Why is 1 minute shield wall still on the PTR?

#0 - March 2, 2009, 5:36 p.m.
Blizzard Post
Ok Blizz, it was funny for a second but please go ahead and take the 1 minute cooldown shield wall away from warriors. If you feel like you need to have this ability in game and to be able to use it at 1 minute intervals, then you need to give the paladins a glyph that reduces the cooldown of divine protection by 2 minutes and revert the DK spell (whatever it is) back to 40% DR every 1 minute.

1 minute 40% shield wall does NOT = 3 minute cooldown 50% divine protection nor does it = 20% reduction every 1 minute for DKs. The difference between them is HUGE (thats what she said) and potentially game changing.

You cant be serious in trying to get this warrior change through without getting some major QQ from other tanking classes. The change is just too big.

Please just change the warrior glyph to EITHER 'reduces the cooldown of shield wall by 3 minutes but the damage reduced is only 20%' OR reduces the cooldwon of shieldwall by 1 minute'

This is COMPLETLY OVERPOWERED and all you are doing is pissing off every other tank class by keeping it in the way it is now.

#16 - March 2, 2009, 7:08 p.m.
Blizzard Post
The cooldown of Shield Wall is not intended to be that low.
#95 - March 3, 2009, 4:24 p.m.
Blizzard Post
Q u o t e:
Whats your stance on the patchwerk testing on the PTR. Where the DK was able to chain his cool downs and prove to be the superior of the 4 tanks by far?


It is too early to have a "stance." We are still looking at the data and finalizing all of our tanking changes. But I can offer you some rambling thoughts.

1) When cooldown tank abilities have too long a cooldown they don't get used because you tend to save them for emergencies. When they are too short, you just blow them whenever because they will be back up. Hitting that sweet spot is tough especially when there are multiple cooldowns that can be chained.

2) The Patchwerk test used in these tests doesn't have the kind of timed, big hits that generally encourage players to save their cooldowns.

3) DKs are probably too good on tanking fights that do have those kind of timed, big hits if they are magical. Unfortunately the one really hard encounter in the game is a dragon that does just that.

4) Avoidance may be too high given what tier we're in.

5) We are trying to make frequent PTR builds. Part of that means it isn't feasible to go office to office and make sure everyone has every change checked in before we make a build. In some cases we change abilities and things like glyphs or set bonuses get left behind.

We greatly appreciate the numbers and the amount of effort players are putting into generating and interpreting those data. Let's please stick to analysis and not jumping to conclusions about who is getting benched in Ulduar.

If I need to say it again, the goal is that you can have any of the four classes as your MT, so long as that player has sufficient skill and appropriate gear and is backed up by a raid that knows what the blank they are doing.
#131 - March 3, 2009, 7:42 p.m.
Blizzard Post
It's funny because in beta both the players and the designers were worried that block would push druids and DKs out of the MT role. "Unblocked hits are the new crushing blows," was a mantra I read that we repeated around the office a lot. Maybe we ended up overcompensating or maybe if Sartharion and Malygos had a fast swing timer and hit for physical damage things would feel different now.