Poster: Jenal at 7/29/2005 7:03:40 PM PDT Subject: Trap Resists |
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Has there been any clarification on trap resists? This bug popped up in the last patch, but I've heard that devs are saying it's 'always happened, there just wasn't combat data for it'. This is a lie. Through 57 levels as a hunter I've NEVER had an enemy walk through a frost trap unaffected.
And now I'm seeing that part of the new survival talent tree helps prevent 'trap resists'?! So, the trap bug isn't an actual bug, it was a stealth nerf. I'll say it again: Through 57 levels as a hunter I've NEVER had an enemy walk through a frost trap unaffected.[ post edited by Jenal ]
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Poster: Caydiem at 7/29/2005 7:16:27 PM PDT Subject: Re: Trap Resists |
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Q u o t e: Is this the information that was fed to you by Blizzard? So, this trap bug has been in existence for 8 months???
That's a load of bull.
I'm sorry you're upset, but this is what I was told.
Apparently, traps were always meant to have a resist rate in some capacity. The code for that to occur, however, was not functioning for quite some time. It was fixed in patch 1.6. We were not informed of the change during patch note compilation -- indeed, I was not made aware of it until recently.
I do sincerely apologize for the confusion that has surrounded this change, and I wish I'd have received the information as I was writing the patch notes so it could have been avoided.
- Caydiem -
Assistant Community Manager
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Poster: Caydiem at 7/29/2005 7:25:42 PM PDT Subject: Re: Trap Resists |
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Q u o t e: Caydiem you must understand our frustration.We're being told that one of our finest weapons,one of our best contributions can't be counted on....making it not worth jack!
So in short we're getting minor buffs and major nerfs.Quite frustrating.
Er... please put this in perspective. A Mage's Frost Nova and Polymorph can be resisted. A Druid's Root can be resisted. Yet they "count on" these abilities because they are part and parcel of what their class happens to be. With Hunters it is no different. :)
- Caydiem -
Assistant Community Manager
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Poster: Caydiem at 7/29/2005 7:31:50 PM PDT Subject: Re: Trap Resists |
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I am aware there are differences, but the point remains. Traps, while they are out-of-combat, are instant-cast and do not cost the Hunter much at all. Those other crowd control abilities I mentioned have their own separate costs.
We never once stated that the tradeoff for no resists was that traps could be only set out of combat -- that was an unfortunate assumption that we could not dispel considering the state of traps up until recently.
Again, I'm sorry for the confusion, but the resists are intended by the developers and I do not believe they will return them to their unresistable state at any point in the future.[ post edited by Caydiem ]
- Caydiem -
Assistant Community Manager
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Poster: Caydiem at 7/29/2005 7:45:42 PM PDT Subject: Re: Trap Resists |
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FYI, folks:
http://forums.worldofwarcraft.com/thread.aspx?fn=wow-bugs&t=55526&p=1&tmp=1#post55526
Q u o t e: # In another topic, the following report was given:
* "-Frost Traps were never intended to be resisted. There has never been documentation, a report from Blizzard employees, press release, rumor, or wild speculation that these traps could EVER, EVER, EVER be resisted. IMMUNITY is fine... just about all Boss mobs (and even a few elite types) are IMMUNE to lots of CC abilites. Frost traps being resisted (or outright disappearing when they were NOT disarmed) by anything other than those listed above is a BUG, period."
My response to this report was:
* "If something resists a trap the trap will disappear and no message comes up on the screen or combat log to signify that the trap has been resisted. This is a known bug that we are working on. Traps can be resisted like near all spells/skills -- it is their chance to "fail". There are many things we do not have documentation on in the game, but this does not mean it is not intended."
The fact that traps can be resisted is intended as stated. It seems I forgot to mention that previous to 1.6.0, traps were not able to be resisted. In design, we always meant to have traps resisted. However at some point traps stop being resisted due to a bug. Fixing this bug has changed traps back to their intended resistable form. We're sorry that this change was not posted in the patch notes.
There have been several reports that the fire-based traps seem to be resisting more than normal. This is something we're looking into right now. It seems the traps are using their own level for the resistance formula and not the Hunter's level. Once I have more information on this I'll let you all know.
From one of our fine folks in QA.
- Caydiem -
Assistant Community Manager
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Poster: Caydiem at 7/30/2005 1:47:42 AM PDT Subject: Re: Trap Resists |
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Look, my point with the comparison is not that those abilities are equal to traps. My point was to show that these are abilities that those classes count on, and they can be resisted, dispelled, etc. People can be flat-out immune to them. It was a response to that particular poster, who stated that traps are an ability that can no longer be "counted on" due to resists.
We're not lying to you. We're not trying to pull the wool over your eyes. Both Seismic and myself have stated it as plainly as we can -- it was a bug, a bug long left undiscovered and one that was finally fixed in patch 1.6, and we finally got everything confirmed and the green light to post about it today; coincidentally on the same day the talent preview came out. (Believe me, had I had the ability or information to give you earlier, I certainly would have.) Yes, it's not a good thing that you weren't told until now. I wish things were different. I wish it had been clearly documented as a bug prior to this. Unfortunately, such wishes can't really come true.
The fact of the matter is that your confusion on this matter was caused by a lapse in internal communication. I can't go back and make it right. What I can do, however, is made doubly sure that the developers are giving me everything when it comes to compiling the patch notes, and that's what I plan to do. It's an ugly situation all around, and none of us want to deal with it again. I'm sure you certainly don't.
The traps are not being changed in order to be used in combat to my knowledge. They were always meant to be resisted as well as placed out-of-combat; the trap system is working as the developers designed it to work now. It's never fun to have something you took as simple truth change under your feet, particularly without warning, but I state again that this was not some strange conspiracy relating to talents.
(People, please. If nothing else, I know this community very well by now, and the absolute last thing I want to do to you is have something happen like the Attack Power debacle. I have more sense than that.)
In closing, while I'm aware you're frustrated, I must ask you to keep civil when speaking to your fellow players and about Blizzard. I don't want to suspend anyone's posting privileges, but if it comes to it, I will.
- Caydiem -
Assistant Community Manager
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Poster: Caydiem at 7/30/2005 2:17:25 AM PDT Subject: Re: Trap Resists |
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Q u o t e: It just seems like a huge stretch of the imagination that nobody on the development team noticed this massively overpowered bug for 8 months (a skill that is supposed to have a fairly significant resist rate never resists, and nobody notices this for 8 months of play), that there were no talents before this to help resist rates (even though the resists were intended, and other classes have resist boosting talents), that at no time before, during, or after these were added has there been any documentation, that all the documentation about traps that did exist never mentioned any chance of resist, that traps were already one of the least useful types of CC, and perhaps most difficult to swallow, that now, when this is supposed to be fixed, the combat log does not tell us that there is a resist.
Cayidem, I understand you're just the messenger, and I certainly don't blame you for doing your job, but to all outward apperances, we are being given the shaft by the development team, and being asked to take it and pretend we're cool with it.
We're not cool with it, and in now way am I calling you a liar, or saying that you personally are trying to deceive us, but how can we be expected to look at all those circumstances, and just call it the world's biggest chain of coincidences?
I'm sure you don't want to alienate us, and I believe that given the situation you're in, you're doing a fine job.
The fact is, hunters remember all too well the various "fixes" we've been expected to endure, and the explanations we've been given:
-Battle Shout
-Quiver Haste
-Shot Cooldown
We end up getting information from the devs, and they swear up and down that it's right, and we have to show them documentation that they don't know what they're talking about.
Maybe this is the same thing. Mabe the developers are not trying to pull the woll over our eyes. Maybe they just don't know a darn thing about how the class works, or how it should work.
Well, let me put it this way.
I know for a fact that some of the folks on the class team do play the class. They're players too.
Now let me ask you this -- if you were playing the class and something was never once resisted, would it cross your mind as a bug immediately? It certainly didn't register as one for all you folks, right? While naturally the developers should be aware of this sort of thing (and it was found eventually), what tends to ring as a bug in the game is if something is:
1) Drastically overpowered and showing it at every opportunity
2) Drastically decreasing class effectiveness
Now, you folks noticed the resistances right away after the patch, and why? Because it was decreasing your effectiveness, and it hadn't behaved that way before. This is just conjecture on my part, mind you, but keep in mind that developers are people too. It's possible that it only occurred to them after playing the class over a long period of time, a stray thought saying "Say, I've never had a trap resisted... I swear there's a resistance rate for them." Traps are, after all, very situational. It's one thing if, say, Auto-Shot is critting each hit or Serpent Sting is doing triple damage; it's quite another to observe a lack of resists on traps.
Because the lack of trap resistance is not something that would become drastically obvious until a long period of time and extensive testing occurred (and that once it had been suspected), it is possible that it was not truly confirmed until 1.6.
- Caydiem -
Assistant Community Manager
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Poster: Caydiem at 7/29/2005 7:25:42 PM PDT Subject: Re: Trap Resists *edited post* |
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Q u o t e: Caydiem you must understand our frustration.We're being told that one of our finest weapons,one of our best contributions can't be counted on....making it not worth jack!
So in short we're getting minor buffs and major nerfs.Quite frustrating.
EDIT -- removing the comparison because everyone is focusing on this and not the point behind it. Please see my other posts in this thread for continuing discussion.[ post edited by Caydiem ]
- Caydiem -
Assistant Community Manager
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Poster: Caydiem at 7/30/2005 2:31:05 AM PDT Subject: Re: Trap Resists |
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Q u o t e: Ok, I'm going to be brutally honest here:
I was on vacation when 1.6 came out so I wasn't around the forums to hear the first waves of complaints. When I got back I went to my favorite spot in Winterspring to go reach level 60. I meet Mr. lvl 58 Icethisle Patriarch and lay a big fat immolation trap right infront of him. I step back a bit and line up an aimed shot. Shot hits, I send my pet, cast serpent sting, and watch Mr. Patriarch come barreling toward me in a rage. I step back and watch him run over my trap and not so much as "immolation trap resisted" appears on the log and my combat caller shows nothing and Mr. Yeti has taken no damage aside from the sting.
My FIRST trap in 1.6 got resisted! Not once in my entire previous 50 levels had one been resisted! It didn't take all that much testing to confirm my suspicions either, of the next 10 traps I used, only 6 worked! Wow 60%!
Please read what I wrote fully, Wronghorn.
I said that the lack of resists would not be immediately evident, not that the 1.6 change was not immediately evident. In fact, I noted specifically that you folks caught it right away.
- Caydiem -
Assistant Community Manager
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Poster: Caydiem at 7/30/2005 2:32:32 AM PDT Subject: Re: Trap Resists |
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Q u o t e: Cay, I understand and agree with you about how this came about. However, this remark right here is why we're mad. They're NOT situational, they're VERY INTEGRAL to the class, especially freeze trap. In 5man they're what a hunter relies on as part of his job every pull. I even understand if they were resistable in PvP since it feels like a sort of "cheap" tactic.
The comparisons are bad to other crowd control though. If Polymorph, Root, or any other crowd control is resisted / missed / etc, then the time to get another chance at the cc is the cast time on the spell (never more than 3 seconds at the very worst). Even on a bad sap (which I've seen a few times) you can do something like vanish/try again. On a trap, you have to factor in the time to get away from the mob (you can't be in range of any sort of aoe/cleave/etc), pull off your pet (and if your pet's offtanking your one chance is blown), feign death, wait for feign death to remove you from combat (which can be a second or two), the time to drop a trap (about half a second?) and then you have to fight to get the aggro of the mob back on you since you lost all aggro when you feigned. That's assuming feign doesn't get resisted. If it's resisted, that's another THIRTY SECONDS. If a CC spell fails a second time, you just cast it again, and again...this is why people request mages over hunters.
The devs wanted to make us MORE appealing for small groups, didn't they?
Yes, in 5-man, they are very important.
But a 5-man group is a situation, isn't it?
Understand I'm not trying to sell traps short -- I adore them when I'm in groups and completely sympathize with the panic this caused. But if you're playing solo by and large, odds are you're not using them that much.
- Caydiem -
Assistant Community Manager
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Poster: Caydiem at 7/30/2005 3:00:14 AM PDT Subject: Re: Trap Resists |
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Q u o t e: This shows me that you lack any reasonable understanding of solo play. I extensively soloed with my hunter and I was using then on almost every solo pull I ever did.
Caydiem, with the assertation that: " by and large odss are you're not using them much." you have destroyed any confidence I had in your understanding of a hunter character.
You'll forgive me, my friend, but last I checked there was no One True Way to play a character.
I do use traps on certain pulls when soloing. I don't use them on every pull. I don't need to, and I function fine.
I apologize for not playing your way, but my way seems to be working just fine so far. :)
- Caydiem -
Assistant Community Manager
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Poster: Caydiem at 7/30/2005 3:08:31 AM PDT Subject: Re: Trap Resists |
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Q u o t e: Caydiem,
Can you show us your planned level 60 talent build?
With much love,
Sharptooth
I honestly don't know the particulars yet -- I'm going to experiment quite a bit on the Test and internal realms. In general, though, I'll probably be going BM/Survival, with BM as the main. :)[ post edited by Caydiem ]
- Caydiem -
Assistant Community Manager
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Poster: Caydiem at 7/30/2005 3:18:11 AM PDT Subject: Re: Trap Resists |
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Q u o t e: If you had used traps, even on "certain pulls" with not one trap resisting, and being a player of more then one class, and knowing that the comparablr abilities like root, drost nova and sheep do indeed have resists, why was there no red-flag raised at this point and the issue looked into, and even brought up?
I am in no way saying there is one way to play, but it does seem to me that you are saying: "Things will not be tested and resolved unless you play the way I do.
Again: I am in no way saying that my way is the only way ... what I do say, is no matter the style of play you use, traps are used and to say in eight months of playing a class where even "certain" pulls have traps being used it is reasonable to assume that a person would note that not once was a trap ever resisted.
I personally haven't played the class for eight months. Also, when I was playing and using traps, I'm hoping the trap will work, not actively seeking bugs. The first thought through my brain is not "Gee, I wonder if the resist rates are working," but rather, "Please, please, please get frozen."
As far as others, I honestly am not positive, but one of the theories I presented is that the developers weren't too terribly focused on traps for a long time when working on Hunter concerns, since no one was really complaining about them; there were several other aspects of the class that required serious attention (as I'm sure you well know).
- Caydiem -
Assistant Community Manager
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Poster: Caydiem at 7/30/2005 3:21:45 AM PDT Subject: Re: Trap Resists |
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Q u o t e: ... issues such as... deadzone... perhaps?
/em hears crickets chirping in the background...
Those crickets are saying, "The deadzone is something definitely on the plate to be investigated and probably changed in some capacity, but Caydiem has no further information on how that will manifest."
Unfortunately, no one speaks Cricketish. :(
(I think it's time for me to sleep.)
- Caydiem -
Assistant Community Manager
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Poster: Caydiem at 7/30/2005 3:22:50 AM PDT Subject: Re: Trap Resists |
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Q u o t e: You should play again. Because we're the bestest class evar.
I am playing again. My Hunter is my current active character...
*whispers* ...and I made it past 30 this time. Shhh. :P
- Caydiem -
Assistant Community Manager
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Poster: Caydiem at 7/30/2005 9:21:06 AM PDT Subject: Re: Trap Resists |
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Q u o t e: I play on PVE server so my pvp experience is limited but I read what's on here and have developed my own techniques for doing damage that leaves the pet taking the hits and not me.
Taking on mobs where you are pretty sure you are going to be taking on 2 at once. Freezing trap down so that you can pull one into the trap and can ignore it for a while. Cave etc where you don't know the patrol pathing - trap is definitely going down.
Fighting an elite or high hp mob at level 60, immolation trap down so that when I draw aggro off my pet (as I'm inevitably going to do over a long fight) it runs thru that before getting to me. That way it has at least one DOT on it and I can then decide to melee or try and get away.
I know you don't read everything here, but favorite time to take down another player on a PVP server - when they are distracted fighting a mob. Trap down behind you to reduce the risk of something successfully sneaking up on you.
Mob at lower level, maybe - depends on the situation, always nice to have it there as a backup.
This is why CM's get criticism for not having more experience with higher level characters. I'm not doing Wintersaber Provisions for example without always having a trap down - dead pet + damaged armor does not = happy hunter.
Keep reading -- I do say that there are situations when soloing when I use them, but not nearly as often as if I'm in a group. Once again, traps are situational when I'm soloing. You put your own situations into the mix as well:
"Taking on mobs where you are pretty sure you are going to be taking on 2 at once." - That's a situational instance where traps are useful.
"Fighting an elite or high hp mob at level 60." - So is this. It's situational.
Also, my Hunter is on a PvE realm.[ post edited by Caydiem ]
- Caydiem -
Assistant Community Manager
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Poster: Caydiem at 7/30/2005 12:35:30 PM PDT Subject: Re: Trap Resists |
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Q u o t e: 14 pages... Good Lord.
Is Blizzard reading this, Cay? I'm checking with you now so we won't be told later that these discussions 'slipped by' them like the fact that traps were unresistable and talked about extensively and repeatedly for 9 months.
I'm still reading it.
- Caydiem -
/moo
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Poster: Caydiem at 7/30/2005 1:29:19 PM PDT Subject: Re: Trap Resists |
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Q u o t e: Traps are being resisted with some regularity now. I've noticed this since the 1.6 patch and can't remember a time before the patch that my traps were resisted. Is this going to be addressed and fixed?
*sigh* It was a bug that they weren't being resisted. It was fixed. What you're experiencing now is the fixed version. :/
- Caydiem -
/moo
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Poster: Caydiem at 7/30/2005 2:18:48 PM PDT Subject: Re: Trap Resists |
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Zef and others, I cannot debate design decisions with you when I do not have the information at my side to help me. It's Saturday. I've already asked the developers for more information surrounding the change, but they're probably not going to answer on the weekend.
- Caydiem -
/moo
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Poster: Caydiem at 7/29/2005 7:16:27 PM PDT Subject: Re: Trap Resists *edited post* |
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Q u o t e: Is this the information that was fed to you by Blizzard? So, this trap bug has been in existence for 8 months???
That's a load of bull.
I'm sorry you're upset, but this is what I was told.
Apparently, traps were always meant to have a resist rate in some capacity. The code for that to occur, however, was not functioning for quite some time. It was fixed in patch 1.6. We were not informed of the change during patch note compilation -- indeed, I was not made aware of it until recently.
I do sincerely apologize for the confusion that has surrounded this change, and I wish I'd have received the information as I was writing the patch notes so it could have been avoided.
- Caydiem - Assistant Community Manager
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Poster: Caydiem at 7/29/2005 7:25:42 PM PDT Subject: Re: Trap Resists *edited post* |
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Q u o t e: Caydiem you must understand our frustration.We're being told that one of our finest weapons,one of our best contributions can't be counted on....making it not worth jack!
So in short we're getting minor buffs and major nerfs.Quite frustrating.
EDIT -- removing the comparison because everyone is focusing on this and not the point behind it. Please see my other posts in this thread for continuing discussion.[ post edited by Caydiem ]
- Caydiem - Assistant Community Manager
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Poster: Caydiem at 7/29/2005 7:31:50 PM PDT Subject: Re: Trap Resists *edited post* |
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I am aware there are differences, but the point remains. Traps, while they are out-of-combat, are instant-cast and do not cost the Hunter much at all. Those other crowd control abilities I mentioned have their own separate costs.
We never once stated that the tradeoff for no resists was that traps could be only set out of combat -- that was an unfortunate assumption that we could not dispel considering the state of traps up until recently.
Again, I'm sorry for the confusion, but the resists are intended by the developers and I do not believe they will return them to their unresistable state at any point in the future.[ post edited by Caydiem ]
- Caydiem - Assistant Community Manager
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Poster: Caydiem at 7/29/2005 7:45:42 PM PDT Subject: Re: Trap Resists *edited post* |
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FYI, folks:
http://forums.worldofwarcraft.com/thread.aspx?fn=wow-bugs&t=55526&p=1&tmp=1#post55526
Q u o t e: # In another topic, the following report was given:
* "-Frost Traps were never intended to be resisted. There has never been documentation, a report from Blizzard employees, press release, rumor, or wild speculation that these traps could EVER, EVER, EVER be resisted. IMMUNITY is fine... just about all Boss mobs (and even a few elite types) are IMMUNE to lots of CC abilites. Frost traps being resisted (or outright disappearing when they were NOT disarmed) by anything other than those listed above is a BUG, period."
My response to this report was:
* "If something resists a trap the trap will disappear and no message comes up on the screen or combat log to signify that the trap has been resisted. This is a known bug that we are working on. Traps can be resisted like near all spells/skills -- it is their chance to "fail". There are many things we do not have documentation on in the game, but this does not mean it is not intended."
The fact that traps can be resisted is intended as stated. It seems I forgot to mention that previous to 1.6.0, traps were not able to be resisted. In design, we always meant to have traps resisted. However at some point traps stop being resisted due to a bug. Fixing this bug has changed traps back to their intended resistable form. We're sorry that this change was not posted in the patch notes.
There have been several reports that the fire-based traps seem to be resisting more than normal. This is something we're looking into right now. It seems the traps are using their own level for the resistance formula and not the Hunter's level. Once I have more information on this I'll let you all know.
From one of our fine folks in QA.
- Caydiem - Assistant Community Manager
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Poster: Caydiem at 7/30/2005 1:47:42 AM PDT Subject: Re: Trap Resists *edited post* |
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Look, my point with the comparison is not that those abilities are equal to traps. My point was to show that these are abilities that those classes count on, and they can be resisted, dispelled, etc. People can be flat-out immune to them. It was a response to that particular poster, who stated that traps are an ability that can no longer be "counted on" due to resists.
We're not lying to you. We're not trying to pull the wool over your eyes. Both Seismic and myself have stated it as plainly as we can -- it was a bug, a bug long left undiscovered and one that was finally fixed in patch 1.6, and we finally got everything confirmed and the green light to post about it today; coincidentally on the same day the talent preview came out. (Believe me, had I had the ability or information to give you earlier, I certainly would have.) Yes, it's not a good thing that you weren't told until now. I wish things were different. I wish it had been clearly documented as a bug prior to this. Unfortunately, such wishes can't really come true.
The fact of the matter is that your confusion on this matter was caused by a lapse in internal communication. I can't go back and make it right. What I can do, however, is made doubly sure that the developers are giving me everything when it comes to compiling the patch notes, and that's what I plan to do. It's an ugly situation all around, and none of us want to deal with it again. I'm sure you certainly don't.
The traps are not being changed in order to be used in combat to my knowledge. They were always meant to be resisted as well as placed out-of-combat; the trap system is working as the developers designed it to work now. It's never fun to have something you took as simple truth change under your feet, particularly without warning, but I state again that this was not some strange conspiracy relating to talents.
(People, please. If nothing else, I know this community very well by now, and the absolute last thing I want to do to you is have something happen like the Attack Power debacle. I have more sense than that.)
In closing, while I'm aware you're frustrated, I must ask you to keep civil when speaking to your fellow players and about Blizzard. I don't want to suspend anyone's posting privileges, but if it comes to it, I will.
- Caydiem - Assistant Community Manager
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Poster: Caydiem at 7/30/2005 2:17:25 AM PDT Subject: Re: Trap Resists *edited post* |
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Q u o t e: It just seems like a huge stretch of the imagination that nobody on the development team noticed this massively overpowered bug for 8 months (a skill that is supposed to have a fairly significant resist rate never resists, and nobody notices this for 8 months of play), that there were no talents before this to help resist rates (even though the resists were intended, and other classes have resist boosting talents), that at no time before, during, or after these were added has there been any documentation, that all the documentation about traps that did exist never mentioned any chance of resist, that traps were already one of the least useful types of CC, and perhaps most difficult to swallow, that now, when this is supposed to be fixed, the combat log does not tell us that there is a resist.
Cayidem, I understand you're just the messenger, and I certainly don't blame you for doing your job, but to all outward apperances, we are being given the shaft by the development team, and being asked to take it and pretend we're cool with it.
We're not cool with it, and in now way am I calling you a liar, or saying that you personally are trying to deceive us, but how can we be expected to look at all those circumstances, and just call it the world's biggest chain of coincidences?
I'm sure you don't want to alienate us, and I believe that given the situation you're in, you're doing a fine job.
The fact is, hunters remember all too well the various "fixes" we've been expected to endure, and the explanations we've been given:
-Battle Shout
-Quiver Haste
-Shot Cooldown
We end up getting information from the devs, and they swear up and down that it's right, and we have to show them documentation that they don't know what they're talking about.
Maybe this is the same thing. Mabe the developers are not trying to pull the woll over our eyes. Maybe they just don't know a darn thing about how the class works, or how it should work.
Well, let me put it this way.
I know for a fact that some of the folks on the class team do play the class. They're players too.
Now let me ask you this -- if you were playing the class and something was never once resisted, would it cross your mind as a bug immediately? It certainly didn't register as one for all you folks, right? While naturally the developers should be aware of this sort of thing (and it was found eventually), what tends to ring as a bug in the game is if something is:
1) Drastically overpowered and showing it at every opportunity
2) Drastically decreasing class effectiveness
Now, you folks noticed the resistances right away after the patch, and why? Because it was decreasing your effectiveness, and it hadn't behaved that way before. This is just conjecture on my part, mind you, but keep in mind that developers are people too. It's possible that it only occurred to them after playing the class over a long period of time, a stray thought saying "Say, I've never had a trap resisted... I swear there's a resistance rate for them." Traps are, after all, very situational. It's one thing if, say, Auto-Shot is critting each hit or Serpent Sting is doing triple damage; it's quite another to observe a lack of resists on traps.
Because the lack of trap resistance is not something that would become drastically obvious until a long period of time and extensive testing occurred (and that once it had been suspected), it is possible that it was not truly confirmed until 1.6.
- Caydiem - Assistant Community Manager
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Poster: Caydiem at 7/30/2005 2:31:05 AM PDT Subject: Re: Trap Resists *edited post* |
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Q u o t e: Ok, I'm going to be brutally honest here:
I was on vacation when 1.6 came out so I wasn't around the forums to hear the first waves of complaints. When I got back I went to my favorite spot in Winterspring to go reach level 60. I meet Mr. lvl 58 Icethisle Patriarch and lay a big fat immolation trap right infront of him. I step back a bit and line up an aimed shot. Shot hits, I send my pet, cast serpent sting, and watch Mr. Patriarch come barreling toward me in a rage. I step back and watch him run over my trap and not so much as "immolation trap resisted" appears on the log and my combat caller shows nothing and Mr. Yeti has taken no damage aside from the sting.
My FIRST trap in 1.6 got resisted! Not once in my entire previous 50 levels had one been resisted! It didn't take all that much testing to confirm my suspicions either, of the next 10 traps I used, only 6 worked! Wow 60%!
Please read what I wrote fully, Wronghorn.
I said that the lack of resists would not be immediately evident, not that the 1.6 change was not immediately evident. In fact, I noted specifically that you folks caught it right away.
- Caydiem - Assistant Community Manager
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Poster: Caydiem at 7/30/2005 2:32:32 AM PDT Subject: Re: Trap Resists *edited post* |
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Q u o t e: Cay, I understand and agree with you about how this came about. However, this remark right here is why we're mad. They're NOT situational, they're VERY INTEGRAL to the class, especially freeze trap. In 5man they're what a hunter relies on as part of his job every pull. I even understand if they were resistable in PvP since it feels like a sort of "cheap" tactic.
The comparisons are bad to other crowd control though. If Polymorph, Root, or any other crowd control is resisted / missed / etc, then the time to get another chance at the cc is the cast time on the spell (never more than 3 seconds at the very worst). Even on a bad sap (which I've seen a few times) you can do something like vanish/try again. On a trap, you have to factor in the time to get away from the mob (you can't be in range of any sort of aoe/cleave/etc), pull off your pet (and if your pet's offtanking your one chance is blown), feign death, wait for feign death to remove you from combat (which can be a second or two), the time to drop a trap (about half a second?) and then you have to fight to get the aggro of the mob back on you since you lost all aggro when you feigned. That's assuming feign doesn't get resisted. If it's resisted, that's another THIRTY SECONDS. If a CC spell fails a second time, you just cast it again, and again...this is why people request mages over hunters.
The devs wanted to make us MORE appealing for small groups, didn't they?
Yes, in 5-man, they are very important.
But a 5-man group is a situation, isn't it?
Understand I'm not trying to sell traps short -- I adore them when I'm in groups and completely sympathize with the panic this caused. But if you're playing solo by and large, odds are you're not using them that much.
- Caydiem - Assistant Community Manager
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Poster: Caydiem at 7/30/2005 3:00:14 AM PDT Subject: Re: Trap Resists *edited post* |
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Q u o t e: This shows me that you lack any reasonable understanding of solo play. I extensively soloed with my hunter and I was using then on almost every solo pull I ever did.
Caydiem, with the assertation that: " by and large odss are you're not using them much." you have destroyed any confidence I had in your understanding of a hunter character.
You'll forgive me, my friend, but last I checked there was no One True Way to play a character.
I do use traps on certain pulls when soloing. I don't use them on every pull. I don't need to, and I function fine.
I apologize for not playing your way, but my way seems to be working just fine so far. :)
- Caydiem - Assistant Community Manager
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Poster: Caydiem at 7/30/2005 3:08:31 AM PDT Subject: Re: Trap Resists *edited post* |
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Q u o t e: Caydiem,
Can you show us your planned level 60 talent build?
With much love,
Sharptooth
I honestly don't know the particulars yet -- I'm going to experiment quite a bit on the Test and internal realms. In general, though, I'll probably be going BM/Survival, with BM as the main. :)[ post edited by Caydiem ]
- Caydiem - Assistant Community Manager
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Poster: Caydiem at 7/30/2005 3:18:11 AM PDT Subject: Re: Trap Resists *edited post* |
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Q u o t e: If you had used traps, even on "certain pulls" with not one trap resisting, and being a player of more then one class, and knowing that the comparablr abilities like root, drost nova and sheep do indeed have resists, why was there no red-flag raised at this point and the issue looked into, and even brought up?
I am in no way saying there is one way to play, but it does seem to me that you are saying: "Things will not be tested and resolved unless you play the way I do.
Again: I am in no way saying that my way is the only way ... what I do say, is no matter the style of play you use, traps are used and to say in eight months of playing a class where even "certain" pulls have traps being used it is reasonable to assume that a person would note that not once was a trap ever resisted.
I personally haven't played the class for eight months. Also, when I was playing and using traps, I'm hoping the trap will work, not actively seeking bugs. The first thought through my brain is not "Gee, I wonder if the resist rates are working," but rather, "Please, please, please get frozen."
As far as others, I honestly am not positive, but one of the theories I presented is that the developers weren't too terribly focused on traps for a long time when working on Hunter concerns, since no one was really complaining about them; there were several other aspects of the class that required serious attention (as I'm sure you well know).
- Caydiem - Assistant Community Manager
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Poster: Caydiem at 7/30/2005 3:21:45 AM PDT Subject: Re: Trap Resists *edited post* |
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Q u o t e: ... issues such as... deadzone... perhaps?
/em hears crickets chirping in the background...
Those crickets are saying, "The deadzone is something definitely on the plate to be investigated and probably changed in some capacity, but Caydiem has no further information on how that will manifest."
Unfortunately, no one speaks Cricketish. :(
(I think it's time for me to sleep.)
- Caydiem - Assistant Community Manager
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Poster: Caydiem at 7/30/2005 3:22:50 AM PDT Subject: Re: Trap Resists *edited post* |
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Q u o t e: You should play again. Because we're the bestest class evar.
I am playing again. My Hunter is my current active character...
*whispers* ...and I made it past 30 this time. Shhh. :P
- Caydiem - Assistant Community Manager
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Poster: Caydiem at 7/30/2005 9:21:06 AM PDT Subject: Re: Trap Resists *edited post* |
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Q u o t e: I play on PVE server so my pvp experience is limited but I read what's on here and have developed my own techniques for doing damage that leaves the pet taking the hits and not me.
Taking on mobs where you are pretty sure you are going to be taking on 2 at once. Freezing trap down so that you can pull one into the trap and can ignore it for a while. Cave etc where you don't know the patrol pathing - trap is definitely going down.
Fighting an elite or high hp mob at level 60, immolation trap down so that when I draw aggro off my pet (as I'm inevitably going to do over a long fight) it runs thru that before getting to me. That way it has at least one DOT on it and I can then decide to melee or try and get away.
I know you don't read everything here, but favorite time to take down another player on a PVP server - when they are distracted fighting a mob. Trap down behind you to reduce the risk of something successfully sneaking up on you.
Mob at lower level, maybe - depends on the situation, always nice to have it there as a backup.
This is why CM's get criticism for not having more experience with higher level characters. I'm not doing Wintersaber Provisions for example without always having a trap down - dead pet + damaged armor does not = happy hunter.
Keep reading -- I do say that there are situations when soloing when I use them, but not nearly as often as if I'm in a group. Once again, traps are situational when I'm soloing. You put your own situations into the mix as well:
"Taking on mobs where you are pretty sure you are going to be taking on 2 at once." - That's a situational instance where traps are useful.
"Fighting an elite or high hp mob at level 60." - So is this. It's situational.
Also, my Hunter is on a PvE realm.[ post edited by Caydiem ]
- Caydiem - Assistant Community Manager
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Poster: Caydiem at 7/30/2005 12:35:30 PM PDT Subject: Re: Trap Resists *edited post* |
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Q u o t e: 14 pages... Good Lord.
Is Blizzard reading this, Cay? I'm checking with you now so we won't be told later that these discussions 'slipped by' them like the fact that traps were unresistable and talked about extensively and repeatedly for 9 months.
I'm still reading it.
- Caydiem - /moo
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Poster: Caydiem at 7/30/2005 1:29:19 PM PDT Subject: Re: Trap Resists *edited post* |
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Q u o t e: Traps are being resisted with some regularity now. I've noticed this since the 1.6 patch and can't remember a time before the patch that my traps were resisted. Is this going to be addressed and fixed?
*sigh* It was a bug that they weren't being resisted. It was fixed. What you're experiencing now is the fixed version. :/
- Caydiem - /moo
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Poster: Caydiem at 7/30/2005 2:18:48 PM PDT Subject: Re: Trap Resists *edited post* |
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Zef and others, I cannot debate design decisions with you when I do not have the information at my side to help me. It's Saturday. I've already asked the developers for more information surrounding the change, but they're probably not going to answer on the weekend.
- Caydiem - /moo
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