Look, blame Scott Leyes. All I know is, with Azeroth Choppers debuting yesterday, I couldn't in good conscience not feature this today. Samwise Didier absolutely is so fluffy, we just have to accept it. He is the fluffiest. His beard is a thing of wonder.
Okay, let's get started on the over 800 comments in yesterday's Queue. That sound? The one that sounds like me sobbing? That's me sobbing.
Kameron Hoffs asks:
What changes are needed for Warriors in WoD?
I'm not quite arrogant enough to think I am in possession of all the answers in terms of warrior design for Warlords. I know what I would like to see, but I'm hardly unbiased - I identify with warriors to closely to even pretend that I'm not invested in the outcome here. That said, there are a few things I think we haven't heard much about yet, and which I think need to be absolutely there in the future.
- Headlong Rush needs to actually work and make warriors like haste at least a little bit. Especially when it comes to protection, a spec that currently gets absolutely nothing from haste.
- If not Titan's Grip for protection (letting us use 2h weapons and shields) then it's long past time for Blizzard to design 1h spears. Yes, this isn't just a warrior deal, but it's important.
- Warriors have lost a lot of flavor. We're losing two of our three banners (the only really unique thing we got in Mists of Pandaria) and a host of other abilities. I get that we needed to lose them for ability purge sake, but we're losing things like Sunder Armor, Cleave, Berserker Stance and in general we're suffering from a lack of coolness factor. It's time for something iconic and viscerally awesome to be added to the warrior toolbox.
- We need to hear some details about how rage is going to work. I can't really speculate more on this one until we hear some details, but we just lost any way to get rage from damage taken, a way to generate rage on demand, and a way to get enraged on demand. Are we just expected to Charge and use our rage generation attacks and that's it for rage? Is haste expected to fill the gap? It's time for this design to be explained to us.
Is there any sort of Netherstorm equivalent in WoD that we know of? I was under the impression that Netherstorm was originally a land would have been completely connected, and would have looked entirely like it does inside the Eco-domes. Right now, none of the zones seem to look like this, except maybe Tanaan Jungle which is very clearly Hellfire. The only other possibility is the unnamed island in the Northeast corner, but I can't remember if Blizzard said that would be used for something else or not.Basically, I'm wondering if it seems like we'll get a full-on Eco-dome-like zone in WoD that serves as a Past Netherstorm, or if Blizz is sort of scrapping that for other ideas.
The Netherstorm was originally known as Farahlon, a region of Draenor mostly settled by draenei. We don't know a lot about the zone - we know it's going to be a Warlords of Draenor zone, but not at launch, similar to how the Isle of Thunder wasn't released at the launch of Mists of Pandaria. Whether there's going to be a raid zone attached to it, what the place is like on Draenor, who is living there now - this is all unknown at present. Farahlon was a large island originally (you can see it on the Draenor map here, east of Gorgrond and north of the Tanaan Jungle) so its environment could be significantly different from the continent as a whole. It definitely won't be like the Netherstorm in Outland, though.
Was there ever any point to the Isle of Giants/Dinosaur isle?
In retrospect, it seems very random. "Here's a whole island full of Dinosaurs and some trolls, grind mobs til your eyes bleed and you can get a pet or mount or something."After last week's Queue, I'm hesitant to stick up for dinosaurs, but really, I don't feel like they needed any more of a reason than "An island full of dinosaurs would be cool" - but in Lore terms, the Isle of Giants is a remnant of the same kind of thing we see in Sholozar Basin and Un'Goro Crater. Remember, the whole region of Pandaria was considered important by the Titans (which is why the mogu were originally deployed there back when they were purely Titan constructs) and the Vale of Eternal Blossoms was another experimental zone. Before the Sundering and the Mists, the Isle of Giants would just be a sub-zone of that large Titan lab area.
It's more background detail that helps flesh out the story, ultimately. Plus you can grind there to your heart's content. Some folks really like that.
Tomato (Rob) asks:
What's your opinion on the tauren model? Too comical or just right? I think its excellent, but I've seen a bit of hate.
I'm on record as liking it. I think in general it's a vast improvement over the current model - the mane is leaps and bounds superior, it's a far more animated and expressive model overall. It's just plain better, in my opinion.
Lar Gand asks:
Okay, a question for Queue-viewers, does anyone else wish Blizz had given those turtles out on TI flames when they spin like their insperation, Gammera?
They did that already. They were some of the most infamous trash mobs in the whole of Firelands. Also, Lar, it's spelled Gamera.
Puck doesn't understand how you got that wrong, Lar.
Q4tQ: Has Blizz said what will happen to all the Mists scenarios once the expansion hits? I'm currently unsubbed. Should I make it a point to earn all the scenario achievements once the expansion hits, but before I hit 91 and can no longer queue for them?
We know there will be new scenarios for level 100. What they will do with level 90 scenarios hasn't been said yet - they might be doable at level 90, then effectively 'gone' once you're level 91 and up, the way level 85 LFR is inaccessible at higher level. Or they may still be accessible through the NPC's that offer many of them.
And that's the Queue for this Friday. See y'all next week.
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