Cataclysm rumours/info now in PC Gamer UK
	
	
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                cataclysm info, wow cataclysm, wow cataclysm info    
        	
	
	
	
	
	
	
	
     
In the latest issue of PC Gamer (UK) (buy online) is a 6 page article named '50  reasons to play Catalysm. The vast majority of what is covered is  already known/confirmed, however, there appears to be verifcation of  certain rumours first made here on MMO-champion in the days before  Blizzcon but that were never confirmed nor denied.
Just a note on  the source before everyone starts screaming for links for scans. I  don't have any, nor would I post them if I had them. The proof however  can be found in the highstreet shops of the UK in issue 212 of PC Gamer  UK.
    - Note #1 Important -  The guys from PC Gamer were kind enough to give me a few more  information on that. The article is NOT  officially endorsed by Blizzard and is mostly the result of their own  work, that means that a small part of speculation is involved. Just keep  in mind that we're talking about people who interviewed developers in  the past and who sell thousands of magazines each month.
- Note  #2 - If you missed it (... really?) you can still read the original  World of Warcraft Cataclysm post. And you  might want to check the Cairne Bloodhoof Quest Changes from the 3.3  PTRs.
- Note #3 - Yep, I totally stole the introduction of  the post from Donbar's original post on the forums. And  I'll probably steal the rest below.
Warchief of the  Horde 
    - Thrall  will become the next Guardian of Tirisfal. However, Thrall will merely  'leave Garrosh in charge' though this does not stop Garrosh from  declaring war on the Alliance and fortifying Horde outposts and cities.
Inner-Horde  relations 
    - After  assuming command of the Horde, Garrosh labels Cairne a traitor and  executes the Tauren Leader. However, this does not seem to be the end of  his involvement in Cataclysm and his seeming demise is linked to the  greener, lusher Desolace.
- Garrosh will throw out most of the  Blood Elves and Forsaken from Orgrimmar.
Deepholme
    - It is possible that  the Alliance and Horde will be involved in a major battle within  Deepholm.
- Airships will battle in the gigantic caverns al a  Icecrown style.
- The area will also cater for flying mounts.
Raids  and Dungeons
    - Cataclysm  will ship with 8 Heroic Dungeons (not including Deadmines and  Shadowfang) and 4 Raid encounters.
- The Skywall will contain a  raid with Al'Akir as the end boss.
- Grim Batol and Uldum raid  will patched in post-launch.
Other
    - Harrison Jones has  returned with his friends and is linked to the Archaeology profession.
- One  of the new features included in the guild interface/mechanics system is  a Looking For Guild function.
Frozen Orbs Greed/Need  rolls in 3.3
Yeah it just takes one person to press Need after  everyone's pressed Greed on the Frozen Orbs and you miss out. But the  good news is that in patch 3.3.3 this won't be the case anymore -- the  roll for Frozen Orbs will be an automatic Greed roll. Rejoice!
 
 
Trading Card Game Forum Live!
Blue posts
Low  level talents in Cataclysm
Yes, low level talents will be looked  at extensively. The talent tier just above the 51-point talent was just a  good example. 
Tanking stats and Stamina
I'm  not sure I buy that logic. If tanking gear had thousands and thousands  of Stam, tanks would still socket Stamina because it's reliable. If your  health is low, then even if your avoidance is 99% that means sometimes  you're just going to die and no healer can save you. Now, if healers can  generally heal you through damage but then eventually gas out, then  avoidance becomes more attractive because it lets healers heal you  longer. Does that mean you gem it? Not sure, but at least a trinket with  all avoidance might be pretty exciting.
We also think we figured  out a budgeting scheme to let tank gear have the same basic Stamina as  dps gear. It's not a huge balance concern either way, but it does look  weird when dps plate has more.
As for parry vs. dodge, there are  just going to be a lot of debates both within our office and on all of  the boards about how it should ideally work and the relative value of  each. Those conversations are going to go on a long time and not the  kind of thing that can easily be summed up in a pithy GC post. 
1v1 Balance and Healer vs.  DPS
To reiterate:
1) I said at some point "All things  being equal, a dps should be able to kill a healer."
2) OP  wondered what the context was for that statement.
3) I said the  context was probably (because I don't remember) mana: meaning that all  things being equal, a healer should eventually run out of mana. In other  words, the way to counter a healer is to run them out of mana. It can't  just be "I explode the healer with my awesome damage" because if that  was true, it would mean a healer couldn't heal themselves through one  attacker and would have little chance keeping themselves or a team  member alive vs. 2 attackers.
4) The real take home message is  that we don't put a lot of time balancing 1 v 1. The reasons are A) that  there is nothing in the game that showcases 1v 1 encounters (you don't  get Arena points from duels), and B) 1 v 1 balance doesn't scale well to  team balance, which is showcased in Arena and BGs.
Players like  to argue "If it's balanced 1 v 1 then it will be balanced for any number  of participants." But that math doesn't actually work because of team  synergy. The definition of synergy is that the total effect is greater  than the sum of the component parts, or in other words, 1 + 1 > 2.  The second you buff someone you are making both of you more powerful --  the buff is not divided by the number of recipients. Your team is more  powerful than just the sum of what each of you can do individually. A 3 v  3 Arena match is fundamentally *not* a trio of 1 v 1 duels happening  simultaneously.
Another way to consider it is to look at the  damage done by a 10 player raid. Is a 25 player raid roughly 2.5 times  that of the 10 player? No, it's probably closer to 3.5 times. It's not a  linear scale. Now to be fair some of that is from fewer healers and  tanks, but even that helps to support my point that you can't  extrapolate upwards from 1 player and expect to have a meaningful  encounter.
[...] If healers were overpowered relative to dps then  you would see more two healer teams. Most of the time, that's just not  worth the sacrifice you make in giving up that second dps player. I wish  we saw more 2 healer teams in 5s, but that's a slight tangent.
I  do think mana for healers is too easy to come by and I've said that  several times. Even if healers ran dry more often though, I don't think  that should let a dps guy just beat a healer in every duel because "Hey,  I'm dps -- I should win."
 
 
 
Source; mmo-champion.com
    
    
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