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Reader Comments (Page 1 of 1)
2-17-2012 @ 11:06AM
Nina Katarina said...
I've noticed that the Bountiful Bags guild perk doesn't seem to apply to fishing. It'd be nice if "lucky catch", an occasional extra fish, would be one guild level reward.
Someday it'd be nice for First Aid to be useful again. A perk that gives extra 5 or 10 or 20% healing per bandage wouldn't be too overpowered, would it?
Reply
2-17-2012 @ 11:21AM
Saeadame said...
Hey, I used bandages at the beginning of Cata. When I first stepped into heroics at barely the ilvl requirement with my friends in December, I used them fairly frequently as a stopgap, particularly on dps when the tank wasn't taking much damage, or in those OH SHIT situations where I had to run myself oom trying to keep everyone up (CC breaking, whatever).
I would say people should be bringing bandages to heroic Yor'sahj, as bandages do not add stacks of the deep corruption debuff. If you're about to die and you have 4 stacks and you've used your healthstone, you can go "O HAI THAR BANDAGE" and not die in a slimy green fire.
Situations? Highly, but still useful =).
2-17-2012 @ 11:23AM
Shinae said...
Both of those would be wonderful. Especially with what a pain it is to fish Lavascales for feasts. First aid really does need to be made more useful.
2-17-2012 @ 11:23AM
Saeadame said...
*Situational. I don't usually correct myself but that last part might not be obvious what its supposed to be
2-17-2012 @ 11:44AM
Nina Katarina said...
Actually, that's true, I still do pull out bandages during Black Blood on H Morchok. But it'd be nice to expand that niche.
2-17-2012 @ 12:12PM
OUFanInKansas said...
A guild perk to allow more bandages to be easily created might be good, but I'd be concerned about any "must have" buffs. For Guild Perks to be time savers (mass rez, have group will travel, hasty hearth), money savers (reinforce) or crafting boosts (bountiful bags) is OK.
But, if we start getting end-game buffs that cannot be offset by other mechanisms, then Guild Perks will KILL small guilds, as those buffs will be seen as essential and only level 25+ guilds will be viable for raiding.
2-17-2012 @ 3:38PM
Llowe said...
Guild perks have already killed small guilds. Personally I loathe the way the new guild levels work and wish they'd rethink the whole thing.
2-17-2012 @ 5:27PM
Noyou said...
I think the fishing perks should be built into the skill. If you have max level fishing it should give you a chance at extra fish and be able to cast directly into a pool. Those make sense to me.
2-18-2012 @ 1:54AM
pwherman said...
@OUFanInKansas & Llowe -- It would be interesting if guild leveling was based on some progressive scaling based on percent of activity (however Blizzard defines "activity" for guild-leveling). The benefit would be shifting the incentive to guild-participation rather than guild-size. This could give smaller guilds the chance to progress as fast, or almost as fast as large guilds. For example, a very active 20-person guild could actually progress as fast as a 200-person guild. I say progressive, because there would have to be some way to make certain that a single-person or single-account guild isn't considered 100% active.
2-18-2012 @ 3:57AM
Noyou said...
@pw
A 20 or 200 member guild will actually level at the same rate per week. Chances are both will hit the weekly guild cap. One might just hit it faster. As long as you have 3-5 people playing a couple hours a day, you will steadily progress. A 200 person guild will just waste a lot more of their guild XP.