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Class Changes in Cataclysm

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Class Changes in Cataclysm Empty Class Changes in Cataclysm

Beitrag  Tarium Do Apr 08, 2010 12:41 pm

Hab mir gedacht ich Post hier mal die Links zu den ganzen Class Changes.
Wie es ja vielleicht manche schon mitbekommen haben scheint sich endlich was in Bezug auf Cataclysm zu tun. In den nächsten paar Tagen werden verschiedene Ändernugen zu den Klassen veröffentlicht.

Quelle: hier

Dort findet ihr auch die Links zu den Blue Posts im offiziellen Forum. Der Thread wird relativ schnell aktualisiert.

Leider gibts dazu noch keine Posts im Deutschen Forum, deshalb werd ich das ganze noch zu buffed verlinken.


Shaman - April 7 hier(Deutsch)
Priest - April 7 hier(Deutsch)
Warlock - April 7 hier (Deutsch)

Warrior - April 8 hier (Deutsch)
Death Knight - April 8** hier(Deutsch)
Rogue - April 8 hier(Deutsch)

Hunter - April 9 hier(Deutsch)
Druid - April 9 hier(Deutsch)
Mage - April 9 hier(Deutsch)

Paladin - April 14 hier(Deutsch)

Sollten die Ankündigungen im offiziellen Deutschen Forum online gestellt werden, werd ich die Buffed Links austauschen und aufs blizzard Forum verweisen. Ich werd nach und nach die anderen Changes reinstellen sobald sie Online kommen.


** Zum DK gibts schon Infos zu den Änderungen für Tanks. das ganze kann man hier(Englisch) oder hier(Deutsch) nachlesen.

Viel Spaß damit Wink.

Tari

-------------------------------------------------
Änderung der Dispell-Mechanik: hier(Englisch) / hier(Deutsch)
Rage-Normalization in Cataclysm: hier(Englisch) / hier (Deutsch)


Zuletzt von Tarium am Mi Apr 14, 2010 6:49 pm bearbeitet; insgesamt 9-mal bearbeitet

Tarium

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Class Changes in Cataclysm Empty Re: Class Changes in Cataclysm

Beitrag  Pertos Do Apr 08, 2010 2:56 pm

Willenskraft wird der primäre Manaregenerationswert von Wiederherstellungsschamanen sein.

Damit kennt ihr meine neue skillung! Twisted Evil
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Class Changes in Cataclysm Empty Re: Class Changes in Cataclysm

Beitrag  Pertos Do Apr 08, 2010 3:02 pm

Elementarschamanen werden tief im Baum ein Talent erhalten, das es Willenskraft (die sich auf der Ausrüstung finden wird, die sie mit den Wiederherstellungsschamanen teilen) ermöglicht, ihre Trefferwertung zu erhöhen.

Kommando zurück ich bleibe Ele bounce
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Class Changes in Cataclysm Empty Re: Class Changes in Cataclysm

Beitrag  Tarium Fr Apr 09, 2010 2:05 pm

so...warri, DK, Rogue sind auch da ... die ersten Infos zur dritten Gruppe müssten heut abend kommen. Man darf halt ned vergessen das Blizz die Termine nach der Zeitzone gesetzt hat in der Kalifornien liegt...welche das auch immer ist Razz

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Class Changes in Cataclysm Empty Re: Class Changes in Cataclysm

Beitrag  Tarium Mi Apr 14, 2010 6:49 pm

EDIT: Pala is jetzt auch da...früher als erwartet Very Happy

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Class Changes in Cataclysm Empty Cataclysm Class & Mastery Systems Update

Beitrag  rabenfrass Do Jul 08, 2010 4:18 pm

Originally Posted by Zarhym (Source) <- Link

When we first announced our design goals for class talent trees back at BlizzCon 2009, one of our major stated focuses was to remove some of the boring and "mandatory" passive talents. We mentioned that we wanted talent choices to feel more flavorful and fun, yet more meaningful at the same time. Recently, we had our fansites release information on work-in-progress talent tree previews for druids, priests, shaman, and rogues. From those previews and via alpha test feedback, a primary response we heard was that these trees didn’t incorporate the original design goals discussed at BlizzCon. This response echoes something we have been feeling internally for some time, namely that the talent tree system has not aged well since we first increased the level cap beyond level 60. In an upcoming beta build, we will unveil bold overhauls of all 30 talent trees.


Talent Tree Vision

One of the basic tenets of Blizzard game design is that of “concentrated coolness.” We’d rather have a simpler design with a lot of depth, than a complicated but shallow design. The goal for Cataclysm remains to remove a lot of the passive (or lame) talents, but we don’t think that’s possible with the current tree size. To resolve this, we're reducing each tree to 31-point talents. With this reduction in tree size we need to make sure they're being purchased along a similar leveling curve, and therefore will also be reducing the number of total talent points and the speed at which they're awarded during the leveling process.

As a result, we can keep the unique talents in each tree, particularly those which provide new spells, abilities or mechanics. We’ll still have room for extra flavorful talents and room for player customization, but we can trim a great deal of fat from each tree. The idea isn’t to give players fewer choices, but to make those choices feel more meaningful. Your rotations won’t change and you won’t lose any cool talents. What will change are all of the filler talents you had to pick up to get to the next fun talent, as well as most talents that required 5 of your hard-earned points.

We are also taking a hard look at many of the mandatory PvP talents, such as spell pushback or mechanic duration reductions. While there will always be PvP vs. PvE builds, we’d like for the difference to be less extreme, so that players don’t feel like they necessarily need to spend their second talent specialization on a PvP build.


The Rise of Specialization

We want to focus the talent trees towards your chosen style of gameplay right away. That first point you spend in a tree should be very meaningful. If you choose Enhancement, we want you to feel like an Enhancement shaman right away, not thirty talent points later. When talent trees are unlocked at level 10, you will be asked to choose your specialization (e.g. whether you want to be an Arms, Fury or Protection warrior) before spending that first point. Making this choice comes with certain benefits, including whatever passive bonuses you need to be effective in that role, and a signature ability that used to be buried deeper in the talent trees. These abilities and bonuses are only available by specializing in a specific tree. Each tree awards its own unique active ability and passives when chosen. The passive bonuses range from flat percentage increases, like a 20% increase to Fire damage for Fire mages or spell range increases for casters, to more interesting passives such as the passive rage regeneration of the former Anger Management talent for Arms warriors, Dual-Wield Specialization for Fury warriors and Combat rogues, or the ability to dual-wield itself for Enhancement shaman.

The initial talent tree selection unlocks active abilities that are core to the chosen role. Our goal is to choose abilities that let the specializations come into their own much earlier than was possible when a specialization-defining talent had to be buried deep enough that other talent trees couldn’t access them. For example, having Lava Lash and Dual-Wield right away lets an Enhancement shaman feel like an Enhancement shaman. Other role-defining examples of abilities players can now get for free at level 10 include Mortal Strike, Bloodthirst, Shield Slam, Mutilate, Shadow Step, Thunderstorm, Earth Shield, Water Elemental, and Penance.


Getting Down to the Grit

Talent trees will have around 20 unique talents instead of today's (roughly) 30 talents, and aesthetically will look a bit more like the original World of Warcraft talent trees. The 31-point talents will generally be the same as the 51-point talents we already had planned for Cataclysm. A lot of the boring or extremely specialized talents have been removed, but we don't want to remove anything that’s going to affect spell/ability rotations. We want to keep overall damage, healing, and survivability roughly the same while providing a lot of the passive bonuses for free based on your specialization choice.

While leveling, you will get 1 talent point about every 2 levels (41 points total at level 85). Our goal is to alternate between gaining a new class spell or ability and gaining a talent point with each level. As another significant change, you will not be able to put points into a different talent tree until you have dedicated 31 talent points to your primary specialization. While leveling, this will be possible at 70. Picking a talent specialization should feel important. To that end, we want to make sure new players understand the significance of reaching the bottom of their specialization tree before gaining the option of spending points in the other trees. We intend to make sure dual-specialization and re-talenting function exactly as they do today so players do not feel locked into their specialization choice.


A True Mastery

The original passive Mastery bonuses players were to receive according to how they spent points in each tree are being replaced by the automatic passive bonuses earned when a tree specialization is chosen. These passives are flat percentages and we no longer intend for them to scale with the number of talent points spent. The Mastery bonus that was unique to each tree will now be derived from the Mastery stat, found on high-level items, and Mastery will be a passive skill learned from class trainers around level 75. In most cases, the Mastery stats will be the same as the tree-unique bonuses we announced earlier this year. These stats can be improved by stacking Mastery Rating found on high-level items.

To Recap

When players reach level 10, they are presented with basic information on the three specializations within their class and are asked to choose one. Then they spend their talent point. The other trees darken and are unavailable until 31 points are spent in the chosen tree. The character is awarded an active ability, and one or more passive bonuses unique to the tree they've chosen. As they gain levels, they'll alternate between receiving a talent point and gaining new skills. They'll have a 31-point tree to work down, with each talent being more integral and exciting than they have been in the past. Once they spend their 31'st point in the final talent (at level 70), the other trees open up and become available to allocate points into from then on. As characters move into the level 78+ areas in Cataclysm, they'll begin seeing items with a new stat, Mastery. Once they learn the Mastery skill from their class trainer they'll receive bonuses from the stat based on the tree they've specialized in.

We understand that these are significant changes and we still have details to solidify. We feel, however, that these changes better fulfill our original class design goals for Cataclysm, and we're confident that they will make for a better gameplay experience. Your constructive feedback is welcomed and appreciated.



Scheint als bekomme Blizzard die Kurve doch noch, endlich in diesem total veralteten und uninteressanten Talentsystem aufzuräumen. Ich halte das für einen Schritt in die richtige Richtung und freue mich auf neue, entschlackte Schurken-Talentbäume bereinigt von dieser Unmenge lächerlicher Lückenfüller-Talente.
Ausserdem begrüsse ich es, dass mit diesen Änderungen Spec-definierende Talente bereits im Lowlevel-Bereich verfügbar sind und ausschliesslich in ihren jeweiligen Specs.
rabenfrass
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Class Changes in Cataclysm Empty Re: Class Changes in Cataclysm

Beitrag  Tarium Do Jul 08, 2010 10:37 pm

Jep glaub ich auch. Find die Änderungen echt genial Wink

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Class Changes in Cataclysm Empty Re: Class Changes in Cataclysm

Beitrag  steak Di Jul 13, 2010 8:40 am

gerade die geschichte mit den verbindungen von grp membern die den schaden aufteilen macht das ganze äußerst interessant. auch wenn die equipmechanik gerade bei den tanks (rüssi, dodge, block ...) verloren geht, finde ich es geil mit den Hauptwerten(ausd, int, wille...) auskommen zu müssen. ebenso das wir nicht mehr spammen können wie dumm macht das spiel wieder interessanter da mana auf einmal was zu bedeuten hat:)

ich freu mich drauf

wann ist kata zu kaufen? bzw. vorzubestellen?

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Class Changes in Cataclysm Empty Re: Class Changes in Cataclysm

Beitrag  Kh{stern} Di Jul 13, 2010 9:44 am

Vorbestellen kannste z.B. bei Amazon.

Kommentare von Usern zum Erscheinungsdatum:
"In der Betaversion habe ich Gebiete gesehen die noch nicht freigegeben wurden; die Quests sind bei weitem noch nicht fertig; die Übergänge der Gebiete sind noch nicht angefangen ( oder fangen die jetzt an die Grenze zwischen Wüste und Wald mit ner Trennlinie zu machn?!); noch ne Menge Buggs, etc.!

Ich rechne mit einem Release ganz kurz vor der Weihnachtszeit. "
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