2.4 - Drinking Nerf

#0 - Feb. 12, 2008, 12:11 a.m.
Blizzard Post
The problem: For some reason level 65 water doesn't replenish the right amount of mana.

According to Hortus on the PTR:

Q u o t e:
This is an intentional change to how drinking works. The amount of mana regenerated now ramps up, so you will see little or no mana regen the first few seconds and then it will increase as the duration continues.

It appears this change did not make it into these patch notes, I'll see about getting it added to future notes.


Basically, you have to drink longer to get the same amount of mana back. Quick drinks during a ZA timed run, Hyjal, etc. regen less mana when compared to what we currently get and thus you'll need longer to drink to actually regen mana.

IMO, this is probably the stupidest change I've seen made yet. A sweeping nerf to PVE that affects everyone due to the increased time for ALL mana users to get our mana back. Sure the thought behind it is good, solving the drinking issues in PVP, but this is just not an acceptable solution. I'd like to see the devs reconsider this change and come up with an alternative solution. If a blue doesn't mind passing that sympathy along to the devs I and all other WoW players would be most appreciative.

-A Concerned Druid



EDIT: According to Drysc the time is now actually ~6 seconds of drinking before you make up the mana regen offset, different than what some reports are, etc.
#156 - Feb. 12, 2008, 1:19 a.m.
Blizzard Post
There is indeed a change in 2.4 intended to offset some of the mana regen from drinking away from the very beginning of the duration.

However, we specifically made sure the water would not change the amount of mana regenerated by players who drink between pulls or during gauntlet runs. You should see little to no difference in the amount of mana yielded if you sit to drink for at least 6 seconds, which most players do.

[edit] Time changed from 4 to 6 seconds, original information was incorrect.
#209 - Feb. 12, 2008, 1:35 a.m.
Blizzard Post
Q u o t e:


The part where it takes at least 4 seconds to start getting mana back at a rate you would normally start out on?


So right now you get a tick roughly every two seconds.

After the change the first tick will give you nothing, second tick will give you normal tick+66% extra, the third tick normal+33% extra, and then it levels back off after that. So, at the ~6 second mark (or after three ticks) you've made as much as you would have before.
#237 - Feb. 12, 2008, 1:49 a.m.
Blizzard Post
Q u o t e:
The easy solution to this would have been to add this effect ONLY to Star's Tears. That would have made sense, though.


Conjured water, black coffee, manna biscuits, etc. etc.

The change has to be consistent across all water as this fix applies to Arenas, battlegrounds, and world PvP, which will have specific emphasis in the upcoming expansion.

It's being made to have as little impact to PvE players as possible. We ask that you please test it and report any bugs or feedback regarding the change on the Test Realm forum: http://forums.worldofwarcraft.com/board.html?sid=1&forumId=11572
#250 - Feb. 12, 2008, 1:55 a.m.
Blizzard Post
Q u o t e:
People are gonna hold you to that one, Drysc, so that when the expac comes out you won't be able to worm out & claim that nobody promised it.


I was referring to Lake Wintergrasp, which I don't think is a mystery or something we're going to remove before the expansion launches.
#268 - Feb. 12, 2008, 2:02 a.m.
Blizzard Post
Q u o t e:


/fail

You know full well what people will infer from " ... will specifically emphasize WORLD PvP ...". If you're only talking one freekin' zone, like the Silithus or EPL fiascos, that is not what most people mean when they say "world PvP."

You're talking about one more amusement park zone. That's not "world PvP" at all.

But I'm not surprised.


Silithus and EPL were PvE/Questing zones with PvP objectives added in later. Lake Wintergrasp is a PvP zone.