Changing racials!
Changing racials!
http://blue.mmo-champion.com/1/96583560 ... anics.html
Changes that should be in the next beta push. Bear in mind that some of these may change somewhat or entirely, and there may also be other changes coming in subsequent pushes:
Orc
- Hardiness now reduces the duration of stun effects by 15%
Troll
- Racial Passive "The Voodoo Shuffle": Reduces the duration of all movement impairing effects by 15%. Trolls be flippin' out mon!
- Berserking: no longer has an activation cost of energy/rage/etc
Draenei
- Gift of the Naaru: now scales based on the higher of either the caster's Attack Power or Spell Power
- Shadow Resistance: reduces the chance to be hit by Shadow spells by 2%
Dwarf
- Frost Resistance: reduces the chance to be hit by Frost spells by 2%
- Racial Passive "Mace Specialization": Expertise with Maces and Two-Handed Maces increased by 5.
Undead
- Shadow Resistance: reduces the chance to be hit by Shadow spells by 1% (yes, this is lower than the other resistance racials)
- Will of the Forsaken: removes any fear, sleep, or charm effect (no longer has a lasting immunity).
Night Elf
- Quickness: reduces the chance to be hit by melee or ranged attacks by 2%
- Nature Resistance: reduces the chance to be hit by Nature spells by 3%
Tauren
- Endurance: now scales based on base health, to be tuned to approximately a 5% heath increase if the player were wearing green quality gear
- Nature Resistance: reduces the chance to be hit by Nature spells by 2%
Gnome
- Escape Artist: the freeing effect can no longer be resisted
- Arcane Resistance: reduces the chance to be hit by Arcane spells by 2%
Blood Elf
- Mana Tap: ability removed (partially integrated into Arcane Torrent)
- Arcane Torrent: restores 15 energy, 15 runic power, or 6% of mana to the Blood Elf (along with the current 2s silence effect)
- Magic Resistance: reduces the chance to be hit by spells by 2%
Human
- Perception: changed to a passive, now grants one character level of passive stealth detection
- Racial "The Fall of Humanity": Feign death which may trick enemies into ignoring you. Any threat is restored versus enemies still in combat upon cancellation of this effect. 5min cooldown
- Racial Passive "Human Supremacy": The dominance of Humanity is evidenced by having one more racial bonus than normal. Actually, make that two counting this one. (just a tooltip, no actual functionality)
- The Human Spirit: spirit bonus lowered to 5%
[ Post edited by Kalgan ]
Avatar of Kalgan
Kalgan
2008-09-06 14:42:53
Re: Orc Racial: Hardiness & New stun mechanic
Q u o t e:
Yeah I have to agree WOTF should be less time on fears/charms.
Also you forgot to change draenei's shadow resist to 1% less chance to be hit by shadow like the undead.
Yep, I forgot to list the Draenei Shadow resist change (-2% chance for shadow spells to hit you)
I also forgot to list that the lasting immunity has been removed from WotF
Also forgot to add Mace Specialization for Dwarves and magic resistance for BE
This is what happens when the forum times me out and loses my post, and I quickly retype it all. :/
[ Post edited by Kalgan ]
Changes that should be in the next beta push. Bear in mind that some of these may change somewhat or entirely, and there may also be other changes coming in subsequent pushes:
Orc
- Hardiness now reduces the duration of stun effects by 15%
Troll
- Racial Passive "The Voodoo Shuffle": Reduces the duration of all movement impairing effects by 15%. Trolls be flippin' out mon!
- Berserking: no longer has an activation cost of energy/rage/etc
Draenei
- Gift of the Naaru: now scales based on the higher of either the caster's Attack Power or Spell Power
- Shadow Resistance: reduces the chance to be hit by Shadow spells by 2%
Dwarf
- Frost Resistance: reduces the chance to be hit by Frost spells by 2%
- Racial Passive "Mace Specialization": Expertise with Maces and Two-Handed Maces increased by 5.
Undead
- Shadow Resistance: reduces the chance to be hit by Shadow spells by 1% (yes, this is lower than the other resistance racials)
- Will of the Forsaken: removes any fear, sleep, or charm effect (no longer has a lasting immunity).
Night Elf
- Quickness: reduces the chance to be hit by melee or ranged attacks by 2%
- Nature Resistance: reduces the chance to be hit by Nature spells by 3%
Tauren
- Endurance: now scales based on base health, to be tuned to approximately a 5% heath increase if the player were wearing green quality gear
- Nature Resistance: reduces the chance to be hit by Nature spells by 2%
Gnome
- Escape Artist: the freeing effect can no longer be resisted
- Arcane Resistance: reduces the chance to be hit by Arcane spells by 2%
Blood Elf
- Mana Tap: ability removed (partially integrated into Arcane Torrent)
- Arcane Torrent: restores 15 energy, 15 runic power, or 6% of mana to the Blood Elf (along with the current 2s silence effect)
- Magic Resistance: reduces the chance to be hit by spells by 2%
Human
- Perception: changed to a passive, now grants one character level of passive stealth detection
- Racial "The Fall of Humanity": Feign death which may trick enemies into ignoring you. Any threat is restored versus enemies still in combat upon cancellation of this effect. 5min cooldown
- Racial Passive "Human Supremacy": The dominance of Humanity is evidenced by having one more racial bonus than normal. Actually, make that two counting this one. (just a tooltip, no actual functionality)
- The Human Spirit: spirit bonus lowered to 5%
[ Post edited by Kalgan ]
Avatar of Kalgan
Kalgan
2008-09-06 14:42:53
Re: Orc Racial: Hardiness & New stun mechanic
Q u o t e:
Yeah I have to agree WOTF should be less time on fears/charms.
Also you forgot to change draenei's shadow resist to 1% less chance to be hit by shadow like the undead.
Yep, I forgot to list the Draenei Shadow resist change (-2% chance for shadow spells to hit you)
I also forgot to list that the lasting immunity has been removed from WotF
Also forgot to add Mace Specialization for Dwarves and magic resistance for BE
This is what happens when the forum times me out and loses my post, and I quickly retype it all. :/
[ Post edited by Kalgan ]
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- Legionnaire
- Posts: 330
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Will it make that much difference, a human rogue will still find you quicker in stealth. And now you can't even wait for it to run out. Or maybe 1 character level of stealth detection is nothing, im not sure about that.Shizume wrote:- Perception: changed to a passive, now grants one character level of passive stealth detection
about fucking time
well as the talent gives you 5 lvls more of stealth detect he sees you as lvl 71 while youre hiding as a lvl 75 so id say its a definite nerf to the racial in general human rogues still have an edge but mages etc wont see you across the arena any more just by popping it
theres a talent to get two lvls of stealtdetect for rogues in sub tree så humans see at 73 and you at 72 vs lvl 75 stealth so theyll still see you before you see them
did i make any sense or just scare fenz agian?
theres a talent to get two lvls of stealtdetect for rogues in sub tree så humans see at 73 and you at 72 vs lvl 75 stealth so theyll still see you before you see them
did i make any sense or just scare fenz agian?
Disenchants into: 1 Brilliant Mind
Thats why you have http://www.wowhead.com/?item=35698 aswell =)
Fighting for peace is like fucking for virginity
Already some buzz going on, and in my opinion it's righteous whining, that an additional one to three percent chance to miss your spells is not entertaining and it should be reworked into a -X% reduction in school damage dealt.
Five percent base miss chance for spells against even levels and then you need to add three percent spell hit to cover Night Elves totaling out at 8% hit rating needed.
Five percent base miss chance for spells against even levels and then you need to add three percent spell hit to cover Night Elves totaling out at 8% hit rating needed.