Fast Facts
Name:
World of Warcraft
Acronym:
WoW
Developer:
Blizzard
Publisher:
Blizzard/Activision
Release Date:
11/23/04
Country:
USA
Genre:
RPG
ESRB Rating:
Teen
News
World Of Warcraft: Further Daze Changes Explained

Back in June Drysc gave us a in-depth summary of the "daze" mechanic and how exactly it worked. The gist of the post was that it was a comparison between your defense and the mobs "attack rating" that only could occur from behind. This seemed reasonable and we were all glad to finally figure out exactly why those kaliri seemed to keep dismounting us.

But Bunnies on Draka wasn't going to sit still when she noticed a change to the daze mechanic in the 2.2 PTR patch notes that stated that defense rating will no longer affect your chance to be dazed. Drysc was quick to explain (and revise) his original post and the change:

Shortly after that write up, and due to us going back through the code, the programmers found that a character's defense as a whole was being taken in to account, and not just their base defense as intended. It was definitely our mistake in only looking at what values are taken into account when calculating daze, and not how those values are generated. They're separate bits of code in different locations, so it wasn't easily or immediately apparent.

While the change may not seem like that big of a deal, especially as in most cases characters will only start getting dazed when they're either a) bypassing content or b) running for their life, tanks were quick to remind Drysc that much of their job involves moving mobs from one place to another and sometimes bearing their back to them, to which Drysc responded:

Tanking is definitely something we're thinking about and keeping an eye on, it's something that we kept in mind and we're open to seeing how the change affects a tank's ability to reposition mobs in instances and make possible adjustments.

Basically, it's going to be harder. However, there are easy ways to adapt, such as simply moving backwards or sideways. Then there are abilities such as a warrior's intervene which can help gain some extra ground. Some fights that require quick and sometimes "long-distance" repositioning, such as Prince Malchezaar, will likely require some adaptation.

We're keeping our eyes on the situation though, and keeping an open mind about the mechanic requiring further changes should it become a debilitating issue.

So where are we now? For most players you won't notice much of a difference unless you're an avid kiter or tank who doesn't strafe when moving mobs.