World of Warcraft

1 . 2 . 3 . 4 . 5 . 6 . 7 . 8 . 9
60
View All Posts by This User Toggle Ignore / Unignore This User
  • 120. Re: 2/2 Imp Spell Damage Coefficient Hotfix   05/02/2007 06:11:18 PST
quote reply

Q u o t e:
A hotfix? Thats awesome! Wanna hotfix our flying mount problem too?


QFT
60
View All Posts by This User Toggle Ignore / Unignore This User
  • 121. Re: 2/2 Imp Spell Damage Coefficient Hotfix   05/02/2007 08:06:04 PST
quote reply

Q u o t e:
Pro, now while your at it pls go and do same to BM hunter pets, its kinda same !%!%... They specialize for pet, ppl who had 600dps imp firebolts specialized in pets, but wait, they specialized in one single pet. Ofc hunters pet didnt do half of imps dmg, but they can stun, cant be CC'ed (obviuslly, not always) and can CC plus insane amount of HP unlike imp (insane amount of resistance in some cases to).


While wer at it, as it seems that you want (*giggle*) to fix things go fix following :
*1*Fire shield because it doesnt scale.
*2*Shard bags because they dont have long promised bonuses.
*3*Give destro locks some kind off escape spell (DC is everything but not escape spell, remove it for all I care) because they are now not even glass cannons, theyr just glass. Or if you want easy way out like always, just buff destro dmg, because its silly to see that freaking demo lock does more dmg then destro one.
*4*Fix voidwalker, I and everyone else know its a crap. No dps whatsoever and cant tank close to anything, oh well, he can, but every freaking 2 minutes.
*5*Replace melediction, its complete crap for a high end talent. Put whatever you want there, but be creative for a single time.
*6*Nerf demo spec dmg output but buff their survivability, thats what theyr supposed to do, to survive, not to nuke me for 2k with a shadowbolt while having succubus out.
*7*Replace imp lash of pain with something propper, that talent is useless and on top of that doesnt belong to destro tree at all.


Waiting for useless whine now, go ahead who ever wants (especially certain female lock who doesnt have a clue whats he saying ever).
With all this said though Ill have to agree that imps dmg (if properlly speced) was too high, not by much tho, but completely disabling imps scaling was so, so wrong, no matter youll fix it in god knows which next patch.


QFT But let my pet be pls. CoW is usefull against it. Plus it procs backlash. Agree wiht you with everything else.

I Can C What U C Not
60
View All Posts by This User Toggle Ignore / Unignore This User
  • 122. Re: 2/2 Imp Spell Damage Coefficient Hotfix   09/02/2007 11:05:07 PST
quote reply
Just saw the next patch notes, nothing mentionning the imp...
I thought it was for the next patch ???
70
View All Posts by This User Toggle Ignore / Unignore This User
  • 123. Re: 2/2 Imp Spell Damage Coefficient Hotfix   09/02/2007 14:01:14 PST
quote reply
Those patch notes didnt mention anything about Flying mount issue either...

So yeah /golfclap

Summen me Plx
67
View All Posts by This User Toggle Ignore / Unignore This User
  • 124. Re: 2/2 Imp Spell Damage Coefficient Hotfix   09/02/2007 14:27:36 PST
quote reply

Q u o t e:
We have implemented a hotfix that temporarily removes the Warlock Imp’s spell damage coefficient as it was performing far in excess of our intention. This will remove any spell damage bonuses from improving the Imp’s attacks.

We are currently on schedule to be implementing the correct values with the next patch. While we are able to effectively block the spell damage bonus with a hotfix it will require a client side patch to input the intended spell damage bonus the Imp is receiving.


A song to the Impz:

So long, fairwell, allfedazain to you!....


Magnafax

Everything I touch turns to contraversy.
Everything I 'know' I am sure of.
The man standing next to me 'knows' that I am wrong.
This is the nature of humans.
God bless us, everyone.
70
View All Posts by This User Toggle Ignore / Unignore This User
  • 125. Re: 2/2 Imp Spell Damage Coefficient Hotfix   09/02/2007 18:34:03 PST
quote reply
Poor little guy........not the imp the little hamster must be tired from running in its wheel its whole life to run blizzards servers and on top of that be in charge of their dev team having to tell them what to do and how to fix things /sigh. But the good news is blizzard have got better employees that have hired ex-employees that have been fired from mcdonalds for being to retarded to work there.

anyway /golfclap and this fantastic "hotfix". Oh and no blue post, but then again expecting a blue post is like believing Santa is real........

Oh and the hunter pet post actually made me lol.........i hope you hunters have got your pets newtered (spelling).
60
View All Posts by This User Toggle Ignore / Unignore This User
  • 126. Re: 2/2 Imp Spell Damage Coefficient Hotfix   10/02/2007 02:10:13 PST
quote reply
If new pet power will be around hunter's pet dps when specced imp, I'm seriously gonna murder someone.

Dpsing imp is 10 times frailer than some pink flamingo, has less staying power, no chance to survive any significant aoe/random attacks, and if you are demo, loss of pet gimps you way more than even BM hunter. His sta buff is rather irrelevant those days.

All this should be taken into consideration when deciding his new dps, equal to hunter's pet and lower than waterbolter IS NOT an option. At least not when specced imp imp.
70
View All Posts by This User Toggle Ignore / Unignore This User
  • 127. Re: 2/2 Imp Spell Damage Coefficient Hotfix   10/02/2007 04:07:47 PST
quote reply
There are 2 classes wich use pets,hunters and warlocks.I did a test with my hunter friend(we're both equally geared),he had Beast Mastery specc and I had Demonology specc(both supposed to improve your pets).We had duels with only our pets,his cat vs all my demons.

Guess who won?
But who got nerfed?
Blizzard Entertainment
View All Posts by This User ignore-inactive
Ommra
Blizzard Poster
  • 128. Re: 2/2 Imp Spell Damage Coefficient Hotfix   26/02/2007 09:44:55 PST
quote reply
The spell damage coefficients have been reapplied to the imp, but they are obviously lower than before.

In regard to the improved firebolt, this was a design change that was backlogged for a while because of the nature of the casting time.

This talent has not been working correctly for a long time for a basic reason. The game simply doesn't recognise the ability to reduce this casting time below 1.5 seconds. It's a tech limitation that imposes a barrier at 1.5 second cast time. The talent was originally coded to reduce casting to less than 1.5 seconds and the game basically gets confused, which is why the first point worked, but the second point didn't apply the appropriate reduction.

At this time, we can't change the mechanics to support a reduction to a 1 second cast time, so the talented reduction was changed from .5 seconds per point, to .25 seconds per point. So, at the least, the second talent point has an effect, rather than doing almost nothing at all. Yes, it is something of a workaround fix, but we're limited in our options to make the talent work as originally designed.

................(___)..........
.................|Oo|...........
.......... /```` OO).........
........./ |____-- .......I'm sorry, did I just distort time and space?
.......*...L......L.........
70
View All Posts by This User Toggle Ignore / Unignore This User
  • 129. Re: 2/2 Imp Spell Damage Coefficient Hotfix   26/02/2007 09:53:39 PST
quote reply
Imps still firebolt me for 350 Fire Damage, thereby effectively out-dpsing me.

The Very essence of wow:
Advanced Ganking http://video.google.nl/videoplay?docid=-8931402993824097244&q=slenterkip
70
View All Posts by This User Toggle Ignore / Unignore This User
  • 130. Re: 2/2 Imp Spell Damage Coefficient Hotfix   26/02/2007 09:55:00 PST
quote reply

Q u o t e:
At this time, we can't change the mechanics to support a reduction to a 1 second cast time, so the talented reduction was changed from .5 seconds per point, to .25 seconds per point. So, at the least, the second talent point has an effect, rather than doing almost nothing at all. Yes, it is something of a workaround fix, but we're limited in our options to make the talent work as originally designed.


Not to sound arrogant, but you might want ask your superiors about that again, Ommra. I checked it myself and the casts seemed very 1sec-ish with 2/2 and -1s casttime from the talent. I mean, he really fired them at 1s intervalls, not 1s cast + 0.5s wait as you describe it.

It was like you say until I think 1.10? Then it got fixed and worked.

[ Post edited by Carighan ]


SQUEAK.
-- (The Death of Rats, Terry Pratchett, Soul Music)
70
View All Posts by This User Toggle Ignore / Unignore This User
  • 131. Re: 2/2 Imp Spell Damage Coefficient Hotfix   26/02/2007 09:56:15 PST
quote reply

Q u o t e:
Imps still firebolt me for 350 Fire Damage, thereby effectively out-dpsing me.


Oh noes! A prot warrior wielding a 1Her and lvl60 gear is getting outdamaged by a lvl70 equipped Warlock's pet! The horror!!! :O

SQUEAK.
-- (The Death of Rats, Terry Pratchett, Soul Music)
70
View All Posts by This User Toggle Ignore / Unignore This User
  • 132. Re: 2/2 Imp Spell Damage Coefficient Hotfix   26/02/2007 10:00:16 PST
quote reply

Q u o t e:
The spell damage coefficients have been reapplied to the imp, but they are obviously lower than before.

In regard to the improved firebolt, this was a design change that was backlogged for a while because of the nature of the casting time.

This talent has not been working correctly for a long time for a basic reason. The game simply doesn't recognise the ability to reduce this casting time below 1.5 seconds. It's a tech limitation that imposes a barrier at 1.5 second cast time. The talent was originally coded to reduce casting to less than 1.5 seconds and the game basically gets confused, which is why the first point worked, but the second point didn't apply the appropriate reduction.

At this time, we can't change the mechanics to support a reduction to a 1 second cast time, so the talented reduction was changed from .5 seconds per point, to .25 seconds per point. So, at the least, the second talent point has an effect, rather than doing almost nothing at all. Yes, it is something of a workaround fix, but we're limited in our options to make the talent work as originally designed.


Hmm... so why not just make it a one point talent instead of making it twice as expensive?

/I
70
View All Posts by This User Toggle Ignore / Unignore This User
  • 133. Re: 2/2 Imp Spell Damage Coefficient Hotfix   26/02/2007 11:25:21 PST
quote reply

Q u o t e:


Hmm... so why not just make it a one point talent instead of making it twice as expensive?

/I


Was gonna propose exactly the same thing...
60
View All Posts by This User Toggle Ignore / Unignore This User
  • 134. Re: 2/2 Imp Spell Damage Coefficient Hotfix   26/02/2007 11:28:00 PST
quote reply

Q u o t e:
(...)
This talent has not been working correctly for a long time for a basic reason. The game simply doesn't recognise the ability to reduce this casting time below 1.5 seconds. It's a tech limitation that imposes a barrier at 1.5 second cast time. The talent was originally coded to reduce casting to less than 1.5 seconds and the game basically gets confused, which is why the first point worked, but the second point didn't apply the appropriate reduction.

At this time, we can't change the mechanics to support a reduction to a 1 second cast time, so the talented reduction was changed from .5 seconds per point, to .25 seconds per point. So, at the least, the second talent point has an effect, rather than doing almost nothing at all. Yes, it is something of a workaround fix, but we're limited in our options to make the talent work as originally designed.


Umm this is simple not true, for a very long time its have been like you say, then it was fixed and the Imp fired every second - I have tried it myself and there is no doubt at all that it fired every second. I am gonna assume that you have been misinformed.

And even if it had been like you where told the 'fix' is simple very weak, you have doubled the cost for half the effect ... impressive.

You have been misinformed, and the cast time nerf was unreasonable imo. If you dont want it to fire every 1 sec then just change it into a 1 point talent. At least its not a double whammy nerf then.

If you are in doubt about being misinformed ask them how shadowfury can have a casttime of 0.5 sec and not trigger global cooldown if what they told you are true ;)

http://www.gnomeland.dk/
60
View All Posts by This User Toggle Ignore / Unignore This User
  • 135. Re: 2/2 Imp Spell Damage Coefficient Hotfix   27/02/2007 10:04:01 PST
quote reply
So Ommra have you talked with the developers about this?

Tell them to not misinform you next time, there will allways be a player or 100 that knows excatly (sp?) how something works so they shouldnt misinform you like that.

Also could you maybe try to look into reducing it to a one point talent so its at least not a double price for half the effect talent.

http://www.gnomeland.dk/
70
View All Posts by This User Toggle Ignore / Unignore This User
  • 136. Re: 2/2 Imp Spell Damage Coefficient Hotfix   28/02/2007 01:19:19 PST
quote reply
as i see it, the ppl that had specced improved firebolt gets a double nerf to them, changing the casting time and reducing the spelldmg coefficient seems a bit much to me, with this casting time they might as well not have the spelldmg changed as it seem kinda fitting now doing 500-600 dmg pr firebolt at a 1,5 sec casting(at best), which doesnt increase the imps dps that much and i did think that a 500 dpsing imp was a bit much, so with both nerfs the machine gun imp is, well for a lack of a better word, dead and worse we didnt get a chance for a respec for those that have specced for improved firebolt(me included), kind of a lousy move by blizz if u ask me

[ Post edited by Almara ]

60
View All Posts by This User Toggle Ignore / Unignore This User
  • 139. Re: 2/2 Imp Spell Damage Coefficient Hotfix   28/02/2007 13:46:12 PST
quote reply
The game can't handle castimes under 1.5sec... Then remove my 0.5sec stupid castingtime on shadofury plx since the game isn't suppose to handle it.

Dangerous and moving..
1 . 2 . 3 . 4 . 5 . 6 . 7 . 8 . 9
Forum Nav : Jump To This Forum
Blizzard Entertainment