View Full Version : Wards broken...
MalkorGodchyld
08-25-2012, 09:06 AM
<p> "Broken" may be a bit overstated but wards aren't consistant with tooltip values in PvP/BG. Casted wards were increased yet the new increased value is only being applied approximately 30% of the time. If u cast a ward and scroll over "dmg remaining" you'll see it. I'll let someone else do extensive testing but i can't imagine this was intended. </p><p>Plz look into it.</p><p>Mariusx/Godchyld</p>
Tantrasil
08-25-2012, 11:55 AM
<p>Protection value was reduced tuesday and they probably didnt update the tooltips. The 30% sounds like crits</p>
MalkorGodchyld
08-25-2012, 01:27 PM
<p>I hear ya but thats not it... the 30% of wards that follow the tooltip are warding for over double the amount of the others. That isn't a crit. Maybe....maybe the problem is that the intended values are only applying WHEN you crit. Now that seems more likely. I notice the crits and there is nothing wrong with the crit mechanic applying the appropriate amount of increase. This is definately something seperate. I scroll over my single target ward and it should ward for 10k and the tooltip after applying the ward says the same. But the "damage remaining" says 6k or so. </p><p>Mariusx/Godchyld</p>
Davngr1
08-25-2012, 03:50 PM
<p>probably has something to do with crit bonus being cut in half for wards and with the crit bonus nerf it hit wards unintended?</p>
Daalilama
08-26-2012, 05:49 PM
<p>Yeah apparently the brain trust doesnt like the fact that healers at high levels if left with only half the nerfs they implemented can manage to keep groups relatively green...which is why the more nerfs.</p>
MalkorGodchyld
08-27-2012, 11:32 AM
<p><cite>Davngr1 wrote:</cite></p><blockquote><p>probably has something to do with crit bonus being cut in half for wards and with the crit bonus nerf it hit wards unintended?</p></blockquote><p>I dont think it has anything to do with crit bonus, although that could be an additional problem to this one. This discrepancy is more fundamental. </p><p style="margin: 0in 0in 0pt;"><em><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Shaman</span></span></em></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Group Ward cast times are now 3 seconds in PVP combat.</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Spiritual Foresight - the group AOE immunity proc now has a 5% chance of procing in PVP combat.</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #00ccff; font-size: small;"><strong><em>The protection value of wards has been increased in PVP combat.</em></strong></span></span></p><p style="margin: 0in 0in 0pt;"> </p><p>After this change went in...regenerating ward values were toned down and then Spiritual Leadership was nerfed hard. Casted wards on the other hand, should have been fine and were left alone.</p><p>I actually think this change was never really implemented correctly in the first place but it was ignored because with Spiritual Leadership left alone, who gives a flying .... about casted wards not providing the "increase" that was intended? </p><p> Again, the correct value shows on the examine pvp tab but when the wards are actually casted it reverts back to the previous pvp protection value, and you see that by looking at the "dmg remaining". </p><p>Mariusx/Godchyld</p>
Davngr1
08-27-2012, 05:08 PM
<p>yea, i was just bringing that up because there are so many limiting mechanics behind wards and two where touched on, on that patch and thus something might have be bugged.</p><p> best thing you can do is screen shot the disparities between tool tip/ward. a screenshot tells a thousand words tbh.</p>
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