Monthly Archives: February 2012

Repost: Lets talk about Healing Shrooms (5.0 speculation)

So, Blizzard has started talking about what new toys druids will get in 5.0 with mists of pandaria.

While I have to sometimes post about the bad things (like trying to explain why melee damage isn’t appropriate utility for moonkin druids), I also get to talk about the good things!

One good thing coming for resto druids in Mists of Pandaria is a Healing version of Wild Mushrooms. I’ve seen a lot of speculation and in some cases confusion about how they’d work or why we need them. So, I feel that it is my duty to help show why a healing Shroom spell is good, what it may look like, and realistically how it would fit into our healing arsenal.

How the DPS version of Wild Mushrooms works right now:

 Wild Mushroom is a balance druid spell that uses a targeting recticule to drop one mushroom at a time on the ground (up to 3 mushrooms), and then there is a separate detonate spell that you use to trigger the mushrooms to do AOE damage to anything standing near the mushrooms. An original version of the spell was supposed to be more “trap” triggered, but that was scrapped in favor of the detonate that allows you to choose when to force them to go off. The Wild Mushrooms themselves don’t have a cooldown (so you can place all three of them one after the other). However, there is a 10 second cooldown on the detonate.

How I think Healing Shrooms might work in MoP:

The Healing version of Wild Mushrooms will be a specialization ability for restoration druids in Mists of Pandaria. We have not yet seen a preview of how they will work, but I can make some guesses about their mechanics, based on what I know about how the moonkin version currently works.

  • Wild Mushrooms will have a direct healing component when you detonate them. They may also have some sort of HOT component attached, but would be particularly useless if all they provided was a HOT without any burst healing, since setting them up is a significant time-commitment.
  • With healing shrooms, you will be able to place one shroom on the ground & detonate it if you want a quick but small burst heal.  Moonkin don’t usually just detonate one shroom, since we require all 3 for DPS purposes, but it should be perfectly viable for healers to be able to choose whether to use 1, 2, or 3 depending on the situation. If you are worried about 3 doing too much overhealing, you can choose to just drop & explode a single shroom. This allows our one tool to have a lot of versatility in how we use it.
  • You will be able to place 3 shrooms in different parts of the room, or on the same “stackup point” of the room to prepare for a giant burst damage attack. This allows you to choose between blanketing the room more (ie. one on melee group, and one on each of 2 ranged groups), or getting a large concentrated amount of healing in one place.
  • If wild mushrooms are a direct healing spell, they should activate our mastery bonus when we detonate them (so that we don’t have to rely as much on single-target direct heals to activate mastery in AOE healing situations).
  • Wild mushrooms will be a “sometimes food”. I highly doubt that any restoration druid will have 3 GCDs to drop shrooms every 10 seconds, since we do have so many other spells to manage (and the mechanic is clunky enough that it would get frustrating if all you ever did was set up & detonate shrooms). I’m thinking that it may be something that gets heavy use on some fights and likely little to no use on others. It also may end up being better to have a 20 second cooldown on our healing shroom detonate so we don’t feel pressured into using it all the time (since they will be a different spell than the moonkin one, they can have different cooldowns). The use of wild mushrooms should also be  situational, and it’s possible that for some fights, you’ll set the shrooms on the stack up point before the fight starts and only explode them once on the stack up phase (they will sit there for up to 3 minutes waiting to be detonated). In other fights, you may be dropping and popping them more often than others.

Why do we need another healing spell?

As healing in 4.3 will show you, we really have huge weaknesses in our toolset. Getting a targetable barkskin will help with one of the problems (lack of a mitigation cooldown useable on others), but we still have a problem of not having a good tool to provide burst AOE healing.

  • First, While having an overpowered Wild Growth spell (and a cooldown reduction on tranquility) covered up that problem most of this expansion, getting a huge nerf to Wild Growth’s effectiveness exposes the weakness of resto druids. First, resto druids are only good for AOE fights where the AOE damage is frequent small ticks on a large number of people (and don’t have tools really designed to handle burst AOE damage). While an overpowered Wild Growth and really druid-friendly mechanics in Firelands disguised this weakness, it has still been there, festering all this time.
  • Second, Resto druids are very much dependent on having an overpowered Wild Growth that we just mindlessly mash when it comes off cooldown and makes it hard to tell the difference between good & bad resto druids. There is really only one way for restoration druids to AOE heal right now and it’s pretty hard to get wrong. Having to feel like you have to win at meters to be viable is also a really ridiculous place to be for our class right now, and just further exposes our toolset weaknesses. I’m pretty sure that by the end of 4.3, you will be eagerly awaiting having more buttons to be able to hit, based on how healing has felt on the 4.3 PTR thus far.

Does Healing Shrooms fill that gap in our toolset?

Yes and no. We needed more than just Healing Shrooms to keep up with all the new things healers in 5.0 are likely getting, which is why we also get targetable barkskin and other utility tools through our talents.

The criticisms and concern I’ve heard about Healing Shrooms at this point is that people are largely concerned about them being more difficult to use. However, I believe that this is both a feature and a drawback to the spell. You won’t really want to spend 3 GCDs every 10 seconds setting up and detonating shrooms. I really believe that would be a huge problem if the shrooms became so OP that we had to waste all our time deploying them. You also won’t use shrooms as much when you are tank healing, since they require a lot of set-up time that would take you away from your tank (in which case, WG & SM/efflorescence may be what you rely more upon in that role).

However, healing shrooms should give us something we didn’t have before: a bursty AOE healing spell we can use to mix in with the other tools that we have. In some situations, you may rely more upon rejuv for movement-heavy fights that favor HOT blanketing. In more static fights with heavy burst damage, you may pop more shrooms.

Having to choose what spell to use & when to use it will add some much needed decision making into our healing design. Most of the other healer specs already have ground-targeting AOE heals, and while they gnashed their teeth at the idea of having to do ground-targeting heals, it doesn’t seem like they had too hard of a time adjusting to the new mechanic. I’m looking forward to having to plan out how to use wild mushrooms on each encounter, and I’ll probably write up a number of ‘how to shroom’ guides along the way to help druids figure out how to integrate shrooms into their healing.

I believe that Wild Mushrooms are a good choice for filling the Direct AOE healing role for resto druids because it’s a spell the class already has that can easily be re-purposed to healing, and it’s also different from what other healers have in important ways. I’m happy Blizzard isn’t just giving us prayer of healing – it’s giving us something unique to the druid class that mechanically functions different than other ground-targeted AOE tools other healers have.

Conclusions

I hope in this post that I have been able to explain why Wild Mushrooms are a healing tool that resto druids should be looking forward to in Mists of Pandaria. There may be some mechanics issues to work out with fitting it into how resto druids heal now, but I believe that they’ll become an important part of our toolset that will grow on you after a while. ;)

Posted in Blizzcon, Druid - General, Written By Lissanna

Repost: What’s wrong with melee moonkin (part 1)

Note before I move onto my post: Falling Leaves & Wings has a great post about this issue that is a little more succinct (and resto-oriented) than my version is going to be.

The new 5.0 talent focus on bringing role-shifting and form-shifting back to druids would be great if it worked in the first place. However, we spent years fighting against being the “jack of all trades, master of none” because being the “master of none” in PvE totally sucked. So, instead, we became the “Master of One at a Time”. Moonkin focus on DPS (and spend most of their time in moonkin form). Healers focus their energy on healing. Feral druids are really the most hybrid of the specs, since they have a greater opportunity to swap between DPS & Tanking.

“Master of None” becomes “Master of One at a Time”

So, let me tell you a story. Back when I first started the game in Vanilla, I leveled up as restoration. I enjoyed leveling, but I mostly leveled by healing in instances. This is because my soloing experiences looked like this:

  • In Hinterlands, pull a non-elite mob. Root mob. Cast moonfire. Cast starfire/wrath a couple times until roots breaks and I’m low on mana. Go cat form to regen mana. Get Omen of Clarity Proc. Shift out. Heal. Root Mob. Rinse & repeat until Mob finally dies 1 to 2 minutes after I pulled it.
  • While doing this “rotation” on my mobs in Hinterlands, in the same amount of time it took me to kill one non-elite mob, a mage (around my same level) ran by, aggro’d 5 of the same mobs, AOE’d them down in like 10 to 20 seconds, and managed to pull everything else in the camp I was at while I worked killing my one troll. I have a very strong & clear memory of this event.

Was this a fun play style back then? Well, not really. If you wanted to raid, you had to go restoration because being a cool hybrid that could shift between forms wasn’t wanted by your raid at all. They just wanted you to spam Rank 4 Healing Touch so that you could innervate a real healer and maybe battle-res someone. You were primarily there as support utility and that was it. A lot of things have changed since then, but the fact remains that the “jack of all trades, master of none” model sucks. It’s also true that you can’t be the “master of all trades” (because then why would you bring anything else?).

  • So, druids started become more specialized in PvE because that’s what we need to do to be viable and wanted. No one wanted someone who was 2/3rds DPS and 1/3rds healer. So, we ran around in raids as healers (the one thing we could do well enough and we bribed people with innervate to keep our spots), and patch 1.8 started to bring us some abilities to make tanking or DPS more viable. However, that specialization came with costs (including balance druids not being able to heal in moonkin form).

We interrupt this post to bring you a message from Alamo (Nov 2005)

Why the Original Melee Moonkin Experiment Failed

Let me tell you another story about Burning Crusade and the Melee-Moonkin model. Moonkin didn’t come into the game until patch 1.8 (shortly before the Alpha/beta testing phase of Burning Crusade). Back then, moonkin had to melee things with our staff to get mana regen (even in raids), since both moonkin form’s mana regen and Omen of Clarity required you to hit things for them to proc. I spent all of Burning Crusade beta fighting against the melee-moonkin design (and kept fighting during Live TBC).

The real problem with melee moonkin wasn’t just that casting & hitting things with our staff was incompatible, but also that ranged DPS don’t want to be in melee range in PvE, except for very specific stack-up fights where the fight mechanics require us to come in close. In fact, Hunters are having their entire melee weapon removed in 5.0 because Blizzard has found over time that they don’t WANT to use it. With moonkin, the ability to mix melee DPS into our caster DPS is totally and utterly just unnecessary, and we spent so much time fighting to let moonkin stay at range and focus on being a great Ranged DPS class.

Why the 5.0 cat-bear-healer-moonkin PVE experiment will fail for moonkin

What other caster DPS wants to run up into melee range and wack things with melee abilities in PVE raid encounters? Answer: None.

Some of the melee classes have gotten ranged DPS spells and benfit from those (I remember when paladin tanks didn’t have a ranged pull – it sucked), and self-healing is something every class can use. So, feral druids CAN use things that give them more spell power because more spell power equals more survivability through being able to cast bigger self-heals when needed. So, feral druids definitely benefit from the vast majority of the new “hybrid shapeshifting” talents in 5.0.

However, there is no world conceivable where a moonkin is going to need to go DPS in cat form during PvE raid encounters (without having mangle or shred or any of the other feral specialization abilities). In situations where moonkin might need to tank a boss, it may actually make more sense to just stay in moonkin form and self-heal or pray to Elune for protection than to invest in a talent that increases our attack power. It would make more sense to pray on the spirit beasts to increase our moonkin form’s defense than it would be to shift into bear form and try to hold threat without any of the Guardian specialization threat increases.

Restoration druids won’t benefit from attack power either, since (unlike monks), doing melee attacks is unlikely to do a lot of healing to make up for the loss of main-spec effectiveness (unless they plan on making druids monks).

Ranged DPS/Healer hybrid models work better than mixing ranged DPS & melee for casters

They should focus “hybrid” talents around the type of hybrid models we know works. Back in TBC, we had Restokin Specs that were hybrid ranged DPS & moonkin specs. While mostly for PvP, moonkins sometimes stepping up to save their raid with healing spells is a model for druids that makes sense (I use tranquility as a moonkin quite frequently in raids even in Cataclysm). However, I’ve never EVER wanted to hang out in cat or bear form as a moonkin in raids. Being close to the boss inspires fear and likelihood of death.

If healers need to do damage, it’s much easier to cast a few wraths (though DPS talents in the healing tree have been hugely unpopular for raiding druids in Cataclysm), and going cat to put yourself at risk of getting hit by melee-unfriendly boss mechanics in raids is just totally mind-boggling as to why healers would want to shift into cat & bear form (where they don’t have access to heals) to do some sort of utility or DPS.

For tanks & feral cats, they have always worked fine as a spec that swapped between melee DPS & tanking. They can also really benefit from access to more healing spells. So, when thinking about making hybrid talents, it makes more sense to give healer & caster things to cats & bears than to be giving dozens of cat & bear things to casters.What would make sense is to make the talents give casters the ability to do feral-type things without having to go in cat or bear form, and then take purely feral abilities (like Bear Hug) and make them specialization abilities.

It would be more interesting for Tireless Pursuit to let dash be used in moonkin & caster form (maybe also with the ability to cast while moving), rather than giving us a second dash that requires us to be in cat form (what caster PvE druid needs two dashes in cat form that prevent us from casting spells of any type while moving in cat form?). Why can’t we get rid of Tireless Pursuit and put Wild Charge down in it’s place? Why not just make Demoralizing Roar useable in all forms? Why not nuke some of the feral-form specific talents and replace them with things that give all druids access to more healing (something every spec could agree is useful?).

I’ll probably post part 2 over the weekend.

More wisdom from Alamo (12/2006)

Posted in Moonkin Balance DPS, Written By Lissanna

Repost: What’s wrong with Melee moonkin (part 2)

This is the second in my series of posts on the 5.0 hybrid talents in relation to moonkin druids. If you still aren’t convinced, you can read Tyler (Murmur’s) post on the 5.0 moonkin shapeshifting problem here.

So, I keep talking about how some of the new talent direction is problematic for moonkin. A lot of people don’t really believe me. So, now I’m going to take a few of the talents that I feel are the “worst offenders” and I’m going to tell you why they are bad for the druid class as it stands and what we should have in their place.

Example 1: Tireless Pursuit and the Level 15 movement talents

Tireless Pursuit (V1): Removes all root and snare effects, and increases your movement speed by 70% while in Cat Form for 15 seconds. Does not break Prowl, and using this ability activates Cat Form. 3 min cooldown.

Why is this bad for any PvE spec besides cats? Well, the devs said in the last Q&A that we’ll still have Dash in cat form. So, this basically gives you a second dash in cat form. In addition, Disentanglement is going to also provide a root break (and how many PvE fights have required us to break snares/roots?). While in cat form, we can’t cast spells or heal. It’s unlikely that during this second dash you’d want to run up and melee something. So, this is a movement buff that comes with a 12 second silence, rather than a movement buff that allows us to cast spells while moving. Mages, on the other hand, get an entire talent tier dedicated to letting them choose how they want to cast while moving (whereas moonkin don’t have an option of what to do while moving – we can only cast instant-cast spells while moving, and most of our movement talents require us to be in cat form where we’re not doing any damage at all).

What talent would work better in place of Tireless Pursuit?

  • Replacement Option 1: One option would be to reduce redundancy and make Tireless Pursuit the cat version of Wild Charge and move Wild Charge (a movement talent) down into the movement tier. You can’t really take wild charge over Incarnation or Force of Nature because gaining 20 solar/lunar energy will never be a DPS increase over the other 2 talents.
  • Replacement Option 2: Another option would be to make tireless pursuit less cat-specific. This new version could look more like: Tireless Pursuit (V2) Removes all root and snare effects, and increases your movement speed by 50% for 15 seconds. Usable in any form. While in cat form, does not break prowl. In addition, Wrath, Starfire, and Healing Touch can be cast while moving. 3 min cooldown.

 This version 2 of Tierless pursuit sacrifices some of the movement speed (because I care about class balancing), and instead, you get the ability to cast certain spells while moving. This version is way more fun for everyone, since even feral druids could benefit from casting healing touch or wrath on the move while they can’t be in cat form (cats could actually shift out of form and cast stuff – still a hybrid talent!). (Update- removed armor bonus since the tank feedback said it made the talent too strong for them. That’s why I like collaborative work on feedback).

There’s nothing inherently more interesting about Tireless Pursuit (V1) over the two options I presented here just because it shifts you into cat form. Just being in cat form isn’t more fun than being able to draw upon your feline spirit to cast while moving, or being able to choose to spec into Wild Charge on a tier where it’s balanced versus other movement talents. None of these changes would hurt bears (they’d be able to actually keep feral charge instead of having to lose it to Incarnation’s likely far superior survivability increase, since they can’t dash in cat form while tanking anyway). They don’t hurt PvP (in fact, I believe either of the two versions would be better for PvP). Everyone wins, and they aren’t overpowered versus any other talent other classes get.

  • Fix the whole Tier 1 selection – Option 3: In fact, maybe Displacer beast should become baseline specialization for cats (they really need it since they’re losing a lot of survivability from bear talents with the spec swap). Then, have Feline Swiftness, Wild Charge, and Tireless Pursuit (V2) as your tier one options. Suddenly, all 4 specs would have three viable talent choices – all of which would give the option of having more fun than Tireless Pursuit (V1) provides. See how easy it is to take mediocre choices and turn them into really awesome talents you can be excited about? All you have to do is accept the notion that being shifted into a form isn’t actually more fun than the alternative of having utility that still allows options for specialization. There are ways to do hybrid talents, and I don’t really see how “shifts you into X form” really works for our talents in general.
The first healing moonkin

Master Shapeshifter:

Master Shapeshifter: Improves your effectiveness at swapping between forms; melee attacks grant a 10% buff to spell damage, and cast-time spells grant a 10% buff to attack power. Stacks up to 3 times, and using an ability that benefits from the buff reduces it by 1 stack.

This is the other talent that really bothers me the most, and what has spurred my concern of not wanting to return to the status of Melee-Moonkin that I fought so hard to end in TBC. Out of the level 90 talents, this one really doesn’t have a place at all as they released it at Blizzcon. I could even live with HOTW if they changed Master Shapeshifter into a viable alternative. On the Q&A recently, they said:

…So, interesting functionality themed around the different combat roles has been introduced. Some players have objected that they aren’t good at the other roles, and those abilities aren’t worth the global cooldown they cost. To address this, we are making the existing Nurturing Instinct talent baseline to both Feral and Guardian Druids, and making a new talent/baseline ability which grants attack power based on Intellect for Restoration and Balance Druids. That will make the occasional use of core class abilities that require other forms useful even to the Restoration Druid….

Increased Healing Power is good for bears & cats. The Nurturing Instinct part (getting spell power from Attack Power) is essentially required for making the healing ability talents worthwhile for feral druids (the argument was that things like Nature’s Swiftness couldn’t be useful to feral/guardian druids if they didn’t heal for enough). Anything that increases healing gone gives you a survivability increase, and is useful for any spec (pure or hybrid alike).

I’ve argued in the previous post that the reverse isn’t true: There is no reason for restoration and balance druids to have increased attack power to boost, well, anything. So, moonin & resto druids have both a talent option and a baseline ability that would give us attack power, to increase the amount of damage done by melee abilities. In what world is a moonkin ever going to want to melee a boss?

In addition, the current version of master shapeshifter gives a spell DAMAGE increase (not spell power) so it won’t buff healing even for feral druids (relegating the talent useless to any spec in any situation, except maybe for cats in PvP or for ranged pulling for bears using moonfire or hurricane). That makes it a DPS increase to the DPS abilities that the specs won’t use. This is not interesting utility, and there’s no reason for a moonkin to ever want to CLAW a boss (because the talent doesn’t give you access to mangle or shred) and a 30% buff to melee (combined with a 30% buff to spell damage when you shift back) is totally useless to resto druids – and won’t provide enough of a DPS increase to moonkin druids without over-complicating the spec to the point of being ridiculous. The talent as-is would probably need to provide a total of a 100% DPS buff to make switching worthwhile, and then moonkin would become a spec that spent half of its time in cat form and half of its time in moonkin form to benefit from the damage buffs. NOT FUN GAMEPLAY. It’s either a DPS increase (mandatory and used all the time) or it’s totally useless. There is no in-between for moonkin.

So, what should master Shapeshifter it be replaced with? Well, the devs keep using healing as their example for why druids would want to shift. So, make it another healing-increase ability.

  • MSS replacement possibility: Casting non-instant healing spells generates a buff increasing attack power and spell damage by X%, stacking up to 3 times and lasting for 15 seconds. In addition, when restoration druids cast wrath, their spell power and mana regen is increased by X%, stacking up to 3 times and lasting for 15 seconds.

So, if you pop out of form to cast a healing spell, you get to make up for some of that damage lost when you go back into your form. Healers can throw out some damage spells and get a healing buff. That gives you some cross-spec utility without having to lose a talent choice. That would be much more interesting “utility” without forcing moonkin to melee. Moonkin will heal when we need to, and we do things like pop tranquility fairly regularly in raids. Moonkin won’t melee. Ever.

These are just two of the many examples of how calling the talents ‘shapeshifting’ talents don’t inherently make them better just because you say ‘shapeshifting’ is more fun.

Posted in Moonkin Balance DPS, Written By Lissanna

Repost: My thoughts on Stat inflation

So, Ghostcrawler put up a post about Stat Inflation and concerns about the exponentially increasing stat values on our gear. This post assumes you read the original article here.

So, what is the Stat problem? Well, it’s been one that people have been worried about for a while: Big numbers are harder for people to understand than little ones, and big numbers are harder for the computers running the game.

With larger numbers, the difference between 100,000,000 Hit points and 100,000,010 Hit points is so small that you have to keep increasing the stats exponentially to feel like getting more gear had an effect. When your max hit points were 1,000 then having 1,010 was an increase you thought was worthwhile.

The bigger the numbers get, the more Blizzard has to make larger ilevel jumps for your gear upgrades to feel substantial. It has been a problem for the last several expansions, but has finally hit a point where Blizzard will really need to do something about it for Cataclsym.

Option 1: “Mega Damage”

The first option Ghostcrawler describes is truncating the numbers and calling it something like “mega damage” (the example being 12 Mega Damage instead of 12,000,000 damage, or 12K instead of 12,000).

The benefit of “mega damage” is that 12 K is easier to understand than 12,000. Being “mega” might also make you feel good. :) Apparently, other games used this type of system to deal with their stat inflation.

The problem with “mega damage” is that it will end up feeling awkward and is a band-aid solution that actually leads to you needing larger stat inflation for upgrades to feel worthwhile. For example, instead of being able to upgrade from 12,000 to 12,500 – you now have to upgrade from 12 K to 13 K (and everything between feels like not an upgrade). Anyone actually wanting to evaluate items will still need to know that the damage is 12.425 Mega (12,425) instead of 12 Mega. Changing the scale just makes everyone have to work in decimals or in very large numbers and there will be a lot of confusion and inconsistencies in reporting.

What happens when we hit 500,000 Mega Damage? With this system, it would probably only take 1 or 2 expansions for Mega Damage numbers to get over-inflated since this just changed the display of the stats and didn’t change the rate at which the stats were accelerating.

That feels like more of a compounding problem rather than a solution and I really don’t think it will be good for the game to band-aid the stat inflation this way. Also, at lower levels, you would still be doing 100 damage and so going from 999 damage to 1K damage (or wherever the breakpoint is) would be incredibly awkward.

<font color=990000Item Level Squish

I prefer this second option – You just roll back the stat inflation and squish all the point values back down to a more reasonable level so that a level 85 is now doing 100 damage in place of 1,000 damage… or maybe 100 damage instead of 10,000 damage.

The benefit of ‘squashing’: If you squash everyone back down, then it gives more room for the numbers to grow (allowing for a slowing down of the stat inflation), it puts the numbers back in a place where people are familiar with, and allows for the numbers to grow higher over the next few expansions if they are squished far enough.

The drawback of squashing: One day, you will wake up and be doing 100 damage instead of 10,000 damage. Now, everything was squashed by the same amount (so your relative power versus other people hasn’t changed, and the bosses will be doing less damage to you), but it’s hard to feel like you are weaker than you were before.

While potentially frustrating at first, I’m pretty sure we could get used to doing smaller numbers again, especially if they give us like 3 to 6 months advance notice to mentally prepare ourselves and the community. With the “feels like you are driving on the wrong side of the road” analogy: That feeling goes away after a while with enough practice and experience. Refusing to ever travel from the US to England just because you are worried about having a funny feeling while driving isn’t really a reason to stay home.

I say… Scrap Mega Damage and proceed with squashing. We’ll get used to working with smaller numbers after a couple weeks of playing with the new system. However, I have one caveat:

The Stat Squashing needs to happen when the expansion launches (ie. when we’re starting to level up in Pandaria) and NOT done during the pre-patch. If you pre-patch and we are walking into Deathwing’s fight doing 100,000 damage one day and 1,000 damage the next, there will be pretty harsh psychological effects.It won’t be as bad if we’re doing 100,000 damage to Deathwing one day and then 1,000 damage while questing in Pandaria the next day. The change in content will mitigate a lot of the psychological impact and give us a few days/weeks to adjust to the numbers before we start doing end-game content again. Lower damage numbers won’t feel so awkward if we are getting used to them while leveling.

Posted in Written By Lissanna

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