World of Warcraft: Battle for Azeroth: Up to Level 100: Long Fights, Strong Enemies, and Unanswered Questions



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The "Squish of Objects" due to patch preparation on Battle for Azeroth and the associated reduction of values ​​on all objects continues to cause agitation in World of Warcraft and ultimately "Stat Squish" has almost all the attributes like hit points, damage per second, healing, etc. greatly reduced – the players' characters and opponents. Many players continue to complain about "slow and slow" battles in the low and middle ranges (levels 60 to 80) and the disarming of the artifact, the transition from the Draenor lords to the legion is quite tricky. Other players, however, are satisfied with the increased level of difficulty and the fact that the fights are not over after a few seconds and that many spell classes can again recover their speeches from several pages of the magic book. There are already tons of discussions on the subject in the WoW forums.

Meanwhile, game director Ion Hazzikostas took charge and made it clear that he had modified the fighting mechanics six months ago. to prolong somewhat the combat time in the low level, but nothing in the preparatory patch was designed to drag the fights even further in the length

Hazzikostas writes (Original, German forum): "So why do not we have it yet? Honestly, because we really do not know exactly where the problem lies, and because we do not want to make big blind changes without really rooting out the source of the problem. (…) We crushed the values ​​and the levels of the items, but we did not want to influence the duration and the inevitability of the fighting, but when we heard complaints that it took too much time to killing opponents, we still had some miscalculations on our part, egangen, a look at the naked data, however, did not show anything unusual, so we started with empirical tests: we can play builds 7 .3.5 internal, so we made some test characters (…) and let them fight against opponents in the open world of patch 7.3.5. Then we fought the same enemies with the same character in the 8.0.1 update and compared the results.

We see the same deviations that you have pointed out in this and in others. But we still need to refine the exact aspect of scaling that we have not considered. We want to understand why values ​​deviate and correct the underlying error: Have we too much reduced the values ​​of the equipment? Is it because of the armor of the creatures or other calculations for the fight? Are not our core values, but the scale curve, so that it deviates a lot, especially in the range between level 60 and 80? We prefer to fix the bug specifically and not just implement a makeshift solution that hides more fundamental issues. At some point, it's just not fair to offer you a gutted gaming experience so we can continue to look for causes. So, in the near future, we will probably reduce the health of the opponents as we realize it.

Anyway, we are not satisfied with the current gaming experience, and we will settle that. There is another problem with this discussion: many players find that it takes too much time to get into the range between levels 60 and 80, and that the problems with the pace of combat discussed here are just one. part of this bigger problem. You're right – right now, on average, players in this field need about 15% more per level than before level 60 or 80. We're setting up a series changes that will increase the curve of experience. Reduce the experience requirements for these levels. "

The" Immediate Actions "mentioned by Hazzikostas have now been correlated on the servers of World of Warcraft, reducing the damage done by enemies (computer controlled) in the range of levels 1 and 100 up to 16 % and up to 24% health for your opponents.

"It's maybe at another little patch (probably next week) that we are updating your client's data to display enemy health in the window of the units not quite correct. Battles should now be faster and less lethal, "he says.

Last updated: Warbringer Part 1 Jaina


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