Feb 4th 2010 11:10AM This doesn't seem very fair to me, honestly. First of all, if Saronite bombs are part of their normal fight rotation, and they use them in all battles, not just something special they brought for LK that would otherwise seem to have no part in the fight except to exploit, then it's blizzard's responsibility, not Ensidia's, to have the encounter working properly. Ensidia should not have to gimp themselves from using a legitimate profession goodie because a lack of encounter testing resulted in a bug. This would have been caught on the PTR, or even internal testing.
Secondly, I fail to see how Ensidia could have known what was causing the bug, what are they supposed to do, pause in the midst of a fight they get limited attempts on to try to do a hit-or-miss diagnostic on the game? So unless Blizzard bans every guild who fought LK in the last two days and used Saronite bombs (which are probably normal at that level of play), singling out Ensidia just because they got the kill isn't right.
In my opinion the correct approach would be to simply reset the lich king, whether just for Ensidia or in general, give Ensidia back the amount of attempts they had when they got to him, take away their loot and achievements, and let them try again. No bans, and if they can do it legitimately, they still have unlocked heroic mode for next week.
Jan 29th 2010 7:43PM The dilemma for Arthas here was the competition between two moral truths.
1: being a good person requires being willing to do what's right instead of what's easy.
2: being a good leader requires doing what's necessary for the greater good of your people and making tough decisions.
If you view the situation in the absolute terms Arthas did (which I will argue was his principle mistake, to allow Mal'ganis to dictate the rules of engagement and blindly play his game), then Arthas absolutely did the right thing. Assuming the plague to be incurable, 100% contagious, and 100% lethal, what Arthas did was an act of mercy. A quick, compassionate blow from Arthas' hammer is infinitely preferable to an agonizing death by plague or at the hands of zombiefied loved ones, followed by transformation into shambling undead. Additionally, it was a military necessity. Circumstances may not be an excuse to throw out morality, but they are a lens through which it is valid to interpret morality. If you do not accept that it is ever valid to make moral compromises, it is impossible for government to function in a non-utopian environment.
The problem with Arthas' logic is that the situation at least MIGHT NOT have been quite that black and white. He was at the helm of a massive army with enormous military, magical, and spiritual resources. And Azerothian magic is able to do some incredible things, like...put a city in a giant impenetrable bubble for years at a time (pre-WOTLK Dalaran). There was at least the possibility of some form of quarantine solution or means of determining whether everyone in the city was infected being viable. I personally would have looked into some form of Time Stop to keep the city frozen until the day a cure could be found. But the exact details of what less extreme options could have been on the table are not relevant. The relevant fact is that Arthas acted entirely unilaterally without bothering to CONSIDER any other options. His response to dissent should have been to ask if anyone had a better idea, and give consideration to whether the people whose job it was to act as his advisers could come up with any less extreme responses that were at least reasonable feasible. If nobody could, then he would have been justified in carrying out the purge on the grounds there really was no other way. However, he dismissed the opinions of his advisers*, refusing to explore or even consider the ideas of anyone but himself. And then, when others refused to simply follow him blindly, he proceeded to charge the entire Silver Hand, and anyone else who disagreed with him with treason. Not only is this the act of a tyrant and exceeding his authority (as he was not yet king), it's militarily stupid and significantly diminished his standing forces.
Thus, while Arthas' actions cannot be considered justified, as he did not make any effort to determine whether he was in fact doing what was grim, but absolutely necessary, and not merely what was easy, IF he had done so, and had in fact determined that no alternative strategy was available that stood a reasonable chance of success, then his actions would have in fact served a legitimate greater good and been right.
*A special note worth mentioning is his brief meeting with Medivh shortly before this, who actually proposed an alternative action, and whether Arthas should have listened to him. While I believe Arthas was overly dismissive of Medivh, and should have at least asked him to identify himself and explain what he knew and wanted without being cryptic, it would also be foolish of a leader to trust his campaign plans to the suggestions of some random old man with no indication he knew what he was talking about, especially given he was not yet aware of the Stratholme situation.
Feb 17th 2008 1:50PM Illidan. I could not think of a more perfect character to defeat the twin emperors. he'd use his normal elf form to slice up the melee vulnerable twin, and his giant demon caster form to blast apart the magic vulnerable twin. even if they DID get allowed to use their proximity heal, Illidan could throw down his warglaives and use his fire elementals to keep them separated.
Nov 16th 2007 2:33PM at least for several of the races, you can make your character look older if you want to.
as for the "sexiness factor", one has to remember these are professional adventurers. maybe the models are unrealistic for some of the NPCs, but as far as player characters are concerned, think about it. at the very least, these characters are running all over the place all day, some of them in heavy armor. the melee classes are also engaging in the strenuous physical activity of hand to hand combat all the time. now true, maybe rogues and casters shouldn't be quite as built as warriors and paladins, but really, anybody who worked out as much as our warcraft characters do would be in excellent shape too.
Nov 14th 2007 9:26AM on Draka US it's a warrior named Jrdevious, who's famous for owning every BOE purple in the game, and basically anything else that can be purchased. he's a genius at playing the auction house, but in the process broke the server's enchanting economy for several months, for which everybody hates him. his overpriced enchanting fees, loot whoring, and trade spamming are what he's best known for, not to mention that he runs around the cities with a feral druid staff with mongoose on it. by all accounts however, he's actually a highly skilled tank when he's not busy rolling need on everything.
Oct 28th 2007 2:47PM obviously, Teron would win. Gruul has no means to kill Teron's adds if he's immune to being turned into a ghost. eventually, it would just be too much for him.
Oct 14th 2007 10:26AM the game has two kinds of classes, pure, and hybrid.
it used to be that hunters, mages, warlocks, and rogues were the pure DPS classes
priests were the pure healing class
warriors were the pure tanking class
and druids, paladins, and shamans were the hybrids.
this was back when talents only went down to 31 and group composition involved 1 tank, your warrior, 1 healer, your priest, 2 pure DPS, and one hybrid "5th man" who adjusted his role depending on the nature of the pull. and with talents only going down 31 points, specs did not pigeonhole quite as much as they do today.
back then, there was no progression raiding. there was molten core, a 40 man nightmare that only the hardest of the hardcore players ever saw, and ony, that's it. so raiding related complaints about hybrids not fitting well into non-healing raid rolls didn't affect a very large percentage of the community. the hour or two you spent killing ony every couple weeks didn't make up a large amount of your game time or really affect your experience.
for most people, the end game was three dungeons, stratholme, scholomance, and blackrock spire. and two of these dungeons were chock full of undead. and where are the buffs for a pally's anti-undead skills? the holy tree. where was consecration back then? the holy tree.
so being a holy pally did not mean being an endless two button heal robot like it does today. if you wanted to heal full time, you rolled a priest. being a holy pally at end game meant spending a lot of time in strat and scholo, off tanking on big pulls, healing on bosses, throwing on that two hander and blasting undead a lot of the time, your role varied and was fulfilling.
that's changed. that whole dynamic is dead.
there are no pure classes anymore except pure DPS classes, and even they aren't QUITE so pure, with blizz putting in a lot of varied and creative situations like occasional fights that must be tanked by a caster.
this has changed for a number of reasons, among them that having anti-undead capabilites like shackle and exorcism no longer does much to make max level solo play (for farming or whatever) much easier, as it did back when a lot of that solo play happened in the plaguelands, so dedicated healers were having a harder time doing anything OTHER than raiding, that talent trees have extended to 41 points, and with more players trying harder content (I would venture a guess that most people at least dabble some in heroics and Kara these days, or arena from a PVP perspective) making your role much more dependant on your spec, and the elimination of the fifth man role from five man group play in favor of the 1 tank, 1 healer, 3 DPS model.
there are no more hybrid gear sets, if you want to do something even MARGINALLY competantly as a hybrid these days, because you only have the option of playing 1 role in a group anymore, you have to spec completely for it, gear completely for it, and lose virtually all viability in any other roles you can play.
the game has no more use for the concept of "can do anything, but cannot do it as well as a pure class".
so with that option no longer attractive to even a five man group, hybrids have said "well if we can no longer be jacks of all trades and masters of none, let us choose one of our trades and be a master of it"
and hybrids have accepted that this road will be hard for them, especially if they choose a role other than healing, in terms of itemization. a prot pally will have to work a lot harder on his gear and take a far narrower and more confining spec than a prot warrior, to be an equal tank. and this is a fair trade for having a greater variety of roles we can take on than a warrior or a priest or a mage. but it's only fair if the hybrids can eventually GET THERE, otherwise they're useless in today's game.
I think another thing people have failed to see is that it used to be that all of the hybrids could perform all of the four basic roles of tanking, melee DPS, caster DPS, and healing, to a lesser degree than the base classes. shamans had mechanisms for gaining threat and talents for defense and increased armor just like plate tanks. staple tanking talents like anticipation, toughness, and shield specialization are all in there.
shamans had offtanking and melee DPS in the enhancement tree, caster DPS in elemental, and healing in restoration
paladins had caster DPS (against undead, back when they were a large portion of what was fought at endgame) and healing in the holy tree, offtanking in the protection tree, and melee DPS in the retribution tree.
druids had offtanking and melee DPS in the feral tree, caster DPS in the balance tree, and healing in the restoration tree.
these days it's been cut down to three for paladins and shamans, with druids the only ones still retaining four, though they are balanced by the limitations of their shapeshifting forcing them even more than shamans and paladins into one of the four roles.
caster DPS and melee DPS ARE very different things. especially with all the melee unfriendly fights in TBC.
paladins just want to be hybrids again, and have as much right to have a functioning retribution tree as shamans have to 2.3's enhancement buffs and druids have to better moonkin itemization. all of which they're getting. those are THEIR problems, retribution's problem is threat. so fix it already.
Oct 12th 2007 10:26PM I want to see Griftah go try to hock his wares elsewhere in outland and get arrested by Kael and sentenced to death and there's a quest to break him out of the arcatraz.
Oct 12th 2007 5:11AM I dunno, if I were a warrior, I think I'd be quite quite happy about these changes, especially given the changes to how disarm works and the addition of the adamantite weapon chain.
finally there is a weapon add on that is specifically geared towards a warrior's tanking, increasing his mitigation, which is very helpful in PVP as well, especially against the classes that can disarm. weapons can be switched while in combat, so all the change does is encourage the arms warrior to carry two weapons, one with an adamantite chain to stick on when another warrior or a rogue is closing on him (if he gets the chance), and one with the usual mongoose or savagery for the other 7 classes who can't disarm him. so they're not really gonna miss weapon mastery. intercept on the other hand is a PVP staple, as is deathwish, and this allows arms warriors to grab them without missing out on endless rage. this serves to further establish the arms tree as the warrior's PVP tree.
the changes to fury are also buffs, improving whirlwind to work better with dual wielding and giving them a buffed version of sweeping strikes (at least buffed from a fury perspective since a fury warrior will swing very very fast and can easily get off 10 strikes in 10 seconds with proper gear) both give fury warriors some much needed multi-target DPS, something PVP players rarely need due to the tendency towards focus fire, but PVE players frequently do, further solidifying fury as the warrior's PVE DPS tree.
Sep 16th 2007 5:42PM very few of the alliance/horde races are distinctly good or evil. I would more say "lawful" or "chaotic". there are exceptions of course. the Draenei are almost frighteningly good. except if you bother to notice that most of them are busy leading the burning legion and we're only dealing with one faction of them. there's evil broken, there's evil eredar, there's the guys in auchenai crypts...the species is not inherently good, we're just dealing with one particular group of them that is distinctly good. same with night elves, the evil members of their species are just all satyr and naga and such at this point. you might remember that the top end boss of the game currently is a night elf. there's evil dwarves, evil gnomes, certainly evil humans. it's just the factions of these races that banded together to form the alliance are good, and share common goals. but even so they certainly have their share of intolerance and issues. even Uther, the pinnacle of morality usually, refers to all orcs as "disgusting beasts" in WCIII due to the actions of just a few. I think that's the biggest social problem with the alliance, intolerance. it's a very common theme with them, so I would certainly say they're the more lawful faction, for good or ill.
the horde on the other hand is chaotic. they're rather loosely organized, except for the orcs and their fanatical devotion to their warchief, but they're no more evil than the alliance, for every Magatha, there's a Cairn. Thrall himself is certainly a decidedly noble, moral figure. Trolls are sort of goofy, free spirits, at least the darkspear tribe who are in the horde. some of the troll tribes, like the ones in ZG, are CERTAINLY evil, but they're not in the horde. and that's the first thing you have to remember, the alliance and horde are not comprised of races, they're comprised of political factions. the nation of ironforge, not ALL dwarves anywhere, are in the alliance. the darkspear tribe, not all trolls everywhere, are in the horde. this is especially important to remember when it comes to the blood elves. your average horde blood elf is not evil. they're surly and pissed off, but they have good reason to be. but they are not involved in or responsible for Kael'thas's actions. he's even bull@#$%ing silvermoon about what's going on in outland, hence the existence of the scryers and blood elf players being able to help kill him. the sunfury army is a separate organization from silvermoon, for all intents and purposes. as for the forsaken, I think most of them are more "disgruntled and misguided" than evil, though they certainly have a fair number of evil members. largely, I blame that dreadlord, Varimathras, for them. I think he's slowly corrupting Sylvanas to use the forsaken for the same purpose Balnazzar is trying to use the scarlet crusade. destroy the scourge and score brownie points with Kil'jaeden. so Sylvanas is definately getting bad advise.