Water-Drink Nerf/Change *UPDATE*

#0 - Feb. 21, 2008, 1:04 a.m.
Blizzard Post
-edit- UPDATE! KALGAN CONFIRMS NOW ONLY TO TAKE EFFECT IN ARENA! Clearly the complaints about this being an unwarrented and rediculous change have got through to someone ;)

Q u o t e:
You haven't read it wrong, but we've decided to have that rule only apply inside arenas. It's an inconsistency, but one we're ok with to prevent water from feeling unnecessarily weird everywhere else.


http://forums.worldofwarcraft.com/thread.html?topicId=4665475409&sid=1&pageNo=13#246

Original post below....



A quick explanation from the man himself, skip to bottom for TLDR version:

-edit- Link added to original thread: http://forums.worldofwarcraft.com/thread.html?topicId=4665475409&sid=1

Q u o t e:
If you drink for 5 or more seconds, you shouldn't have any issues. In dungeons/raids I don't think it is hard to accomplish this between pulls or even during gauntlet runs.


I call shenanigans :)

In answer to the question: Why wasn't this change restricted to Arena water you purchase with honor points, and arena drinking restricted to that water? this was the reply:

Q u o t e:
Because we wanted the change to affect more places than just Arenas where people drink.


Which frankly, I find laughable. Notice the complete avoidance of actually answering WHY the change was implement in the first place. There still hasnt been a clear answer as to WHY. Perhaps a european blue can find out for us :)

Despite the maxed threads and complaints, they have no plans to change it. (This is disregarding the complaints about the known bug with the change)

Q u o t e:
We are continuing to watch this change long with everything else that is currently on the Public Test Realm, but we have no current plans to alter it.


On the plus side, the bug itself should be fixed soon.

Q u o t e:
We are aware of the bug that is causing this problem and it should be fixed soon on the PTR.


Now we get onto the meatier replies:

Q u o t e:
There are lots of changes that we make that affect both sides of the game. Before making a change we do evaluate the impact it will make to both PvE and PvP, test things out, and alter it if needed.

The change to drinking while it means that you won't get much mana by drinking for just 1 tick, it is unlikely it will have any major impact on the PvE side as finding time to drink for more than 2 seconds is generally easy to accomplish.


Its not one tick thats the problem, its the fact you have to wait 3 for it to kick in properly. I can assure you as a prot pally, even two ticks sitting gives me a significant mana return given my low mana pool.

Q u o t e:

In Hyjal and Black Morass, if the extra couple hundred mana is going to make or break your run, there is probably another issue that needs to be addressed. From my experience in both of these dungeons you need to be shooting out a lot of heals so healers need to drink for 10+ seconds to prepare as much as possible for the next wave.


However, as many US posters pointed out, this requires a 'best case scenario'. As in everything goes according to plan, perfectly. Now any raider in the world knows when you are learning a 'wave' encounter, that just doesnt happen. Maybe someone dies, maybe they need to do quick resses and so the healers dont have as much mana as they should etc. Even guilds with instances on farm know that you cant count on things going according to plan. This change directly hurts anyone going into new wave-style encounters, especially those that are timed like hyjal.

There are also the chain-pulling issues, we all know blizzard designers are (for a lack of a better word) a bit boring when it comes to instance mechanics. With the 'timed' loot in ZA, 'Chain-pulling' has also been directly hit by this.

Why blizzard deliberately want to SLOW DOWN instance content when they are implementing TIME / SPEED BASED rewards is beyond me.

I would like three things:

1. A real explanation as to why this change is needed. The reason for its change. Why its changed. The cause if you will.

2. An admission this is a PVP change that is affecting PVE. Since there is clearly NO PVE benefit at all, if it was looked at, it was in the sense of 'Well we need the PVP change, and we dont think it nerfs PVE too much'.

3. Once its been established this is a pvp nerf aimed at those pesky druids ;) A solution found for the PVE players like myself who are fed up with PVP changes affecting PVE.

I will now quote a post I made awhile ago regarding one of the patches:

Q u o t e:
Perhaps its time Blizzard took a look at seperating PVP and PVE talents/trees completely. PVPers have quite different needs than PVEers when it comes to what they are getting from their talents/spells etc.

All the CC skills now have different timing in PVP than PVE, why not take it a step further and make EVERYTHING have dual-functionality?

RE: Upcoming patch, anyone whose done maiden with a paladin knows how useful BoSac is...with a cooldown of 1 min, it completely nullifies that strategy. (Yes there are other ways to do it, before people come in and start saying 'you are not pro!')

Then there is hypothermia, PVP balance to the mage survival tree, because apparently frost mages were overpowered in ice blocking twice in 30 secs.....another change to mages which actually caused me to spec out of frost.

I am sure there are pve changes which affect pvp, however I cant think of any offhand. But I am sure PVPers dislike changes to PVE that affect them too.

Come now Blizzard, we know you want a slice of the (not so) lucrative competitve gaming pie, and all the recent changes in an attempt to balance your arenas (clearly the focus of competitve gaming re: pvp) are geared towards this, but stop messing around with PVE while you do this. Its getting to the point where classes like shaman and priests are really starting to lose any sort of focus in PVE. I wont mention mages since I dont want it to turn into a mage-whine thread. But we have our problems too. Oh and then there are retribution paladins.....

So split everything please. Seperate PVP & PVE trees/talents/spells, and with a clearly defined design and role for every class. As it is, WoW is turning into a horrible mish-mash in places.



TLDR VERSION: STOP MUCKING ABOUT WITH PVE TO FIX PVP.

(I am sure the PVPers would love to not be affected by PVE changes as well btw)
#19 - Feb. 22, 2008, 3:42 p.m.
Blizzard Post
Q u o t e:
-edit- UPDATE! KALGAN CONFIRMS NOW ONLY TO TAKE EFFECT IN ARENA! Clearly the complaints about this being an unwarrented and rediculous change have got through to someone ;)

Q u o t e:
You haven't read it wrong, but we've decided to have that rule only apply inside arenas. It's an inconsistency, but one we're ok with to prevent water from feeling unnecessarily weird everywhere else.


http://forums.worldofwarcraft.com/thread.html?topicId=4665475409&sid=1&pageNo=13#246


Yup. This is correct, so there should no longer be anything to worry about in regards to not having time enough to drink during certain PvE encounters. :-)


Q u o t e:
TLDR VERSION: STOP MUCKING ABOUT WITH PVE TO FIX PVP.


This is of course something that the developers always take into consideration when working on a change, but it sometimes happen that changes will affect both PvP and PvE, which in certain cases can be difficult to avoid. In those situations the developers evaluate both of them a lot before finalizing changes.