There really is quite a lot of meaning packed into these posts. What do you guys think?
Top guilds and raid encounters difficulty
Players try to play that card a lot, that skill isn’t a big deal because the mechanics are all pretty easy to understand, and therefore it’s the class mechanics that are to blame, not the player. I don’t buy it. I’ve seen the world first, or even server first kills of difficult bosses. Those players aren’t just good, they are exceptionally good. They are probably ten times better than the guilds who get those kills a month or two later, and that’s really no exaggeration. In fact, skill plays such a gigantic role that we have trouble balancing harder encounters. The skilled players can beat them without new gear while the second tier of players can never beat them. Now you can try to argue that all tanks are of about the same skill and it’s the dps or healers that really make up the difference, but I don’t buy that either. I’ve seen what the best tanks in the world do. They are really good. Don’t dismiss them as being just lucky or dedicated. Source.
There are extremes. One is just giving everyone say block and parry and Last Stand and Demo Shout because heck those are useful, and no doubt some players would be thrilled by that. The other extreme is to be so stubborn and so scared of homogenization that we never make a change. It doesn’t surprise me at all that when a player finds his dude wanting, then looks around and sees a sexy ability or mechanic on another class that that grass can look awfully green. I’m just pointing out that homogenization is often our very last solution when all else has failed.
A great deal of WoW’s depth is because of the differences among the classes and among the various talent trees. We think it contributes to players not getting bored. We think it contributes to rerolling, perhaps trying another class when you get burned out instead of walking away from the game. It was cool for me the first time I healed a Feral druid in UBRS (if you’re still playing, you rocked by the way) because she tanked things differently and I had to heal her differently. I felt like I was discovering something new in the game. I would have been sad if someone had pointed out, Ghost, dude, that was just bear art. Mechanically, she was blocking and Sundering (this was pre Devastate) and basically being a warrior.
Resisting homogenization may not be important to you, but it is very important to us. Understand the huge mountain you have to climb whenever you’re asking us to put those concerns aside. You’re thinking about how to make your character a better tank. We’re thinking about how to keep this game popular for five more years, or even longer. Source.
Icy Talons changes clarifications
You put 5 points in Icy Talons. While fighting (and applying Frost Fever), you swing 20% faster. If you have talented Windfury Totem on you, you swing a total of 40% faster.
You now put a 6th point in Improved Icy Talons as well. You have a passive personal 25% haste at all times. When you engage in combat and apply Frost Fever, you now have 45% melee haste. If you have Windfury also, you still only have 45% haste since Windfury and Improved Icy Talons are exclusive.
This is basically a 20% haste buff to any DK who has Icy Talons and Improved Icy Talons. Source.
That is an insane amount of haste! You’d need a helluvalot of runic power to feed your rune strikes at that rate.
Will of the Necropolis Buff
As I’ve said several times now, the Will of the Necropolis change wasn’t an “OMG DKs are vanishing – let’s buff” decision. A couple of designers looked at the cooldown, evaluated how often it really mattered, concluded not often, and thought the ability would be simpler to understand, less frustrating, and perhaps a small DK buff without the cooldown. The paladin and warrior health adjustments were a result of seeing progression on hard mode encounters, where bosses tend to melee for a lot all the time so health might trump cooldowns. Neither of them were huge changes and you can make the argument that things might have been fine without the changes at all. We thought a small adjustment was appropriate. I concede that these things are often subjective and others might have made a different call than we made. Source.
On a fight where you have no real risk of dying, where your raid knows the boss really well and healers are well within their capability, WotN doesn’t help much. However, on progression fights or hard-modes, it can make a huge difference. It’s a backstop, it’s a Plan B, and it could keep you alive to compensate for a mistake.