Actually, before item level was visible, add-ons just dug it from the API or files (I forget which) since it's always been client side data. Blizzard just stupidly chose not to expose it in the default UI for 3 or so years.
I still think that the best way of completely screwing with GS is to just completely remove the ilevel number from gear. Still use it in the developmental process, but when it comes time to push the gear into live, delete the ilevel column from the spreadsheet so nobody can access it client side. It doesn't screw item creation or balance because it's still being used, we just never see the number. Players will now have to pay closer attention to their stats, rather than just looking at the ilevel and brainlessly saying "it's better". And as for GS, either it breaks entirely, or they're forced to overhaul it completely so it looks at base stats per class or something, which would be a far better judging tool. Either way, it's a win/win scenario.
Item levels on gear has existed long before it was an interface option, the point of making it visible is that some mechanics we use rely on restricting things by item level. Enchants, etc.
Also, raid achievements that depend on not outgearing content.
GS is not the problem. People will always have barriers to entry and arbitrary predictors of performance. GS is just the latest "link achievement."
These days, most PUG raids seem to want both. I regularly see "LFM ICC25, link achievement at least 8/12, 5.7k GS required".
"Cataclysm may also eventually include a system that allows players to scale down their character's level in order to help newer players. The heirloom items unveiled in Wrath of the Lich King already scale with a character's level, so adjusting them to suit a downgraded character is already part of the design. Cataclysm will go one step further and replace individually purchased spell ranks with a scaleable system that allows a single ability to grow along with a character. Scaling down levels probably won't be possible when Cataclysm is released, but it's a feature that will be coming eventually and should help players of differing levels adventure together more easily."
The only issue/comment I see with this is that players aren't penalized for being helped by high levels in WoW the way they are in, say, FFXI. Which would make this system seem kind of superfluous. Unless the lower level friend wants to make life harder just for the sake of challenge.
"Cataclysm may also eventually include a system that allows players to scale down their character's level in order to help newer players. The heirloom items unveiled in Wrath of the Lich King already scale with a character's level, so adjusting them to suit a downgraded character is already part of the design. Cataclysm will go one step further and replace individually purchased spell ranks with a scaleable system that allows a single ability to grow along with a character. Scaling down levels probably won't be possible when Cataclysm is released, but it's a feature that will be coming eventually and should help players of differing levels adventure together more easily."
The only issue/comment I see with this is that players aren't penalized for being helped by high levels in WoW the way they are in, say, FFXI. Which would make this system seem kind of superfluous. Unless the lower level friend wants to make life harder just for the sake of challenge.
Don't you take an XP hit if you're grouped with a much higher level player, or did that get changed?
"Cataclysm may also eventually include a system that allows players to scale down their character's level in order to help newer players. The heirloom items unveiled in Wrath of the Lich King already scale with a character's level, so adjusting them to suit a downgraded character is already part of the design. Cataclysm will go one step further and replace individually purchased spell ranks with a scaleable system that allows a single ability to grow along with a character. Scaling down levels probably won't be possible when Cataclysm is released, but it's a feature that will be coming eventually and should help players of differing levels adventure together more easily."
The only issue/comment I see with this is that players aren't penalized for being helped by high levels in WoW the way they are in, say, FFXI. Which would make this system seem kind of superfluous. Unless the lower level friend wants to make life harder just for the sake of challenge.
Don't you take an XP hit if you're grouped with a much higher level player, or did that get changed?
Yes, but it's generally offset by the increase in killspeed. I used my friend's 80 protadin to level a char from 1-60 in about 3 RL days (so about 12-15 hours played), just grinding instances.
"Cataclysm may also eventually include a system that allows players to scale down their character's level in order to help newer players. The heirloom items unveiled in Wrath of the Lich King already scale with a character's level, so adjusting them to suit a downgraded character is already part of the design. Cataclysm will go one step further and replace individually purchased spell ranks with a scaleable system that allows a single ability to grow along with a character. Scaling down levels probably won't be possible when Cataclysm is released, but it's a feature that will be coming eventually and should help players of differing levels adventure together more easily."
The only issue/comment I see with this is that players aren't penalized for being helped by high levels in WoW the way they are in, say, FFXI. Which would make this system seem kind of superfluous. Unless the lower level friend wants to make life harder just for the sake of challenge.
Don't you take an XP hit if you're grouped with a much higher level player, or did that get changed?
Well you kinda do, but you also get shit done much, much faster.
"Cataclysm may also eventually include a system that allows players to scale down their character's level in order to help newer players. The heirloom items unveiled in Wrath of the Lich King already scale with a character's level, so adjusting them to suit a downgraded character is already part of the design. Cataclysm will go one step further and replace individually purchased spell ranks with a scaleable system that allows a single ability to grow along with a character. Scaling down levels probably won't be possible when Cataclysm is released, but it's a feature that will be coming eventually and should help players of differing levels adventure together more easily."
The only issue/comment I see with this is that players aren't penalized for being helped by high levels in WoW the way they are in, say, FFXI. Which would make this system seem kind of superfluous. Unless the lower level friend wants to make life harder just for the sake of challenge.
So, can you go back to 80/85 when you're done or are you forced to level back up?
I wouldn't mind going down to lvl 35 and running dungeons with the LFD tool with guildies alts once in awhile.
Aeyther on
0
Madpandasuburbs west of chicagoRegistered Userregular
edited August 2010
You can go back when you are done. They haven't said as much but nobody would put in a 1 way scaling feature.
The idea is help out your friends running deadmines in some way other than pulling the whole goddamn instance at once. New players will have a much easier time learning party dynamics this way.
Yeah, the only way that would make sense would be as a way to let you roll with lower levels without the penalty to XP gain. Would be interesting to see how they scale back the high end raid gear. Just with the heirlooms most dungeons get facerolled nowadays. I remember having to have a mage/lock for CC in BRD, now you can just rape the place.
XArchangelX on
Eve Online is a terrible game, but I used to play, for the lulz! Steam
Only the strong can help the weak.
More importantly, it would let you use the dungeon finder tool. Right now if you're 80 and you wanna help a friend at 30, you can't use the dungeon finder. Using the dungeon finder is especially nice for doing instances out of the way, like Scarlet Monastery for Alliance.
More importantly, it would let you use the dungeon finder tool. Right now if you're 80 and you wanna help a friend at 30, you can't use the dungeon finder. Using the dungeon finder is especially nice for doing instances out of the way, like Scarlet Monastery for Alliance.
I wonder if you have to be grouped with someone for this - it doesn't really matter now, but I would've loved the ability to set my level to say, 72 and and run BC dungeons for rep/achievements.
More importantly, it would let you use the dungeon finder tool. Right now if you're 80 and you wanna help a friend at 30, you can't use the dungeon finder. Using the dungeon finder is especially nice for doing instances out of the way, like Scarlet Monastery for Alliance.
I wonder if you have to be grouped with someone for this - it doesn't really matter now, but I would've loved the ability to set my level to say, 72 and and run BC dungeons for rep/achievements.
I think in other games that have this, it is for scaling down to a friend's level specifically. I don't think you can just pick a number. Though I bet there's no technical reason why you couldn't.
I'd imagine if it were ever implemented it would just be something to apply to DF groups. Like your 85 groups with your level 35 friend, and you become a 35 while in the dungeon, then back to normal afterward. Allowing it a lot more leeway would probably be problematic.
I'd imagine if it were ever implemented it would just be something to apply to DF groups. Like your 85 groups with your level 35 friend, and you become a 35 while in the dungeon, then back to normal afterward. Allowing it a lot more leeway would probably be problematic.
I think the question is, would there be a system in place that scales all of your equipment appropriate to the level you're downgrading to, kind of how the heirlooms have 80 different configurations that depend what level you are.
Stats really wouldn't be that big of an issue to do this with, since you could just make stats = % of the difference between the "normal" level and the level you're changing to. What I'm wondering about is the "clickable" effects and special effects that don't have a "set" stat to downgrade.
I'd imagine if it were ever implemented it would just be something to apply to DF groups. Like your 85 groups with your level 35 friend, and you become a 35 while in the dungeon, then back to normal afterward. Allowing it a lot more leeway would probably be problematic.
I think the question is, would there be a system in place that scales all of your equipment appropriate to the level you're downgrading to, kind of how the heirlooms have 80 different configurations that depend what level you are.
Stats really wouldn't be that big of an issue to do this with, since you could just make stats = % of the difference between the "normal" level and the level you're changing to. What I'm wondering about is the "clickable" effects and special effects that don't have a "set" stat to downgrade.
Maybe they can co-opt whatever system they're using to make spells scale smoothly from 1-85. Damage and Healing, and Shielding procs are about the only things that wouldn't scale like stats I think, but they could scale like spells. They are spells in a technical sense.
Fulmination (Tier 5) *New* - When you have more than 3 Lightning Shield charges active, your Earth Shock spell will consume any surplus charges, instantly dealing their total damage to the enemy target.
Rolling Thunder (Tier 4) *New* - When you deal damage with Lightning Bolt or Chain Lightning while your Lightning Shield ability is active, you have a 30/60% chance to recover 1% of your mana and to generate an additional Lightning Shield charge, up to a maximum of 0/9 charges.
Exploration
From Hell's Heart I Stab at Thee - Defeat the Whale Shark in Vashj'ir (despite or perhaps because of the fact that he drops no loot).
(plus some other boring guild/dungeon completion achievements)
Mounts
Volcanic Stone Drake - Summons and dismisses a rideable Volcanic Stone Drake. / 1.5 sec cast
Drake of the East Wind - Summons and dismisses a rideable Drake of the East Wind. / 1.5 sec cast
Death Knight (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Blood
Blood Strike now deals an additional 10% damage for each of your diseases on the target. Down from 12.5%.
Unholy
Raise Dead no longer requires Corpse Dust.
Druid (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Balance
Wild Mushroom changed, only 3 mushrooms can be placed at one time (Down from 5).
Cyclone cast time increased to 2 sec. Up from 1.5 sec.
Faerie Fire now has a 35 yards range, up from 30 yards.
Insect Swarm now has a 40 yards range, up from 30 yards.
Starfire now has a 40 yards range, up from 30 yards.
Entangling Roots now has a 35 yards range, up from 30 yards.
Thorns now lasts 20 sec, down from 10 minutes. Damage increased by 1400% (Deals 447 damage instead of 32)
Moonfire now has a 40 yards range, up from 30 yards.
Wrath now has a 40 yards range, up from 30 yards.
Moonkin Form now increases Nature and Arcane spell damage by 10%.
Starlight Wrath now reduces cast time by 0.15/0.25/0.5 sec. (Up from 0.1/0.2/0.3 sec)
Feral
Lacerate now stacks up to 3 times, down from 5 times.
Mangle (Bear) no longer has a cooldown.
Improved Feral Charge is now named Stampede
Heart of the Wild moved to Tier 1 restoration.
Furor is now a Feral Tier 1 talent - Gives you 33/66/100% chance to gain 10 Rage when you shapeshift into Bear Form, and you keep up to 33/66/100 of your Energy when you shapeshift into Cat Form, and increases your total Intellect by 2/4/6%.
Restoration
Tranquility now heals every 2 sec, down from 5 sec. (Old tooltip bug?)
Rebirth now has a 40 yards range, up from 30 yards.
Revive now has a 40 yards range, up from 30 yards.
Empowered Rejuvenation (Tier 6) renamed to Swift Rejuvenation (Tier 5) and revamped - Reduces the global cooldown of your Rejuvenation by 0.25/0.5 sec.
Efflorescence now affects friendly targets within 4 yards, down from 15 yards.
Wild Growth mana cost reduced to 27% of base mana, down from 55% of base mana.
Fury of Stormrage moved from Tier 5 to Tier 4. Now also reduces the mana cost of your Wrath spell by 50/100%.
Gift of the Earthmother moved from Tier 5 to Tier 6. Rejuvenation spell instant heal increased from 3/6% to 5/10%.
Nature's Bounty now increases critical strike chance on Regrowth by 20/40/60% (Up from 10/20/30%) and now has a 33/66/100% chance to proc. (Up from 20/40/60%)
Empowered Touch now Increases the healing done by your Healing Touch and Nourish spells by 5/10%, and your Nourish spell has a 50/100% chance to refresh the duration of your Lifebloom on targets.
Naturalist moved from Tier 2 to Tier 1. Changed to 2-Ranks, down from 3-Ranks. Reduces the cast time of your Healing Touch and Nourish spells by 0.25/0.5 sec. (Up from 0.15/0.35/0.5 sec)
Natural Shapeshifter is now a 2 ranks talent, down from 3 Ranks.
Nature's Cure (Tier 5) *New* - Empowers your Remove Corruption spell to also remove a magic effect from a friendly target.
Heart of the Wild is now a Tier 1 Restoration talent - Increases your maximum mana by 5/10/15%. In addition, while in Bear Form your Stamina is increased by 3/7/10% and while in Cat Form your attack power is increased by 3/7/10%.
Hunter (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Dead zone might be gone, but it might be just a rewording of the tooltips. Will wait for an in-game confirmation.
Beast Mastery
Cobra Shot now has a 40 yards range, up from 35 yards.
Viper Venom now has a 40 yards range, up from 35 yards.
Scorpid Venom now has a 40 yards range, up from 35 yards.
Widow Venom now has a 40 yards range, up from 35 yards.
Rhumba is gone and replaced with Crouching Tiger, Hidden Chimera - Whenever you are hit by a melee attack, the cooldown of your Disengage is instantly reduced by 2/4 sec. Whenever you are hit by a ranged attack or spell, the cooldown of your Deterrence is instantly reduced by 4/8 sec. These effects have a 2 sec cooldown.
Marksmanship
Aimed Shot now has a 40 yards range, up from 35 yards.
Concussive Shot now has a 40 yards range, up from 35 yards.
Steady Shot now has a 40 yards range, up from 35 yards.
Arcane Shot now has a 40 yards range, up from 35 yards.
Auto Shot now has a 40 yards range, up from 35 yards.
Chimera Shot now has a 40 yards range, up from 35 yards.
Marked for Death revamped - Your Arcane Shot and Chimera Shot have a 50/100% chance to automatically apply your Hunter's Mark ability instantly onto the target.
Bombardment no longer increases the critical strike chance of your Volley.
Silencing Shot no longer deals damage.
Survival
Camouflage no longer reduces your movement speed and no longer increases the damage done by your next attack.
Serpent Sting now has a 40 yards range, up from 35 yards.
Scatter Shot now has a 20 yards range, up from 15 yards.
Explosive Shot now has a 40 yards range, up from 35 yards.
Black Arrow now has a 40 yards range, up from 35 yards.
Serpent Spread now deals damage equal to 30/60% of the Serpent Sting total duration.
Thrill of the Hunt is now a Tier 3 talent, down from Tier 4.
Resourcefulness is now a Tier 4 talent, up from Tier 3.
Mage (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Glyphs
Glyph of the Bear Cub was renamed to Monkey - Your Polymorph: Sheep spell polymorphs the target into a monkey instead.
Arcane
Polymorph now has a 2 sec cast time, up from 1.5 sec. (All forms of Polymorph affected)
Paladin (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Holy
Healing Hands is now named Holy Radiance.
Denounce is now a Tier 3 talent, down from Tier 5.
Illumination is now a Tier 5 talent, up from Tier 3. Now 2 Ranks instead of 3 Ranks. you gain mana equal to 15/30% of the base cost of the spell. (Up from 10/20/30%)
Retribution
Inquisition is no longer exclusive with Holy Shield.
Divine Purpose now has a 40% chance to generate Holy Power, up from 20%.
Long Arm of the Law now increases movement speed by 45%, up from 30%.
Eternal Glory now has a 20% chance not to consume Holy Power, down from 40%.
Priest (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Discipline
Renewed Hope now increases critical effect chance by 5/10%, up from 3/6%.
Holy
Holy Word: Chastise *New* - Chastise the target for 563.9 to 632.71 Holy damage, and Immobilizing them for 2 sec. 15% of base mana, 30 yd range, Instant cast, 45 sec cooldown
Heavenly Voice is gone.
Binding Prayers is gone.
Holy Concentration moved from Tier 4 to Tier 3 and revamped - Increases the amount of mana regeneration while in combat by an additional 10/20%.
Serendipity now reduces cast time by 10/20% (up from 6/12%) and also reduces mana cost by 5/10%. Stacks up to 2 times, down from 3 times.
Surge of Light is gone.
Revelations (Tier 5) *New* - While in a Chakra state, your Holy Word: Chastise ability will transform into a different ability depending on which state you are in. Holy Word: Serenity (Heal) - Instantly heals the target for 3161.85 to 3730.47, and increases the critical effect chance of your healing spells on the target by 25% for until cancelled. 45 sec cooldown. Holy Word: Aspire (Renew) - Instantly heals the target for 2363.56 and another 4471.99 over until cancelled. 15 sec cooldown. Holy Word: Sanctuary (Prayer of Healing) - Blesses the ground with Divine light, healing all within it for 298.75 to 355.32 every 2 for 15 sec. Only one Sanctuary can be active at any one time.
Twirling Light (Tier 6) *New* - When you deal damage with Smite, Holy Fire, or Holy Word: Chastise your next Flash Heal is instant at 75% reduced mana cost, but heals for 30% of the amount. Lasts for 10 sec. When you deal damage with Smite, Holy Fire, or Holy Word: Chastise your next Flash Heal is instant at 75% reduced mana cost, but heals for 60% of the amount. Lasts for 10 sec.
Shadow
Mind Spike now has a 35 yards range, up from 30 yards.
Mind Sear now has a 35 yards range, up from 30 yards.
Mind Control now has a 30 yards range, up from 20 yards. 2 sec cast time, down from 3 sec.
Devouring Plague now has a 40 yards range, up from 30 yards.
Mind Flay now has a 40 yards range, up from 30 yards.
Mind Blast now has a 40 yards range, up from 30 yards.
Darkness now increases Spell haste by 1/2/3% instead of increasing Shadow damage by 2/4/6%.
Rogue (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Subtlety
Smoke Bomb now has a 8 yard radius, down from 10 yards.
Serrated Blades now has a 10/20% chance per combo point to proc. (Up from 6/12%)
Shaman (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Elemental
Totemic Wrath is now a Tier 4 talent, down from Tier 5.
Unrelenting Storm is gone.
Fulmination (Tier 5) *New* - When you have more than 3 Lightning Shield charges active, your Earth Shock spell will consume any surplus charges, instantly dealing their total damage to the enemy target.
Rolling Thunder (Tier 4) *New* - When you deal damage with Lightning Bolt or Chain Lightning while your Lightning Shield ability is active, you have a 30/60% chance to recover 1% of your mana and to generate an additional Lightning Shield charge, up to a maximum of 0/9 charges.
Enhancement
Elemental Weapons reworded - Increases the passive bonuses granted by your Flametongue Weapon and Earthliving Weapon abilities by 20/40%, the damage of your extra attacks from Windfury Weapon by 20/40%, and the effectiveness of the ongoing benefits of your Unleash Elements ability by 25/50%.
Restoration
Totem of Tranquil Mind now causes party or raid members within 30 yards to lose 30% less casting or channeling time when damaged.
Warlock (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Affliction
Seed of Corruption now has a 35 yards range, up from 30 yards.
Curse of the Elements now has a 40 yards range, up from 35 yards.
Curse of Tongues now has a 40 yards range, up from 35 yards.
Drain Mana now has a 40 yards range, up from 35 yards. Now lasts 3 sec, down from 5 sec.
Bane of Doom now has a 40 yards range, up from 35 yards.
Curse of Weakness now has a 40 yards range, up from 35 yards.
Fear now has a 30 yards range, up from 20 yards. Cast time increased from 1.5 sec to 2 sec.
Bane of Agony now has a 40 yards range, up from 35 yards.
Drain Soul now has a 40 yards range, up from 35 yards.
Unstable Affliction now has a 40 yards range, up from 35 yards.
Drain Life now has a 40 yards range, up from 35 yards.
Doom and Gloom now increases critical strike chance of Bane of Agony by 4/8% instead of increasing its damage by 5/10%.
Demonology
Summon Felhunter, Summon Succubus, Summon Felguard, Summon Voidwalker, Summon Imp now have a 6 sec cast time. Down from 10 sec.
Soul Link is gone, I think.
Demonic Aegis revamped - Increases the amount of health generated through spells and effects granted by your Demon Armor by 25/50%, and increases the amount of health regenerated by your Fel Armor by 50/100%.
Master Summoner now reduces casting time of summoning spells by 0.5/1 sec (down from 2/4 sec) and mana cost by 50/100%. (Up from 20/40%)
Demonic Rebirth (Tier 2) *New* - If your summoned demon dies, you gain the Demonic Rebirth effect reducing the cast time of your next summon demon spell by 50/100%. Lasts for 10 sec.
Destruction
Fel Flame now has a 35 yards range, up from 30 yards.
Incinerate now has a 40 yards range, up from 30 yards.
Soul Fire now has a 40 yards range, up from 30 yards.
Shadow Bolt now has a 40 yards range, up from 30 yards.
Bane of Havoc now has a 40 yards range, up from 30 yards.
Shadowburn now has a 35 yards range, up from 20 yards.
Warrior (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Nothing for you in this build it seems.
The First Rule of Ring of Blood is You Don't Talk About Ring of Blood - Complete the Ring of Blood quests in Nagrand, Zul'Drak and Twilight Highlands.
Beware of the 'Unbeatable?' Pterodactyl - Complete the joust quests in Mount Hyjal up to and including X.
In a Thousand Years Even You Might be Worth Something - Complete the Harrison Jones Coffer of Promise quests in Uldum.
Round Three. Fight! NYI - Complete the Ring of Blood quests in Twilight Highlands up to and including X.
Man, I wish there was a way to change WoW's graphics options *JUST* for Dalaran.
I like the game looking pretty 99% of the time, but I pretty much can't log in and play with my 80 during prime time because being in Dalaran crashes my PC (and this is with 4gb of ram)
Vincent Grayson on
0
L Ron HowardThe duckMinnesotaRegistered Userregular
Fulmination (Tier 5) *New* - When you have more than 3 Lightning Shield charges active, your Earth Shock spell will consume any surplus charges, instantly dealing their total damage to the enemy target.
Rolling Thunder (Tier 4) *New* - When you deal damage with Lightning Bolt or Chain Lightning while your Lightning Shield ability is active, you have a 30/60% chance to recover 1% of your mana and to generate an additional Lightning Shield charge, up to a maximum of 0/9 charges.
Way cool!
They've turned Lightning Shield into combo points. Nice.
DId they take out the +range talents (god I hope so, I'm sick of having to skip taking those and being stuck at 30 yards) its especially bad for warlocks because the range talents are in two different trees (much like we used to have a problem with hit)
Posts
These days, most PUG raids seem to want both. I regularly see "LFM ICC25, link achievement at least 8/12, 5.7k GS required".
The only issue/comment I see with this is that players aren't penalized for being helped by high levels in WoW the way they are in, say, FFXI. Which would make this system seem kind of superfluous. Unless the lower level friend wants to make life harder just for the sake of challenge.
Don't you take an XP hit if you're grouped with a much higher level player, or did that get changed?
Yes, but it's generally offset by the increase in killspeed. I used my friend's 80 protadin to level a char from 1-60 in about 3 RL days (so about 12-15 hours played), just grinding instances.
Well you kinda do, but you also get shit done much, much faster.
So, can you go back to 80/85 when you're done or are you forced to level back up?
I wouldn't mind going down to lvl 35 and running dungeons with the LFD tool with guildies alts once in awhile.
The idea is help out your friends running deadmines in some way other than pulling the whole goddamn instance at once. New players will have a much easier time learning party dynamics this way.
Steam/PSN/XBL/Minecraft / LoL / - Benevicious | WoW - Duckwood - Rajhek
Steam
Only the strong can help the weak.
I wonder if you have to be grouped with someone for this - it doesn't really matter now, but I would've loved the ability to set my level to say, 72 and and run BC dungeons for rep/achievements.
I am a freaking nerd.
I think in other games that have this, it is for scaling down to a friend's level specifically. I don't think you can just pick a number. Though I bet there's no technical reason why you couldn't.
Another new patch for the weekend?
Please please please be a fix for the 'stuck in moonglade' problem. I have TWO characters stuck there.
I am a freaking nerd.
Steam
Only the strong can help the weak.
What's this? How does one get 'stuck' in Moonglade? Did the teddy bears finally shut their hold?
Sounds like hell.
Yeah, I was wondering about that a little. At first thought, if they improve itemization of lower level gear, it shouldn't be a big problem.
...but
What about talents? And the mastery stat?
I think the question is, would there be a system in place that scales all of your equipment appropriate to the level you're downgrading to, kind of how the heirlooms have 80 different configurations that depend what level you are.
Stats really wouldn't be that big of an issue to do this with, since you could just make stats = % of the difference between the "normal" level and the level you're changing to. What I'm wondering about is the "clickable" effects and special effects that don't have a "set" stat to downgrade.
Maybe they can co-opt whatever system they're using to make spells scale smoothly from 1-85. Damage and Healing, and Shielding procs are about the only things that wouldn't scale like stats I think, but they could scale like spells. They are spells in a technical sense.
MMOChamp has some stuff up.
http://www.mmo-champion.com/content/1940-Cataclysm-Beta-Build-12803
Haven't read it yet.
Way cool!
pwweeeaase?
From Hell's Heart I Stab at Thee - Defeat the Whale Shark in Vashj'ir (despite or perhaps because of the fact that he drops no loot).
(plus some other boring guild/dungeon completion achievements)
Volcanic Stone Drake - Summons and dismisses a rideable Volcanic Stone Drake. / 1.5 sec cast
Drake of the East Wind - Summons and dismisses a rideable Drake of the East Wind. / 1.5 sec cast
Death Knight (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Blood
Blood Strike now deals an additional 10% damage for each of your diseases on the target. Down from 12.5%.
Unholy
Raise Dead no longer requires Corpse Dust.
Druid (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Balance
Wild Mushroom changed, only 3 mushrooms can be placed at one time (Down from 5).
Cyclone cast time increased to 2 sec. Up from 1.5 sec.
Faerie Fire now has a 35 yards range, up from 30 yards.
Insect Swarm now has a 40 yards range, up from 30 yards.
Starfire now has a 40 yards range, up from 30 yards.
Entangling Roots now has a 35 yards range, up from 30 yards.
Thorns now lasts 20 sec, down from 10 minutes. Damage increased by 1400% (Deals 447 damage instead of 32)
Moonfire now has a 40 yards range, up from 30 yards.
Wrath now has a 40 yards range, up from 30 yards.
Moonkin Form now increases Nature and Arcane spell damage by 10%.
Starlight Wrath now reduces cast time by 0.15/0.25/0.5 sec. (Up from 0.1/0.2/0.3 sec)
Feral
Lacerate now stacks up to 3 times, down from 5 times.
Mangle (Bear) no longer has a cooldown.
Improved Feral Charge is now named Stampede
Heart of the Wild moved to Tier 1 restoration.
Furor is now a Feral Tier 1 talent - Gives you 33/66/100% chance to gain 10 Rage when you shapeshift into Bear Form, and you keep up to 33/66/100 of your Energy when you shapeshift into Cat Form, and increases your total Intellect by 2/4/6%.
Restoration
Tranquility now heals every 2 sec, down from 5 sec. (Old tooltip bug?)
Rebirth now has a 40 yards range, up from 30 yards.
Revive now has a 40 yards range, up from 30 yards.
Empowered Rejuvenation (Tier 6) renamed to Swift Rejuvenation (Tier 5) and revamped - Reduces the global cooldown of your Rejuvenation by 0.25/0.5 sec.
Efflorescence now affects friendly targets within 4 yards, down from 15 yards.
Wild Growth mana cost reduced to 27% of base mana, down from 55% of base mana.
Fury of Stormrage moved from Tier 5 to Tier 4. Now also reduces the mana cost of your Wrath spell by 50/100%.
Gift of the Earthmother moved from Tier 5 to Tier 6. Rejuvenation spell instant heal increased from 3/6% to 5/10%.
Nature's Bounty now increases critical strike chance on Regrowth by 20/40/60% (Up from 10/20/30%) and now has a 33/66/100% chance to proc. (Up from 20/40/60%)
Empowered Touch now Increases the healing done by your Healing Touch and Nourish spells by 5/10%, and your Nourish spell has a 50/100% chance to refresh the duration of your Lifebloom on targets.
Naturalist moved from Tier 2 to Tier 1. Changed to 2-Ranks, down from 3-Ranks. Reduces the cast time of your Healing Touch and Nourish spells by 0.25/0.5 sec. (Up from 0.15/0.35/0.5 sec)
Natural Shapeshifter is now a 2 ranks talent, down from 3 Ranks.
Nature's Cure (Tier 5) *New* - Empowers your Remove Corruption spell to also remove a magic effect from a friendly target.
Heart of the Wild is now a Tier 1 Restoration talent - Increases your maximum mana by 5/10/15%. In addition, while in Bear Form your Stamina is increased by 3/7/10% and while in Cat Form your attack power is increased by 3/7/10%.
Hunter (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Dead zone might be gone, but it might be just a rewording of the tooltips. Will wait for an in-game confirmation.
Beast Mastery
Cobra Shot now has a 40 yards range, up from 35 yards.
Viper Venom now has a 40 yards range, up from 35 yards.
Scorpid Venom now has a 40 yards range, up from 35 yards.
Widow Venom now has a 40 yards range, up from 35 yards.
Rhumba is gone and replaced with Crouching Tiger, Hidden Chimera - Whenever you are hit by a melee attack, the cooldown of your Disengage is instantly reduced by 2/4 sec. Whenever you are hit by a ranged attack or spell, the cooldown of your Deterrence is instantly reduced by 4/8 sec. These effects have a 2 sec cooldown.
Marksmanship
Aimed Shot now has a 40 yards range, up from 35 yards.
Concussive Shot now has a 40 yards range, up from 35 yards.
Steady Shot now has a 40 yards range, up from 35 yards.
Arcane Shot now has a 40 yards range, up from 35 yards.
Auto Shot now has a 40 yards range, up from 35 yards.
Chimera Shot now has a 40 yards range, up from 35 yards.
Marked for Death revamped - Your Arcane Shot and Chimera Shot have a 50/100% chance to automatically apply your Hunter's Mark ability instantly onto the target.
Bombardment no longer increases the critical strike chance of your Volley.
Silencing Shot no longer deals damage.
Survival
Camouflage no longer reduces your movement speed and no longer increases the damage done by your next attack.
Serpent Sting now has a 40 yards range, up from 35 yards.
Scatter Shot now has a 20 yards range, up from 15 yards.
Explosive Shot now has a 40 yards range, up from 35 yards.
Black Arrow now has a 40 yards range, up from 35 yards.
Serpent Spread now deals damage equal to 30/60% of the Serpent Sting total duration.
Thrill of the Hunt is now a Tier 3 talent, down from Tier 4.
Resourcefulness is now a Tier 4 talent, up from Tier 3.
Mage (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Glyphs
Glyph of the Bear Cub was renamed to Monkey - Your Polymorph: Sheep spell polymorphs the target into a monkey instead.
Arcane
Polymorph now has a 2 sec cast time, up from 1.5 sec. (All forms of Polymorph affected)
Paladin (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Holy
Healing Hands is now named Holy Radiance.
Denounce is now a Tier 3 talent, down from Tier 5.
Illumination is now a Tier 5 talent, up from Tier 3. Now 2 Ranks instead of 3 Ranks. you gain mana equal to 15/30% of the base cost of the spell. (Up from 10/20/30%)
Retribution
Inquisition is no longer exclusive with Holy Shield.
Divine Purpose now has a 40% chance to generate Holy Power, up from 20%.
Long Arm of the Law now increases movement speed by 45%, up from 30%.
Eternal Glory now has a 20% chance not to consume Holy Power, down from 40%.
Priest (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Discipline
Renewed Hope now increases critical effect chance by 5/10%, up from 3/6%.
Holy
Holy Word: Chastise *New* - Chastise the target for 563.9 to 632.71 Holy damage, and Immobilizing them for 2 sec. 15% of base mana, 30 yd range, Instant cast, 45 sec cooldown
Heavenly Voice is gone.
Binding Prayers is gone.
Holy Concentration moved from Tier 4 to Tier 3 and revamped - Increases the amount of mana regeneration while in combat by an additional 10/20%.
Serendipity now reduces cast time by 10/20% (up from 6/12%) and also reduces mana cost by 5/10%. Stacks up to 2 times, down from 3 times.
Surge of Light is gone.
Revelations (Tier 5) *New* - While in a Chakra state, your Holy Word: Chastise ability will transform into a different ability depending on which state you are in. Holy Word: Serenity (Heal) - Instantly heals the target for 3161.85 to 3730.47, and increases the critical effect chance of your healing spells on the target by 25% for until cancelled. 45 sec cooldown. Holy Word: Aspire (Renew) - Instantly heals the target for 2363.56 and another 4471.99 over until cancelled. 15 sec cooldown. Holy Word: Sanctuary (Prayer of Healing) - Blesses the ground with Divine light, healing all within it for 298.75 to 355.32 every 2 for 15 sec. Only one Sanctuary can be active at any one time.
Twirling Light (Tier 6) *New* - When you deal damage with Smite, Holy Fire, or Holy Word: Chastise your next Flash Heal is instant at 75% reduced mana cost, but heals for 30% of the amount. Lasts for 10 sec. When you deal damage with Smite, Holy Fire, or Holy Word: Chastise your next Flash Heal is instant at 75% reduced mana cost, but heals for 60% of the amount. Lasts for 10 sec.
Shadow
Mind Spike now has a 35 yards range, up from 30 yards.
Mind Sear now has a 35 yards range, up from 30 yards.
Mind Control now has a 30 yards range, up from 20 yards. 2 sec cast time, down from 3 sec.
Devouring Plague now has a 40 yards range, up from 30 yards.
Mind Flay now has a 40 yards range, up from 30 yards.
Mind Blast now has a 40 yards range, up from 30 yards.
Darkness now increases Spell haste by 1/2/3% instead of increasing Shadow damage by 2/4/6%.
Rogue (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Subtlety
Smoke Bomb now has a 8 yard radius, down from 10 yards.
Serrated Blades now has a 10/20% chance per combo point to proc. (Up from 6/12%)
Shaman (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Elemental
Totemic Wrath is now a Tier 4 talent, down from Tier 5.
Unrelenting Storm is gone.
Fulmination (Tier 5) *New* - When you have more than 3 Lightning Shield charges active, your Earth Shock spell will consume any surplus charges, instantly dealing their total damage to the enemy target.
Rolling Thunder (Tier 4) *New* - When you deal damage with Lightning Bolt or Chain Lightning while your Lightning Shield ability is active, you have a 30/60% chance to recover 1% of your mana and to generate an additional Lightning Shield charge, up to a maximum of 0/9 charges.
Enhancement
Elemental Weapons reworded - Increases the passive bonuses granted by your Flametongue Weapon and Earthliving Weapon abilities by 20/40%, the damage of your extra attacks from Windfury Weapon by 20/40%, and the effectiveness of the ongoing benefits of your Unleash Elements ability by 25/50%.
Restoration
Totem of Tranquil Mind now causes party or raid members within 30 yards to lose 30% less casting or channeling time when damaged.
Warlock (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Affliction
Seed of Corruption now has a 35 yards range, up from 30 yards.
Curse of the Elements now has a 40 yards range, up from 35 yards.
Curse of Tongues now has a 40 yards range, up from 35 yards.
Drain Mana now has a 40 yards range, up from 35 yards. Now lasts 3 sec, down from 5 sec.
Bane of Doom now has a 40 yards range, up from 35 yards.
Curse of Weakness now has a 40 yards range, up from 35 yards.
Fear now has a 30 yards range, up from 20 yards. Cast time increased from 1.5 sec to 2 sec.
Bane of Agony now has a 40 yards range, up from 35 yards.
Drain Soul now has a 40 yards range, up from 35 yards.
Unstable Affliction now has a 40 yards range, up from 35 yards.
Drain Life now has a 40 yards range, up from 35 yards.
Doom and Gloom now increases critical strike chance of Bane of Agony by 4/8% instead of increasing its damage by 5/10%.
Demonology
Summon Felhunter, Summon Succubus, Summon Felguard, Summon Voidwalker, Summon Imp now have a 6 sec cast time. Down from 10 sec.
Soul Link is gone, I think.
Demonic Aegis revamped - Increases the amount of health generated through spells and effects granted by your Demon Armor by 25/50%, and increases the amount of health regenerated by your Fel Armor by 50/100%.
Master Summoner now reduces casting time of summoning spells by 0.5/1 sec (down from 2/4 sec) and mana cost by 50/100%. (Up from 20/40%)
Demonic Rebirth (Tier 2) *New* - If your summoned demon dies, you gain the Demonic Rebirth effect reducing the cast time of your next summon demon spell by 50/100%. Lasts for 10 sec.
Destruction
Fel Flame now has a 35 yards range, up from 30 yards.
Incinerate now has a 40 yards range, up from 30 yards.
Soul Fire now has a 40 yards range, up from 30 yards.
Shadow Bolt now has a 40 yards range, up from 30 yards.
Bane of Havoc now has a 40 yards range, up from 30 yards.
Shadowburn now has a 35 yards range, up from 20 yards.
Warrior (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Nothing for you in this build it seems.
Also, now we know which zone to go to and spam general chat for our blue weapons!
It's a bad patch for warriors when just don't get their buffs.
I'm being facetious, before warriors leap on me. I remember how cranky you geese get.
I would have done a heroic leap, of sorts, but that was taken out the game :V
But I hear it's coming back. So expect a heroic leap to your face in the future.
I like the game looking pretty 99% of the time, but I pretty much can't log in and play with my 80 during prime time because being in Dalaran crashes my PC (and this is with 4gb of ram)
They've turned Lightning Shield into combo points. Nice.
DId they take out the +range talents (god I hope so, I'm sick of having to skip taking those and being stuck at 30 yards) its especially bad for warlocks because the range talents are in two different trees (much like we used to have a problem with hit)
I am a freaking nerd.