Answers and questions: the soldier

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Answers and questions: the soldier

Post by Heyro on Mon 15 Mar 2010, 10:56 am

n communications with community: we would like to begin Today's interview with question often set by players on appointment of each concrete class. In particular, soldiers always were a strong point and a starting point for the further comparisons from the moment of start World of Warcraft.


In: What place of the soldier in game now, after set of innovations and what you see it in the future?

About: has historically developed so that soldiers always were one of the most significant classes in World of Warcraft. In all spot-checks, since Fiery Bowels, soldiers were the unique tanks. Also they occupied the top lines in the table of the put loss and in the lead positions in PvP. Perhaps, soldiers were superforce because of which some classes lost the importance. It it is no wonder, considering background of a class: the fighters chained in an armour were some kind of a sure version in all RPG, preceding World of Warcraft. It seems to us that now the situation became more fair: soldiers do not belittle the fact of the existence of advantages of other classes and at the same time remain popular enough among players. To balance game process for the soldier it has appeared difficult enough. It is partly connected with mechanics of fury which is not finished till now to an ideal (fury spent for drawing a loss which allows to develop more furies, and so on).

In the future we plan to reconsider, first of all, branches of talents "Weapon" and "Fury". In them there are some talents which have appeared «behind a board» in connection with last changes, and new talents from addition «Wrath of the Lich King» and have at all made their useless. Now most of all we like a branch "Protection". We specially cut down it, having removed some "obligatory" talents that soldiers became more flexible class and have paid attention to talents some auxiliary and diversifying game. We wish to make the same and for the soldiers specialising on drawing of a loss. We have not made it till now because now we quite accept the situation which has developed with soldiers-fighters, and we yet would not wish to break all only to make a couple of talents more attractive. However, sooner or later this hour will come. It is necessary to spend at last a clear boundary between "Weapon" and "Fury". Traditionally first branch is actual in PvP, and the second – in PvE. It quite suits some players, but we would not like, that "convinced" PvP - or PvE-players lost one third of class. Also we would like to differentiate these specialisations more obviously. All (I hope) to a descent understand a difference between magicians of fire and ice, there and then the situation is not so obvious. Into a branch "Weapon" enter the talents which are responsible for fencing, fighting arts and «soldier's training». "Fury" approaches dashing barbarians with their fighting shouts. The difference is, but we would like to make its more considerable. Knights of death of all three specialisations, basically, can be tanks. Some players, and developers too, would like to see tank - of "armourer" with a two-bench hammer, and "defender" – with a board. We are not assured, what exactly this approach will be realised: it is necessary too many to alter, besides it can is undesirable to be reflected in druids and paladine.

In: What distinctive features of the soldier?

: By and large, it is racks and fury. Besides soldiers, fury is used only by druids, and that only because the shape of a bear reflected as "tracing-paper" from the soldier. Fury – unusual enough internal resource as its stock is not limited in wide time frameworks, but is rigidly limited in narrow when the account goes for seconds. The in itself mechanics of fury is interesting enough, but it generates set of problems with balance which to us should be solved from the moment of exit World of Warcraft. Thus sometimes soldiers remain in a prize, sometimes in loss. Now has, seemingly, come to reconsider once again time it.
To change a rack according to the changed conditions of fight very important for the soldier, but now it not always works how reflected. Having replaced a rack, the player gets access to a new set of abilities, but thus spends fury and loses possibility to use some other abilities. More in detail we will talk about it a bit later.


It is possible to carry to distinctive features and ability quickly to move from the purpose to the purpose, to survive at reception of a huge physical loss for the account латной the reservation and a protective rack. Is at the soldier and some abilities which can sharply affect a fight outcome, such as «spell Reflection».

Department on communications with community: At soldiers is not so many abilities like "Superiority" or "Intervention" which should be used only in certain circumstances.

In: whether There is on it any reason, and whether we are going to change such approach to game process

About: We like "situational" abilities which allow to avoid the fixed rotation. We name it "metronome": press buttons 1, 2 and 3 while extraction will not drop out of the opponent. We try, that at game for all classes there were the situations demanding of special attention from outside of the player, and also that the player has been properly rewarded for their reconstruction and the decision.

In: What effect can have similar change of mechanics?

About: As we already spoke, more attention should be given to "situational" abilities. Ignoring them or it is thoughtless including them in a macro, players will cope with less effectively arising problems. Ourselves love macroes (differently would not began to resolve them
Use in game), but as it seems to us, they should serve only for avoiding of repetitions of the monotonous combinations excluding any improvisation. To us not to liking when game process is reduced to a writing of the "clever" macro, allowing all time to press one button: all the same we play RPG, instead of we program the robot
.

Department on communications with community: discussions about such important military aspect, as racks do not cease: about their pluses and minuses and about what restrictions on use of abilities each of them should impose.

In: What general purpose of racks and how they should be

used?


About: Possibility of change of a rack urged to push soldiers to decision-making in fight. Whether it is valid me now "Interception" is necessary? Whether I am ready to offer for the sake of it «spell Reflection»? In an ideal soldiers should pass constantly from a rack in a rack – not everyone some seconds, of course, but some times for fight. It is difficult for achieving in fight with road bosses, excepting the situations demanding constant moving or other non-standard actions.

We receive set of offers which, as a matter of fact, cross out the concept of racks. Players often advise to abolish expenses of fury for change of a rack or to expand assortment of the abilities accessible in each of them that soldiers did not jump there-here so often. But the game charm for the soldier just in periodically to make the decision, what rack is better for using. If the price for it is too high, the decision frequently will be too obvious.

In: whether you Are going to cancel restrictions on use of some abilities in certain racks?

About: No. The game concept for the soldier consists in that the player used different panels of commands for different racks and thought before to pass from one in another. Therefore expenses of fury and restriction on use of abilities anywhere will not get to. However, except them, exist also negative effects (for example, берсерки receive on 5 % of more loss). We already "cut down" them twice and further we plan to get rid of them at all. But it would not be desirable, that soldiers - "armourers" in PvP all time stayed in a defensive rack. Also it is not necessary to say that any soldier in senses will not arrive differently. Some knights of death, for example, use in PvP the ice power, endowing thus 15 % of a loss so the situation is ambiguous.
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Re: Answers and questions: the soldier

Post by Heyro on Mon 15 Mar 2010, 10:58 am

Department on communications with community: Lately the question on the quantity of a loss put by soldiers is even more often brought up.

In: Share the reasons concerning a loss put by soldiers of all three specialisations.

About: Soldiers caused too high loss in Naksramase. Then, at early stages of Ulduara their loss became less. The current situation suits us, though soldiers and have deserved a small increase to a loss in addition 3.2. The matter is that we any more do not consider that «pure fighters» should put more loss, than "fighters-hybrids". Now all will be frankly. Soldiers should cause a loss flush with druids-cats, paladinami-vozdajateljami, knights of death and shamans with specialisation "Perfection". If it will appear that their loss is too small, we hardly will correct figures. But it does not mean that players can relax and not watch now equipment and what they press buttons. :-) Also it is necessary to remember that fighting situations are unique, and different classes prove in them differently. So, actually, also should be: not to sparkle in the top lines of "charts" always to the same class.

Department on communications with community: Fighting shouts always expanded functionality of the soldier, but recently began to be used more economically.

In: What reason forces you to reduce their duration, and whether you are going to balance them on duration with positive effects of other classes?

About: Shouts reflected as the abilities used by the soldier in fight. Absolutely other business – the strengthenings, which other classes impose before battle: «Charodejsky intelligence», «a firmness Prayer» and others. Recently we discussed time of action of barrackings and have decided that taking into account symbols and talents their duration is not too small. If the talent of "Luzhenaja of a drink» and a symbol of fighting shout is not taken, the state of affairs can be more sad.

In: «Demoralizing shout» in the majority of situations remains inefficient. Whether there are at you plans to improve this ability?
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Re: Answers and questions: the soldier

Post by Heyro on Mon 15 Mar 2010, 10:59 am

About: Under the majority of situations you, possibly, mean PvP. This shout offers appreciable advantages in fights with road bosses. He allows to receive on 20 % of less loss from the average boss, and practically on 50 % Torima there is less than loss from «Disbalansirujushchego of blow». On the other hand, easing of force of attack of the druid with 9000 to 8600 or reduction of force of attack of a priest – doubtful advantage. To players and monsters in fight absolutely different formulas (it was well appreciable on an example of old "Justification") are applied. We would like, that «Demoralizing shout» became more useful in PvP, at least, in fight with players for whom force of attack is significant.

Department on communications with community: the Mechanics of accumulation of fury is unique, but frequently the soldier becomes its hostage if cannot operate in the fullness of time because of a lack of resources. Here a good example: if the reservation of the soldier surpasses a vault in which it carries out a tank role in level, the character receives less loss, accumulates less furies and, accordingly, creates less threats and cannot танковать at high enough level.

In: whether There are at you reasons concerning improvement of this mechanics, whether soldiers in such situations can accumulate fury?

About: Yes. In updating 3.2.0 we have changed «Specialization on boards» so that each blocked, parried attack, from attack a few furies allowed to save up each evasion. It will help, say, with vaults for 5 characters and in the first seconds of battle with the boss. With specialisation in "Protection" it does not solve problems of the soldier, but change and not intended for it, the problem of "defender" – to wait the hour and to pick up "assistants" to the boss, or still something, on a situation. The soldier in "Protection" on our plan can accumulate more furies, putting a loss. Probably, in the future we will put fury accumulation in the big dependence from put, than from a received loss; then, the truth, it is necessary to change and many other elements of mechanics of a class.


So in the long term we need to think over the new decision for a problem of accumulation of fury. Theoretically true it seems thought to adhere fury to a put loss, but with realisation there can be problems. If you foolish шмот, have problems with fury. If the reservation good – furies though take away. Model not too successful, it puts soldiers in position too dependent on equipment.

In: How it seems to you, where today in spot-check and what place it can occupy a place of the soldier in the future?

About: Soldiers traditionally were considered as tanks; it is possible to tell that for all history World of Warcraft basically only they tanks and were. Today to them help танковать three more classes that can sometimes be perceived as belittling of the importance of a role of the soldier. Ульдуар demonstrates, what place in the present is occupied with the soldier: hardly concedes to the knight of death, slightly surpasses паладина; the druid goes with it almost shoulder to shoulder. In updating of 3.2.0 soldiers in a branch of "Protection" some changes which will strengthen weak places of a class expect; for example, a caused loss. We will a little correct knights of death, druids too hardly we will balance, and can, and we will leave as is, and паладинов we will strengthen. Set of guilds there pass road vaults in a difficult mode led by the soldier-tank, and it will not change with the advent of the Avant-guard Collosseo.

We are happy with a loss, which soldier puts in Ulduare. The choice of a branch "Fury" or "Weapon" depends that you prefer: "Trauma" or "Violence"; some soldiers in the advanced guilds are switched between two specialisations. Also the soldier with very good weapon will put more loss in "Fury", than in "Weapon". Possession of two blades with level growth besides very well allows to strengthen put damages. When we will a little improve "Fully armed", the loss will even more increase.
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Re: Answers and questions: the soldier

Post by Гость on Mon 15 Mar 2010, 11:03 am

部门在与社区的通信: 我们在路穹顶将停止。 许多战士注意那力量和一阻拦的显示м。
在: 公共已经曾经要求加强阻拦的显示; 我们可以喜欢以它的所有新闻?
关于: 委员会的块的显示不太强烈当时准许软化损失。 它应该培养不大可能地它在战斗用能投入损失的40000个单位的上司,阻拦变得看得出。 我们不可能那么强烈培养显示阻拦战士,因为我们将做它几乎坚固,它实际上将停止接受损失和在妖怪人群之中和在简单比赛情况和在PvP。 但问题是封锁的损失的容量不与对手的吹动一起力量增长。 我们考虑那为封锁的损失的数量应该依靠在封锁的吹动特征的正确工作。 然后剥夺战士和,阻拦每吹动的可能性有在他们,特别是在与大人群的争斗是必要的。 反思和避免的机械工吹动,许多天分和能力将是必要的。 改变非常标度,并且3.2.0它将是不包括的入更新。 我们后必要将检控阻拦的主题。
在: 现在许多主题为坦克提高力量特征,但这显示给绝对短暂改善。 您不希望使这个特征有用对坦克?
关于: 力量为损失和威胁创作的图画是好。 它通过阻拦的显示少许影响缓和被接受的损失,并且它似乎对我们真实。 我们改进了战士的位置以专业化在“保护”与加法“Lich国王”,但球员的看得出的部分仍然看在完成对退避和损失吸收最大显示的一个坦克角色,然后抱怨他们不设法支持高级威胁,因为吹动不追上他们! 我们在“生存”认为那场比赛比比赛有趣在“威胁的管理”的地方,但我们需要免除球员偏见坦克在特征不可能反射,允许导致更高的损失和是满意对轻的吹动。 全力以赴和设法超过在损失图画所有是不必要的,但坦克损失应该是看得出的。 我们非常希望改变机械工,以便达到这个目标。


部门在与社区的通信: 我们现在谈话关于战斗在球员之间。 讨论关于战士的生活能力在PvP的条件不停止。
在: 您将使战士较不依赖于医生于PvP的条件?
关于: 我们有一点试验了“浮躁恢复”和加强了治疗为“血渴望”。 我们不要,战士可能被对待的那,作为黑暗的教士或死亡的骑士。 另一方面,在治疗在期间PvP战斗那里应该是看得出的口音。 时常让有整个地包括战斗机的竞技场命令,但他们应该保持非常罕见,比赛的机械工的可观的部分将不同地看上去没要求。
用PvP未连接的一个多原因: 我们看见战士太经常站立无所事事在字符的开发中。 这里治疗您不会帮助,但是决定为发现是必要的。
在: 为战士,导致损失,力量-期望特征。 您是否计划用力量显示替换攻击力量显示对雨衣和圆环的为PvP ?
关于: 被做如此,我们在皮革将剥夺这些事价值为战斗机,并且到如此保留,我们应该两次做更多主题。 如此它被移动了力量,和向某人-攻击力量对某人是必要的。 如果某人希望培养手巧和某人-力量,全部不同地是,并且攻击力量可能是有用的加法两个为那些和为其他。 它排除情况,当战士将想要拿走皮革或кольчужную退出上司的保留。 当皮肤给手巧和装甲-时力量,问题与分享在类之间的提取不出现。 力量不会防止强盗,手巧不会防止战士,但是为这些类也有更加有用的特征。 其外并且,您提供太可观的变动。 如果我们从所有清洗攻击,事力量强盗保持绝对无牙。
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Re: Answers and questions: the soldier

Post by Гость on Mon 15 Mar 2010, 11:05 am

Excuse that on the Chinese
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