Jun 10th 2008 11:40PM This little article also missed the opportunity to talk about how the "mercenaries" skew the whole ratings system when they team hop as well.
For those of you who don't know what I mean, let's say for instance a "mercenary for hire" group is bought to powerlevel the team and personal rating of an individual. Well, with the new personal ratings averaging system, 2k teams never have to play in the 2k brackets and hover at 1850-1900s bracket indefinitely by leaving and rejoining the same team while boosting the bought person's personal and team rating.
The arena system has always been corrupt, and now it's been taken to a whole new level. Blizzard wants personal and team ratings to be meaningful? That's utter garbage, just hire a druid. Season 4? More corrupt than a Tijuana police station.
By the by, I've got my S3 shoulder and weapons/shield already, so save your flames about how I am a noob. This affects my friends fighting fully decked out season 3 teams (exception of one person) in the 1500-1850s brackets.
Armory me if you feel the need to flame, name's Law on Moon Guard. I'm also messing around with a DW/MS/Endless Rage Mace spec atm, so feel free to tell me how much of a noob I am.
Sep 5th 2007 7:00PM This solves nothing. It only puts a road bump in the way for those trying to earn a rating legitimately. There is no game mechanic created to prevent the gaping loop hole that is arena whoring.
Skill-less noobs will still get their S3 weapons even with a rating requirement. Until there is a way to prevent team sellers from whoring their teams out, rating requirements are a farce.
In the mean time, caster 4 dps teams will start to pull ahead of the pack even more so and completely dominate due to melee classes extra requirement to stay on equal footing in terms of dps.
Am I all for the rating requirement to insure that the underserved don't get phat lewtz? Sure, in theory. But in the practice, this rating requirement will only nerf melee classes who are trying to legitimately earn their points and will be a farce for scrubs to circumvent.
What I suggest Blizzard do is make all arena gear rating dependent to purchase. Here's my idea:
DO NOT make season 1 gear available in the battlegrounds as rewards. Rather, make them available if your team remains in the 1500's for the week after 10 games.
Make season 2 arena rewards available if your team is able to maintain a 1600 rating after 10 games for the week.
Make season 3 arena rewards available for purchase only IF your team is EITHER able to maintain 1900 in 2v2, 1800 in 3v3, or 1700 in 5v5. Something along those lines would be sufficient to maintain a certain quality control over "noobs" hording points and grinding out an "uber" weapon.
The other thing I would like to see happen is have a wait period before a new member of a team can play in a game or reap any rewards from the team's rating. 1-2 weeks would be fine and would prevent team jumpers and arena whores from selling out.
Anyways, just my two cents.
Sep 5th 2007 1:09AM When you walk around with a mini-diablo.
Aug 9th 2007 4:08AM @15. WHAT? 6 sec cooldown on CS is a gimmick? WOOOOOOOW. I remember people whining for HUNDREDS OF PAGES on paladin forums after nerfing CS from 6s to 10s, because their dps is going to be lower, because they are not going to keep their judgements up when they miss and what now, it felt like they just killed your class by that, and now it's just a GIMMICK?
So you're saying that Blizzard giving Pallies a 6 second cooldown on CS, nerfing it to 10seconds, then giving "buffing" it to 6 seconds again is a buff? Consider what you just said and get back to me on that. That's not a buff, it's called a fix.
Aug 9th 2007 3:58AM @6 Enhancement Shaman are BROKEN. They're not going on raids, they're not being taken to five mans, they're dying in PvP so fast it's ludicrous. The day ANY paladin of ANY spec can say they're incapable of raiding, five manning, AND PvPing is the day you need the kind of revamp shaman need.
Huh? When did I say anything at the least offensive towards shaman in general? I was making a statement about the ideas thrown around to "buff" both classes. If you honestly believe that a raid would choose a ret pallie over an enhancement shaman for a raid, all I can say is you don't know how to raid. Keep your sense of entitlement to yourself.
@7 A tip of the cap to you sir. Pallys heal in plate, tank, and complain about now having god mode. You dont need dps cause you have one of the greatest survivability in the game.
Hmmm... so pallies, ret specifically, can do all those things yet aren't invited to raids.
This topic was made in reference to ret paladin buffs. No where did I say anything about Holy not being excellent at healing, or protection being middle of the line for tanking. This is about Ret.
Would you bring a holy paladin to tank? No. Would you bring a protection paladin to heal? No. Would you bring any of those to fulfill their specced roles? Of course, but when do you bring a ret pallie to a raid such as Karazhan and beyond?
To the two closed minded shaman posters, please get over yourselves. My statement was a comparison of how underwhelming the ret pallie changes side by side with the shaman changes.
Knee jerk immature reactions ftl.
Aug 8th 2007 5:46PM Wow, those changes are underwhelming to say the least when you compare them to the buffs being considered for the Shaman class.
Go Go Cleric.
Aug 2nd 2007 8:38PM First off, I am against another level cap increase. I feel that it's a cop out to innovative game design. This flies in the face of new class creation as well. I for one do not relish the idea of leveling a new character just so I can try out a new class, especially all the way to 80. I don't know how many people out there are like me, but I have grown fond of my character since his creation back in November of 2004.
Secondly, I would like to see character advancement. For many people, the paradigm for character progression is to "ding" to that next level. It is a simple but effective notion, but how many people do you know quit the game or re-roll after hitting 60 (pre-bc) or 70 (post-bc)? Why do they do this? Because there seems to be no quantifiable indicator of advancement for these folks. There's no need talents to play with or new abilities to look forward to.
Here's an idea, instead of increasing the level cap, Blizzard gives us the opportunity to advance our characters by an alternate route, via "Hero Classes." After reaching level 70, players can undergo a "Heroic" Quest to unlock 3 new talent trees per class to further advance our characters. Advancement along these new trees can be treated as an experience grind, or even better, a series of epic quests.
Here's an example, warriors once reaching level 70 have the choice to advance along the Blademaster, Death Knight, or Man of Arms classes. Each hero class open to the warrior are distinct from one another based on abilities, talents, and gear because of sub-talent trees that would be 10 levels deep, or 2 tiers.
This way, characters remain "70" but with new abilities attained from unlocking the hero class chosen and maintaining a sense of advancement without disregarding level 70 content as being superfluous the way BC makes level 60 content feel.
Just my 2 copper.
Jul 25th 2007 9:33PM Good Luck to me!