The Weinercast is go! This week: News, Roguecraft, Heroic Ajzol-Nerub, and a special moment.
As always, the Weinercast is available on
Please leave us a review or a comment/question, and we’ll address it on air next week!
The Weinercast is go! This week: News, Roguecraft, Heroic Ajzol-Nerub, and a special moment.
As always, the Weinercast is available on
Please leave us a review or a comment/question, and we’ll address it on air next week!
First they came for the Paladins, and you said nothing, because you were not a Paladin…
The Nerf bat is coming, friends. Check out this recent Blizz blue post Q&A:
Q: Are we going to nerf Ret?
A: TO THE GROUND BABY. Okay, not really, but sometimes I can’t resist. We’ll see how much that quote comes back to haunt me. We will probably be making some changes soon, perhaps even hotfixes. We want to be very surgical about what we do. We don’t want to overdo it, and we don’t want to hurt their sustained PvE damage. When we’ve decided, I’ll make sure you all know. (Ghostcrawler)
“Surgical”, eh? Well, let’s look at the announced changes:
Paladin (Skills List / Talent Calc. (9095))
Skills
Holy
Seal of Wisdom now deal [ 16% of AP + 25% of Spell Power + 1 ] holy damage when unleashed. (Down from [ 20% of AP + 32% of Spell Power + 1 ] Holy damage)
Seal of Light now has a chance to heal for [ 15% of AP + 15% of Spell Power ]. (Down from [ 28% of AP + 28% of Spell Power ])
Seal of Light now deals [ 16% of AP + 25% of Spell Power + 1 ] (down from [ 20% of AP + 32% of Spell Power + 1 ]) holy damage when unleashed.
Seal of Righteousness now grants each melee attack [ 2.2% of Melee Weapon Speed * AP + 4.4% of Melee Weapon Speed * Spell Power ] additional Holy damage. (Down from [ 2.8% of Melee Weapon Speed * AP + 5.5% of Melee Weapon Speed * Spell Power ])Protection
Seal of Justice now deals [ 16% of AP + 25% of Spell Power + 1 ] holy damage when unleashed. (Down from [ 20% of AP + 32% of Spell Power + 1 ])Retribution
Judgement of Command Holy damage reduced from 56% to 45%.
Blessing of Might (Rank 8 ) and Greater Blessing of Might (Rank 3) now increase AP by 306. (Up from 305)
Seal of Corruption now deals [ 15% of AP + 8.8% of Spell Power ] additional holy damage over 15 seconds. (Down from [ 19.2% of AP + 9.6% of Spell Power ])
Seal of Corruption now deals [ 14% of AP + 22% of Spell Power + 1 ] Holy damage. (Down from [ 17.5% of AP + 28% of Spell Power + 1 ])
Seal of the Martyr now makes all your melee attacks deal [ 22% of mw ] to [ 22% of MW ]. (Down from [ 28% of mw ] to [ 28% of MW ])
Seal of the Martyr now deals [ 16% of AP + 25% of Spell Power + 36% of mw ] to [ 16% of AP + 25% of Spell Power + 36% of MW ] Holy Damage when unleashed. (Old – [ 20% of AP + 32% of Spell Power + 25% of mw ] to [ 20% of AP + 32% of Spell Power + 25% of MW ] Holy damage)
Seal of Blood now makes all your melee attacks deal [ 22% of mw ] to [ 22% of MW ]. (Down from [ 28% of mw ] to [ 28% of MW ])
Seal of Blood now deals [ 16% of AP + 25% of Spell Power + 36% of mw ] to [ 16% of AP + 25% of Spell Power + 36% of MW ] Holy Damage when unleashed. (Old – [ 20% of AP + 32% of Spell Power + 25% of mw ] to [ 20% of AP + 32% of Spell Power + 25% of MW ] Holy damage)
Seal of Vengeance now deals [ 15% of AP + 8.8% of Spell Power ] additional Holy damage over 15 sec. (Down from [ 19.2% of AP + 9.6% of Spell Power ])
Seal of Vengeance now deals [ 14% of AP + 22% of Spell Power + 1 ] Holy damage. (Down from [ 17.5% of AP + 28% of Spell Power + 1 ])
Judgement of Wisdom now restores 1% of the attacker’s maximum mana. (Down from 2%)
Judgement of Light now has a chance to heal the attacker for [ 10% of AP + 10% of Spell Power ]. (Down from [ 18% of AP + 18% of Spell Power ])
… So, does anyone think that those changes above are in any way “surgical”, or that they won’t affect PvE damage? And no one said nerfing Holy and Protection damage was part of the deal, either. Nerfing all seals affects Holy soloing and Protection tanking. A targeted seal nerf would have touched Command and Blood/Martyr only. Of course, it’s not a total nerf. You do get one extra point of attack power from Blessing of Might . . .
You’ve seen a lot about Fable II on this site. Actually, I should say you’ve seen a lot about Peter Molyneux, Fable’s creator, who has Chronic Foot-In-Mouth Disease. You may have seen an article or listened to a Weinercast here and there in which his penchant for over-promising and under-delivering has been discussed.
I’m a fan of the original Fable and was ready to give Fable II a fair shake. I eagerly slipped the disc into the Xbox 360 and waited impatiently through the Microsoft and Lionhead bumpers for the actual Start screen to show.
Starting the game allows you to choose between playing a male or female Hero — a choice unavailable in the original — and is followed by a beautifully rendered cutscene that drops you into the middle of the action into the town of Bowerstone from the first game. It’s hundreds of years after the time of Fable, though, and the world has changed greatly. You’ll find early on, for instance, that no one really believes in Will (magic) anymore, and that firearms are now commonplace. Fable II represents a more rational, almost Renaissance-like world compared to the more fairytale-like medieval world of the original Fable.
Many of the elements of the new edition of the land of Albion will seem familiar. Yep, there are still Demon Doors that lead to treasure once you’ve figured out what’s needed to open them. Chests containing goods abound. The chief difference is that the Hero’s Guild is no more; it was destroyed in the time between the two games, and there are no heroes anymore until you come along. (It’s implied throughout the game that you are a descendant of the character from the first Fable, who is referred to as the Hero of Oakvale.)
Fable II is a game that I would say appeals to both “passengers and sailors”. That is, it’s very easy for even the most casual gamer to enjoy, while also offering rewards for those who wish to play deeper inside of it. Let’s take two cases to illustrate: the Dog and making money. A lot has been said about the Dog, and I find the concept and the implementation both innovative and refreshing. Honestly, what hero runs around with a minimap in his head? The dog is a much more natural way of finding your way around. There’s also a trail of “reverse breadcrumbs” wherever you go — you’ll find that following a golden, glowing trail will lead you to your quest destinations.
There’s so much going on in Fable II that it’s tempting to delay pursuing the story while interacting with the rest of the world, much as I did. You’ll find that the story itself is well-plotted and full of unexpected twists and a couple of breathless, I-can’t-believe-that-just-happened moments.
And then there’s money — it’s ridiculously easy to come by. A number of jobs have been implemented in the game. These are essentially minigames that you’re paid to play. They have different “skins” as it were, but the play is more or less the same whether you’re a blacksmith or a woodcutter. You mash the A button at the right time, you make gold. That’s it. You can rack up a few thousand gold coins in a short time. If you’re eager to upgrade your gear it’s an easy way to make some money; if you’re looking at a longer-term investment you can put your cash into real estate by buying a house or business. Your rental fees accumulate even while you’re not playing, so it can be a big moneymaker over time to invest for the long term.
The game shipped with some problems. Audio sometimes goes out of sync with the rest of the game, causing stuttering and other annoying effects. I also have to fault Lionhead, again, for releasing the game without the promised — and still MIA at the time of this writing — online multiplayer feature that so many were looking forward to.
For being worth your $60 despite Molyneux’s best attempts to the contrary, Fable II gets 4 weiners out of 5.
This week Bioware finally let out some details about the worst-kept secret in PC video games: that their secret MMORPG project is related to their hit title, Knights of the Old Republic.
Welcome to SWTOR, or “Swatter”, as we shall pronounce it.
The new game, is set 3,500 years before the rise of Darth Vader, and 300 years after your adventures as Revan in the original KOTOR. Players will be thrust into a world where the real Sith Empire has finally emerged from hiding on the fringes of the galaxy and delivered a major defeat to the Republic. While the two sides are technically at peace, it’s clear that a new war between the Republic and the Empire is in the offing.
The Galactic Republic stood for generations as a bastion of peace in a galaxy of warring star systems. Protected by its stalwart Jedi guardians, the Republic held the greatest hope for the progress of civilization and galactic unity.
Deep in unknown space, however, a mighty Sith Empire was forged, led by dark Sith Lords who dreamt of galactic domination and vengeance against their ancient Jedi enemies. After centuries of preparation, the time came for the Sith to make their return.
Bioware’s official website is sparse on details, without even an expect ship timeframe or base system requirements. All we can do at the moment is oogle at the pretty concept pictures hosted at the site.
Mages are also bursting with burstiness, according to Blizzard. Ghostcrawler has the nerf bat prepared for you:
We have concerns about how bursty dps has become in PvP. On the other hand, we’re pretty happy with mage dps in PvE so we want to take care not to hurt it.For example, we discussed shifting some of Arcane’s damage between Arcane Blast and Arcane Barrage, but that actually does hurt one of Arcane’s PvE advantages over Fire — namely to be able to move around while doing some instant spells.
In the case of Frost, however, we have become concerned that it’s too easy to blow opponents up too quickly. Two of the culprits here are instant, uninterruptible Fireballs and Deep Freeze.
We are changing Brain Freeze to only proc off of Frost spells that can chill. Specifically, this limits the tactic of trying to fish for procs with Ice Lance. Ice Lance gets used a lot more in PvP, so we don’t think this will hurt Frost as much in PvE.
Secondly, Cold as Ice no longer reduces the cooldown on Deep Freeze. Deep Freeze is an (ahem) cool spell and we don’t want to nerf it too much, but you must admit that the poor frozen shmuck can endure a lot of damage while he is locked up.
I’ve maintained from the beginning that if they nerfed Retribution they’d come for other classes, too. Next on the list: Hunters.
As I have suggested a few times, we are concerned that hunters of all 3 specs are doing damage that is clearly superior to other classes.[…]
Ranged attacks no longer benefit from the haste effects of Windfury Totem and Improved Icy Talons. This is a nerf to hunter white damage.
There you have it. “First they came for the Retribution Paladins, and I said nothing”…
Are WoW Paladins really overpowered? Not so, says Blizzard. Though they implemented a hotfix to tone down Paladins some, and there are some changes on the way, blue posts say that Paladin damage is right on target. They only thing they want to change is to make it less “bursty”, which I can get behind since uncontrollable crit strings are bad to having low threat.
Also, I’m eagerly awaiting my copy of Fable 2 from GameFly and will give you my fair and balanced opinion of it as soon as I’ve had a day or two to come to grips with it.
The Weinercast is go! This week Araan and I discuss BlizzCon, World of Warcraft Patch 3.02, new Apple laptops, and more. Featuring special guest Simbelmyne!
As always, the Weinercast is available on
Please leave us a review or a comment/question, and we’ll address it on air next week!
It is a great day for geeks. A major WoW patch and something new from Apple. Thanks be to Araan, here are some patch notes for you.
General
Druids
Hunters
Mages
Paladins
Priests
Rogues
Shaman
Warlock
Warrior
PvP
Professions
Dungeons and Raids
User Interface
Items
Blizz blue posters Tigole and Kalgan sat down with the legitimate WoW press on Thursday evening and let slip some details about what to expect — but not when — from content patches for Wrath of the Lich King.
Patch 3.1 will include the 10/25 man raid of Ulduar, which is set in the Storm Peaks of northern Northrend. I wouldn’t look for this patch to go Live under well into 2009 since there will be plenty keeping folks busy in the Naxxramas / Obsidian Sanctum / Malygos progression. Unless you’re Nihilum or Death & Taxes, you’ll probably have your hands full. I would expect the final boss to of the Ulduar raid to be Loken, a sort of “fallen” Titan or servant of the Titans.
Patch 3.2 will include a new raid instance that is currently a mystery. A mystery, eh Blizzard? Well, what area doesn’t feature a raid and can be tied into the lore of Northrend? Remember Warcraft III, The Frozen Throne, when Arthas had to harrow the lowest depths of the Azjol-Nerub to get to Icecrown? During his journey he was beset the the hideous Faceless Ones, servants of a vile creature who was unseen. I believe this entity is Yogg-Saron, an Old God alluded to in quests in the Grizzly Hills and Storm Peaks, and that this monstrosity will be the final encounter of this unannounced raid instance.
Patch 3.3 will reportedly bring Icecrown Citadel and “resolve” the Ashbringer storyline. Frankly, I really, really want to have an Ashbringer in my inventory. I’m a Retribution Paladin, and nothing could be more fitting. As to when you might expect to look forward to this patch, my guess would be sometime in the first half of 2010, judging by Blizzard’s past history in delivering content patches.
Also coming soon to a content patch near you: the dance studio, a feature announced at BlizzCon last year but presently missing from the beta. Blizzard’s goal with the dance studio is not just to add new dances, but rather to allow players to piece dance moves together to create their own unique dances. That sounds like a lot of work — don’t hold your breath for a release in 2008.
You know how I feel about Blizzard charging us 950g to learn how to fly all over again. Well, Blizzard claims they’ll have a way wherein players who don’t train (or re-train, if you will) flying at 77 when it’s available will be able to borrow a “temporary” mount to get from point A to point B. No idea how this works yet, since it’s not in Beta to my knowledge, but I guess it’ll be seen at Blizzcon this weekend.
Frequent Weinercaster Araan joins us today as a Contributing Writer. Welcome and write on!