Mar 4th 2009 2:25AM Before I read any of the comments, as I was still reading the article, I said to myself: "This is a great article. In fact, this might be the most well written article I've read on W.I. I must leave a positive comment." Of course, I wasn't surprised to see so many positive comments already left before I had a chance to do the same.
Bravo! This was a great read and very informative! I imagine anyone (even non tanking players) could have read this and understood fully the difficulties facing tanks and the complexity of changing mechanics to suit their individual needs while still keeping them unique in play-style.
Excellent! Excellent! Excellent!
Aug 5th 2008 2:31AM Just wondering if there have been any close encounters with the mysterious "legacy items." I think I am more curious about these things (how to get them, how powerful they are, how they work, what type of items: wep/armor/trinkets, level requirements, etc.) then any other bit of news. Has there been any news on them since the interview with Kap when we first heard about them? I think i remember a quick one-line statement at the Worldwide Invitational, but there really were no details given.
Jun 9th 2008 2:18AM This sounds like an interesting way to unlock or purchase those Legacy items we've heard about.
Mar 19th 2008 5:51AM This is one of those things that i hear about in an upcoming game that gets me so excited that i start imagining my own little additions and far-fetched possibilities and how amazing it COULD be. Only to be disappointed when it finally arrives and i realize that it's pretty much exactly what they said it was and nothing more. lol
It seems like it takes such an incredible amount of work to get so little done in the industry. As a gamer i want the developers to outreach my own wildest expectations, but i understand and appreciate the amount of effort it takes to successfully implement even the most basic concepts, designs and functionality. Especially when the project is on such a large scale such as this.
Yet, even realizing that beforehand, i know that I'm still going to imagine all sorts of impossible things that would be "so totally cool."... QQ
Dec 21st 2007 3:32AM GTA Online (or something close to it) obviously...
Sep 29th 2007 3:24PM I don't think the message of the article is that druids are either better or worse than any other class. It's not a question of how "good" they are, because that is too subjective. There are just too many variables to consider when making an argument in regards to value or worth.
The article IS saying, however, that the druid class may require a bit more brain power. If a mage wants to survive, for example, they pop a mana shield or ice block and that's it. If a druid wants to survive, they turn into a bear -and consequently- have a whole new set of abilities to think about. The same is true in a variety of other comparisons between the druid class and "parent" classes. Now, there may be more intricate scenarios in which you could argue a druid would survive without turning into a bear but that, in turn, supports the argument that the class is built around intricacies and complicated tactics.
To me, the moment Blizzard decided to give each "mini class" of a druid its own tree was the moment that they started this whole argument. If the druid was truly supposed to be a jack-of-all-trades, then Blizzard should have given dps casting, healing, melee dps, and tanking talents to all three talent trees - albeit, in differing arrangements and alternating strengths/weaknesses. That way, no matter which tree you were in, (or which form you were in) you would still be a jack-of-all-trades. Just different variations of it.
Instead, each tree is trying to focus too heavily on making the druid less versatile and more streamlined to be viable in competition with each "parent class" and, at the same time, maintain its versatility by default as its primary function.