What you need for a Blizzlike Progressive release.

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What you need for a Blizzlike Progressive release.

by Noxx » Sat Jan 24, 2015 2:36 pm

This is most of the Class buffs YOUR class got from 1.4 (where the server will start) til 1.12. So these buffs made bosses in T1 and T2 alot easier so the devs really need to take a look at what spells to nerf to fit the Bosses we will face. Bosses was alot harder in 1.4 then they where in 1.12 with all these spell buffs. Plus the pvp looked alot diffrent

Druids:
· Shapeshifting will now counteract the slowing effects of frost-based spells (Frostbolt, Frost Shock, Cone of Cold, etc.) - 1.6
· Improved Starfire - The stun effect can now be resisted - 1.7
· Druids should now be able to shapeshift back into caster form while Feared - 1.7
· Cat Form - The base weapon damage of the form has been increased - 1.7
· Cat Form - Each point of agility now adds 1 attack power - 1.7
· Cat Form - Rip's damage per combo point has been increased - 1.7
· Cat Form - Ferocious Bite's damage per combo point has been increased. In addition, extra energy now converts to damage at a higher rate - 1.7
· Cat Form - Replaced global cooldown on Tiger's Fury with a 1 second self cooldown. In addition, its duration has been increased to 6 seconds - 1.7
· Cat Form - Rake's damage has been increased - 1.7
· Entangling Roots now shares the same duration in pvp as other long-duration forms of crowd control (ie: polymorph, fear, sap) - 1.7
· Hurricane - No longer a talent. Now available to all Druids at level 40. Damage and Mana cost increased on all ranks. Spell is now cast on a targeted area up to 30 yards away and affected by Nature's Reach. Multiple ·Druids casting Hurricane will no longer stack the slowdown effect. Radius of effect decreased slightly. - 1.8
· Swipe - Self cooldown removed - 1.8
· Tranquility - Cooldown reduced to 5 minutes. Mana cost reduced by 25% - 1.8
· Bear and Dire Bear form - Effects that lower armor will now lower armor by a percentage of the druid's full armor, rather than just base (caster form) armor. However, Enrage will still only remove 75% of base armor. - 1.9
· Omen of Clarity - Special attacks will no longer consume their own clearcasting state. All melee attacks will now be able to trigger the clearcasting state - 1.9
· Nature's Grasp - This spell can now trigger from special melee attacks. It will no longer be possible to cast Entangling Roots at no mana cost immediately after Nature's Grasp procs - 1.9
· Improved Starfire - The stun effect's duration no longer diminishes or is diminished by controlled stun abilities and spells (e.g. Cheap Shot, Hammer of Justice, Charge etc.) - 1.9
· Cure Poison - Mana cost now based on a percentage of base mana - 1.9
· Remove Curse - Mana cost now based on a percentage of base mana - 1.9
· Abolish Poison - Mana cost now based on a percentage of base mana - 1.9
· Healing Touch - Mana cost on all ranks reduced approximately 9% - 1.10
· Ravage - Can no longer be dodged, parried, or blocked - 1.10
· Cure Poison - Can no longer be cast while in Moonkin form - 1.10
· Gift of the Wild - Range and area of effect increased - 1.10
· Nature's Swiftness - Now makes Rebirth and Soothe Animal spells instant cast - 1.10
· Innervate: This spell is now a base ability for all Druids, trainable at level 40. Any Druid who formerly had the Innervate talent now has the Swiftmend talent instead - 1.11
· Cat Form: This form now has an innate threat reduction component - 1.12

Hunters:
· Volley - Damage increased - 1.5
· Improved Concussive Shot - The stun effect can now be resisted[/u] - 1.7
· Trueshot Aura - Attack Power and Ranged Attack Power bonus increased, mana cost decreased, area of effect increased - 1.7
· Freezing Trap now shares the same duration in pvp as other long-duration forms of crowd control (ie: polymorph, fear, sap) - 1.7
· Bestial Wrath - Damage bonus reduced, duration increased. In addition, while enraged, the beast will be immune to Disorient effects (e.g. Scatter Shot, Blind, etc.) - 1.9
· Unleashed Fury - Damage bonus increased - 1.9
· Improved Aspect of the Hawk - The buff from this talent has had its duration increased from 8 seconds to 12 seconds - 1.10
· Bestial Wrath - No longer generates threat for the Hunter. - 1.10
· Freezing Traps are now affected by diminishing returns - 1.10
· Pet Frenzy - This effect will now trigger off any kind of critical hit by the pet - 1.10
· Scorpid Poison: Duration slightly lengthened - 1.11

Mages:
· Ignite - Can now be dispelled by any effect that dispels magic effects - 1.6
· Impact - The stun effect's duration no longer diminishes or is diminished by controlled stun abilities and spells (e.g. Cheap Shot, Hammer of Justice, Charge etc.) - 1.9
· Conjure Water (Rank 7) – Will now create ten waters instead of four - 1.9
· Pyroblast – Damage bonus from + spell damage items increased - 1.9
· Ignite - This talent will now only trigger off fire damage generated by mage spells. In addition, when a fire spell is reflected back at the caster, the caster will now correctly receive the Ignite damage - 1.10
· Arcane Brilliance - Range and area of effect increased - 1.10
· New ability added - Winter's Chill - 1.11
· Arcane Explosion is now instant cast and will no longer remove the Presence of Mind effect when used - 1.11
· Evocation - Is now available to all mages (via trainer), starting at level 20 - 1.11
· Conjure Food now has a new rank (Rank 7) available in Stratholme - 1.11
· Frost Ward now has a new rank (Rank 5) available as item loot in dungeons - 1.11
· Mana Shield - Damage taken will now be absorbed by other absorb spells (e.g. Ice Barrier, Power Word: Shield) before being absorbed by Mana Shield - 1.11
· Dampen Magic - Damage and healing reduction increased on ranks 3 through 5. - 1.11
· Amplify Magic - Damage and healing bonus increased on ranks 2 through 4 - 1.11
· Improved Scorch - Duration of Fire Vulnerability increased to 30 seconds - 1.11
· Blast Wave: The bonus this spell receives from effects that increase spell damage has been increased - 1.11
· Cone of Cold: The bonus this spell receives from effects that increase spell damage has been increased-1.11
· Fire Ward: The amount of damage absorbed by this ward was increased substantially on all ranks - 1.11
· Frost Ward: The amount of damage absorbed by this ward was increased substantially on all ranks - 1.11
Arcane Power: This ability will no longer stack with Power Infusion. If you gain both at the same time, Arcane Power will take precedence - 1.11

Paladins:
· Blessing of Freedom - Will now counter the movement impairing effects of Frostbolt, Cone of Cold, Frost Shock. It will no longer prevent the damage taken by Frost Nova, Hamstring, Wing Clip, Mind Flay, Counterattack, or Blast Wave or the melee and ranged attack speed slowing effects of Cripple - 1.6
· New Spell: Hammer of Wrath (Level 44) - Hurls a hammer that strikes an enemy for Holy damage. Only usable on a wounded target - 1.7
· Paladins can now learn Greater Blessings - 1.9
· Seals and Judgements - Added or increased damage per level so that these spells keep pace between replacements - 1.9
· Judgements - Judgements that place a debuff on their victim will now all have their duration refreshed when the judging paladin strikes the victim with his or her melee swings. All these debuffs have had their duration decreased to 10 seconds. In addition, Judgements that place debuffs can no longer be resisted - 1.9
· Seal of Righteousness - Now does holy damage on every swing. It can now proc correctly as well. The Judgement effect has been renamed "Judgement of Righteousness" to differentiate it from the Seal damage in the combat log.
· Judgement of the Crusader - The holy damage bonus has been decreased as part of rebalancing paladin damage (which is still increased overall) - 1.9
· Seal of Command - The proc will occur more often, but will only do 70% of weapon-swing damage.
Judgement of Command - Instead of placing a debuff on the victim, this spell now does immediate damage. If the victim is not stunned, they only take 50% of the total damage. The damage on this Judgement was increased significantly - 1.9
· Vengeance - Special ability critical hits can now trigger Vengeance - 1.9
· Judgement of Righteousness - The damage of this judgement was increased significantly. This judgement can now trigger procs. The bonus from spell damage items has been increased slightly - 1.9
· Holy Shock - Now heals friendly targets and damages enemy targets. Mana cost reduced. Bonus from spell damage and healing items increased - 1.9
· All Seals and Judgements have had their bonus coefficient from plus spell damage re-evaluated. Some holy damage effects had no coefficient before and now have a coefficient - 1.9
· Summon Warhorse - Mana cost reduced - 1.9
· Summon Charger - Mana cost reduced - 1.9
· Judgement - Range increased, cooldown decreased, mana cost decreased. Using Judgement will now initiate melee combat - 1.9
· Exorcism - Now usable on Demon targets in addition to Undead targets - 1.9
· Holy Wrath - Now usable on Demon targets in addition to Undead targets - 1.9
· Seal of Justice - Mana cost slightly increased. The stun effect's duration no longer diminishes or is diminished by controlled stun abilities and spells (e.g. Cheap Shot, Hammer of Justice, Charge etc...).
Seal of Righteousness - The damage bonus from +Holy damage has been reevaluated on this seal. Since the damage is delivered on every swing, the bonus has been reduced. However, paladins attacking with faster weapons should see an overall increase in the bonus from + spell damage gear. Mana Cost slightly increased - 1.9
· Seal of Command - Damage bonus from +Holy damage items slightly increased - 1.9
· Seal of the Crusader - Mana cost slightly increased - 1.9
· Seal of Fury - The seal and judgement have been removed and replaced with a new self-buff, Righteous Fury, which will increase threat from holy damage - 1.9
· Seal of Light - Mana cost slightly increased - 1.9
· Seal of Wisdom - Mana cost slightly increased - 1.9
· Seal of Command - Mana cost slightly increased - 1.9
· Hammer of Wrath - Missile speed of the flying hammer increased - 1.9
· Blessing of Sanctuary - Now causes Holy damage to the attacker when the blessed target blocks an attack in addition to the current effect - 1.9
· Hammer of Justice - Is now a Protection spell - 1.9
· Repentance - Is now considered an Incapacitate effect - 1.9
· Blessing of Wisdom - Mana regeneration over time will no longer generate threat - 1.9
· Purify - Mana cost now based on a percentage of base mana - 1.9
· Cleanse - Mana cost now based on a percentage of base mana - 1.9
· Judgement of Justice - This judgement will now always hit - 1.10
· Righteous Fury - Righteous Fury will now always generate the correct amount of additional threat on all holy damage. There were some abilities, such as Retribution Aura, where this did not work correctly - 1.10
· Holy Shock - This ability now works with Divine Favor and Illumination - 1.10
· Holy Shield - Mana cost reduced approximately 15%. The effect now has a small bonus coefficient from spell damage items and effects - 1.10
· Lay on Hands - Range increased - 1.10
· Divine Intervention - Range increased - 1.10
· All Greater Blessings now have increased range - 1.10
· Holy Shock - Mana cost reduced - 1.10
· Most creatures that were previously immune to Scorpid Sting are now also immune to the Paladin Talent Vindication - 1.10
· Vengeance: Seal of Command critical hits can now trigger this ability - 1.11
· Vindication: This effect will no longer be absorbed by Grounding Totem - 1.11

Priests:
· Inner Fire - Now stacks with other effects that increase attack power and armor - 1.5
· Holy Nova - Cooldown decreased - 1.5
· Shadowform - Changed so all spells except Holy can be cast rather than only Shadow and Discipline spells. Tooltip updated. This fixes several bugs that prevented various actions (creating tradeskill items, mining, summoning a mount, using a hearthstone and many more) 1.6
· Focused Casting - Mana cost removed. Now no longer triggers the global cooldown on all other spells - 1.7
· Vampiric Embrace - Now heals 20% of the damage actually caused (including critical hits, buffs etc...) but now only heals when shadow spells cause the damage - 1.7
· Martyrdom - This talent will now trigger on melee special abilities as well as on melee swings. The tooltip has been clarified to indicate this ability only works on melee strikes - 1.9
· Dispel Magic - Mana cost now based on a percentage of base mana - 1.9
· Cure Disease - Mana cost now based on a percentage of base mana - 1.9
· Abolish Disease - Mana cost now based on a percentage of base mana - 1.9
· Mind Blast - Threat raised on ranks 7, 8, and 9. Incorrect data had been entered in those spells, resulting in less threat generated than designed - 1.9
· Blackout - The stun effect's duration no longer diminishes or is diminished by controlled stun abilities and spells (e.g. Cheap Shot, Hammer of Justice, Charge etc...) - 1.9
· All racial priest spell replacements have had their training costs reduced - 1.10
· Prayer of Fortitude - Range and area of effect increased - 1.10
· Holy Fire - Is now available to all priests, starting at level 20 - 1.10
· Mind Soothe - Is now instant cast - 1.10
· Shadowform - Now reduces all physical damage taken (melee and ranged), as the tooltip suggests.
Feedback (Human) - Redesigned. The priest surrounds himself with anti-magic energy. Any successful spell cast against the priest will burn mana from the attacker and cause Shadow damage - 1.10
· Elune's Grace (Night Elf) - Now also increases chance to dodge. Ranged damage reduction increased, duration decreased, mana cost decreased, now has a cooldown - 1.10
· Shadowguard (Troll) - Is now instant cast. Updated tooltip to reflect that damage caused by Shadowguard causes no threat. This was previously the case, but was undocumented - 1.10
· Inner Fire - Redesigned. Now increases armor by a significant amount but has 20 charges. Each melee or ranged damage hit will remove a charge. Lasts 10 minutes, mana cost increased - 1.10
· Desperate Prayer (Dwarf/Human) - Cooldown reduced - 1.10
· Touch of Weakness (Undead) - Now a 10 min. buff on the caster that is triggered when they are struck in melee. The effect is otherwise the same. Mana cost decreased substantially - 1.10
· Hex of Weakness (Troll) - Now also applies a -20% healing modifier in addition to its normal effect. The healing debuff does not stack with the warrior's Mortal Strike ability, although the damage penalty now stacks with either Touch of Weakness or Curse of Weakness. Mana cost decreased substantially - 1.10
· Starshards (Night Elf) - This spell now works like Curse of Agony, with lower initial damage which increases as the duration continues. Mana cost dropped approximately 30% on all ranks. Ranks 1 and 2 increased to 6 second duration. Damage increased approximately 17% - 1.10
· Lesser Heal - Mana cost dropped approximately 9% - 1.10
· Heal - Ranks 2, 3, and 4, cast time reduced to 3 seconds. Rank 1 mana cost dropped approximately 9% Rank 2, 3, and 4 the healing amount has been reduced to generate the same amount of healing per cast time as before the cast time was reduced. Rank 2, 3, and 4, the mana cost was reduced to cost approximately 9% less mana per point of healing generated. The net effect on all ranks is that the healing per mana is 10% higher, the cast time is limited to 3 seconds, and the healing per second is unchanged. Note that spells with less than 3.5 second cast time will not receive the full bonus from plus healing items - 1.10
· Greater Heal - Cast time reduced to 3 seconds. Healing and Mana cost reduced so that the healing per second is unchanged, but the healing per mana is increased approximately 10%. Note that spells with less than 3.5 second cast time will not receive the full bonus from plus healing items - 1.10
· Vampiric Embrace - Damage resisted by the target will no longer be counted as damage caused for the purposes of the healing from this ability - 1.10
· Power Word: Shield - This spell will now get a small bonus from items and effects which increase your healing - 1.10
· Holy Nova - Self cooldown on this spell removed. Mana cost increased - 1.10
· Devouring Plague - No longer keeps players in combat for its duration - 1.10
· Lightwell - Casting time reduced. Lightwell object increased in size to make it easier to click; relative click radius decreased slightly - 1.11

Rogues:
· Riposte - Targets immune to disarm effects will now take damage from Riposte - 1.6
· Disarming an enemy faction hunter's trap will now flag the rogue for PvP - 1.6
· Ghostly Strike no longer deals damage to you when you use it - 1.6
· Premeditation - Fixed a bug where the combo points gained using the ability were not properly removed after the duration expired. Also increased range and duration - 1.6
· Riposte - Will now initiate combat when used - 1.7
· Deflection - Will now increase parry chance when using Fist Weapons - 1.7
· Mace Specialization - The stun effect can now be resisted - 1.7
· Shoot Bow/Gun/Crossbow - Should no longer cause a global cooldown on all other abilities - 1.7
The fire damage from the Blazefury Medallion and the Gutgore Ripper's effect should no longer immediately break Gouge - 1.7
· Parry - Minimum level to train this ability has been lowered to 12 - 1.8
· Shoot Bow/Crossbow/Gun - Fixed a bug where these abilities could be used faster than intended - 1.8
· Throw - Use of this ability will now only cause a cooldown with Shoot abilities - 1.8
· Ambush - Now uses normalized attack power - 1.8
· Backstab - Now uses normalized attack power - 1.8
· Riposte - Now properly sets its cooldown - 1.8
· Sinister Strike - Now uses normalized attack power - 1.8
· Sword Specialization - Special attacks such as Sinister Strike, and Mortal Strike now properly trigger the chance to gain an extra attack - 1.9
· Mace Specialization - The stun effect's duration no longer diminishes or is diminished by controlled stun abilities and spells (e.g. Cheap Shot, Hammer of Justice, Charge etc...) - 1.9
· Slice and Dice - This finisher can now trigger the Ruthlessness talent - 1.9
· Slice and Dice - This ability can no longer be blocked, dodged, or parried, and cannot miss. If you attempt to use this ability when your target is dead, you will now receive an error message instead of displaying the spell animations - 1.10
· Sap - Lightning Shield will no longer break Stealth when the Sap is resisted - 1.10
· Remorseless Attacks - This ability will no longer trigger off killing creatures that do not award experience, or players that do not award honor - 1.10
· Distract - This ability will no longer trigger a Shaman's Lightning Shield (which caused the Rogue to lose stealth) - 1.10
· Blade Flurry - The additional attacks generated by this ability will now properly take into account the armor of the second target - 1.10
· Blind - Now considered a ranged attack. It can no longer be dodged or parried - 1.10
Creatures will no longer get one hit on a rogue before cheap shot takes effect - 1.10
· Detect Traps is now a passive skill 1.11
· Pick Pocket: This ability will no longer trigger effects on your target 1.11
· Slice and Dice: This ability will no longer play its sound effect twice 1.11
· Vanish: Canceling your Stealth aura while Vanish is running will now cause Vanish to be canceled as well 1.11
· Hemorrhage: Your damage over time effects will no longer consume charges of Hemorrhage 1.11
· Vanish now removes effects that allow the caster to always remain aware of their target (currently Hunter's Mark and Mind Vision) - 1.12
· Eviscerate: Manual of Eviscerate (Rank 9) now drops off Blackhand Assassins in Black Rock Spire. In addition, Eviscerate now increases in potency with greater attack power - 1.12
· Garrote: The damage from this ability has been increased. In addition, Garrote now increases in potency with greater attack power - 1.12
· Relentless Strikes: This ability will no longer trigger when your finishing move does not hit your target - 1.12
· Rupture: Rupture now increases in potency with greater attack power - 1.12
· Sap: Enemy rogues will now always lose stealth when you Sap them - 1.12

Shaman:
· Lightning Shield - This spell will now proc when the shaman is struck by elemental attacks - 1.9
· Stormstrike - Earthbind and Stoneclaw totems will no longer use up charges of Stormstrike - 1.9
· New Spell - Tranquil Air Totem. Creates a totem that reduces the threat caused by nearby party members by 20% - 1.9
· Grounding Totem - This totem will no longer absorb the spell from Crippling Poison or Deadly Poison - 1.9
· Purge - Mana cost now based on a percentage of base mana - 1.9
· Cure Poison - Mana cost now based on a percentage of base mana - 1.9
· Cure Disease - Mana cost now based on a percentage of base mana - 1.9
· Poison Cleansing Totem - Mana cost now based on a percentage of base mana - 1.9
· Disease Cleansing Totem - Mana cost now based on a percentage of base mana - 1.9
· Grounding Totem - This totem will no longer absorb the procs from: Frostguard, Annihilator, Bludgeon of the Grinning Dog, The Chief's Enforcer, The Judge's Gavel, Hammer of the Titans, Blackblade of Shahram, and Bonereaver's Edge. Tooltip updated to be more clear - 1.10
· Flurry - Your haste will now last only the intended next 3 swings - 1.10
· Healing Wave - Mana cost on all ranks reduced approximately 9% - 1.10
· Anticipation: Now increases chance to dodge by 1-5% - 1.11
· Following durations have been increased - Disease Cleansing Totem, Fire Resistance Totem, Flametongue Totem, Frost Resistance Totem, Grace of Air Totem - Ranks 1 and 2 increased, Nature Resistance Totem, Poison Cleansing Totem, Stoneskin Totem, Strength of Earth Totem - Ranks 1 through 4 increased, Tremor Totem, Windfury Totem, Windwall Totem - 1.11
· The following mana costs have been reduced - Searing Totem, Mana Spring Totem, Healing Stream Totem, Rockbiter, Frostbrand, Flametongue and Windfury - 1.11
· Flame Shock - Damage over time portion of all ranks slightly increased. Mana cost of ranks 3 through 5 decreased - 1.11
· Fire Nova Totem: This totem now receives increased healing from effects that increase the Shaman's spell damage - 1.11
· Grounding Totem: This totem will no longer reflect the Mage talent Combustion back onto the Mage - 1.11
Healing Stream Totem: This totem now receives increased healing from effects that increase the Shaman's healing - 1.11
· Lightning Bolt: Mana cost reduced approximately 17% - 1.11
· Magma Totem: This totem now receives increased damage from effects that increase the Shaman's spell damage - 1.11
· Searing Totem: This totem now receives increased damage from effects that increase the Shaman's spell damage - 1.11
· Elemental Mastery: If you have this effect and Clearcasting at the same time, the Clearcasting effect will be consumed first - 1.11

Warlocks
· Improved Drain Mana - Damage caused is now considered Shadow damage and is no longer reduced by armor - 1.5
· Improved Voidwalker - Now increases all Voidwalker spells (now also including Sacrifice) by 10/20/30% - 1.5
· Improved Succubus - Now increases Succubus spells by 10/20/30% - 1.5
· Master Summoner - In addition to decreasing casting time of summoning the Imp, Voidwalker, Succubus and Felhunter, it now reduces mana cost by 20/40% - 1.5
· Improved Enslave Demon - In addition to reducing the attack speed and casting speed penalty of enslaved demons, it now reduces the resist chance of Enslave Demon by 2/4/6/8/10% - 1.5
· Demonic Sacrifice - Is now instant cast - 1.5
· Improved Firestone - Now also improves the bonus Fire spell damage of Firestones by 15/30% - 1.5
· Inferno - The summoned Infernal will now be enslaved for 5 minutes before turning on its summoner - 1.5
· Drain Mana - Targets with no mana will no longer be valid for Drain Mana (Rank 4), making it consistent with all other ranks of the spell - 1.5
· Improved Drain Mana - Damage caused by this talent is now improved by the Shadow Mastery talent.
Conflagrate - Range increased - 1.5
· Siphon Life - Is now instant cast, damage increased - 1.5
· Paranoia - No longer causes threat when cast - 1.5
· War Stomp (Doomguard) - Now has a maximum of 5 targets - 1.5
· Demonic Sacrifice - The sacrifice effects for the Voidwalker and Felhunter have changed. The Voidwalker will now regenerate 3% of your total health every 4 seconds. The Felhunter will now regenerate 2% of your total mana every 4 seconds - 1.6
· Unholy Power - No longer requires the Fel Stamina talent. Is now a tier 4 talent and is a prerequisite for the new Master Demonologist talent - 1.6
· Master Conjuror - Talent replaced with a new talent called Master Demonologist - 1.6
· New Talent (Demonology): Master Demonologist - Grants both the Warlock and the summoned demon an effect as long as that demon is active. The effect granted depends on the type of demon summoned - 1.6
· Inferno - The stun effect can now be resisted. Tooltip updated to reflect enslave duration after the initial summon - 1.7
· Spell Lock (Felhunter) - In addition to interrupting spellcasting, it will now silence the target for a short duration - 1.7
· Conflagrate - The Conflagrate spell is now instant cast. The damage and mana cost has been raised on all ranks of the spell - 1.7
· Fear will now cause creatures to flee immediately, even if they are already moving - 1.7
· Succubus pets will be smarter about when to use Seduction - 1.7
· Succubus pets can now autocast Lesser Invisibility - 1.7
· Death Coil - Cooldown reduced, mana cost increased, and now causes a short Fear effect that is not diminished - 1.8
· Corruption - Duration reduced and damage per tick increased. Total damage over duration approximately identical - 1.8
· Curse of Agony - Duration reduced to 24 seconds and damage per tick increased. Total damage over duration approximately identical - 1.8
· Bane - Now reduces casting time of the Soul Fire spell in addition to Immolate and Shadow Bolt - 1.8
· Intensity - Now reduces chance to be interrupted during cast time of Rain of Fire, Hellfire and Soul Fire spells - 1.8
· Pyroclasm - Now gives a chance to stun when Rain of Fire, Hellfire, and Soul Fire spells damage the target 1.8
· Soul Link - Percentage of damage split with pet has been reduced - 1.8
· Soul Link - Is now a spell cast on your pet that gives an aura to both you and the pet. This aura increases all damage caused by you and your pet by 3% and splits 30% of all damage taken by the caster to the pet. The aura will last as long as the pet is active, and the pet must be the target of a dispel effect in order to dispel this ability - 1.8
· Searing Pain - Reduced mana cost by 10% - 1.9
· Infernal and Doomguard - Increased armor 10% and damage 30% on both pets 1.9
· Soul Link - This spell can no longer be partially dispelled off the warlock. In addition, Soul Link can no longer be used on non-demon pets - 1.9
· Hellfire - Victims of Hellfire are now able to resist properly. Warlocks continue (as designed) to be unable to resist their own damage - 1.9
· Curse of Shadow and Curse of the Elements - These curses can no longer cause resistance to become negative. To compensate, both curses now increases the damage taken from the appropriate schools by a percentage - 1.9
· Summon Felsteed - Mana cost reduced - 1.9
· Summon Dreadsteed - Mana cost reduced - 1.9
· Pyroclasm - The stun effect's duration no longer diminishes or is diminished by controlled stun abilities and spells (e.g. Cheap Shot, Hammer of Justice, Charge etc...) - 1.9
· Curse of Weakness - Mana cost decreased substantially - 1.10
· Curse of Recklessness - Mana cost decreased - 1.10
· Creatures immune to fear are now also properly immune to the fear effect of Death Coil 1.10
· Suffering (Voidwalker) - Radius increased, tooltip updated - 1.10
· Shadow Ward now has a new rank (Rank 4) available as item loot in dungeons. The amount of damage absorbed by this ward was increased substantially on all ranks - 1.11
· Soul Link: If your pet is banished, Soul Link will stop functioning until Banish wears off. In addition, Soul Link's tooltip has been clarified to indicate it only works with your imp, voidwalker, succubus, or felhunter - 1.11
· Curse of Agony: The damage from this spell will now continue even if the caster dies or leaves the area - 1.11
· Emberstorm: This talent will now correctly increase the damage the Warlock takes from Hellfire - 1.11
· Hellfire: Aftermath can now be triggered by this spell - 1.11
· Improved Shadow Bolt: Periodic damage spells and non-damaging spells will no longer consume charges of Shadow Vulnerability - 1.11
· Life Tap: This spell now benefits from effects which increase your spell damage. At rank 3 and above, the base amount of health lost and mana gained will increase by 80% of your bonus spell damage effects. Talents and items can further modify those values. Rank 1 and 2 receive reduced effect - 1.12

Warriors:
· Improved Cleave - Now increases damage bonus by 40/80/120% - 1.5
· Blood Craze - Talent design changed. It now regenerates 1/2/3% of the warrior's total health over 6 seconds after being the victim of a critical strike - 1.5
· New Fury Talent: Dual Wield Specialization - Increases damage with the off-hand weapon by 5/10/15/20/25%. Note: the additional damage also increases rage generation significantly - 1.5
· Enrage - Increased the number of charges to 12. Decreased the duration to 12 seconds. The new duration is the limiting factor for slower weapons (e.g. Arcanite Reaper will typically get one less swing), while dual wielding and faster weapons will make better use of all of the charges over the duration of the ability - 1.5
· Concussion Blow - Changed to an instant, stunning attack and removed the damage portion - 1.5
· Shield Specialization - In addition to increasing % chance to block, it now gives the warrior a 20/40/60/80/100% chance to generate 1 rage on a successful block - 1.5
· Hamstring - Will now cause damage to targets immune to movement slowing effects. Movement slowing effect improved - 1.6
· Improved Hamstring - Design changed. No longer improves the movement slowing effect. It is now a 3 point talent that gives a 5/10/15% chance to immobilize the target for 5 seconds - 1.6
· Booming Voice - In addition to increasing duration, this talent will now increase the area of effect of Battle Shout and Demoralizing Shout by 10/20/30/40/50% - 1.6
· Improved Berserker Rage - No longer increases the duration of the effect. The talent will now generate 5/10 rage when Berserker Rage is used - 1.6
· Improved Demoralizing Shout - Effectiveness increase from talent increased to 8/16/24/32/40% - 1.6
· Piercing Howl - No longer has a prerequisite (Improved Demoralizing Shout) - 1.6
· Death Wish - Is now usable while under a Fear effect, which will also remove the Fear effect - 1.6
· Bloodthirst - Design changed. Bloodthirst is now an instant melee attack that causes damage equal to 30% of the warrior's attack power. In addition, the next 5 successful melee attacks will restore health - 1.6
· Concussion Blow - No longer requires purchase of the Improved Revenge talent - 1.6
· Shield Discipline - Removed and replaced by the new talent Shield Slam - 1.6
· New Talent: Shield Slam - Slam the target with your shield, causing damage and has a 50% chance to dispel 1 magic effect on the target. Also causes a moderate amount of threat. Requires the purchase of the Concussion Blow talent - 1.6
· Deflection - Will now increase parry chance when using Fist Weapons - 1.7
· Retaliation - Will now cause a maximum of 30 retaliatory strikes in 15 seconds. In addition, retaliatory strikes will not be possible while stunned - 1.7
· Improved Revenge - The stun effect can now be resisted - 1.7
· Mace Specialization - The stun effect can now be resisted - 1.7
· Retaliation, Recklessness and Shield Wall will no longer be cancelled if you switch stances while the effect is active - 1.7
· Shield Slam - Threat caused increased - 1.7
· Shoot Bow/Gun/Crossbow - Should no longer cause a global cooldown on all other abilities - 1.7
· Sweeping Strikes will now ignore dead targets, and will ignore PvP enabled targets if you are not PvP enabled - 1.7
· Concussion Blow - Will now initiate combat when used - 1.8
· Shoot Bow/Crossbow/Gun - Fixed a bug where these abilities could be used faster than intended - 1.8
· Throw - Use of this ability will now only cause a cooldown with Shoot abilities - 1.8
· Mortal Strike - Now uses normalized attack power - 1.8
· Overpower - Now uses normalized attack power - 1.8
· Whirlwind - Now uses normalized attack power - 1.8
· Warriors can immediately Intercept after using trinkets to remove immobilizing effects - 1.8
· Execute - Improved Execute and other discounts to the Execute ability will now correctly convert the resulting extra rage into damage - 1.9
· Retaliation - This ability will no longer lose charges when the attacker is behind the warrior - 1.9
Sword Specialization - Special attacks such as Sinister Strike, and Mortal Strike now properly trigger the chance to gain an extra attack 1.9
· Sweeping Strikes - Whirlwind and Retaliation will now correctly consume the charges from Sweeping Strikes 1.9
· Bloodthirst - The damage component has been increased to 45% of attack power 1.9
· Enrage - The talent will now grant 5/10/15/20/25% extra damage when enraged, instead of 8/16/24/33/40% - 1.9
· Mace Specialization - The stun effect's duration no longer diminishes or is diminished by controlled stun abilities and spells (e.g. Cheap Shot, Hammer of Justice, Charge etc...) - 1.9
· Improved Revenge - The stun effect's duration no longer diminishes or is diminished by controlled stun abilities and spells (e.g. Cheap Shot, Hammer of Justice, Charge etc...) - 1.9
· Unbridled Wrath - Only normal melee swings will trigger the rage generation from this ability - 1.9
· Execute - This ability will now work with Sweeping Strikes again. If the second victim is below 20% health, they will be hit with the full Execute amount. If the second victim is not below 20% health, they will be hit with normal melee swing damage - 1.10
· Whirlwind - When this ability is used with Sweeping Strikes, it will burn only one charge of Sweeping Strikes and will generate only one additional attack - 1.10
· Flurry - Ranks 1 through 4 of this talent will now activate correctly again - 1.10
· Retaliation - This ability will now function correctly at full melee range - 1.10
Intimidating Shout - The cowering in fear effect will no longer be applied when the target resists this shout. In addition, this shout will now affect a maximum of 5 targets - 1.10
· Improved Bloodrage talent changed to generate additional rage when the ability is used - 1.11
Improved Revenge ranks evened out, resulting in an additional 5% for the final rank. Chance to stun at each rank changed to 15/30/45% - 1.11
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Re: What you need for a Blizzlike Progressive release.

by Ghostly » Sat Jan 24, 2015 2:56 pm

Conclusion: this server doesn't really need a Blizzlike Progressive release. Especially if it is to release in our lifetimes.
all is now dark
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Re: What you need for a Blizzlike Progressive release.

by Netherfrost » Sat Jan 24, 2015 3:01 pm

I dont see the need for this "all or nothing" mentality, the goal is to create a server with a natural(keep in mind, not neccesarily blizzlike) progression.
(Note: WITH functioning abilities, especially to the degree where class' are completed, for instance, rendering druids "able" to dps in catform, which they werent prior to 1.7). I highly doubt you personally experienced the game prior to 1.4, it was lightly put not a functioning game at that point

Most of the OPs listed changes are balance changes, fixing and so on so forth. Its definately a matter which one should approach carefully, not to mention with thought. Just as they wont release an announcement saying people cant play on todays' computers either, in the end its about applying the vanilla aspect to the balance of 1.12.
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Re: What you need for a Blizzlike Progressive release.

by Moxey » Sat Jan 24, 2015 3:07 pm

Im all for the item changes and those that are actually fairly easy to do.
This is just going overboard. The server wont launch in years if we wait for all of this.
And just imagine the amount of bugs.

Sorry but "all or nothing" is bullshit, just get as good as we can.
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Re: What you need for a Blizzlike Progressive release.

by Noxx » Sat Jan 24, 2015 5:42 pm

Well they could atleast higher the mana costs and lower the dmg on spells that have been changed
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Re: What you need for a Blizzlike Progressive release.

by Trixy » Sat Jan 24, 2015 7:40 pm

Here's an idea...why don't we let the devs do their job and stop screaming at thenm to do this all or nothing BS. What some ppl are asking for would set this shit back even further. There's no point in redoing all this just for the first 2 months of the release... let them work without having to hear this rediculous rabble. From what I've played so far this server feels a hell of a lot better than the ones out there....how about we just be happy with that and stop pestering the devs to do this n that.. trust them
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Re: What you need for a Blizzlike Progressive release.

by Murloc » Tue Jan 27, 2015 6:29 pm

Trixy president!
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Re: What you need for a Blizzlike Progressive release.

by Noxx » Mon Feb 09, 2015 3:25 am

Some of these changes take like a minute to change alteast i have had devs on other servers manipulate the mana cost and damage output on spells with a fast restart
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Re: What you need for a Blizzlike Progressive release.

by Pvt. 8Ball » Mon Feb 09, 2015 3:55 am

Well the best solution I see to this problem is just to rebalance the bosses themselves, I doubt we will ever see all the classes get changed to mimic how they were in an earlier patch, and even if we could, I don't know if that would even be a smart idea.

But I'm not too worried, I assume the devs know what they're doing and will do what they think best.
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Re: What you need for a Blizzlike Progressive release.

by showtime » Mon Feb 09, 2015 8:38 am

reckoning had unlimited charges back then too

im excited to bring that back
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