Blue Posts in World of Warcraft Druid & Priest Circle of Healing / Wild Growth changes We always prefer to buff things to nerf them, just because it does feel better for the player. But we have to evaluate the magnitude of the changes involved. Cheap wow gold buy wow power leveling aion Many players have already wow power leveling gotten their Wrath of the Lich King raiding feet wet in Naxxramas and the Sartharion raid, but Ulduar is the first example of the expansion's much larger, wow gold truly epic scope of raiding, as will be evident from the moment you set foot in the instance. The most obvious difference between Ulduar and its predecessors is that wow power leveling the new dungeon actually comprises two separate raid areas. The first section is an epic battle against a vast army standing between you and the entrance of the dungeon proper; in the second area, you will dive into the heart of the dungeon itself and finally discover the secrets of Ulduar. To make CoH / WG work in their current form, we would have to increase raid damage on the group, and increase the healing on your other spells to compete, and increase the magnitude of other types of damage so you want to use those other spells. Increasing single target damage means we might have to adjust tank health (which generally means gear) so that you feel like you have a chance to heal them before the e.g. 30,000 point Hateful Strikes land. It is easier in this case to nerf CoH / WG and lower raid AE damage. This is the classic metaphor of balancing a chair -- you can try and extend three ytndgsjmn legs or just cut one down to size. We don't always take the easier way out, but sometimes that is the more responsible thing to do. We'd rather spend a little bit of time tweaking current encounters and more time working on future encounters than the reverse. We'd rather fix other problems with healing than spend our time rebalancing a whole lot of healing spells. Plus, since this change will happen after the game is already Live, we do owe it to the customer to attempt to minimze bugs when possible, and in this case that means changing as little as possible. (You can take this argument too far of course and argue we should never change anything. It's a balance, as with most aspects of game design.) Related Article:
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