I've unfortunately been on a long hiatus from blogging due to work, the holidays, 3.3 being released and that big article series I was working on for this blog I'm seeing quickly disappearing. As a catch-up article, I've been asked by several friends and guildies, and I've seen on the forums as well a frequent question: with Cataclysm coming soon, what changes to mechanics would I make if I were in Ghostcrawler's position, or what mechanics would I like to see?
We already know healing is being nerfed, and health pools are going to scale massively. Spellpower is going the way of the Dodo while Intellect/Spirit grant it instead. Defense is also disappearing with tanks getting their crit-immunity from talents. Can more be done?
Bring crushing blows back.
One of the first changes I'd like to see is for crushing blows to be put back in the game, or more accurately, to be possible from creatures 3 leaves above the player instead of 4. Having only magical "crushing blows" in the game limits Blizzard on their encounters, and not only that, but WotLK has seen many encounter revisions because only one tank (the Death Knight) was any good at dealing with the magical damage, whereas the three classic tanks weren't equipped to deal with it.
There is one caveat to it. I'd like to see crushing blows brought back in the game with an internal cooldown of either 3-5 seconds or three attacks. I personally would prefer 3 attacks, as it allows Blizzard to make faster bosses more dangerous, but if the healers can't catch back up within that amount of time, the fight is likely a wipe anyway.
Crushing blows were removed because Death Knight tanks wouldn't be able to handle them, but with the way things are now, Druid tanks aren't that much farther ahead of the other tanks in armor and health (not like the TBC days), and Druids don't have near the cool down utility Death Knights have. Grant the two classes some additional cool downs, or make them more powerful, and I'd like to see some of the randomness of crushing blows return.
Speaking of randomness...
I'd like to see parry/haste brought back. Life is random. You can't control everything. For anyone that watches boxing, or more importantly UFC, you know that lucky shots happen all the time. Expertise has become mostly a threat stat in WotLK because parry/haste is all but extinct. With Defense being removed from the game in Cataclysm, Blizzard is going to need more stats for tanks to focus on, or tanks will only be looking for Hit, Strength/Agility and Stamina and to fuck with everything else. The randomness of parry/haste is what made bosses fun in TBC, and parry/haste was random without being over-the-top like Prince in Karazhan's Infernal phase.
Removal of crits from bleeds/DoTs.
I personally find this to be one of those flavor changes that was awful. It makes no sense whatsoever for bleeds, DoTs, or HoTs to critically hit. I understand the need for the change, but it leaves a horrible taste in my mouth. Instead, what I'd do, is allow them to still have the critical hit chance, but instead of actually increasing the damage from the critical hit, have a bleed/DoT grant a buff (that maybe even stacks), that increases the damage of the bleed/DoT. For example, if a kitty's Rip critically hits, it grants an additional debuff on the target called Festering Wounds that causes the damage to take an additional 10% damage from all bleeds. Oh, and all bleeds grant this same debuff so it doesn't stack. DoTs would have a similar mechanic.
Since when did robots bleed and spirits have armor?
While it was a buff to Druid tanks, it was still one of those things that left a bad taste in my mouth. Spirits do not bleed, nor do they have armor. Robots don't bleed, and anyone should be hard-pressed to believe that bleeds are okay because you're tearing out tubes of fluid to simulate a bleed effect. Instead, Lacerate and other bleeds should fail on robots/spirits and Devastate, and similar abilities should likewise fail on spirits. If Blizzard wants to keep things balanced, grant a secondary affect on spirits and mechanical creatures through those abilities, or leave them ineffective and now Paladins and DKs have a new niche.
Remove Savage Defense.
This is one of the worst mechanics ever introduced into the game. It certainly helps from the standpoint of allowing Druids to tank in DPS gear, but the big problem with it is that it's mitigation is piss poor, and it's not nearly as effective when tanking raid bosses. Instead, Druid tanks should be given a healing buff - something like Rejuvenation - such that when they critical hit, they heal for 50% of their Attack Power over 5s. Or maybe 25%. Maybe over a longer or shorter duration. Maybe the buff stacks. You get the idea. Druids should have been the original self-healing tanks instead of Blood Death Knight tanks, and the fact that gave Druid tanks this pathetic excuse for a block called Savage Defense is lame. I don't know about anyone else, but it seems pretty logical to me, that if I started out my adventuring life as a Druid, casting spells and shapeshifting with little melee ability, and then progressed into really liking the feral lifestyle, and then becoming a tank, that I'd definitely make use of those healing spells I have to ensure my survivability.
Avoidance.
For the love of all things holy (like Smite Priests), avoidance needs to be watched carefully. I know Ghostcrawler likes to claim that they were in a good position until they boosted the gear dropped in heroics, but he's wrong. By the end of Naxxramas, most tanks were sporting 30% avoidance, which is way too much. By the beginning of the raiding, a tank should have no more than 15% avoidance. Each tier of gear might grant an additional 5% avoidance, while granting more mitigation stats. This allows a boss to hit harder, with the additional mitigation reducing that damage, as opposed to having to boost a boss' attacks to hit really fucking hard because the tank dodges one-third (or more) of the attacks.
Overall, what I'd really like to see come back to the game is a little bit more difficulty and randomness. I thought Blizzard has the perfect balance of difficulty and randomness in TBC, and I've largely been unhappy with what WotLK has brought. While I don't want to see it go back to the days of classic WoW and that insanity, I'd love to see TBC raiding quality return.
Read rest of entry
We already know healing is being nerfed, and health pools are going to scale massively. Spellpower is going the way of the Dodo while Intellect/Spirit grant it instead. Defense is also disappearing with tanks getting their crit-immunity from talents. Can more be done?
Bring crushing blows back.
One of the first changes I'd like to see is for crushing blows to be put back in the game, or more accurately, to be possible from creatures 3 leaves above the player instead of 4. Having only magical "crushing blows" in the game limits Blizzard on their encounters, and not only that, but WotLK has seen many encounter revisions because only one tank (the Death Knight) was any good at dealing with the magical damage, whereas the three classic tanks weren't equipped to deal with it.
There is one caveat to it. I'd like to see crushing blows brought back in the game with an internal cooldown of either 3-5 seconds or three attacks. I personally would prefer 3 attacks, as it allows Blizzard to make faster bosses more dangerous, but if the healers can't catch back up within that amount of time, the fight is likely a wipe anyway.
Crushing blows were removed because Death Knight tanks wouldn't be able to handle them, but with the way things are now, Druid tanks aren't that much farther ahead of the other tanks in armor and health (not like the TBC days), and Druids don't have near the cool down utility Death Knights have. Grant the two classes some additional cool downs, or make them more powerful, and I'd like to see some of the randomness of crushing blows return.
Speaking of randomness...
I'd like to see parry/haste brought back. Life is random. You can't control everything. For anyone that watches boxing, or more importantly UFC, you know that lucky shots happen all the time. Expertise has become mostly a threat stat in WotLK because parry/haste is all but extinct. With Defense being removed from the game in Cataclysm, Blizzard is going to need more stats for tanks to focus on, or tanks will only be looking for Hit, Strength/Agility and Stamina and to fuck with everything else. The randomness of parry/haste is what made bosses fun in TBC, and parry/haste was random without being over-the-top like Prince in Karazhan's Infernal phase.
Removal of crits from bleeds/DoTs.
I personally find this to be one of those flavor changes that was awful. It makes no sense whatsoever for bleeds, DoTs, or HoTs to critically hit. I understand the need for the change, but it leaves a horrible taste in my mouth. Instead, what I'd do, is allow them to still have the critical hit chance, but instead of actually increasing the damage from the critical hit, have a bleed/DoT grant a buff (that maybe even stacks), that increases the damage of the bleed/DoT. For example, if a kitty's Rip critically hits, it grants an additional debuff on the target called Festering Wounds that causes the damage to take an additional 10% damage from all bleeds. Oh, and all bleeds grant this same debuff so it doesn't stack. DoTs would have a similar mechanic.
Since when did robots bleed and spirits have armor?
While it was a buff to Druid tanks, it was still one of those things that left a bad taste in my mouth. Spirits do not bleed, nor do they have armor. Robots don't bleed, and anyone should be hard-pressed to believe that bleeds are okay because you're tearing out tubes of fluid to simulate a bleed effect. Instead, Lacerate and other bleeds should fail on robots/spirits and Devastate, and similar abilities should likewise fail on spirits. If Blizzard wants to keep things balanced, grant a secondary affect on spirits and mechanical creatures through those abilities, or leave them ineffective and now Paladins and DKs have a new niche.
Remove Savage Defense.
This is one of the worst mechanics ever introduced into the game. It certainly helps from the standpoint of allowing Druids to tank in DPS gear, but the big problem with it is that it's mitigation is piss poor, and it's not nearly as effective when tanking raid bosses. Instead, Druid tanks should be given a healing buff - something like Rejuvenation - such that when they critical hit, they heal for 50% of their Attack Power over 5s. Or maybe 25%. Maybe over a longer or shorter duration. Maybe the buff stacks. You get the idea. Druids should have been the original self-healing tanks instead of Blood Death Knight tanks, and the fact that gave Druid tanks this pathetic excuse for a block called Savage Defense is lame. I don't know about anyone else, but it seems pretty logical to me, that if I started out my adventuring life as a Druid, casting spells and shapeshifting with little melee ability, and then progressed into really liking the feral lifestyle, and then becoming a tank, that I'd definitely make use of those healing spells I have to ensure my survivability.
Avoidance.
For the love of all things holy (like Smite Priests), avoidance needs to be watched carefully. I know Ghostcrawler likes to claim that they were in a good position until they boosted the gear dropped in heroics, but he's wrong. By the end of Naxxramas, most tanks were sporting 30% avoidance, which is way too much. By the beginning of the raiding, a tank should have no more than 15% avoidance. Each tier of gear might grant an additional 5% avoidance, while granting more mitigation stats. This allows a boss to hit harder, with the additional mitigation reducing that damage, as opposed to having to boost a boss' attacks to hit really fucking hard because the tank dodges one-third (or more) of the attacks.
Overall, what I'd really like to see come back to the game is a little bit more difficulty and randomness. I thought Blizzard has the perfect balance of difficulty and randomness in TBC, and I've largely been unhappy with what WotLK has brought. While I don't want to see it go back to the days of classic WoW and that insanity, I'd love to see TBC raiding quality return.