explained makes it so much more sensible, and a very good change. I do have a question about something though:
That floor is (much) less than the amount of vengeance you'd normally get from the attack. In other words, that floor will never come into play. I do think that's a good change, but I have to wonder, why bother calculating it at all if it's never going to be used? |
|
1 Human Rogue
0
|
Edited by Willinraven on 10/22/12 3:19 PM (PDT)
Ignoring the obvious idiocy in this post, I'd like to point one thing out: A DK tank should easily have around 500k+ HP unbuffed (600k+ buffed), and DPS/healers don't really have 400k HP unless they are geared and buffed. That is, unless you are comparing extremely geared DPS (who will have 400k+ HP) to undergeared or poorly geared tanks (such as your poor glove, leg, shoulder, and chest enchants). In which case you can make the same argument, BiS tanks doing more DPS than fresh 90s must obviously be a "bad" thing. Nerf tank damage by 50%+ then. |
You sound surprised. ----- Combat tables, diminishing returns and you! http://us.battle.net/wow/en/forum/topic/2489160859 |
|
Tank DPS discussion aside, is anything going to be done about the huge survivability nerf that this handed out?
In the case of tank self heals Guardians, Brewmasters, Prot Paladins, and to an extent Prot Warriors (with barrier) are all pretty dependent on being able to react to a huge damage spike with an AP-driven self heal. In the particular case of Guardian Druids and Brewmasters, we are solely dependent on AP-driven heals and have no other cooldowns or abilities that provide health % based heals or any emergency heals like Lay on Hands. Death Strike still uses actual incoming damage, so this change also seems like a relative power increase for DKs, who were already in a very good spot. Was this intended? |
Tank DPS discussion aside, is anything going to be done about the huge survivability nerf that this handed out?
|
Tank DPS discussion aside, is anything going to be done about the huge survivability nerf that this handed out? Yes, and they changed the expected amount from what we were experiencing (special/1.5s) to what they expected (special/60s), effectively removing spikes and drastically limiting reactive self heals. |
If it turns out to be a problem, it will get fixed. |
