-All Ground Mounts may now swim without dismounting the rider. Flying Mounts still may NOT, and will dismount the rider upon entering water.
-Players at maximum level will now be able to visit their trainer to pay a one-time fee and access the dual talent spec feature.
-A new Gear Manager feature has been added. Players will now be able to save gear sets for easy gear switching.
-Players will now be able to queue for battlegrounds from any location.
Я тут оставлял ссылку на дуал спек. Да, можно будет иметь два сета талантов и глифов, и менять их около обьекта, который используют начертатели для крафта. Предполагается, что начертатели смогут создавать его в любом месте, в том числе и реиде. Также будет менятся шмот (близы сделали свой плагин типо outfitter), и экшн бары.
Mana regeneration
-Regeneration while not casting (outside of the "five second rule") will be decreased. We think that (1) the ability to cast heal over time spells and then sit back and (2) benefiting from a clearcasting proc that also gets you out of the five second rule both provide too much mana regeneration, even over short time periods.
-To make this change, we are reducing mana regeneration granted by Spirit across the board. However we are also boosting the effects of talents such as Meditation that increase regeneration while casting. The net result should be that your regeneration while casting will stay about the same, but your not-casting regeneration will be reduced. This change will have little impact on dps casters, since they are basically always casting.
-The specific talents and abilities being boosted are: Arcane Meditation, Improved Spirit Tap, Intensity, Mage Armor, Meditation, Pyromaniac and Spirit Tap. Yes this makes these "mandatory" talents even more mandatory, if such a thing is possible.
-Since paladins rely less on Spirit as a mana-regeneration stat, we have to address them in other ways. We don't want to change Illumination or Replenishment. However, we are going to increase the healing penalty on Divine Plea from 20% to 50%. Divine Plea was originally intended to help Protection and Retribution paladins stay full on mana. It should be a decision for Holy paladins, not something that is automatically used every cooldown.
-In addition, we are also changing the way Spiritual Attunement works. In situations with a large amount of outgoing raid damage, as well as in PvP, this passive ability was responsible for more mana regeneration than we would like. We want to keep the necessary benefit it grants to tanking Protection paladins, while making it less powerful for Holy paladins in PvP or raid encounters with a lot of group damage.
-We are also taking a close look at clearcasting procs themselves. One likely outcome is to change them to an Innervate-like surge of mana so that the net benefit is the same, but healers won't shift to out-of-casting regeneration so often.
-We balance around the assumption that even 10-player groups have someone offering Replenishment. To make this even easier on players we are likely to offer this ability to additional classes, as well as make sure that existing sources of Replenishment are more equitable.
-These changes are ultimately being done to bring the different healing classes more in line with each other as well as to give the encounter team more leeway when designing encounters, who can balance with these new mana regeneration numbers in mind. In a world with infinite healer mana, the only way to challenge healers is with increasingly insane amount of raid damage, so that global cooldowns become the limiting factor since mana fails to be. An example is the Eredar Twins in late Sunwell. We weren't necessarily happy with that model, and this change hopefully allows us to move towards giving healing a more deliberate and thoughtful pace rather than frenetic spam.