Originally Posted by Blizzard Entertainment
Leveling makes you "weaker" in Cataclysm
Your primary stats go up, but your combat ratings go down. The reason
for this is that those ratings convert to percentages. If you started
with say 50% crit chance, and then gained a level and your new gear had
say +4% crit chance instead of +2% crit chance, then you'd quickly get
to 100% crit and stay there. This was the reason we implemented combat
ratings in the first place. (You can blame Blackhand's Breadth.)
This particularly gets to be a problem when you reach max level. The
reason is because you are going to go through several tiers of gear
without increasing your character level, so we need to have enough space
in the numbers for them to increase. We figure out what the highest say
crit and haste chance the game can handle and then work backwards
giving each tier a meaningful upgrade (or getting new gear won't be fun)
and that determines the combat ratings on the starting gear.
We definitely understand the confusion / weird perception issues this
causes and we've talked about some ways to completely revamp the game's
combat equations so that we didn't need to use percentage-based stats
influenced by ratings with diminishing returns. That is too large a
change for Cataclysm, but something we might do in the future (when we
aren't also tackling talent and glyph revamps).
Also remember that if you are leveling to 85, you are skipping over a
lot of potential quest rewards that you can't get yet. The item leaps
among levels are pretty large at level 80-85, which we had to do to make
the upgrades feel meaningful. (Imagine the alternatives where you could
go to Twilight Highlands directly from Icecrown and do okay.) Once
those quest items are in, you'll be more powerful as you level. (
Source)
Tuning abilities numbers
A lot of you are focusing on numbers, which are just such easy things to
tweak at this stage that we haven't turned our attention to them yet.
If a "fun" ability for you is synonymous with "one that hits hard" then
what you find fun is liable to be random and switch from build to build.
We have adjusted mob health and damage quite a bit in the beta and we're
going to continue to do so. In LK, quest mobs got to be a bit of a
joke, such that everyone was used to killing clouds of them with ease.
We're trying to return to a world where you can generally handle one,
but might want to think about using some of your crowd control or
emergency buttons when you get an extra one or two. (Again, that's the
intent. We're still adjusting things to get there.) (
Source)
Uldum and Twilight Highlands are hard!
Unfortunately, this is the most salient point in the original post.

Everything from mana cost to tank damage are designed around having the
correct gear. Doing an 85 zone in 83 gear is much, much harder than
doing a 75 zone in 73 gear. Why? Because with only 5 levels, we made the
level to level jump in item stats really high. That also means mobs
also jump up a lot in power from level 73 to 75.
Almost every "Wow, things are hard" thread I have read on this and other
forums are a direct result of not having Uldum and Twilight gear yet.
We thought long and hard about whether it was a good idea to bump the
level cap without that gear in place. In the end, we thought it was
worth getting feedback on the quest design and some of the encounter
design. But encounter balance is enormously dependent on having the
right gear. Just keep that in mind. Things will feel better when you
have ugrades available. (
Source)
Healing throughput
Throughput won't go up enormously, but it will go up. Regen will go up.
Most importantly, tank health and total dps will go up a lot. You won't
be able to top anyone off in a GCD, but nobody will die so quickly that
you'll need to. In all of our dungeon tests, tanks don't die in 2 or 3
hits unless they are doing something very wrong in the encounter. (
Source)
Death Knight (
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Dark Simulacrum
There' still some polish needed on Dark Simulacrum. We are going to try
and let it affect everything we possibly can, but there have to be some
limitations. Copying pets and the like is just something we can't handle
really well. We also need to make sure that some effects have a
duration. It's probably okay to copy Shadowform, but Shadowform itself
has no duration and the DK version needs to.

(
Source)
Paladin (
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Hammer of the Righteous
I think if Hammer of the Righteous went back to its old design of
hitting 3 targets, you'd see the forums swarming with paladins in a few
weeks demanding some way to AE, such as... removing the cooldown on
Consecrate again. There is no way to change the Prot paladin rotation up
without changing some core abilities, and we are committed to changing
the Prot rotation up.
We have some room to experiment with the proc rates for Grand Crusader,
but remember that the more often it procs, the weaker it has to hit. (
Source)
Tanking in Cataclysm
Generally, you should use Inquisition when AE tanking, since it will
boost the Holy portion of Hammer of the Righteous as well as Consecrate.
You should use Shield of the Righteous when fighting single (or perhaps
2-3) targets, because it's going to hit a lot harder.
Beyond that, you have a few options. You can glyph Avenger's Shield to
focus on one target if you'd like. You can switch to Shield of the
Righteous even on group targets when you get Sacred Duty procs. You can
use Grand Crusader procs to focus on the targets you are already in
melee with, or use Avenger's Shield on additional targets to help hold
threat. Consecrate isn't the "threat glue" is used to be, nor does it
have 100% up time, so you're going to have some choices about when and
where you use it. (
Source)
Words of Glory
The main strength of Word of Glory is its cost. No matter how strained
mana might get, you're always going to have ample usage of an instant,
free heal. (
Source)
Healing Mods Talents
It's difficult to offer talents that mod the other heals. If you have a
talent that makes Flash of Light more cost effective or Divine Light
faster, then those aren't really filling those niches anymore. We had a
lot of problems like this in the past where a combination of talents,
glyphs or set bonuses made Flash of Light or Holy Light the obvious heal
for paladins, and the other one just died. We want to use all 3 of the
cast-time healing spells in Cataclysm, but we're offering the most
gameplay around Holy Shock and Word of Glory, because those are what
make Holy paladins feel the most different from other healers. (
Source)
Beacon of Light
As others have pointed out, Beacon just can't stay as "I heal at 200%
effectiveness" in the Cataclysm healing model. It will still give you
extra healing, particularly with the Tower of Radiance component. (
Source)
AE Healing
We're not worried about the AE healing situation. In Lich King there
were situations, especially in raids, where healers were called upon to
instantly heal multiple targets at once or someone was going to die.
With the larger health pools in Cataclysm, those situations are just
going to be very rare. AE damage, and sometimes raid-wide AE auras, will
still exist, but your tools are more than adequate to handle them. No,
Light of Dawn may not take 5+ targets from 50% damage to 0% damage, but
it also doesn't need to. You'll have time to top them off with single
target heals, or just wait until the next AE heal is available. We just
don't think spammable AE heals are that fun. If we wanted them to be a
big part of the game, we'd need to make actual AE healing rotations that
did more. The LK scenarios of hitting Wild Growth and Circle of Healing
on cooldown are not something we want to go back to (plus, we've
increased those cooldowns). (
Source)
Healing and Mana management
Right. Another way to think of it is Heal, Holy Light and Healing Wave
are essentially your heal autoattacks. They won't do anything too
impressive, but you can essentially do them forever. (
Source)
Holy Mastery Shield
The paladin mastery should definitely replace a lower shield with a
larger one. We're a bit hesitant to just let you continually stack the
shield up to its max size. That feels more annoying if anything because
then paladins would feel compelled to spam heals on a tank before the
pull so they could start with a max strength shield and then drink to
restore the mana investment. (
Source)
Guardian of Ancient Kings
The Guardian of Ancient Kings shouldn't take damage or die. (
Source)
Exorcism
As far as where things are supposed to be, we don't want Exorcism to be
the largest source of your damage. There were a couple of bugs with the
spell implementation (double dipping on AP for instance) and we also
recently decided to change Ret's mastery to no longer affect Holy
damage, since it was just propping up Exorcism too much. (
Source)
Templar's Verdict/Divine Storm without 3 Holy Power
We think situationally you will want to use TV or Divine Storm with less
than 3 stacks. However, if it's very efficient to do so, then players
will never wait for 3 stacks because having 3 smaller hits is more
valuable than having 1 large hit of the same total damage. (
Source)
Priest (
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Griefing friendly players with Leap of Faith
Leap of Faith needs to be constrained to your group only. (
Source)
Shaman (
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Enhancement
In my experience, every time I read one of these "lack of focus" or "we
don't have a role" threads, it's nearly always because the players are
looking for something very different in the class than what it offers
and are trying to steer things in a different direction. As such, we
generally don't get much useful feedback out of these "existential
crisis" kinds of discussions.
Think really hard about what it is you're asking for. Are you trying to
turn Enhancement into a Fury warrior? Are you trying to make a true
hybrid that fills many roles at once? Do you just want to be the
superhero that always saves your party? Or are you just busting with
spell ideas that you'd like to see get implemented? Try and stick with
the details and not the big picture from 10,000 feet high. What is the
problem you're trying to solve? The intent of the spec design isn't
something you need to solve. Figuring out the rough edge that don't feel
right is where you can be more helpful.
Enhancement is a spec designed around combining melee weapons strikes
with spells. They also have totems and weapon enchants. Almost all of
the talents in the tree support that direction. If half of your talents
were trying to turn you into a healer and half of them were trying to
turn you into a tank or something, then I'd understand the "no
consistent direction" feedback. But that's not what the tree does at
all. Stormstrike boosts weapon and spell damage. That is the tree in a
nutshell. Other talents boost melee damage or spell damage or both.
There are a few survival-oriented talents that should have even more use
in PvE in the Cataclysm environment, but are still optional.
Feedback on which abilities you like or dislike or talents you find
useful or not useful is totally appropriate and appreciated. The whole
"we're adrift at sea without a direction" nearly always comes across as
QQ at best or "here is my pet list of talents" at worst (whether it was
intended to or not) so my advice is just to avoid it.
I'm not trying to shoot down the feedback. I'm trying to steer it into a
format that is more likely to produce the kind of results that I sense
you're really looking for. (
Source)
Warrior (
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Icon Highlights
The icon highlights for things like Overpower and Revenge need a little
more polish so that they don't stay lit all the time or light up during a
cooldown. (
Source)
Colossus Smash
Colossus Smash is indeed still bugged and will make targets harder to
kill. It required new tech to get this effect working at all, and it's
going to take some time before it is working correctly. (
Source)
Heroic Leap
The Thunder Clap portion of Heroic Leap was the subject of much derision
on this very forum. If you liked it, you should have stuck up for it
then. It's gone now.
That sounds harsh, which isn't my intention, but it is really, really
common on these forums to see a concerted effort among some players to
say "Change X" and then when we do, other players come out of the
woodwork to say "But we liked X!" I can't suggest a great solution to
that except to pay attention to the kinds of discussions that are
happening, and chime in if you disagree with something strongly. (
Source)
Damage Tuning
We aren't focused on numbers tuning yet, so comments like "RB doesn't
hit very hard" or "SMF doesn't compete with TG" just aren't going to be
terribly useful posts at this stage. If your measurement of "fun" is
"hits for big numbers" then you aren't going to be able to provide beta
feedback that helps the developers much. (
Source)
Tooltips not showing "true" damage
We'll make sure the tooltips reflect the actual damage being done. It's
hard to know without looking at each spell individually whether the
damage is wrong or the description. (
Source)