Warlords of Draenor Changes for F2P

Pounce has been removed. Abilities which modified Pounce now modify Rake instead.

Rake now also stuns the target for 4 seconds when used while stealthed.

Coconuttreee <3333
 
Balance seems like it could be really fun . 3 charges of stArsurge could be really nice . I wonder if it will still hit as hard as it does compared to starfire or if a buffed starfire will hit harder 0.o also I can see lots of fun rotations for nelf Druid that involve smeld and a feral charge then rip stun or something . Will be strong in arena for bursting targets . Charge stun 5 cp FB with stupid atk pwr when in fang set !
 
  • Base Resilience has been reduced to 0%.
  • Battle Fatigue has been removed. PvP combat no longer reduces the amount of healing received by PvP participants.
  • Critical Damage and Critical Heals in PvP combat now deal 150% of the normal spell/ability effects (down from 200%).
  • The amount of health per Stamina has approximately doubled. The curve on this calculation has been smoothed out as well, so the exact amount varies slightly by level.
  • Maximum mana has been approximately doubled at all levels to keep pace with the expected health from new Stamina values.
  • All consumables have had their healing and mana regeneration values approximately doubled.
  • All creatures have had their melee damage doubled. Most creature spells and abilities have had their damage doubled as well.
  • All player-cast healing and absorption effects have been increased by approximately 50% in effectiveness. If they heal or absorb a percentage of maximum health, they are instead reduced by 25%. All other noted changes are in terms relative to that.
    • For example, if another noted change is that "Mega Heal now heals for 40% more," that means that Mega Heal now heals for a total of 210% of what it used to, which is relatively 40% higher compared to other heals.
    • Warlords of Draenor
 
  • Base Resilience has been reduced to 0%.
  • Battle Fatigue has been removed. PvP combat no longer reduces the amount of healing received by PvP participants.
  • Critical Damage and Critical Heals in PvP combat now deal 150% of the normal spell/ability effects (down from 200%).
  • The amount of health per Stamina has approximately doubled. The curve on this calculation has been smoothed out as well, so the exact amount varies slightly by level.
  • Maximum mana has been approximately doubled at all levels to keep pace with the expected health from new Stamina values.
  • All consumables have had their healing and mana regeneration values approximately doubled.
  • All creatures have had their melee damage doubled. Most creature spells and abilities have had their damage doubled as well.
  • All player-cast healing and absorption effects have been increased by approximately 50% in effectiveness. If they heal or absorb a percentage of maximum health, they are instead reduced by 25%. All other noted changes are in terms relative to that.
    • For example, if another noted change is that "Mega Heal now heals for 40% more," that means that Mega Heal now heals for a total of 210% of what it used to, which is relatively 40% higher compared to other heals.
    • Warlords of Draenor
With the latest changes I feel more and more that WOD will once again be world of healcraft, at low lvl PVP will probably be much more time consuming than now, which gives healers (hybrids) a huge advantage.
 
With the latest changes I feel more and more that WOD will once again be world of healcraft, at low lvl PVP will probably be much more time consuming than now, which gives healers (hybrids) a huge advantage.

I think so, i havent figured out how hard everybody is going to be hitting but even with the removal of res, i dont think it will be much compared too the doubled hp. Cant tell if itll be better or worse than 5.0, sounds worse though.
 
World of healcraft is much better design than World of OneShotcraft.

It's no fun when you go from full to dead in one GCD...

Sent from my Nexus 4 using Tapatalk
 
World of healcraft is much better design than World of OneShotcraft.

It's no fun when you go from full to dead in one GCD...

Sent from my Nexus 4 using Tapatalk

I agree. A bracket imbalanced by healing is always preferential to a bracket imbalanced by damage.
 
Plus, games in which healers are relatively more powerful force dps to be better players, since they have to coordinate their CCs and focus.

Now I actually don't have TOO much hope about the vast majority of the bracket improving, but at least the brain dead s-keying deeps won't dominate the charts.

Sent from my Nexus 4 using Tapatalk
 
Last edited by a moderator:
I'd rather play in mid the whole game than spend 75% of it dead in the graveyard...

Sent from my Nexus 4 using Tapatalk
 
finally I can get back on my healers when WoD comes out.

getting sick and tired of playing 90% of the time as dps, little to no healers due to increasing battle fatigue, and 6-10 min matches every time I que for a match (even when it says 20 min and excluding the time people farming gy).

at least this way we'll be able to see longer matches and be able to heal others against the 24/29 menace.
 
Last edited by a moderator:

Users who are viewing this thread

Top