Q. In addition, many valued enhancement totem relics are only available via random drops, which has been voiced as something that we've wanted to avoid in the past. Are there any plans to change this?
A: The "relics" (the items that fill the ranged weapon slot) are always tricky to hand out, since they can only be used by one class, and are often attractive to only one spec. We have typically put them on badge vendors, and that might be the way to go with them in the future. On the other hand, several "best in slot" items for every character are subject to the inherent randomness of boss loot drops. Typically these upgrades are attractive but not so mandatory that you can't do your job without them.
Community Team: Shamans currently have the lowest base health of any class, and this often leads to concern over their survivability.
Q. Is there any reason that they start this way or is there any future change in store to address this disparity between their base health and that of other classes?
A: This is one of those weird legacies that has been in the game forever. Nobody currently working on classes can remember why that decision was initially made, so we plan to revert it for 3.2.
Community Team: Looking into the Player vs. Environment (PvE) aspect of the game, there are various concerns that are brought up. One recurring concern among all shamans, whether they are Elemental, Enhancement, or Restoration, is in regard to itemization. For some, they are looking for better two-handed weapons. For others, they are looking for that better one-handed axe. Others wonder at the choices that are made in relation to the stats or gem bonuses that are placed on items. An example brought up regularly is concerning Armor Penetration being prevalent in Ulduar despite it not being the most desirable stat for shamans who choose to play as Enhancement. In addition, many shamans express concerns that the options for upgrades are more limited for them than other classes.
Q. When itemizing for the shaman class, what are the aspects that are looked at, and are there plans to make additional improvements to the way itemization is done for the class or for specific talent specs?
A: One of the problems we have with dropping one-handed weapons is the overlap. If we drop axes, rogues can't use them. If we drop swords, shamans can't use them. If we drop fists, death knights can't use them. We are looking at changing one of these restrictions in 3.2, though it likely won't be for shamans to use swords.
It is our basic assumption that Enhancement shamans dual-wield and Restoration and Elemental shamans go for a one-handed weapon and shield. While we don't prohibit players from playing with other types of gear, they may not find their damage or healing output to be as high. At this point in time, we aren't trying to support a two-handed DPS build. That would require a pretty extensive reworking of the tree, and we also want to make sure some class besides rogues are using one-handed weapons.
We got a lot of questions on specific itemization, especially in the new Ulduar tier. The designers do feel like we've let the value of various stats get too far apart for the classes as a whole. When some characters want armor penetration and some don't yet they are supposed to share basically the same gear, it makes the randomness of loot drops even more frustrating. We just need to get Enhancement to where they feel like armor penetration is as valuable as other melee stats.
We're also in the process of taking a hard look at all the stats in the game. Something that gets brought up in our meetings a lot is that haste and crit are relatively straight forward stats and most players have a reasonable intuition about what boosting those stats will do. When you start to throw something like armor penetration into the mix, it's hard to estimate exactly what that will do for your character. We're not sure armor penetration is a rousing success as an interesting stat (though it can be quite good for some characters).
Issue: 133 | February, 2012