Jan 5th 2010 2:34PM The Lady Deathwhisper add casting time made it pretty essential to have at least one DK tank, if not 2, to move the adds around. This is, in my opinion, a pretty good change as it allows other tanks to do that job, and I'm sure they didn't intend it as a block to other tanks that don't have death grip.
The add health change makes it so that melee are less of a liability for that fight. Right now, just stack that fight and Deathbringer with ranged and YOU WIN. The reduction in mana pool makes a better balanced group less of a liability.
All in all 2 good raid balance changes that won't significantly alter the fight, or make it a faceroll. Still some coordination and control involved to make this come out right.
Jan 4th 2010 10:13PM Eh, HoR is my new occulus. I don't need gear from there, it's long, it's relatively difficult. I can drop group and queue for the exact same rewards in enchanting material and badges if I just go to Nexus or something.
Nov 23rd 2009 2:50PM I don't think so. If the set bonuses are completely totally optional, then why bother? It just restricts my flexibility to get upgrades. If I have no qualms at all about giving up a set bonus, then the set bonus has no value. The problem is that Blizzard wants us to have no qualms about giving up set bonuses for upgrades, so they're making a lot of set bonuses vastly underpowered. I think that the loss of flexibility in gearing should have enough of a bonus tied up for it to be a good tradeoff. It's not a good tradeoff right now.
Maybe the right route to go with this is make the set bonuses "fun". Like the one that procced a wolvar for melee DPS back in the old days :). "Chance on hit to do something modestly useful but really cool looking" would be better than "Chance on hit to do something boring based on a stat you don't have."
Nov 23rd 2009 2:26PM Um...I hate set bonuses. And I've gotten to the point of not going out of my way to get them.
The good ones are, a week or 2 after I get the set, considered "overpowered" and then get nerfed to pointlessness (Ulduar set 4pc resto druid, for example) or they're so weak that they aren't worth the itemization cost (ToC set 4pc resto druid, for example). Blizzard has yet to hit the middle ground on this, so I'm just not going to play that game any more. If I get a set bonus, great, but it's not something I'm chasing after.
The ulduar druid set is a great example. That was a great set bonus, it put a nice heal that scaled well with other gear on rejuvenation, a staple spell. Then the bonus heal got cut in half. Not 5-10% nerfed, cut in half. So that set bonus went from "great" to "negligible". The ToC set bonus was to make rejuv crit, based on the amount of crit the druid has. Resto druids heal with HoT's. Very little of our gear has crit on it. So they put in a set bonus that triggered on what is in essence a dump stat. That set bonus really needs a bump, but with the next tier of gear coming "soon" they won't make the current tier any better.
I picked up all the ilevel 245 non-set pieces with no opposition. I'm still very competitive with other resto druids and within 2-3% of the top healer in any given situation. So I'm not missing anything not having the set, and I got my upgrades to 245 a lot faster than anyone else.
The itemization cost vs the benefit aren't worth it in my opinion. Plus the non-set pieces tend to be easier to get because of all the suckers going for set pieces.
If they want set bonuses to really work and be desirable, they need to take a bigger hunk of the itemization budget and make them a little overpowered. Make it a clear choice of "hey, this set bonus is really great" and something to work towards, and then don't drop the value of the set 50% because it wasn't planned out right. Risk and reward, and right now the risk of passing on all the great non-set pieces to get sets isn't worth the reward that might be really not worthwhile or may just be changed to suck in a week or two.
Sep 17th 2009 10:21AM This would be nifty.
Sep 2nd 2009 10:19AM Made no difference at all on alleria. Same time as every night, and no instance servers. 18 hours of downtime for...nothing.
Aug 24th 2009 2:31PM We went through something similar about a year ago. The raid leader ended up leaving, gutted the raiding force, and we ended up rebuilding it. Left to form a "raiding guild" that ended up imploding when Ulduar started and content got challenging. Our guild stayed ahead of them for every major content checkpoint. I'd push out the jerk and let him take who he can recruit, and then fill back in with people who don't suck.
Aug 24th 2009 2:25PM As someone who's been a guild officer for a very long time....
I've had the pleasure of g'kicking about 4 people. All were clear violations of guild rules, which are posted available for reading. The guild currently has about 180 *accounts*. Not members, but real accounts.
If you're having to gkick much more than that, you really need to change your recruiting process.
If I have a problem with someone, I kick them out of the raid and don't invite them back. Which has happened 3 times.
Aug 24th 2009 2:18PM I will not attempt to run a guild that's built around a democracy. That's an idea destined for failure.
You've not done this whole "leadership" thing before, have you?
This doesn't change how things are now, it just makes the cost for being in a guild run by a capricious idiot higher.
Aug 24th 2009 2:12PM How will this cause drama?
All this really does is make it more costly to be in a guild run by capricious idiots.