Death Knight
Threat Generation
We're looking at the issue since players have brought it up. However, we are not hearing widespread feedback from across the board that death knights are struggling to maintain single-target threat. That is what makes me wonder if something else is going on, like it only occurs with some gear choices for example.
If I am summarizing this thread, it appears most of the concern is about single-target threat vs. well-geared DPS, especially against slow-swinging or magic-using bosses who don't proc Rune Strike as often. Groups with reliable BoSanc don't notice the problem as much.
I would compare you to warriors more than paladins, since the next patch removes the threat of Light, which sometimes grants paladins crazy numbers.
Druid
Improved Faerie Fire
I am saying the tooltip, which currently reads: Your Faerie Fire spell also increases the chance the target will be hit by spell attacks by 3%, and increases the critical strike chance of your damage spells by 3% on targets afflicted by Faerie Fire.
Faerie Fire and Feral Faerie Fire spells also increase the chance the target will be hit by spell attacks by 3%, and increase the critical strike chance of your damage spells by 3% on targets afflicted by your Faerie Fire or Feral Faerie Fire.
One of the issues we are currently discussing is what to do in the case where someone chooses a talent that they end up not using because someone else in the group also has the same buff of equal or greater potency. To be fair though this is not a new problem. Raids always had to manage buffs like Spirit or Kings that were talented. I think groups usually worked around that by just grouping with the same people a lot and making sure someone had the talent. We are seeing a lot more raids pugged these days, and in any case, you often still want the buff when you are soloing. It is something we're discussing.
Hunter
Pet happiness
In a world without pet loyalty, we feared that letting pets instantly jump to your level would make them truly disposable. When it was time for your raid or Arena you could just literally grab a pet, buy talent points, and you'd be good to go. The hunter pet is supposed to be a buddy, your loyal companion, and as such some kind of investment, not the closest bear, dinosaur or spider you could find.
It could be that our fears were not a big deal in the long run, but that was our logic for keeping pet leveling.
It is also slightly fun to have a few more milestones pop up after you've earned your last level, but by far this was a secondary concern.
Priest
Priest role
We designed the priest to have lots of different tools. You can fill lots of different roles in a group and switch from role to role very easily. While some tools (Renew and Flash Heal for example) are very reminiscent of spells from other classes, other tools (Prayer of Mending and Guardian Spirit) really have no direct equivalent.
I think the "not as powerful" clause gets invoked sometimes because if priests were better at hots than druids etc. then people start to wonder why they should ever bring the other classes. I realize you can turn that argument around, but still the flexibility needs to count for something. We do not view priests as weakened versions of the other classes either in the way we design them or in practice.
All that said, I do hear a lot of priests saying that they want to be really good at something and I do hear a lot of priests saying they want more tools that are more interesting and not just equivalent versions of other classes' spells. We get this message loud and clear. It's certainly something we will keep in mind as we sit down to work on the priest for 3.1 and beyond.
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