It's Monday, and boy do we have a number of blue posts today to recap, so let's get started! Maybe this should be called the "Bornakk and Drysc Show" because they've both been very active on the US forums. In all fairness, though, Vaneras has been on their heels over on the EU forums. This is a long read, so buckle your seatbelts and prepare for takeoff.
A change to the “Daze” mechanic was originally planned for introduction in patch 2.2. This change would have removed additional defense rating as a factor in reducing the chance of being dazed, equalizing the chance for heavy armor wearers to become dazed as compared to light armor wearers. With further testing and discussion it was decided that players would be too negatively affected in their ability to tank and reposition their targets, and this change will no longer be included with 2.2. We currently have no plans to reintroduce this change at a later time.
I'll try to answer in my own words, I know this has been a large complaint from the rogue community and I've only just recently gained information about the reasoning for the change myself.
Our baseline melee stat is Attack Power, it's the stat that we use as a benchmark in which we compare all other melee stats. Haste was at about a 1:1 in relation to AP at base levels, and it scales a whole lot better. So in large quantities haste was easily overcoming AP, and trouncing all other melee stats. While it's not bad for it to be a strong stat, we don't want it to become THE stat over AP. In fewer words it's a quintessential nerf: it was too good.
In the caster case, it was difficult for us to judge just how haste would affect casts as it varies so dramatically from player to player, class to class, and even spec to spec. Originally when it was nerfed we were sort of anticipating it being required, but we're just not seeing the large use of sustained cast-time oriented spells we thought we would, and it's being brought back up to compensate.
Allowing the rogue to keep combo points independent of the target is actually something we've considered for some time. If and/or when it would be implemented is still to be decided, but we're certainly not opposed to the idea.
We do plan to add the Elekk and Hawkstrider mounts as PvP rewards in a future patch.
Judging from recent interviews with the devs, i thought they decided for the DK to become playable when you reach a certain level with 1 character?
As you know from the time we announced the Death Knight at BlizzCon up to recent interviews, the unlocking process has changed quite a bit because it's not finalized. We have a lot of great ideas and we want to use one that makes the most sense for the Death Knight and is a lot of fun for our players. So until the process is finalized, changes can occur.
Also in some of your posts you seem to point out the influx of DK's when launch comes around.
With no playable Death Knights in the game, wouldn't just ten of them be considered an influx?
I expect a number of people will decide they want to play a Death Knight well before Wrath of the Lich King is launched. So after launch people will put all their effort into playing one as soon as possible. There is no need to jump to conclusions here.
The NPC was removed before the release of Burning Crusade and we have no current plans to implement the ravasaur mount at this time. Sorry.
This was addressed shortly after the NPC was removed though, so it's not breaking news, but I'm guessing most didn't see that post.
We currently plan to release only the Death Knight Hero Class in the Wrath of the Lich King expansion. We may add more in future expansions as there are so many great ideas we could implement, but we will have to wait and see regarding those.
Right now we have several options for classes that can heal, dps, or tank and all of them are playing alongside one another very well so I believe Death Knights and Warriors will "coexist" just fine. I can't see having both of them in a group and just constantly dueling because they refuse to do so.
By adding another dps/tanking class, the Death Knight will give players and groups more options for what they need to complete their objective(s).
Hmm... I would try to have as much fun as possible before the end. I would probably try to get some buddies and guildies together to do some crazy world PvP or do some Capital City raiding.
Even though Blizzard is owned by a European corporation, Ive heard that Blizzard developers usually emphasizes on feedback from the US forums in regards to development (Feedback from US players since Blizzard HQ staff are from the US). The main source being the US forums. And that the only staff designated to EU customers are customer care staff.
Is this true? Do Blizzard developers tend to emphazise on feedback mainly from the US boards?
This is not true at all.
It is correct that the developers are located in the US, but that doesn't mean that they favour feedback from a specific group of players more simply because they can post on the US boards.
The developers are constantly receiving feedback from all the WoW forums worldwide, and they really do not care about from which WoW forum the feedback was originally posted. Of course there is a difference in the method of how feedback is gathered and forwarded to the developers; in the non-English WoW forums for an example, there are translation matters to take into consideration when gathering feedback, but time zones and geographical location of course also has an influence on the flow of information. The important thing is that player feedback from around the globe is reaching the developers and it is all equally appreciated.
In other news, the latest honorable mention for the WoW Comic Contest is up on the official website. This comic was submitted by Raptorjamez of the Kilrogg realm.